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Baklavah

Baklavah

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Baklavah
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  • The day NOED is removed should be the day DS and palettes get removed. As such, the answer is "No."

    I'm still of the mind that they need to make Totems harder to find so that other hexes are more useful (ie: devour hope. That hex NEVER makes it past 30 seconds.)

  • @Youkari said:
    in general i approve to most of these changes; changing and reworking spawn locations would be a dream come true but may be taking alot of redesigns and hence programming. My proposal: adding two more totem to the roster, as well if the killer use a 'active' hex perk, all totems are lit for the survivors view but only the killer sees the real ones. That way is easier to implement on the programming side as well is a decent bandaid until they make the full map redesign and the mentioned payback/lingering effects if they want to implement these wich i however doubt they're going this far

    This relies on the devs doing things other than catering to the survivor players to "increase their fun factor". I swear to god, it's like they KNOW they're going to p*ss people off, and they do it on purpose.

    What about killer players, Devs? You think it's fun for us to lose constantly or be forced to play TWO KILLERS to do anything? Are you high? Do you see the size of the Killer roster? And yet you limit people to 1 or 2 killers in order to stay on the curve. Never mind get ahead of it. You'll never let us do that because the Surv mains will scream until they get their way, and you ALWAYS cave.

  • BOOP!

    This is going to continue to get bumped until you deal with it Devs. I can do this all day. You can either ban me, delete the thread (spoiler alert, I'll just make another one), or ACTUALLY FIX THIS BROKEN FRIGGIN MECHANIC!

  • "dOn'T yOu GuYs LiKe FuN?"
    Not if it only applies to one side, devs... seriously... HOW are you this naive?

  • @Whispers23 said:
    Survivors spawn in front of a totem or putting them near gens is really dumb.
    Need to be fixed.

    Agreed... And their "Totems on hills are harder to see" fix is absolutely #########. WHY ARE THEY SPAWNING ON HILLS?! -_- seriously, it's like they have a board of "good ideas" and a board of "bad ideas" and they flip a coin to throw darts at either board and add something from whatever board they hit. It's asinine, and it needs to stop already.

  • Gonna keep bumping this until the devs understand that this needs to be addressed.
  • @Radiant said:
    think with your head, don't follow people wh's goal in life is posting videos on youtube.
    thet're obviously losers.

    You say that, but Tyde brings up valuable points. The devs may have created the game, but it doesn't mean they have a single clue what they're doing. After catering to survivors for so long, they now have to properly balance things, and they have no idea how. Their "bandaids" are pretty worthless in the end. "Making hill totems harder to see"? WHY THE HELL ARE THEY SPAWNING ON HILLS TO BEGIN WITH?

    NONE of their proposed changes address the major problems with hex totems, looping, the fact that even after their "changes", survivors will STILL be individually stronger than the killer. It's like they don't know the meaning of the friggin word "Asymmetry". Last I checked with horror games, there's usually an overwhelming power that the "survivors/victims/protagonists" have to overcome because they are NOT anywhere near as strong as the entity they're fighting. Then you have to take said power and divide it among the number of players. 1 Survivor should NEVER equal 1 killer. Hell, even 4 survivors shouldn't equal 1 killer. They have to OVERCOME the killer, not meet head on.

    It's ridiculous. I've thought about it plenty and Tyde is right. The devs are daft.

  • As far as I'm concerned, ANYTHING is better than the garbage hex totem system they're running right now. It's so survivor-sided it hurts. Hex perks last less than a minute most matches. It is completely worthless to run hex perks. Even NOED is completely unusable as long as the survivors aren't braindead. It just isn't fun to run 3 perks for the entire match because your 4th was INSTANTLY negated.
  • Get lost with Tyde. He may know some stuff but is incredibly ignorant about several parts of the game, sometimes wilfully so.

