Totems (Yes, The Infamous Hill Totem)
1.) Needed: Huntress Lullaby, Third Seal, and Devour Hope won't be lit until they receive their first token. Additionally make more totem spawn rules to prevent survivors from spawning directly beside a hex totem.
2.) Needed: Slightly nerf Thrill of the Hunt but make it a regular perk, not a hex.
3.) Optional: Hex totems will be blocked by the Entity for the first minute in the trial.
4.) Optional: Totems are not visible when standing outside 16 meters from the totem.
5.) Optional: Change maps to be more dynamic (Not flat like auto havens) with better geography to give more places for totems to hide in.
6.) Optional: Add more LoS blockers to totems to prevent them from being seen.
Okay, that's all I have for totems changes! Please tell me what numbers are your favorite and why.
Comments
-
I would advocate also that they take away the notification of hex perks (except maybe third seal).5
-
@Nickenzie said:
I know that a lot of killer mains are upset with how poor certain totems can be! I'm looking at the person at BHVR that came up with the hill totem with the devils eye! So, here are my solutions on how to make Hex perks less of a risk to run!1.) Needed: Huntress Lullaby, Third Seal, and Devour Hope won't be lit until they receive their first token. Additionally make more totem spawn rules to prevent survivors from spawning directly beside a hex totem.
2.) Needed: Slightly nerf Thrill of the Hunt but make it a regular perk, not a hex.
3.) Optional: Hex totems will be blocked by the Entity for the first minute in the trial.
4.) Optional: Totems are not visible when standing outside 16 meters from the totem.
5.) Optional: Change maps to be more dynamic (Not flat like auto havens) with better geography to give more places for totems to hide in.
6.) Optional: Add more LoS blockers to totems to prevent them from being seen.
Okay, that's all I have for totems changes! Please tell me what numbers are your favorite and why.
- I kind of see the need, but not really. What would trigger the totem for each perk? How it could work - Devour Hope - first unhook, Huntress Lullaby - first hook, Thrill of the Hunt - starting to cleanse, Third Seal - first hit, Ruin - starting to repair a generator, NOED - first hit after Exit Gates are powered. Changing the trigger would nullify Haunted Ground because if survivors know a hex isn't lit until it triggers, they will avoid totems lit at the start of the match. For the second half, yes, they need to spawn totems away from survivors and objectives (at least 16 meters).
- I had an idea to re-purpose each Hex Perk to be more beneficial to the killer, rather than being an "all in" risky perk. It would be a passive effect (effect increased per tier level) and a hex effect that is constant in all tiers until the totem is cleansed.
- Devour Hope - Exposed status effect is removed completely. Perk would grant a speed boost whenever you hook someone. Hex would allow moris at 5 tokens.
- Huntress Lullaby - Perk would increase regression penalty of failed skill checks. Hex would delay the sound of skill checks.
- Third Seal - No longer limited on how many survivors are affected. Perk grants a temporary bonus to killer's aura reading range when a survivor is hit. Hex removes aura reading of survivors when they are hit.
- Ruin - No longer limited on how many survivors are effected. Perk slows down survivor's generator repair speeds. Hex causes -5% skill check progress (how it works normally).
- NOED - Perk gives killer a speed boost when the Exit Gates are powered. Hex allows survivors to get one hit downed.
- Thrill of the Hunt - remove being tied to a hex totem. Cleansing time adjusted to apply a set bonus to all totems, not based on how many are left.
- Haunted Ground would remain the same. If there was to be a passive ability, the hex effect would be the same in all 3 tiers. The passive ability could make the other totems to blend in more with whatever they are near (if they are against a grey wall, the totem would take on a more grey appearance).
- Fair suggestion, or just have each hex effect undergo a "decay" state where the effects dissipate over 30 seconds after they are cleansed.
- I don't think they should be invisible from a certain range, but would not mind if they blended in better than they do now.
- Auto Have actually has some pretty good hiding spots for totems. Killers need to be able to give a totem placement survey to report bad spawn locations.
- Same with #5, they just need to get rid of the bad spawn locations.
The notification system is fine as it is. I'd be fine if they increased the overall cleansing time for all totems.
1 -
I suggested a perk Idea but it hot shot down
Allow the killer to place their own Hex totems at any time they please.
The hex will not be active until they're placed.
they are sacrifing time for God like hex placements0 -
@CoolAKn said:
The notification system is fine as it is. I'd be fine if they increased the overall cleansing time for all totems.
