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New Unhealthy Gameplay Loop Survivor Laziness

bjorksnas
bjorksnas Member Posts: 5,804

So I've been around a bit and currently I'm seeing the same type of complaint issue arise in the community first with noed and now more often with ruin undying.

The gameplay loop im talking about is lazy survivors.

Heres how it starts

Survivor plays a game vs noed / ruin undying

Survivor doesn't do the side objectives of cleanse totems

Survivor complains about ruin undying / noed rewarding the killer because they were lazy to use counterplay because it would take any amount of time away from their main objective instead of adapting their strategy

repeat

This gameplay loop is also a great example of why side objectives are hard to add to the game because survivors want to be lazy and anything that takes away from their main objective in the slightest is going to be relentlessly complained about especially if it capitalizes on the fact they are lazy.

I don't know what it is about survivors but all this does is make those perks even stronger because instead of spending your time countering them you spend your time complaining instead of adapting.

Overall change your strategy or give up a perk slot on a team or as a solo survivor to COMPLETELY REMOVE 1 or more of the killers perks every game

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Comments

  • chieften333
    chieften333 Member Posts: 1,554

    Part of the risk when using hex perks, I got a really dirty spot on lerys where the glow of the totem was hidden because it was facing a wall in an isolated corridor.

    There's also the RNG of which hex the survivors will find first ( they always find undying first, without fail in ny matches )

  • bjorksnas
    bjorksnas Member Posts: 5,804

    thats called talent baby just switch the undying to the 3rd perk slot for better luck

  • ChurchofPig
    ChurchofPig Member Posts: 2,936

    Even the times it doesn't break first, generally what happens is your Ruin breaks and reappears somewhere else and then the next totem broken is Undying. I feel like only about 1-5% of the time (from the killers side) do you actually go through MULTIPLE totems before Undying is broken.

  • JimbusCrimbus
    JimbusCrimbus Member Posts: 1,220
    edited January 2021

    It's not hard though, and even if it were hard to find totems, there's literally 2 perks, and 2 items, that tell you where totems are.

    Excuse invalid. Survivors like that need to uninstall.

  • Crowman
    Crowman Member Posts: 10,118

    Totems are getting different looks on the reworked maps which helps them blend in. I've almost walked by a totem because it blended into the box on a LT wall on MacMillan.

    Disturbed Ward is certainly an outlier for bad totem spawns, but Corn maps also have out in the open totems. They are just covered by corn which can help prevent them from being immediately spotted a mile away.

  • ChurchofPig
    ChurchofPig Member Posts: 2,936

    I don't consider myself a killer main anymore, but I do still play more killer (even though it's like slightly more). I find the combo annoying, same with NOED, but what isn't acceptable is this idea survivor mains have that they shouldn't have to do totems or something like that. NOED has a glaring weakness, that's doing your side objective. Survivors overlook that to say "NOED IS NOT HEALTHY GET RID OF IT! NERF IT!"

  • bjorksnas
    bjorksnas Member Posts: 5,804

    yea that one should be changed, no totem in the corn field

  • ChurchofPig
    ChurchofPig Member Posts: 2,936

    Totems in the corn field feel harder to find than the ones not in the corn. It's really annoying. If they have to keep them in the corn, don't make it like in between stalks of corn, make it between the rows because those are easier to find.

  • th3
    th3 Member Posts: 1,881

    The issue I have is when I go to find totems the killer isn't just sitting around afk. They are patrolling gens and often times slugging repeatedly at 5 gens. This results in an untenable situation for solo survivor teams. When two teammates are hooked/slugged the priority isn't to be doing totems. It's to be doing saves/resetting the team. Doing totems at that point is detrimental.

    I've been recording my games and every game with ruin undying involves slugging at the start. My teammates try to go for saves and it comes to a point where totems cannot be done. Even when totems do get done it turns out you did the ruin totem for the 3rd time and you have to go look for it again while the killer is slugging everyone else and it kills your team. It's made a majority of my games with ruin undying extremely unfun despite me equipping perks to help find totems and helping my team.

  • bjorksnas
    bjorksnas Member Posts: 5,804

    some killers are just sweaty no matter the situation, I usually use ruin + undying + strong killer but never slug unless its a snowball killer like oni

  • CantDeadHarder
    CantDeadHarder Member Posts: 188

    The issue is that time is a very hindering restraint. I don’t think it’s because survivors want to be lazy.

