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underCoverAgent5376

underCoverAgent5376

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underCoverAgent5376
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  • @[Deleted User] said:

    The only problem with this is if you happen to be fortunate enough to get momentum early in the game before activating your preferred dull totem.

    Are you going to ignore an early chase (or more) to wander around the map making a decision about which totem to use?

    Otherwise you have:

    • survivors free to repair until you’ve activated Ruin.
    • Hits that don’t count towards TTS
    • Hooks that don’t add tokens to Huntress Lullaby or Devour Hope.
    • And what about Haunted Grounds? It wouldn’t activate until you’ve decided on 2 of them!


    Another way to alleviate that issue would be to have all possible totem spawns on the map be slots where you can set a hex totem(kinda like a trapper trap). A small sprite can be made to indicate if a hex can be placed there.


    No wasting time going across the map to light up a dull totem.


    The killer would need to prioritize if he wants the most optimal hiding spot or a decent enough one, for an early start for his hexes. He can choose whether he wants to use ruin right off the bat, or if he plays, for example a 3 gen strat and chooses to place it then.


    This could potentially also open up more use out of haunted grounds play.


    Place your haunted grounds totems next to your hexes and hope they cleanse that when 'small game' finds em.