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Hex totem buff??

lavars
lavars Member Posts: 312
edited November 2021 in Feedback and Suggestions

We keep Boon Totems the same, but we make that Hex Totems are not detectable by just being "lit". they appear like a Dull totem, except you have a map equipped, or key... both of them are more aura tools anyways...

It keeps survivors away from super easy reachable totems and for that they can keep their op totems.

Post edited by Rizzo on

Comments

  • mrwadesurvivor
    mrwadesurvivor Member Posts: 2

    Maybe 2/3 tokens each trial to "Hex" a totem to add your hex onto them. Maybe when you're in front of the totem it's (for controller) "press r1to place undying" "r2 to place Ruined hex" "l1 ad l2" ect. Or maybe place all in one like the boon totems maybe

  • Bran
    Bran Member Posts: 2,096

    i've thought of similar ideas myself, that could work, didn think about them eealed by keys or maps

  • Chocolate_Cosmos
    Chocolate_Cosmos Member Posts: 5,735

    How about this idea: Survivors HAVE to destroy the totem no metter what if they want to remove the hex. Not simply just bless it.

  • lavars
    lavars Member Posts: 312

    Only strong for the new perk of the artist. It doesn't fix the problem that hex have at the moment. The problem is literally that you don't get value out of it anymore, it was already hard before, now you have people looking for them anyways and still can crank out gens super fast. It isn't impossible to kill people, it's just that you run with 3 perks (let's say you have ruin) and you don't even get value.

    the games i recorded and timed how long hex:ruin in particular stays up was numbing. More than once you loop someone for 1 gen and they already found it. Trapper is the only one that can protect the hex to a certain degree, but to make essential perks useful shouldn't rely on "hopefully it stays up for longer than 2 minutes" or "i need to play a mediocre killer, just to get value out of this so i don't get steamrolled in the first 3 minutes.

    The statement people have is really showing a 1-dimensional view of this situation. The problem is where the game becomes too competitive for its own sake. The game is fun, and balancing a game of this kind is "impossible" like you have to give both sides a chance to win, that's the goal of a game, to "win".

    And i could make a whole post about why i actually think the balancing isn't a problem, but the problem is the mechanics that make the game make you feel fatigued. And that should never be a goal of a game.