    Running around the map like a headless chicken to find bones ends up buying time for the killer, because now you aren’t doing a gen.

    To make matters worse, sometimes the killer will get a crazy good totem spawn, and that hex will never be cleansed.

    Games end way to quick for people to cleanse bones and do gene at the same time, it’s a risk taking time to scout the map for totems as you aren’t doing the main objective. Not to mention that sometimes the killer wasn’t even running a hex perk, and you might be responsible for people dying or gens not getting popped quick enough.

  • bjorksnas
    bjorksnas Member Posts: 5,804

    Honestly I just think not totems in the corn in general, have the all spawn by structures / in loops like normal, a good standard for totem hiding is coldwind except for corn field totems

  • th3
    th3 Member Posts: 1,881

    The point is every match I've had has involved that. That's why you get complaints about ruin+undying. It's not fun at all when you load in knowing if they have ruin undying you most likely will bleed out or have under 10k points with only a gen or two completed.

  • The_Bootie_Gorgon
    The_Bootie_Gorgon Member Posts: 2,340

    Do gens, power gates, escape, repeat.

    Anything that doesn't progress the objective is a waste of time...

  • The_Bootie_Gorgon
    The_Bootie_Gorgon Member Posts: 2,340

    This is why ppl hate noed, self care survivors etc...

  • ChurchofPig
    ChurchofPig Member Posts: 2,936

    It's fair to hate something, but if someone is saying "Nerf this/Get rid of this" because that's their playing style and refuse to try and counter it, that's where the problem lies. I personally hate it when NOED activates, but I start the match thinking that the killer has every perk so if I see a totem, I break it.

  • bjorksnas
    bjorksnas Member Posts: 5,804

    I never brought game balance into the discussion

    I brought the gameplay loop of survivors refuse to do easy counters to remove killers ENTIRE PERKS

    then complain that the perks punish their laziness

    Heres a very short example of what survivors sound like doing this

    you have to press a button 5 times before pressing this other button, even though the other button gives you a reward

    survivors but I don't want to push the other button 5 times (complains up a storm)

    thats what they sound like

  • The_Bootie_Gorgon
    The_Bootie_Gorgon Member Posts: 2,340

    and according to the meta thought process, time spent on anything other than a generator is a waste.

    It's like all the min/maxers in all of gaming history want to "balance" dbd for the purpose of min/maxing every single match.

    DBD is unique, but again people want to treat this game like any other tdm game.

  • 2LuvRias
    2LuvRias Member Posts: 352

    I'd like to see a small buff to this which let's the Killer know before hand which totem is which, if its Undying run like hell over there, if its Undying...meh


    As for the lazy gameplay, if you feel attacked at what OP said then bring Detective's Hunch, you're welcome

  • MadLordJack
    MadLordJack Member Posts: 8,814

    You are trying to paint every NOED/RuinUndying opponent as lazy.

  • bjorksnas
    bjorksnas Member Posts: 5,804

    no, im painting the ones who don't do the easy counter while complaining about it the whole time

    if you personally do not search and cleanse totems while ruin + undying is up or cleanse a dull totem when you see it while you have some time, that does make you a bit of a lazy survivor though

  • ChurchofPig
    ChurchofPig Member Posts: 2,936

    I get that DBD is unique, but that doesn't mean you can just say "I'm not going to do a side objective" than {bad word} and moan about how something being powerful and saying it needs to nerf. Especially when by doing the side objective you counter it. That makes no sense. "Hm. I don't feel like doing the side objective. OMG THE KILLER HAS SOMETHING POWERFUL THAT WAS COUNTERABLE BY DOING THE SIDE OBJECTIVE! NERF NEEDED! GET RID OF IT! But I'm still not going to do the side objective."

    ...no.

    I'm not saying you specifically do this, but that's the argument at hand.

  • MadLordJack
    MadLordJack Member Posts: 8,814
    edited January 2021

    What easy counter? Cleansing totems? There's nothing easy about that. But you don't care, all you have to do is pretend it's easy and suddenly everyone who disagrees with you is a scrub, right?

  • bjorksnas
    bjorksnas Member Posts: 5,804

    All you have to do is pretend its rocket science and expect the devs to nerf it so you can keep being lazy, right?

  • Zozzy
    Zozzy Member Posts: 4,759

    This is not a solo game any more, and should not be balanced as a solo game.

