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Totems For Survivors

Boss
Boss Member Posts: 13,616
edited December 2018 in Feedback and Suggestions

I know this isn't original, i'm not pretending to be the one to come up with the core of the idea.
But here's my try on it...

Blessed Totems & Blessed Perks

When a Survivor has a Blessed Perk equipped and find a Dull Totem, they can cleanse it with M1 like usual (which takes 14 seconds), or they can use M2 to start an interaction to put that Perk's Blessing on it. (Which also takes 14 seconds.)
When finished, the Dull Totem is now a Blessed Totem, their Blessed Perk activates and can now do whatever it was designed to do.
Successfully applying a Blessing would grant the Survivor 750 Bloodpoints in either Survival or Boldness. (Not quite sure yet.)

Curses will have advantages over Blessings.
Any Hex Perk that activates later in the trial and needs a Dull Totem will also have an equal chance to replace a Blessed Totem's Blessing and put their curse on it, making it a Hex Totem instead. (Only No One Escapes Death can do that for now.)
The Killer can also interact with Blessed Totems: Once they press SPACE when the prompt shows up when standing close enough and facing the Blessed Totem, they will kick over the Blessed Totem, successfully destroying the Totem and deactivating someone's Blessed Perk.
The kick animation (or swipe/telekinesis/slice for Hag/Nurse/Spirit) won't take long, just a second or 2-3.
This will not yield any negative effects towards the Killer, but they can't see Blessed Totems' auras like they can with Hex Totems, obviously.
Successfully kicking over a Blessed Totem would grant the Killer 750 Bloodpoints in either Brutality or Deviousness. (I'd personally classify it to be a devious act, but you do just break it, and Deviousness is kinda reserved for Killer Power moves. Again, unsure.)
Oh yeah, and the Killer can now also kick over Dull Totems, though this will only grant them 100 Bloodpoints in Brutality. (Yeah, Brutality, cause now you're destroying something that has no or little meaning.)
Killers can't kick Hex Totems & Survivors can't un-Bless Blessed Totems, so don't worry about other Survivors trolling and disabling your Blessed Perk: Once a Dull Totem is taken, it's not going anywhere without a Killer's influence.

Once a Survivor has applied a Blessing to a Dull Totem, they CANNOT place place another Blessing on another Dull Totem to reactivate their Blessed Perk, nor can they ever have multiple Blessed Totems.
Multiple Survivors having 1 Blessed Totem each is possible though.

Just like Obsession Perks, Blessed Perks will have a form of exclusivity.
Only one Blessed Perk may be equipped per Survivor.
Once you have a Blessed Perk equipped in your Perk slots in the main menu, all the other Blessed Perks will darken and can't be selected unless you've selected your currently selected Blessed Perk so that, when you click another Blessed Perk, it'd replace the already equipped one.

Just like Hex Totems, Blessed Totems will have significantly changed compared to Dull Totems.
Like how Hex Totems make a fire noise due to the candles, Blessed Totems will make a sort of holy sound.
Like how Hex Totems brighten up due to the candles, Blessed Totems will brighten up due to it being surrounded by thin rays of light.

You could do some great Blessed Perks for this, as they'll run the same Totem danger now.
The concept might need more adjustments for this, but, for example, you could try a Blessed Perk that grants immunity to the Exposed Status Effect for the Survivor running the Perk, until its Blessed Totem is destroyed.
If you don't like this example, do not worry: It's literally nothing more than an example of what's possible.

Current Perks That Are Affected

Small Game activates on Blessed Totems.

Hex: Thrill of the Hunt gains Tokens from Blessed Totems.
Kicking them over would remove a Survivor's Blessed Perk, but you'll lose a Token.

Hex: Haunted Ground leaves behind a Dull Totem after one of its Hex Totems gets cleansed.
So yes, Survivors could then apply a Blessing to that Dull Totem.

Detective's Hunch will show Blessed Totem auras, but they can't be identified as such: You'd have to go to them to find out.

