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Totem rehide, small game changes, and hex rework, ideas for a mid chapter update

bjorksnas
bjorksnas Member Posts: 5,804

I think that for the next mid-chapter patch a bit out there still the devs should take a look at rehiding the totems in the game because right now it feels either out in the open completely or a near impossible hunt without a map which isn't a bad thing but I feel with hiding the totems buffing how survivors can find them should be the second part of the update.

First a change to totem locations to be harder to find without perks like small game or a map, think of maps like the game where none are out in the open but all are generally behind something or around a corner


Second a change to how totems are tracked, being able to actually track how many totems are left on the map would help survivors breath a huge sigh of relief so my thoughts are all totems hex or not should create a loud notification sound for survivors just to let survivors know a totem has been clensed.


Third a change to small game to make finding an cleansing totems more consistent across the entire team swf and solo queue alike.

Small game

You have the undeniable capability to sense danger.

Reveal the aura when looking in the direction of Totems in a 45° cone within a range of 10/11/12 metres.

Aura is revealed to all survivors until the totem is cleansed, the same totem can't be revealed more than once

Small Game has a cool-down of 30/30/30 seconds each time it activates.

This perk is all in one helps find totems, gives a warning, and marks them to the whole team, the downside is it removes the ability to notify survivors of traps from the 2 killers that have them so not a big loss.


Fourth a change to hexes, across the board certain hex perks should just be fundamentally more powerful either because totems are now better hidden like devour hope or just buffed to now be the high risk high reward they ideally were meant to be.


Hex haunted Grounds

Two trapped Hex Totems will spawn in the Trial. When one of the totems are cleansed all survivors suffer from the exposed status effect for 50/55/60 seconds, when one of the two are cleansed the other has its exposed duration cut in half.

Makes both totems hexed permanently, makes it better across early levels and helps better use it to its full effect of mind games or protecting other totems while gaining snowball potential


Hex the third seal

Hitting survivors with a basic attack causes blindness, if all 4 survivors are affected they suffer from a 3/4/5% movement speed penalty (revealed to all survivors after the first survivor is hit)

Hex persists as long as the related hex totem is standing


Hex Huntresses Lullaby

Each time a survivor is hooked gain a token

1-4 tokens the outer 25% of your terror radius becomes non directional

5 tokens light universal terror radius (works with doctor shock and other terror radius based perks but terror radius is louder when closer like huntresses humming or freddy when survivors are asleep)

Hex persists as long as the related hex totem is standing


Hex No one escapes death

All totems become hex totems at the start of the match

Once the exit gates are powered if any totems remain all survivors suffer from the exposed effect

Gain 2/3/4% movement speed for each totem remaining

Hex persists as long as the related hex totems are standing


Hex thrill of the hunt just 30/40/50% bonus hunter bp no matter how many totems are on the map is the only change for this one


Hex ruin

Whenever a generator is complete block another generator on the map, all blocked generators regress at a rate of 100/125/150% normal gen regression speed (works with perks like thrilling tremors and dead mans switch) , all gens not being worked on regress at a rate of 75% Hex persists as long as the related hex totem is standing


Overall I think totem rehide, small game buffs and hex reworks would make for a good upcoming mid-chapter patch