    They can try buff solo survivors to get on the same level as swf but you can't balance for rank 20 potatoes.

  • bjorksnas
    bjorksnas Member Posts: 5,804

    Killers need slowdown if they want to play nice, much as if survivor meta is nerfed they will just pick up the next best thing, killers will do the same with pop + corrupt which is about the same amount of slowdown but it can't be countered

    people complain that something just as strong can be countered

    wrap your head around that

    it also gets extra smashed by coordinated play so I don't know why tournaments would ban it

  • Prex91
    Prex91 Member Posts: 764

    I'm still waiting for the New object/ things in the first part of the game, annnounced month ago from devs (hope they will mantain their promise). To make survivor gameplay a little bit more various, and killer experience less a crazy run vs gently. Some survivor doesnt touch totems (I see with haunted grounds), if there are not problems like ruin or danger from one Shot hexes al ready activates, and ignore sulla totems. (Today I play Freddy vs a swf meta build ds+ub+ dh+ object+ fast vault. I was running undyng+ruin+ tinkerer and Thanato+ slow down addons, and they were almost untouchable, even with snares. I 3/4 only cause kills the bad first, and with corrupt+pop vs teams like another game, all with sprint burst, I feel defeated just at the start, no hope.

  • MadLordJack
    MadLordJack Member Posts: 8,814

    It really is awful that you have no interest in any sort of proper discussion. Not that I came in here expecting you to, your post clearly spoke for itself. You would rather trade petty insults and pretend that everything is your opponents fault.

  • bjorksnas
    bjorksnas Member Posts: 5,804

    you literally said the exact same thing,

    you are holding people to standards without even bother to stick to those standards yourself

    be better

  • Leachy_Jr
    Leachy_Jr Member Posts: 2,207

    People who run ruin undying (most of them) don't play nice, they play to win which is why they're running the build in the first place as it is currently the best killer combo. I have seen a lot of games where people treat it like a tournament, tunnelling someone out, camping to second stage, etc. Now, I really don't care that they do that, I'm not afraid to say that I tunnel a lot when it comes to putting pressure on the map, but when they combine tunnelling with ruin undying, and when you're against a bunch of baby solos, that's when I have a problem.

    Also, pop corrupt is much weaker than ruin undying. Sure it's still strong, but undying takes ruin to another league. Pop can be countered by tag teaming gens or simply not going down in the first place which both are not hard to do, and while corrupt doesn't have a counter, it's effect isn't strong enough to deserve it.

    Also, I cannot believe you haven't understood this:

    Cleansing totems makes you useless for a good chunk of the game, possibly even more on maps like lerys and midwich. Not only that but the killer gets aura reading on you on even dull totems so he knows what you're doing. Saying to do that to counter ruin undying is just as absurd as saying to "chase someone else" to counter DS UB. It's completely littered with flaws.

    Just as a point, play against a good nurse or spirit who uses ruin undying and just observe how you doing totems screws your team over.

    It's literally just "get lucky or lose".

  • bjorksnas
    bjorksnas Member Posts: 5,804

    Get lucky or lose

    what does this remind me of

    oh right most survivor second chance perks which turn the entire game around

    hope that survivor didn't have unbreakable when you slug them

    hope that survivor that just made a mistake doesn't have dead hard to erase their mistake or dead hard for distance to a pallet

    hope that survivor doesn't have ds when you are in a pinch and need to tunnel them to get back into a game winning position

    and yet survivors even with all 3 of these perks 24/7 will complain that a killer has ruin undying while abusing their own broken things

    moral is games broke and perks are a bandaid fix both for the game and to counter each other

    also debatably ruin undying started weaker and got stronger as more survivors got lazy about taking 14 seconds to cleanse a totem they passed by

    just saying

  • Leachy_Jr
    Leachy_Jr Member Posts: 2,207

    Yea I hate DS UB DH too, just look at my comment history.

    However, I will point out issues on both sides. Yes, DS is broken, yes, Unbreakable is broken. But also ruin undying is also broken. Just because it's on the killer side doesn't make it justified to be in the game.

    There was a flood of DS posts a while ago, so the devs must know it's an issue unless they blocked the criticism on the perk because swf is the moneymakers.

    I highly, HIGHLY doubt though that they'll have the balls to nerf Ruin Undying and not touch DS UB, if that's what your worried about.

