Random idea to buff totems
I've seen the suggestion more than once that Hex Totems shouldn't automatically light up at the start of the trial so that they could maybe stick around a little longer. I think that's an interesting idea. Usually, the suggestion is to make it so it doesn't light until the ability activates. I'm thinking maybe we could go in a slightly different direction. What if instead, the condition for making a totem light up was specific to each Totem?
Basically, each Hex Perk will have text that goes like this: "After _________________, a random Hex Totem will be lit. This effect will end if the Totem is cleansed by a Survivor or a Totem can't be lit." It'll replace the standard "The Hex effects persist as long as the related Hex Totem is standing." text. The Hex perk's effect will still kick in at the start of the match, but the Survivors won't get a chance to remove the Hex Perk until the conditions to light the Hex Totem is met. Once it does, Survivors can then look for the lit Totem and cleanse it as normal. If for whatever reason, the Survivors manage to preemptively cleans all the Totems before one is lit, the Perk(s) will remain active until it tries and fails to light a Totem.
Using the first example in the list below, "Hex: Devour Hope" will be in effect as soon as the trial starts, but no Totem will be lit. Once "Hex: Devour Hope" has two tokens on it, a Dull Totem from any remaining ones will automatically light up, and that will be the one Survivors have to cleans to shut off "Hex: Devour Hope." If Survivors somehow manage to cleanse all the Totems before "Hex: Devour Hope" gets two counters, once it does get those two counters, the Perk will cease to function as no Totem was successfully lit (in this case, it basically means that "Hex: Devour Hope" can be prevented from ever doing anything if the Survivors knock out all the Totems before reaching two tokens).
This does two things:
1) Obviously, it allows the respective Hex perks to remain active longer while allowing the devs to custom-tailor each one for balance's sake.
2) In the event a person is using multiple Hex Perks, a Killer can sorta keep track of which Hex Perk is tied to which Totem (on a related note, change the aura color of Hex: Haunted Grounds for the Killer.)
This is what I had in mind:
Devour Hope - "After you have 2 tokens, a random Hex Totem will be lit. This effect will end if the Totem is cleansed by a Survivor or a Totem can't be lit."
Haunted Grounds - "After a Hex Totem becomes lit, two trapped Hex Totems will be lit. If you do not have any Hex Perks equipped, the trapped Hex Totems will instead be lit after 45 seconds. When one of the two trapped Hex Totems is cleansed by a Survivor..."
Huntress Lullaby - "After you have 2 tokens a random Hex Totem will be lit. This effect will end if the Totem is cleansed by a Survivor or a Totem can't be lit."
No One Escapes Death - "After the Exit Gates are powered, a random Hex Totem will be lit. This effect will end if the Totem is cleansed by a Survivor or a Totem can't be lit." (This one will be the only one unchanged from its current incarnation)
Ruin - "After 60 seconds, a random Hex Totem will be lit. This effect will end if the Totem is cleansed by a Survivor or a Totem can't be lit." (This is the one I am most shaky on)
The Third Seal - "After this effect is applied to 2 Survivors, a random Hex Totem will be lit. This effect will end if the Totem is cleansed by a Survivor or a Totem can't be lit."
Thrill of the Hunt - "After a Survivor begins cleansing a Totem, a random Hex Totem will be lit. This effect will end if the Totem is cleansed by a Survivor or a Totem can't be lit."
So yeah, what do you think? Good idea? Terrible idea? Don't mince words. I only thought of this over the course of eating a Sandwich, so I didn't put a whole lot of thought into this.