Either rework how hex totems work or majorly imrpove on the totem placement

SteelDragon
SteelDragon Member Posts: 745
edited June 2019 in Feedback and Suggestions

I am tired of loading into a game and within the first 1-2 min my totem is gone 80% of games, 5% it is never found and 15% it lasts for 5min. I think that if they don't fix totem spots than there should be changes to hex perks, for instance when you cleanse a hex totem after 30 seconds or so the perk will re-activate randomly at one of the dull hex totems still on the map, but if it is a hex that has stacks it will lose 1 stack to give the perk the power to move to another totem, yes this will make hex ruin even better but it will help to slow down the game without having to nerf generators, but totems like haunted grounds will not be changed because getting cleansed is what that perk is about. also this will be a indirect nerf to Noed because it will ENCOURAGE the survivors to cleanse all the totems which will make Noed NOT activate. now these numbers of say a 30 second down time for the perk can be adjusted of course, but for investing a full perk slot for these hex perks the totem spots are horrible, most of the time they are easily found, sometimes they are literally In the open next to no walls or structures, not even in the middle of grass, than there is the VERY FEW good spots that 1 totem will get and the odds your hex totem will be placed in that spot is VERY RARE

Comments

  • gantes
    gantes Member Posts: 1,611

    TBH I think the right approach is to make hex totems spawn only 1min into the match. Good survivors have the general location of totem spawns memorized, and improving the hiding spots without reducing randomness is very hard. By reducing randomness, you make them even easier to memorize.

    Hex totems by default should only spawn 1min or 90s into the match, and perks that have their effect only start after certain events (Huntress Lullaby, Devour Hope) should only spawn after they're actually doing something. All totems should begin dull. That would encourage survivors to cleanse them and make these perks feel less frustrating to use.

    I have no clue why this isn't how it works yet. People have been asking for that for ages and it would definitely NOT be too strong. Any input from the devs? @Peanits

  • SteelDragon
    SteelDragon Member Posts: 745

    what about hex totems like Ruin that gets used at the very start? 1min is enough time for 1-2 gens to be done and maybe even a 3rd started before ruin would take effect. the change for devour is fine but for other totems I think this would overall be a nerf to most hex totems

  • Sonicwb
    Sonicwb Member Posts: 39

    No woman no cry!

  • BunnyTheHutt
    BunnyTheHutt Member Posts: 1,773

    Giving survivors time too pop dull totems before the Hex activates is bad. They should just let the killer place the totem themselves which will reduce not only randomness of them, but the problem of them being cleansed in 10 seconds. Plus you are completely nerfing perks such as Haunted Grounds and Ruin with this idea. It makes no real sense tbh.

  • gantes
    gantes Member Posts: 1,611
    edited June 2019

    Survivors generally consider a massive waste of time to cleanse dull totems. I heavily doubt they would.

    And something both you and @SteelDragon completely misunderstood is that according to my idea the perk would be activated since the start of the game, but it would be only assigned to light a dull totem only after 60 to 90 seconds. Think of how NOED works, but except of activating in the endgame it would be assigned to a totem after some time. That would make the perk survive for at least one minute.

    If the killer chooses a totem to light it becomes painfully obvious to any survivor that happens to be in the killer's area and knows a dull totem's there. Any competent survivor would cleanse the totem 10 seconds after you leave the area.

  • gantes
    gantes Member Posts: 1,611

    Huntress Lullaby, for example, would only notify the survivors of its existance after someone gets hooked, and would only be assigned to a totem after that.

    Devour Hope would only be assigned to a totem after 2 stacks. The survivors would only know it's there when someone gets downed after 3 stacks, as it is right now.

    The only perk that would considerably change would be Haunted Ground, which would only be able to be proc'ed after 60 seconds of a game, which I don't even consider a nerf TBH. It would pretty much ensure the perk never pops during the early game when you have no idea where no one is.

  • SteelDragon
    SteelDragon Member Posts: 745


    what about hex ruin? this change wont do ANYTHING for hex ruin, if anything it will light up a totem when someone starts a gen, and that can be much worse because you can start a gen and since a lot of totems are near gens instantly see the totem light up and than your totem is gone in 6 seconds

  • prettyf
    prettyf Member Posts: 442
    edited June 2019

    hex positions are already fine it fixed recently

    current totem positions are looks like 2-3 each tiles

    if there increase of its hidden spaces it become too random for survivors

    also i always expected my ruin keep til 1down and its fine cause

    finding hex is also more time for killer

  • SteelDragon
    SteelDragon Member Posts: 745

    1 hex positions are not fine there is times where a survivor will spawn 5 feet from it, or it spawns literally IN THE MIDDLE OF NOWHERE, and I mean this as in it is the totem only, no walls or anything to hide it just in the open easily seen from far away


    the totems SHOULD BE VERY RANDOM to make it difficult for survivors because they cleanse the totem then you are down 1 whole perk for the rest of the game and some totems don't even take effect immediately like Devour hope, it can get destroyed without even having 1 token on it


    the point of ruin is to buy the killer more time because currently unless you are a god nurse there is not enough time In matches to effectively chase and down survivors, heck ruin might not even buy you much time at all because some people just power through it with great skill checks and gen tapping, but yet finding the totem is more time for killers but ONE WHOLE PERK for maybe 1 or 2 min most of the time is not getting your value from the perk


    it is clear you are a survivor main and does not know how bad the totem spots are

  • gantes
    gantes Member Posts: 1,611

    OMG what is your problem

    This change would fix the main problem with hex ruin, which is survivors spawning on top of it and it being gone before you can even defend it

  • Tru3Lemon
    Tru3Lemon Member Posts: 1,358
    edited June 2019

    what if they put thrill the hunt as basekit but reduce a bit the cleans while the survivor its going to clean a totem they get aura reading by 4s also gives you a kinda small speed boost to reach there some killers cannot reach in time to that totem since some maps are so big and if its cleans make the survivor gets cursed this cursed will make him have 5% of all speed penalty reduced and if its doing a gen or getting heal by other team they will get reveal similar like nurse calling youll see them if someone its with him