  • ChurchofPig
    ChurchofPig Member Posts: 2,936

    So, I was a killer main up until December 2019, since then I have been playing both sides much more evenly. There's a reason totems are called a side objective. However, if you do not know all the killers perks you do need to be wary of NOED being a possibility. You don't need to be spending the entire match looking for totems, it's a waste of time and will make finding and breaking totems feel much more difficult than it is. Although, if you are not being chased and looking for a gen and come across a totem, make it the priority over the gen (ESPECIALLY if as the 4 survivors you're looking good). At that point, you'll realize totems are very easy. (NOTE: I play both sides every day so every day I see both sides of every argument within my matches. As survivor I go up against Ruin/Undying and lemme tell ya I've probably only seen 5 matches since that combo became a thing that the combo actually was useful and wasn't destroyed before the game was even halfway up and gens were still popping even though we were looking for totems)

  • [Deleted User]
    [Deleted User] Posts: 5,229
    edited January 2021

    Undying gives your location away.

    I imagine if it ever gets a nerf, it will be that part of it.

    If the killer has ruin and undying, even if you have detectives hunch and know where EVERY totem is; as soon as you get on one killer comes and chases you off it and it resets to 0. You have to basically tell the killer you are not on a gen, where you are, and hope he is far enough away and not someone like nurse/billy/blight or some other fast traveling killer.


    I get the issue people have with undying, but I also love how it makes things like the new ruin actually effective by letting them stay up for more than the first minute or two of a match.


    The devs know the stats, so I dunno if it's really OP or not; but if it is and it does get nerfed- I am sure it will be the location revealing and not it's undying effect.


    Edit: also what is this "they have to break all 5 totems" talk, usually it's gone around 3 totems I find, SOMETIMES 4. I've almost never seen it survive to 5.

  • ChurchofPig
    ChurchofPig Member Posts: 2,936

    For survivors who also think "I'm not doing the side objective but nerf this instead" here's the devs answer for you "No."

  • bjorksnas
    bjorksnas Member Posts: 5,804

    if the killer spends the entire game chasing you off totems then they aren't pressuring anyone else

  • dezzmont
    dezzmont Member Posts: 481

    Undying-Ruin's actual problem, is more that tri-gens are actually not super interactive and some maps have some truly disgusting tri-gens. Like on Slinger's map for example you can do a tri-gen when all 3 gens are literally in sight of each other within your terror radius. Obviously that is hard to fix on the smaller maps, and its intentionally harder to do a gen without anyone going down as they go down (part of 'rubber band' balancing that tends to be something people think they dislike but actually love because it keeps games competitive, as long as the rubber band doesn't constantly snap you in the face) but it is kinda intense right now.

    But that is a super tough nut to crack because its actively good for the game that the killer generally knows the areas of interest to the survivors while not being able to know exactly where they are, and that the map 'shrinks' as the game goes on. And Totems as a side objective to slow the game are actively... not good or fun for the same reason. If to finish the last gen you kinda wander all over the map that defeats the purpose of the 'global objectives' of the hook and gen that let all players know where people will NEED to be. Its part of why I think undying has aura read, despite being an objective you kinda gotta get totems make the game everyone wandering around nowhere for a bit and the aura read makes doing a totem as hard as contesting a gen.

    I do like the effect having a very reliable new ruin has, as it makes killers applying pressure feel rewarding, but I am not sure ruin as a stall as a totem element rather than weaker static perk (or, even better, a base kit effect stackable with a perk) makes sense. Totems are the most interesting and fun when they are the survivor being 'defensive' rather than offensive: trying to find NOED to enable a hook rescue, or trying to find DH before the killer gets 1-2 more hooks and kills you all trivially.

    While there is something to be said for 'Survivors are already kinda on a tight time shift and generally probably shouldn't play around NOED and try to power through ruin-undying based on map' I am absolutely, positively, unequivocally, against ever framing 'It is really strong if the killer gets two hooks at the same time' as a thing we should ever care about in balance.

    The killer getting two hooks is never a common event unless the survivors really mess up in a way that isn't just 'outplayed' but 'active incompetence.' The timing structure of the walk to the hook makes it extremely difficult (In theory if two people go down AT the same time one person should be instant rescuing that first unhook anyway, the only time it is appropriate to insta-rescue) and it already should be considered a 'soft loss' state for survivors. Like your lost should be assumed at that point (and as a solo you should instantly start playing to the hatch) unless the killer makes a mistake. The game should be firmly in their control from that point forward because someone made a BIG whoopsie poopsie, like staying grouped vs a Myers or charging a bubba to unhook in their face.