    Why? Because he advocates for the game to be what it should be?
  • @Warlock_2020 said:
    I don't like punishing the survivors for doing objectives, but I do like the first two. I say, instead of not glowing, how about a soft red glow of the eyes that is not easily seen until you get close. That, and all killers should be made aware when a hex totem is being tampered with. So, if I run Ruin, I should get an explosion notification when someone toys with my Ruin hex. I then can go in for the save, or ignore it. Furthermore, the actual hexed totem should take 25% longer to destroy than dull ones. It is, after all, hexed.

    This is by far the best idea to come up with regards to Hex totems. I swear to god at some point the devs just need to acknowledge that their system is completely useless and they're going to have to address it. And when they do, this idea needs to hit them in the face so hard they'll remember it for a year.

    Also, SABO should NOT affect Hex totems. In fact, Hex totems shouldn't even show up for the Small Game perk. That by itself is the biggest bad idea they've had for hex totems. PERIOD.

  • One thing's for sure: totem spawns need to be way better. I honestly laughed at the PTB patch notes when I read "made Hill Totems harder to spot" instead of "removed hill totems."

    It's completely asinine... and then they expect us killer players to just accept it like they're doing us a favour. If I could slap their lead dev, I would. This idiocy needs to be rectified already. This basically makes 5 perks completely worthless.
  • @projecteulogy said:
    I wouldn't mind totems regenerating or re-lighting the perk after so many seconds. The "curse" could be another perk all together. Though, 30% is way too high. Mixed with perks like Thanataphobia would make it extremely OP.

    Too many times have i found a Hex Totem within 15 seconds of starting and had a feelsbadman moment bc now that perk is gone. I'm not even scared of Hallowed Ground. Just find a locker and hide. Even as a survivor main, I feel Hex perks are seriously underpowered unless they are extremely well hidden but RNG has too much play on that.

    Finally, a Surv main who gets it...

  • @Aviema said:
    They already lowered the CD, it used to be 20 seconds. Her ability isn't meant to be spammed, its like a sniper shot, you have to make the times where you use it count. I like that players are unable to spam her ability because it makes using her ability, and how you use that ability, feel important. And remember its 15 seconds to recharge from full. Increasing her base movement speed from 110% to 115% to free up her ability use so that it is not always required to move around the map, and decreased the amount of time it takes to activate her ability by 15%. She would have less restriction about how she needed to be played which would increase the killer's ability to manifest their skill through The Spirit.

    While I don't disagree, the fact that it takes so long to regain access to your power is kind of a nuisance. I would be fine with it if you could continue activating the power unless you hit the "empty" threshold and THEN you have to wait for it to fully recharge. Better usability that way imo.

  • @Haku said:
    We don't need a second Billy either. I think the main reason for the cd is the dev just have already these killers with insane mobilty in the game and they just don't want to make another one. While the mobility on both Billy and Nurse is great they both get punished if they miss while using their powers while the spirit can just swing once more - there is just the normal atack recovery time which is very low or she can just continue to chase - there is no stagger after she gets out of her power. So I think it comes down to how hard it so for her to follow her target and how hard it is for a survivor to juke her while she's using her power - when we have definitive answers to these questions then the cd can be adjusted

    They should have thought of that before they made another mobile killer. There doesn't need to be any stagger when she comes out of her power, she has to stand still for a solid TWO seconds to start it up. That's 2 seconds where a survivor with Urban Evasion can evade no problem and just troll the killer, or even a competent survivor who has the common sense to NOT RUN. The startup time is already a nightmare, then you cannot see your target, and when it runs out, you're stuck running around like a Huntress without throwing hatchets.

    So, they either make the power more viable or stop making mobility-based killers. Those are their choices.

  • @Haku said:
    I don't think you should compare Spirit with Nurse from all killers - the strongest, and probably the most hated killer to play against. We don't need a second nurse. On the other hand while she can blink very often landing a hit actually takes a skill while that is not true for the Spirit. Her power is just way eaier to use, she can easly navigate and hit while phased. So lower cooldown is just unreasonable unless her hits become somehow skill based

    I disagree. If you consider the utility and how every other killer works, they can ALL use their powers much more often than she can. It's simple math, and her math is being low-balled on purpose because of whatever reason. 8 seconds is MORE than reasonable as a cooldown from empty to full. It gives her greater utility, has better usability and gives her the mobility she needs to be what she was DESIGNED to be. I'm sorry but I'm going to make a comparison to Billy here... he has insane movement speeds at the cost of a VERY SHORT cooldown. If we're talking "balance", then she's ridiculously underbalanced in that respect.

