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Totem Change Idea

This is pretty simple, and it could make early game totems a little more reliable.

Don't have the totem light up until the effect of the perk is first seen. For example, Ruin would not be lit until the first survivor gets a Ruin skillcheck. After that, the totem is lit. This makes it less frustrating when a totem crumbles within the first few moments of a game before you can even get started.

Here are a few more examples of how it would work with other perks:

  • Devour Hope Rank III - The totem becomes lit after the second token is gained, and the killer hooks a survivor. This is the time when the killer gets the small speed boost, and would be considered the first time the perk was activated. Alternatively, all ranks of Devour Hope could light when a token is gained.
  • Thrill of the Hunt - lights when a survivor starts cleansing a totem. Could light on the totem they're working on, might not. That keeps a little of the risk for using it.
  • Haunted Ground - this one is a little different. Haunted Ground would light once another totem lights, this keeping the surprise element. If it is used with no other perks, it would light two totems at the start of the match.
  • NOED - NOED should probably stay as-is. No change there.
  • Huntress Lullaby - same as Ruin.
  • Third Seal - lights once the first survivor is effected.

That's about it for the current hex totem changes. Of course, this could be modified by the Devs so that once one totem is lit, all others become lit too. This also carries a similar effect of making totems a little more safe early game.

Comments

  • Terrortot
    Terrortot Member Posts: 423
    @CaptainXym This, or let killer light their own totem.
  • DexyIV
    DexyIV Member, Alpha Surveyor Posts: 515

    I agree on everything but Devour Hope. You should not be guaranteed a free Devour Hope, especially since the change you propose would also make Haunted Ground only appear when the exposed effect is obtained. Pretty much removes the counterplay of this Hex perk. It should be lit at one token like the others. It doesn't deserve special treatment.

  • CaptainXym
    CaptainXym Member Posts: 86

    @DexyIV said:
    I agree on everything but Devour Hope. You should not be guaranteed a free Devour Hope, especially since the change you propose would also make Haunted Ground only appear when the exposed effect is obtained. Pretty much removes the counterplay of this Hex perk. It should be lit at one token like the others. It doesn't deserve special treatment.

    This is fair. Devour Hope could be an exception to the rule, stating so in its flavor text, similar to what NOED does. Or, are you saying Devour should be lit at first token gain? Either way, both are good ideas. I'm always open to discussion.

  • DexyIV
    DexyIV Member, Alpha Surveyor Posts: 515

    @CaptainXym said:

    @DexyIV said:
    I agree on everything but Devour Hope. You should not be guaranteed a free Devour Hope, especially since the change you propose would also make Haunted Ground only appear when the exposed effect is obtained. Pretty much removes the counterplay of this Hex perk. It should be lit at one token like the others. It doesn't deserve special treatment.

    This is fair. Devour Hope could be an exception to the rule, stating so in its flavor text, similar to what NOED does. Or, are you saying Devour should be lit at first token gain? Either way, both are good ideas. I'm always open to discussion.

    It should be lit at first token gained. It's until the first survivor is hooked, which makes it solve the "find it within 10 seconds of the game starting" problem without causing survivors to have to scramble around trying to frantically find a Devour Hope that got 3 tokens already. Devour Hope is a huge gamechanger if you can get the tokens needed, so there should be some risk in taking it even with this QoL change.

  • DisturbedZ
    DisturbedZ Member Posts: 59

    Interesting Idea but how about a new perk that would make them all glow so survivors didnt know which one is which and add a few seconds extra to the time it takes to break the non hex totems. This would give you extra time to be able to use the hex totems, plus the survivors get a challenge and pushes for more points earned. I know I see a lot of survivors pass on totems all together. While others seek them out first. This would also help with certain killers trying to camp the hex totem since they wouldn't have a clue as to which one it is either.

  • CaptainXym
    CaptainXym Member Posts: 86

    @DexyIV said:

    @CaptainXym said:

    @DexyIV said:
    I agree on everything but Devour Hope. You should not be guaranteed a free Devour Hope, especially since the change you propose would also make Haunted Ground only appear when the exposed effect is obtained. Pretty much removes the counterplay of this Hex perk. It should be lit at one token like the others. It doesn't deserve special treatment.

    This is fair. Devour Hope could be an exception to the rule, stating so in its flavor text, similar to what NOED does. Or, are you saying Devour should be lit at first token gain? Either way, both are good ideas. I'm always open to discussion.

    It should be lit at first token gained. It's until the first survivor is hooked, which makes it solve the "find it within 10 seconds of the game starting" problem without causing survivors to have to scramble around trying to frantically find a Devour Hope that got 3 tokens already. Devour Hope is a huge gamechanger if you can get the tokens needed, so there should be some risk in taking it even with this QoL change.

    Ahh, I understand you better now. I can agree with that!