Idea to give hex totems more uptime.
Hex totems are protected by the entity, and are unable to be interacted with.
Once the survivors find the hex, they can proceed to do the nearest gen to "purify" the totem, allowing the survivors to get rid of it for good. (Generator light gets rid of the entity spikes)
This way hexes can stay up for longer and won't be gone in the first 15 seconds, also promotes teamwork to do gens at a faster rate by working together.
Comments
Then the killer could just camp the three gens closest to that totem and survivors would never be able to complete them or cleanse it. Also it would be absurd to have to complete a gen to get rid of Devour Hope. Add in Thrill of the Hunt and it would be nearly impossible.
Personally, I would like it to be made to where if a totem is broken, the killer can go to that location to pick up the broken pieces of the totem, then go to the basement to extract the hex from those pieces, and then find a dull totem and insert the hex into that totem. It would cost a lot of time, but allow powerful totems to be re-added to the game if the killer has a dull totem to use. Also gives more reason for destroying dull totems.
I also liked the idea of allowing killers to place their own totems (similar to traps). This means you can spend time finding great spots or quickly lump them all together.
Clearly there are map design concerns with this and the ability to possibly find broken spots that are unreachable (people always find these things) but I though the idea was interesting.
This