Mitigate bad totem RNG by...
Making the hex bind to all 5 totems.
Imagine you have hex ruin. But instead of 1 lit totem all 5 are. So even if you get a bad spawn say on a hill, or right next to the survivor, or both you aren't automatically screwed over. They have to get all 5 to shut down your perk.
This way the survivors can still take them out, but the killer has a little more staying power and an edge early in the match. It also addresses the fact killers don't know which totem is which.
This would mean all perks apply to all totems, so you can run a powerful 4 hex build but you could end up perkless by end game. A choice between defending gens or totems. Survivors would have another layer of strategy to consider. Ignore the totems and let killer patrol 5 extra objectives, blitz totems since killer can't defend them all, or mix and try to do everything.
Imagine you have hex ruin. But instead of 1 lit totem all 5 are. So even if you get a bad spawn say on a hill, or right next to the survivor, or both you aren't automatically screwed over. They have to get all 5 to shut down your perk.
This way the survivors can still take them out, but the killer has a little more staying power and an edge early in the match. It also addresses the fact killers don't know which totem is which.
This would mean all perks apply to all totems, so you can run a powerful 4 hex build but you could end up perkless by end game. A choice between defending gens or totems. Survivors would have another layer of strategy to consider. Ignore the totems and let killer patrol 5 extra objectives, blitz totems since killer can't defend them all, or mix and try to do everything.
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That sounds incredibly overpowered, if I'm honest. The point behind hex perks is to give added power at the risk of the perk being lost. Imagine devour hope with TOTH against the hillbilly or the nurse. You'd have to cleanse five totems- and they all take longer, and they all show the killer your exact location while you're cleansing them, and they can instantly put you into the dying state and/or mori you.
That's bananas.
I'd rather they just tweak totem spawn parameters so you can't spawn next to a totem, and remove the obvious spots in the open. If you'd like them to be a little more durable beyond that, TOTH is the perfect perk for you.
Alternatively if billy/nurse could defend 4 totems why isn't that the meta build now for them? I'd even like to see someone attempting defending 4 totems and the gens and succeed.
Orrrr... let the killer somehow place the totem down whenever he/she wants :thinking:
This forces team work and slows all objectives down.
I actually do think hex perks need a bit more oomf, especially the ones that only matter over a longer period of time (devour hope, lullaby, and third seal). I even made a suggestion for this recently in that I'd like to see hex totems tied to an activation condition, and only light totems when this condition is met.
For example:
Devour hope will not attach to any totems until someone is unhooked at least 24m from the hook (the activation condition). In this case, the perk now has an associated hex totem and is active. If cleansed, the perk loses a token or two and is de-activated until the activation condition is met again.
This system would have perks, especially hex perks requiring a set up time, to have relevance throughout the game. Likewise, survivors are still rewarded for cleansing hex totems by removing tokens and deactivating the perk temporarily. Survivors can also be rewarded for cleansing dull totems in this system, and it would encourage a secondary objective without making it mandatory. Lastly, since the killer can activate their perks, they'll know which totems they need to defend at any given time (a feature that's been sorely needed in one way or another).
As for NOED and ruin, their activation conditions are triggered at the start and end of the game. So don't worry about them ever reactivating - they'll still be a once per game thing.