Otixus
Otixus
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- Otixus
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@MrsJukes said:
To start things off, I really like the concept that you came up with for totems that don't do anything until the killer decides to trigger it, or otherwise is destroyed. I'd love to see such additions to the game, as it would add more strategy to totem related builds or just builds in general. I would like to mention that the example perk you used is probably too strong; 60 seconds of aura reading is a lot, it is 4 times as much as what Hex: Retribution does when a survivor cleanses a Hex totem. But an on demand aura reading like this, even if similar to Retribution could be pretty cool. Maybe if the aura reading was something like 30 seconds, which is quite a bit more to compensate you goin' over to the totem to trigger it yourself. But anyways, love the Decay/Rot totem perk concept.
Alright. Here are my thoughts on each listed perk idea.
- I see the idea behind the perk and you suggest that if you succesfully bait the killer for an attack the wiggling survivor gains wiggle progress. That would be way too strong if it worked on succesful hits, as one or two survivors blocking a hook could always guarantee a wiggle off. If it only worked on missed attacks while carrying a survivor it would be better, because then the killers would have to be sure that he'd hit his attack and not risk missing and be punished.
- 1.4m/s = +35% movements speed, where most killers have 110% or 115%. +35% ms for 180 seconds would be beyond broken. Nurse would be able to move at 125% ms, completely negating her only downside. If this instead gave the killer a very low number like 4% or 5% ms it could be more balanced, but it would have to go down to 60 seconds or something. Three minutes it way too much even for just 0.2m/s.
- Similar to Dark Devotion, I kinda like the idea. But the duration is far too much. I could maybe stretch and see it being okay at 120 seconds, but something closer to 60 or 80 would be more appropriately balanced. Moving you terror radius to something else for that long could really have an enormous impact that shouldn't be dismissed.
- Cute perk idea. Maybe if there were more decoy type Hex perks this could be an interesting addition.
- It's a lot different from other Boon totem perks. Usually they apply a buff to survivors within an area, but this one is actively a debuff for the killer, and not one that can be easily ignored, either. I certainly understand it's just meant to be a distraction, but it would be constant noise notification until the killer realised that it was a boon and wandered to try and find it. I just don't think it does much more than annoy the killer, though.
I'd love to hear more about your other perk ideas. Just because I'm here judging your perks doesn't mean I don't enjoy reading about them. c:
Thanks a ton on the feedback. I'm glad you at least like the totem concept from the get go. It had been a while since I played (I just started back up yesterday after almost a year hiatus) and I forgot time frames on a lot of perks. But after playing a couple matches and getting back into the groove of things, I think you are absolutely right. Most of the perk ideas I was thinking of were a little too strong and I do think the nerfs you suggested would be a lot better. I will say though, it did sound like you were more focused on how strong the perks might be instead of if they were a good or bad perk which is a positive sign to me.
But I would absolutely kill to see my perk idea in the game. I can think of so many different builds and fun playstyles that would overall change the dynamic of the game. I will type of some of the other perk ideas later this week if I remember but I don't have enough time to do it right now. Thanks for all the feedback! Helps me tweak some of my ideas.