Solution for both Hex totem and Boon totem

Boons123
Boons123 Member Posts: 810
edited October 2023 in Feedback and Suggestions

There are several problems on both sides regarding Totem that make using any perk associated with Totem not worth the hassle

For killers:

-The totem is destroyed very early in the match, especially since sometimes the survivor starts the match with the Hex totem right next to him.

-The totem is not well hidden. You may find a totem at the top of the hill and exposed to everyone Or you can see it from afar in Loops like TL where it is easy to see from afar or hidden behind a small, skinny tree, Therefore, it is related to the first point, which is that the survivors destroy the totem very quickly, because they found it easily without having to memorize the locations of the totem

For survivors:

-The best place to make use of the Boon totem is to place it as close to the middle of the map as possible, however, you may find all the totems on the map on the edges or in the corners of the map, which makes them bad places to use the boon totem. I mean, who will run to the corner of the map in order to benefit from the boon?


Suggestions:

For killers

-At the beginning of the match, each totem will be dull totem for 32 seconds. If the killer brings with him Hex perks, a random, unbroken totem will be chosen as the Hex totem for the rest of the match.

-Make the totem well hidden and in better places so that no player can see the totem from a long distance.

For survivors

-Dimensing the totem from the corners of the map and the edges of the map and making it a little closer to the middle of the map in an uneven manner.


This alone motivates killers to use the Hex perk and motivates survivors to use boon perks, giving them a secondary goal


Comments

  • djsoundlimit
    djsoundlimit Member Posts: 97

    They should do something about when 5 totems are broken down, whit some perks the killer just spawns a new hex totem. Survivors waste time on breaking totems down so that perk isn't working proparly. But when they are all down some just respwan. giving the killer his neverending power..........

  • Archol123
    Archol123 Member Posts: 4,634

    I would prefer it if hex totems just apply to all totems and get less and less power with each cleansed totem, perhaps even create special chests, maybe 4 for each map, that spawn maps that reveal totems and chests in that quarter of the map, so if you are unable to find a really well hidden totem you can spend some extra time to get it revealed. Totems should not be hidden so we'll you basically cannot find it without a perk map or looking for several minutes in the area you know it has to be.

    For boons you could make it so the survivor can reassemble the totem to use it as a boon, but if the killer breaks the boom it does not get turned into a dull totem, so Noed cannot apply, but goes back into its destroyed state for it to be reassembled again, maybe even taking a longer time after getting destroyed, so survivors are discouraged to use the same spot over and over again.

  • Boons123
    Boons123 Member Posts: 810

    The idea is to solve the problem itself. There are good hex perks, but they are in an open place, and the worst is when the survivor starts next to the totem.

    As for Boon, it relies on RNG to be in good locations, but it may be in bad places, you and your luck.

  • Archol123
    Archol123 Member Posts: 4,634
    edited December 2023

    Technically you always have the chance to spawn a totem in a better or a worse spot, given that the theme of hex totems is strong perk but breakable this is generally speaking alright, sure it would be nice to have a bit more consistency there, but the issue is if totem spawns are all very well hidden you will have to search for them way harder, which is very annoying and time consuming. And also makes the hex perks more consistent, which technically is not something they are supposed to be... At least by the current concept.

    This is why I would want to change the concept entirely, because I am not really a fan of such rng/luck based mechanics.