“Totems Are the Survivor’s Second Objective”
Okay, so then let’s actually treat totems as if they are a true secondary objective.
Add a totem counter into base kit.
Incentivize survivors to cleanse totems (but don’t require it). Something like bonus bloodpoints or slightly faster coop healing— any small effect— would encourage survivors to spend a bit more time on bones.
Normalize spawn locations so that they aren’t “literally on top of a barren hill” too obvious or also “darkest corner of the map hidden in grass behind a bush inside a box “ too hidden.
Totems should be balanced so that survivors can feasibly cleanse all five and do the gens even in solo que.
If totems were actually consistently treated as a secondary objective instead of a conditional that survivors can only attempt to predict, I’m sure the amount of totem-related complaints would go down.
Comments
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Oh crap, yeah somehow that part got deleted. Lemme edit.
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I would say just change how totems are in general. The changes j would make is.
to give more bloodpoints to the survivors when they cleanse the totems and lower the time it takes to do totems by 2 seconds or possibly add a skillcheck to them.
Also make them A bit harder to find so that people would have a reason to take totem hunting perks.
Also for hex totems I say just give the killer the ability to put down hex totems to the location they want or make hex totems come back after an extremely long cooldown (maybe like 3 or 4 minutes)
I would also like there to be an addon the increase or decrease the number of totems that can spawn in a match.
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If you want survivors to do dull Totems then you'd have to give an incentive something like a fixed multiplier bonus to all survivors to running or repairing or something ti justify the time to find them plus thentine to cleanse them
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I don’t think people should have to run totem hunters to find totems since they already take up a lot of time between searching and cleansing— in the same vein as people shouldn’t have to run gen tracking perks in indoor maps. They should take time to find, but not be nigh-impossible without it.
I like the add-on idea, and am surprised it’s not already in the game in some form.
I think killers should probably be able to choose the location or random select, yeah, but only in a limited time window at the start of the trial and the hex shouldn’t take effect until it’s placed. As for default respawns— no. I don’t think that’s necessary. Cleansing a Ruin only for it to return on the last gen and the killer stalling for time until totems return is not a type of playstyle I’d like to see introduced to the game anyways.
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But If people don't run them then that would make them useless and not worth taking. I think they should be a bit difficult to find totems so that totem hunting perks has their purpose. Running these perks lower the time needed to find the objective which is important.
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So if i understand you want to delete totem perk.
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Cleansing a totem gets you 1000 points, and avoids NOED. What more incentive is needed?
You could always run Inner Strength.
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I feel like that would unironically nerf killers. I do not like the idea. Hex perks are sus enough as is.
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I think that totems should be set so you can only bring one hex but it makes all totems meaning for every totem destroyed the hex gets weaker until all totems are gone. An example would be like ruin would do 200% at 5 totems then 150% at 4, 100% at 3, 50% at 2, 25% at 1. I'm not saying these specific numbers should be implemented this is just an idea. Another idea is that dull totems actually do something. Maybe a hex can get destroyed but then come back by hooks. Maybe they can make it so you can't see which totem is a hex until after a set time or until a gen is done. I honestly think the first thing that should be implemented however is totem placement changing every few updates.
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Honestly they're fine as is. Minus the hilltop/in the wide open spawns. You get 1,000 bp per dull totem, which is a fair return for 14 seconds of work.
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Hex perks are already ass
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Undying was already an incentive to do dull totems.
We all know how that ended.
Survivors don´t want their secondary objective. They only want to hug gens and get mad when they can´t do that. (they also get mad, when they only get to do that...)
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"Secondary", not "second". The former implies it's an optional thing, the latter implies it's something they must do to escape. If you want survivors to get information about totems as a second objective, then totems need to be something survivors are forced to do in order to escape - and I sure as ######### don't want that.