No, it's not fine at all and those notifications are totally unneccessary. It completely destroys the immersion and surprise mechanic for what it was intended for. That's why totems get cleansed so early because survivors know in the first 10 seconds of the match what they are cursed with and start searching for the hex totems.
1 -
1.) Yes, great job, basically everything that you said except for NOED, Ruin, and Thrill of the Hunt is how this buff would work. NOED, Ruin, and Thrill of the Hunt will remain unaffected while other hex perks will light up once you do your condition to gain your first token with the exception of Huntress lullaby. There is two ways to light it up Huntress lullaby, getting your first hook or a survivor missing a skill check since the perk adds a additional regression penalty to failed skill checks.CoolAKn said:@Nickenzie said:
I know that a lot of killer mains are upset with how poor certain totems can be! I'm looking at the person at BHVR that came up with the hill totem with the devils eye! So, here are my solutions on how to make Hex perks less of a risk to run!1.) Needed: Huntress Lullaby, Third Seal, and Devour Hope won't be lit until they receive their first token. Additionally make more totem spawn rules to prevent survivors from spawning directly beside a hex totem.
2.) Needed: Slightly nerf Thrill of the Hunt but make it a regular perk, not a hex.
3.) Optional: Hex totems will be blocked by the Entity for the first minute in the trial.
4.) Optional: Totems are not visible when standing outside 16 meters from the totem.
5.) Optional: Change maps to be more dynamic (Not flat like auto havens) with better geography to give more places for totems to hide in.
6.) Optional: Add more LoS blockers to totems to prevent them from being seen.
Okay, that's all I have for totems changes! Please tell me what numbers are your favorite and why.
- I kind of see the need, but not really. What would trigger the totem for each perk? How it could work - Devour Hope - first unhook, Huntress Lullaby - first hook, Thrill of the Hunt - starting to cleanse, Third Seal - first hit, Ruin - starting to repair a generator, NOED - first hit after Exit Gates are powered. Changing the trigger would nullify Haunted Ground because if survivors know a hex isn't lit until it triggers, they will avoid totems lit at the start of the match. For the second half, yes, they need to spawn totems away from survivors and objectives (at least 16 meters).
- I had an idea to re-purpose each Hex Perk to be more beneficial to the killer, rather than being an "all in" risky perk. It would be a passive effect (effect increased per tier level) and a hex effect that is constant in all tiers until the totem is cleansed.
- Devour Hope - Exposed status effect is removed completely. Perk would grant a speed boost whenever you hook someone. Hex would allow moris at 5 tokens.
- Huntress Lullaby - Perk would increase regression penalty of failed skill checks. Hex would delay the sound of skill checks.
- Third Seal - No longer limited on how many survivors are affected. Perk grants a temporary bonus to killer's aura reading range when a survivor is hit. Hex removes aura reading of survivors when they are hit.
- Ruin - No longer limited on how many survivors are effected. Perk slows down survivor's generator repair speeds. Hex causes -5% skill check progress (how it works normally).
- NOED - Perk gives killer a speed boost when the Exit Gates are powered. Hex allows survivors to get one hit downed.
- Thrill of the Hunt - remove being tied to a hex totem. Cleansing time adjusted to apply a set bonus to all totems, not based on how many are left.
- Haunted Ground would remain the same. If there was to be a passive ability, the hex effect would be the same in all 3 tiers. The passive ability could make the other totems to blend in more with whatever they are near (if they are against a grey wall, the totem would take on a more grey appearance).
- Fair suggestion, or just have each hex effect undergo a "decay" state where the effects dissipate over 30 seconds after they are cleansed.
- I don't think they should be invisible from a certain range, but would not mind if they blended in better than they do now.
- Auto Have actually has some pretty good hiding spots for totems. Killers need to be able to give a totem placement survey to report bad spawn locations.
- Same with #5, they just need to get rid of the bad spawn locations.
The notification system is fine as it is. I'd be fine if they increased the overall cleansing time for all totems.
2.) Your ideas can work, I like the idea of it doing more to aid you instead of building the perks tokens up to gain a benefit from the perk. You should make your own thread about your ideas, great job.
3.) Either my idea or what you said, I don't care which one it is but I prefer your idea more since it's more natural and hearing your hex getting destroyed doesn't it's gone, you still have 30 seconds remaining to gain value from the perk.
4.) Agreed, it was just an idea dump where you can see which one of my ideas would benefit totems the most. When you said blend in, are you referring to the Haunted Grounds passive ability? It would be cool if totems were already like that without the perk.
