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Thoughts on my Totem/Hex/Boon rework ideas

TheSingleQuentinMain
TheSingleQuentinMain Member Posts: 32
edited August 29 in Feedback and Suggestions

I need some input on an idea I had regarding how Totems should work in DBD. My main goal is to make it so RNG doesn't screw over the killer into never being able to use there perk, nor does it guard the totem without any effort from the killer. The way I view it, Hex Perks should be something where the killer is almost guaranteed to have it early game, but will probably lose it mid to late game. Here's the rework itself:

At the start of the trial, all Hex Totems are blocked for 90 seconds. After 10 minutes however, Hex Totems have there aura revealed.

I'd like it if more specifically Survivors had to do something at the ten minute mark, like interact with a new object on all maps that lets you see the Hex Totem locations, in exchange for giving away that survivors location, but that's adding a whole new thing.

Thank you for taking the time to review this. I'm happy to hear critique.

Post edited by EQWashu on

Comments

  • Firellius
    Firellius Member Posts: 4,539

    Well, let's just take the numbers as being placeholders, because 90 seconds is too long, and 10 minutes is -far- too long.

    But the overall concept runs into a bit of a snag, which is the variety of hex perks in the game. With how varying their potentials are, they can't all be treated with the same parameters. This is something I wished BHVR realised with Boons, too. You can't really balance hex perks in general around, say, Hex: Crowd Control while ignoring the impact it has on Devour Hope.

    There's also the issue that simply blocking the hex totem for a set amount of time doesn't do that much to protect it. It can still be found, and then dismantled as soon as the timer is up. It does give the killer more time to move in and protect it, but that's assuming that it would be in the killer's best interest to do so. They have other objectives to defend as well, after all.

    Personally, I think Hex: Two Can Play was on to something when they made the hex reignitable. I think some of the weaker hex perks should be given conditions that will re-ignite the hex on a random dull totem when met.