Personal Thoughts

I'm not expecting anything, most ideas go in the trash.
It's true that they've adopted ideas like the new Save The Best For Last, Tenacity etc.
But for each of those, thousands won't ever be seen again.
You could say i just made this for fun, but i'd honestly like to see a form of this in the game.
It'd give the Survivors something else to do, reducing the boredom of only having Generators a bit, giving the Killer more time without increasing Generator time & might even make playing Survivor more fun due to including fun gimmicks like Devour Hope. (Sorry, just a huge fan of that Perk.)
I know that most don't like Hex Perks in general due to them all having that fatal weakness, which is only worse due to their sometimes obvious spawn points.
But if the Survivor would now also utilize Totems, that means it'd affect the other 80% of players per match as well, increasing the likelihood that they'll do more about it by 5 times.

End

Thanks for sticking through this, hope you don't think i wasted your time.
I can't stop trash talk, and i won't stop you from having your opinion.
But i naturally prefer for you to make civilized comments.

Have a good day!

Comments

  • Poweas
    Poweas Member Posts: 5,873

    Nice idea but what would the blessing perks be?

  • redsopine01
    redsopine01 Member Posts: 1,269
    How about each blessing counters a active perk?
  • Boss
    Boss Member Posts: 13,616
    edited December 2018

    @Poweas said:
    Nice idea but what would the blessing perks be?

    Whatever the devs could think of.
    Stuff like...

    Once you've Blessed a Dull Totem, the Killer will now be unable to build up Bloodust when chasing you.

    Or like mentioned before...

    Once you've Blessed a Dull Totem, you are immune to the Exposed Status Effect.

    Or...

    Once you've Blessed a Dull Totem, you can start gaining Tokens for every Generator that's repaired after you made it a Blessed Totem.
    And every Token increases your movement speed across all movements (crawling, crouch-walking, walking, running) by 1%.
    (Cannot gain Tokens when you don't have a Dull Totem Blessed yet, and can't use the bonus nor gain more Tokens when the Blessed Totem is destroyed.)

    Or...

    Once you've Blessed a Dull Totem, a random broken pallet is repaired every 2 minutes.

    Again, just examples.
    But what i personally like about the concept is that you can try to make these Perks REALLY powerful.
    Because, like mentioned before, they still suffer the same weakness, and Killers, unlike Survivors, both move faster and don't need to stealth around.

  • Boss
    Boss Member Posts: 13,616

    @redsopine01 said:
    How about each blessing counters a active perk?

    That's a good one.
    Maybe something like...

    Once you've Blessed a Dull Totem, you are now immune to Entity Blockers created by Blood Warden & Bamboozle.
    (Not immune against Entity Blockers that spawn from too much vaulting, btw.
    These Perks are supposed to be stronger, but they're not supposed to break the game.)

  • Poweas
    Poweas Member Posts: 5,873

    @Boss said:

    @Poweas said:
    Nice idea but what would the blessing perks be?

    Whatever the devs could think of.
    Stuff like...

    Once you've Blessed a Dull Totem, the Killer will now be unable to build up Bloodust when chasing you.

    Or like mentioned before...

    Once you've Blessed a Dull Totem, you are immune to the Exposed Status Effect.

    Or...

    Once you've Blessed a Dull Totem, you can start gaining Tokens for every Generator that's repaired after you made it a Blessed Totem.
    And every Token increases your movement speed across all movements (crawling, crouch-walking, walking, running) by 1%.
    (Cannot gain Tokens when you don't have a Dull Totem Blessed yet, and can't use the bonus nor gain more Tokens when the Blessed Totem is destroyed.)

    Or...

    Once you've Blessed a Dull Totem, a random broken pallet is repaired every 2 minutes.

    Again, just examples.
    But what i personally like about the concept is that you can try to make these Perks REALLY powerful.
    Because, like mentioned before, they still suffer the same weakness, and Killers, unlike Survivors, both move faster and don't need to stealth around.

    Oh k