  • So you're saying she was designed to be horribly flawed and aggravating to play? That's a pretty stupid thing to do.

  • I'm reviving this. The devs need to get on this already.

  • @PrinceTy said:
    Maybe have the hex totem look like a dull totem from a survivor point of view. And have the killer only be able to see the totem that is their hex . It will slow the game down a bit trying to figure out which one is the hex totem as a survivor 

    The only downside to this idea is that there is a chance Noed will not be active because survivors will destroy every dull totem they see. Normally when playing survivors we tend to just focus on gens or finding hex totem but not too much on dull totems all the time. That is why noed gets active most of the time. 

    Then the totems also need to be made less obvious. Not only does the "I'm active HERE I AM" flame need to not show up for survivors, but the totems themselves need new spawns, and they need to be made LESS obvious. If you want to be able to find the totems, a map item would suffice, which means that while they're trying to track totems, they're not doing generators, which shifts the gameplay speed and makes the killers as dangerous as they should be without being overpowered.

    As far as I'm concerned, NOED not getting activated just means the survivors spent more time looking for totems than doing gens, and by that time one or two of them are already dead. They'd have to prioritize, and THAT needs to happen.

  • @Navydivea said:
    Ruin should just be part of the game IMO. Options 1&2 are a strait yes.
    3 would be more like 4/8/12 progression but to be honest that should be a Hag passive in the first place.
    4 I'd say 90/105/120 sec would be fair though you would have to address endgame totems

    The problem is that I don't know if the devs will even bother... if they adjust Hex Totems/Perks and make them more viable, the survivor community may have a conniption fit... There needs to be a system in place that makes things moderately more difficult for them and adds an extra layer. At least that's what I feel.

  • @xxaggieboyxx said:
    why did they buff killers like they did? hags traps are now insta like every time... its not even fair its just hag spam and i cant even survive. fix your game devs. revert the changes. plus with the exhaustion thing i cant even get away

    I don't even know where to start... First of all, Hag is now playable. 2nd of all the Hag can ONLY put down 10 traps MAXIMUM at any time. Avoid choke-points, windows, ledges and pallets, and she can't find you. Learn to crouch, and stealth by the traps. Flashlights also REMOVE Hag traps (which I'm fairly certain get highlighted by "Small Game").

    Fix the game? They are. By removing survivors from their comfy pedestals. These changes will not be reverted, because survivors have been catered to since DAY ONE and this nonsense needs to end. NOW.

    Learn to play around the exhaustion changes. aka Stop relying on crutch perks.

  • I'm glad this topic is getting a bit of traction. Hopefully the devs will actually read this and see that it's necessary to make changes to the hex totems... because as it stands, hex perks are completely worthless :/ you're basically going in with 3 perks and 1 perk that you expect to lose almost immediately... gimping yourself for the duration of the game. It makes no sense.

    @OakLestat said:
    I like all 4 options.
    Option 1: needs to happen.
    Option 2: would be great if the totem actually darkened just slightly instead of glowing across the map. Or even became slightly translucent or totems could be smaller to start with and get bloody instead of bright.
    Option 3: You know as survivor that you are sacrificing for the team to take out the bad perk. The curse could not stack and should just have a couple minute timeframe.
    Option 4: would add legitimacy to at least bringing the perk in knowing that at the current rate all totems and Hex perks are wasted within a minute of starting a game.

    Really changing them so they are harder to see and option 4 are the best ideas in my opinion.

    I'm glad to see people agree with me.

    I appreciate your opinions. I'm hoping we can drive the message home and get the devs to take a look at Hex Totems and fix the system... as it stands now they're pointless to use. Even NOED is iffy if the survivors run around cleansing "just in case".