Totems in any place and a totem counter in Small Game
Totems are much debated: sometimes they are immediately found, other times they last for a few minutes. This makes the hexes unattractive, without losing the need to use Ruin. Totems spawn in predetermined places, which sooner or later are memorized, and this makes the use of Small Game unappetizing.
I therefore suggest a reform:
1) the totems can spawn at any point on the map, randomly selected by the procedural system, as long as it is close to an obstacle (tree, bin, rock, wall...);
2) a counter of the remaining totems is added to Small Game, like that of Thrill of the Hunt.
Comments
Honestly I've always been in support of the small games idea.
The issue with totems is that I feel like they should never spawn directly next to an object of interest.
Generators.
Jigsaw boxes.
Cleansing fountains.
Basically anything that requires the survivor go to that position
Don't mind them being by hooks or loops. As you could avoid hooking somebody by your Totem and most of the time of somebody is looping they're not really paying much attention to totems.
I've always wanted a buff to Small Game.
A faster cleansing speed would be amazing, aside from a totem counter.
The former wouldn't quite work. Having them in preset places allows for some control at the very least. You can manually place objects like bushes and barrels in front of it to hide it from certain angles. If you just place it close to any object, there's no guarantee that it'll be hidden at all. Sticking it up against a tree might mean that you can't see it from one side of the tree, but from any other angle it would stick out like a sore thumb. Beyond that, there would be a bunch of buggy locations. A totem could spawn behind a hook in an inaccessible area, making it impossible to cleanse, for example.
Perhaps a better system is a scoring event that's judged depending on it's environment.
For example, a valid spawn location would have a score of 3. Depending what's obscuring it, it earns a set number of points. have 2 props blocking it? 2 points. In a cornfield? 1 point. It has a spawn location.
The example isn't perfect, but this would add the totems to the procedural generation more then memorable spawns
Edit: Forgot a solution for the glitch spawn, perhaps a basic ai could be coded that's only job is to get into the spot where it can be cleansed, and this ai is used to test spawns as the game loads.
Hex perks are already almost pointless to run. A totem counter would just make it worse.
Yet survivors still struggle with NOED.
Baby potato survivors maybe.
There are two perks that make totems a breeze if someone is struggling. Let’s not change the entire game because some low skill players struggle. See: Freddy nerf.
@Well_Placed_HexTotem
the irony of you answering this post... xD