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Suggestion: Cleanse totems faster with Toolboxes
I think some of us might wonder why we have a toolbox filled with nifty tools to repair generators and even break meat hooks, but why can't we break a pile of bones tied together with string with it?
I would like to suggest being able to gain a speed increase with breaking totems with a toolbox under certain conditions because y'no, balance. You will ONLY receive the speed increase (speed % TBD by devs because I suck at numbers) in cleansing the totem with sabo speed add-ons such as cutting wire and the hacksaw and it would also be included as a base for the Alex's toolbox. I think this potential change could make some of the sabo add-ons and the alex's toolbox more useful and not something we try to avoid in the bloodwebs.
Comments
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With that logic, why can't you just kick over the Totem.
You can't use the Toolbox because they're already so easy to cleanse it's laughable.
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Seems like it could be interesting! Maybe it could get survivors to focus on totems as well. The only problem would be how much could you raise the speed? Totems go decently fast as it is now, but if you make it too much faster than survivors could basically break the totems in 2 seconds in front of the killer.
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healing takes 2 seconds longer and we have many items/addons/perks to speed that up. I don't see why not, no one ever sabos so it'd be a nice alternative to the main toolbox use
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It doesn't need an alternative, it's already a giant help in your main goal.
Healing has those things cause they're vital to your survival.
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Suggestion: Killer can now repair broken totems by 3s channel.
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Only if they increase the base time to cleanse totems and give a base reason to cleanse them thats unique and not integral to the game.
otherwise thats just a straight buff.
what if breaking a dull totem revealed the killers aura for a slight amount of time? (extendable by perks, and hidden by TOTH) or it gives a buff to healing speed for a short period of time etc. some kind of small impactful change that encourages doing them, but without impacting the game too much.
should also make totems in general worth far more bp. 1000 for dulls, and maybe a 1500-2000 for hex's. there's only potentially 5 in a match so i don't think thats unfair when spread amongst 4 people.
base totem breaking time should be around 16-18 with Kept but constantly degenerating progress imo, and with TOTH should keep no progress and be maybe a base 20.
That way without running totem builds or toth its harder to do totems, and with toth its still slightly harder to do them, but it becomes more of a committed act rather then something thats just absurdly long. ie standardised long totem times. toth also shouldn't be revealed to the player until they get off the totem or break their first one. the speed debuff would also not be removed upon cleansing dulls and other totems.
With no warning on toth, i think it would potentially make it tons more powerful
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yeah a lot of things don't need alternatives, yet we still have them for variety. I don't see how this is a problem, it encourages doing secondary objectives. and I didn't realize potentially countering noed wasnt "vital" to your survival
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It indeed isn't vital, stealth already easily counters it.
Have done so times before, can do it again. (While sometimes failing of course, only human.)
The problem that you don't see is that the Hex weakness only becomes weaker, while it's weak enough already.
5 Hex Perks don't need this extra weakness right now.
Ask for buffs to Totems, then we can come back to this.
Nerfing it for the sake of variety should come along with buffs to it as well.
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the weakness of totems are their placement, not the speed of which they're cleansed. at the same time, that's their strength. no one has problems cleansing them, finding them is the difficult part. this would merely encourage using charges on totems instead of gens. would still be preferable to bring a map if u want to go totem hunting
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survivor is going to spawn on it anyways :)
what's the point
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