New Perk Idea - Dimmed Dawn - Totem light concealer
The lights of your totems are dimmed when the survivors soon realize, they will not make it out alive in one piece.
Your active totem glow is dimmed 50/75/100% while a survivor is injured, hooked, or down
Cleansing speed of survivors is boosted 10%
Deviousness is given a 25/50/100% boost in bloodpoints after the trial.
Honestly this would help a lot especially since most of your hexes are doomed if they spawn in open areas. This can help while also providing a counter-play for the survivors (for example, prioritize healing, as well as cleansing any totem they see while getting a boost)
And for the killer, even if your totems do go down, you have a boost to the deviousness category, which is... a little bit of help, if only just a small bit..
Comments
There is no reason for the injured/downed/hooked requirement or the 10% speed boost to cleansing. The perk will be useless if someone has to be injured.
Since I can't entirely test it, I can't say 100% if it's needed but, I believe it's needed for counterplay. If the survivors are dealing with hex ruin or devour hope, they are boned usually intil they find the totems.
I don’t understand. What does it mean that the clow is concealed. It has less fire effects? Wouldn’t be the same? I mean, survs would just need to get 1 step closer to the totem. Whats the point? Just implement a BP boost if totem is cleansed.
Wasting two or more perk slots for a hex? Not for me.
it would basically look like a dull totem at tier 3
I personally don't think a perk should be what helps hide hex totems. I made a post the other day about how a mechanic should be implemented to cover all possible totem spots in leaves or rubble. To clear the debris from on top of totems would be like a 2 second action, and only if a totem is revealed could they go ahead with the normal cleansing process. If no totem were to be revealed, they'd just have to search the other 15-20 leaf/rubble spots on the map.
it would provide no benefit
1 usually survivors cleanse all the totem dull or not at high ranks.
2 wasting a perk slot
3 would be useless if it procced with injured hooked and downed survivors since the biggest "problem" of the ruin would be spawning in front of survivors and getting cleansed istantly. And after you hook a survi you are already gaining enough benefit from ruin.
Since my previous answer post vanished in thin air i'll rewrite.
Such perk would not prove any benefit.
1 At high ranks survivors usually cleanse all the totems.
2 Wastes a perk slot.
3 Since it has required conditions, by the time they are met the totem could be already be taken down if it spawns closer to survs or in open spaces, so it counter the point of the perk completely.
I wanted to expand on this idea little bit by having a "hex rework" idea
An additional idea was also added in the post that suggested that the hex should be it's own slot, which is a smart idea, let me expand upon it.
Basically a killer would have it's own, "hex only slot", in which you can only take a hex inside of it, the rest of the perk slots can take hexes, but allow for more open perk slots for additional help.
(Basically 5 perks in total, but 1 is specific for hexes)
In a way to stop some devious op of what this could be, a killer should only be able to take 2 hexes max (just a placeholder, the number can obviously be changed depending on how strong this could be)
Honestly, I think this could be too op, as survivors aren't getting any kind of bonus out of this (and I honestly don't know what they get in exchange) ... butttttt this will give fantastic variations of gameplay as all killers will now bring in a "small game changer"