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1000 BP is nothing in survivor grind and NOED will still go up if you don't find all 5, and you're screwed if you cleansed 4 but the hex went to the one bone that is impossible to find (think stupid grim pantry totem spawns). And anyway most games have no NOED so more often than not going out of your way to cleanse dull totems is just wasting too much time in a game dependent on making every second count
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"Every second counts" doesn't apply to survivors. You can spend 10 minutes immersed crouching around the side of the map and still get 4 escapes out of the game. It's the killer that's racing against the clock. There's a reason why many people find killer "too stressful to play" and will instead "chill out" with a survivor game instead.
Given how much you get from other actions that only take a few seconds to complete, 1000 BP is pretty generous. On par with killer stuns, or a couple of hook sabotages, etc. Plus you get 1500 for a Hex. Given how many other actions you can be doing throughout the game, it all adds up. If it were much more, you'd get farmers who just bring Counterforce going around cleansing all the totems, and then getting BMed in the chat for hogging all the totems.
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I guess I'm used to having to compensate for those Blendettes that do nothing all game because I'm always needing to manage my time and wasting it on stuff like opening chests and doing bones ends up tanking the match.
I actually have the reverse with that though and a minority of others do too I get real stressed out playing survivor and switch over to killer when I need to relax, different strokes I guess
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I try to grab totems whenever I spot one and am not near the killer. I feel that their speed is good, they don't seem problematic to me. I don't think I've ever played a game in which I found all of the totems but that's fine, that's part of the unpredictability to me.
I don't think that the problem is needing more incentive to do totems (though if they gave like 50,000 BP for one or something players would obviously go out of their way to rush them), I think the problem is that most players just don't care to look for them or are too focused on gens when they see one.
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True about the BP being generous compared to all the other actions, and as it is whenever I have tome challenge to cleanse totems and doing soloQ the totems are usually already rushed by my other teammates so more BP would make that even worse D:<
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Well we know what side you play on.
In all honesty though, Killers wouldn't want totems to become a necessary secondary objective either because it would mean gens speeds would need to be increased or killers nerfed to compensate for the extra time needed to do the secondary objective. Look at how high the Killer kill rate skyrocketed with old Undying and see how quickly that got nerfed by the Developers.
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80% solo survivor player and rising, since killer has become unbearable. At least at red ranks.
You mean, when survivors can´t complete all 5 gens in 3 minutes or less, then killers would be nerfed to compensate this? A bit harsh, don´t you think?
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It's whatever keeps the kills/escape rate close to 50%. Adding a second object would increase kill rates, thus the Developers would institute a nerf of some sort.
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Yeah about the kill rate, we haven´t seen anything official since the hard Undying nerf. So i can only judge from my own escape/death rate as solo survivor on red ranks. Which is somewhere between 60% and 80% (depending on the day).
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If I run a totem build (Small Game & Counterforce) in solo queue and do all totems by myself cause no one else cares about them, my team will be dead at 4-5 gens (and I am gonna point out I am really fast at finding them, know pretty much all possible spots on all maps but the time it takes even with Counterforce speed buff to cleanse and to run across the map to all locations is enough to ######### your team up)
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The last time I was keeping track, the kill rates were around 60 to 70%, which pretty much was in line with what BHVR released. I haven't kept track recently.
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Keep track. You would be surprised.
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You can say your escape rate at red ranks solo q is 80% and I can also say that cows can fly
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I kind of agree, if the game was so imbalanced in Red Ranks that solo survivors escape 80% of the time, then the game would be falling apart, because Red Rank SWFs would be escaping 100% of the time and their would be a mass exodus of killers.
My guess is it's still around 60% to 70% kill rate, which is what I got when I kept track about 2 months ago. I am curious and will keep track again.
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Well, this is awkward.
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your escape rate is 80%?
that is not at all the norm.
Killrate in red ranks is around 70%.
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No, as in normalize, I mean that they shouldn’t be either extremely easy or nigh-impossible to find. They should all be relatively harder to find than a lot are now, but not extremely difficult.