5.) Sounds cool, the developers should do this.
6.) Same as number 5.
0 -
Can’t believe I’m saying this but I actually agree with you on thisNickenzie said:I know that a lot of killer mains are upset with how poor certain totems can be! I'm looking at the person at BHVR that came up with the hill totem with the devils eye! So, here are my solutions on how to make Hex perks less of a risk to run!
1.) Needed: Huntress Lullaby, Third Seal, and Devour Hope won't be lit until they receive their first token. Additionally make more totem spawn rules to prevent survivors from spawning directly beside a hex totem.
2.) Needed: Slightly nerf Thrill of the Hunt but make it a regular perk, not a hex.
3.) Optional: Hex totems will be blocked by the Entity for the first minute in the trial.
4.) Optional: Totems are not visible when standing outside 16 meters from the totem.
5.) Optional: Change maps to be more dynamic (Not flat like auto havens) with better geography to give more places for totems to hide in.
6.) Optional: Add more LoS blockers to totems to prevent them from being seen.
Okay, that's all I have for totems changes! Please tell me what numbers are your favorite and why.0 -
Yay.shasta said:
Can’t believe I’m saying this but I actually agree with you on thisNickenzie said:I know that a lot of killer mains are upset with how poor certain totems can be! I'm looking at the person at BHVR that came up with the hill totem with the devils eye! So, here are my solutions on how to make Hex perks less of a risk to run!
1.) Needed: Huntress Lullaby, Third Seal, and Devour Hope won't be lit until they receive their first token. Additionally make more totem spawn rules to prevent survivors from spawning directly beside a hex totem.
2.) Needed: Slightly nerf Thrill of the Hunt but make it a regular perk, not a hex.
3.) Optional: Hex totems will be blocked by the Entity for the first minute in the trial.
4.) Optional: Totems are not visible when standing outside 16 meters from the totem.
5.) Optional: Change maps to be more dynamic (Not flat like auto havens) with better geography to give more places for totems to hide in.
6.) Optional: Add more LoS blockers to totems to prevent them from being seen.
Okay, that's all I have for totems changes! Please tell me what numbers are your favorite and why.0 -
@megdonalds said:
@CoolAKn said:
The notification system is fine as it is. I'd be fine if they increased the overall cleansing time for all totems.
No, it's not fine at all and those notifications are totally unneccessary. It completely destroys the immersion and surprise mechanic for what it was intended for. That's why totems get cleansed so early because survivors know in the first 10 seconds of the match what they are cursed with and start searching for the hex totems.
All of the hexes are notified at the appropriate time. You are told upon the first skill check the killer has Ruin, and Huntress Lullaby (because HL adds extra penalty for missing skill checks). You are told about Thrill of the Hunt when you start cleansing a totem. You are told about Devour Hope and NOED after someone gets one hit downed. You are told about Third Seal after you get hit. The only reason survivors know they are cursed so early in the game is because they are doing their objective (generators), and there are 2 hexes that directly affect that. If survivors don't know about HL or Ruin, then they are clearly not doing their objective.
0 -
To break the hex they should add an item like holy water or salt patch to cleanse totems and ones a totem is being cleansed the killer should see your aura along with survivors getting whispers from the totem that blocks terror radius
or increase the terror radius to cover the entire map that way nobody knows your exact location0 -
There was the time when Lullaby did not notify survivors, until BHVR decided to fix the ######### out of the perk.CoolAKn said:@megdonalds said:
@CoolAKn said:
The notification system is fine as it is. I'd be fine if they increased the overall cleansing time for all totems.
No, it's not fine at all and those notifications are totally unneccessary. It completely destroys the immersion and surprise mechanic for what it was intended for. That's why totems get cleansed so early because survivors know in the first 10 seconds of the match what they are cursed with and start searching for the hex totems.
All of the hexes are notified at the appropriate time. You are told upon the first skill check the killer has Ruin, and Huntress Lullaby (because HL adds extra penalty for missing skill checks). You are told about Thrill of the Hunt when you start cleansing a totem. You are told about Devour Hope and NOED after someone gets one hit downed. You are told about Third Seal after you get hit. The only reason survivors know they are cursed so early in the game is because they are doing their objective (generators), and there are 2 hexes that directly affect that. If survivors don't know about HL or Ruin, then they are clearly not doing their objective.
And you know what? It still was considered a bad perk and i never saw a survivor complain about it. In fact many thought it was intended.
I dont see a reason not to hide it. Its noticable upon the first failed skillcheck anyway if you pay attention.0