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This doesn’t make sense and ignores the contents and meaning behind the post, read it again.
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You know what, I’m not opposed to an idea similar to this. More dynamic play around totems in general would be amazing.
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They do need the information though, solo queue especially. Also yes, I meant secondary (forgive me, was writing this on mobile about to go to bed).
I think that totems in general should have a larger presence in the game past “is the killer running a hex perk?” I think they should be useful to both sides even when hex perks aren’t in play. “Boon” totems will eventually add on to this, but I have more ideas.
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NOED isn’t always in play.
The possibility of one perk being in play (which observant survivors can sometimes completely eliminate by seeing how the killer plays) is not a strong enough incentive for survivors to do the side objective.
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Fun fact. 4 survivors 5 totems, just like generators 🤔
The problem this game has is that twitch streamers and youtubers have drilled into peoples heads that totems are not worth doing.
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They do need the information though, solo queue especially.
No, they don't. There's only one reason why you could potentially use the information, and that's NOED. However, in your own words...
NOED isn’t always in play.
The possibility of one perk being in play (which observant survivors can sometimes completely eliminate by seeing how the killer plays) is not a strong enough incentive for survivors to do the side objective.
NOED isn't an issue, so there's no need for this information to be given freely. Your logic.
Also yes, I meant secondary (forgive me, was writing this on mobile about to go to bed).
To be clear, I wasn't chastising you for saying "second" instead of "secondary", just that the usual claim is that totems are a secondary objective. There are different implications.
I think that totems in general should have a larger presence in the game past “is the killer running a hex perk?” I think they should be useful to both sides even when hex perks aren’t in play. “Boon” totems will eventually add on to this, but I have more ideas.
I disagree. I don't want to be forced to hold M1 even longer.
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Damn maybe it depends what region you play in, all I know is the moment I see it I am LEAVING
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Totems are fine if not poorly hidden sometimes. Survivors need to accept that the time investment of searching and breaking are why totems make an effective second (although optional) objective.
Yes it can extend a match to search, but can also shorten it if hexes are addressed early instead of powering through only to be negated by good pressure.
"I Can't find them all cause; blah blah blah."
Guess what, that's good totem placement. Solo or not there are perks and no excuses that justify being lazy. Killers can only hope that sometimes you can't find that last one, gens pop, noed procs, and you all failed to complete the second objective due to time constraints imposed by the teams success on gens.
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Maybe it wasn´t the norm. But now?
Double and tripple pallets are back. Yesterday i had a match in Midwich where i counted 5 pallets (on 2 floors) in a distance of 10 meters of a gen. It was the Library room with the ramp. 2 pallets in that room, 1 in the next room and 2 more in the room below it.
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I think totems are fine for the most part. There needs to be an offering that adds more totems to the map like how survivors can add more chests.
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So we should buff Nurse as she has historically been under 50% since her gutting?
Remember if you want to beat that drum we'd have to buff Nurse by its own logic!
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I'm not beating any drums, I'm telling you exactly what the Developers do.
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So do you accept a Mega Buff/Full Revert to Nurse because of it?
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I have no control over what the developers do.
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Please stop avoiding the question.
If you want to use the dev's own words to push for killer nerfs you also have to accept that it will also cause a massive Nurse buff.
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Killers don't have time to go out of their way to interact with a totem.
Let alone during once the generators are done lol.
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I'm not pushing for killer nerfs. I'm only warning you what the developers will do.
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One your still avoiding the question.
Two you are actively pushing for nerfs earlier in this discussion using the Kill Rates as your reasoning.
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But the downside of situational totem mechanics means survivors will still ignore them.
Also this would mainly buff Nurse/Sprit since they can both cross the map fast enough to reach the totem and interact with it while getting back in time while being able to use the exposed status.
I don't think we need to buff those two to borderline auto 4k the moment the generators are done!
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Bait post
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