  • ukenicky
    ukenicky Member Posts: 1,352

    This is exactly why I think totem cleansing should be reworked so that if you let go of it it will regress slowly like a generator, rather than going straight to 0 instantly.

    If they changed totems like this I actually think Ruin Undying wouldn't need to be nerfed.

  • [Deleted User]
    [Deleted User] Posts: 5,229
    edited January 2021

    It only takes like 14 seconds to cleanse a totem; outside of ruin/undying it's never been a problem. There is no need to upset the balance of everything surrounding it and create tons of work; when only one instance is a genuine problem. Anything beyond that should skew things too much to one side. This would create more problems than it would solve.


    If they just like....swapped the effect undying has with thrill of the hunt; they could buff thrill of the hunt while nerfing the more oppressive part of undying; and still keeping it's primary core effect/reason for existing in play.

    If people wanted the same level of anti-totem strength they would have to run a third perk on top of it; and they likely wouldn't.

  • ukenicky
    ukenicky Member Posts: 1,352

    I guess you have a fair point. I just feel like it would make more sense if totems worked this way but that's just me lol

    I do agree, I feel like undying is the offender here as it just does too much in one. Like you said, maybe give the aura reading from undying to thrill of the hunt (Which would really make more sense anyways than the annoying noise notification it currently has) and then suddenly undying is more balanced but still gives other hex totems second lives.

  • NightWolfsFury
    NightWolfsFury Member Posts: 276

    I think the biggest reason people dislike NOED is because a lot of times, it rewards poor killer play. I rarely see really good killers run NOED because they don't need it, but you can always tell when a killer will have NOED by how they play, and it's usually bad.

    With this in mind, a change they could do for NOED is a token system like Devour, for example. 1 hook does nothing,2 hooks will give you speed boost. 3 hooks will give you the full speed boost benefit (or even more since it is a tier system here), and then 4+ hooks will give you the exposed effect.

    It awards you playing better and not just giving free value no matter how crappy you played.

    Regardless, NOED has never bothered me, so I don't really care. Lmao I don't really think any perks are too powerful on either side, outside of thinking Undying is a bit too bloated.

  • ChurchofPig
    ChurchofPig Member Posts: 2,936

    Since you don't care I feel like I can have a conversation about this. Personally, I feel like killers only bring it if they are new to the killer and feel like they might need that buffer or they're just newer to killer in general. I feel like it's design was made so that people can play killers they're newer at and still feel like they have some form of a chance. There is one change I think should be made to it for sure though. If you just happen to have a good round NOED will still activate if you close the hatch, I think it should be more like Rancor where all 5 generators have to be done.

    I personally only use it on Nurse and Plague. Those are the only 2 killers I find myself struggling with so I use NOED to help myself a bit. I don't use it because I'm trying to be awful, I'm using it because I feel like it could help me get a kill. Personally I can understand the reason survivors hate NOED. I hate it to when playing survivor and it does feel cheap. It's why I mostly try to avoid using it, except for those 2 killers I mentioned.

  • NightWolfsFury
    NightWolfsFury Member Posts: 276

    I feel like this is why it exists as well. Sometimes you're just not comfortable on a killer and want some help. That's why perks exist in general - to help you! But I've never really understood why people hate it so much.

    Many games I'm in that have NOED don't often result in more than 1 kill from it, of even that.

    I'm also a Detective's Crutch gamer (I call it Crutch because it helps me find totems instead of actively look for them. Lmao), which could be why it doesn't bother me.

    If I suspect the killer has NOED by how they play, I'll cleanse all the totems as a just in case. If not and they end up having NOED, my perk showed me where the totems are and I'll go check the spots.

    I think MAYBE 1 in 10 NOED games does it actually carry. I feel people complain too much about it when it is unnecessary, similar to DS. Most times I see people complain about DS is because they respect it WAY too much. You shouldn't often respect DS unless there are 2 or less gens left or you absolutely have to. I almost never see really good killer streamers respect it, because you shouldn't. And if people didn't, I feel they would have less of an issue with it. I know I've never had an issue with it because I don't respect it. But this is an off-topic rant.

  • TotemsCleanser
    TotemsCleanser Member Posts: 849

    Totem spawns are a huge problem. Let me explain myself, as someone who mostly mains survivors and is ALWAYS doing as many totems as possible.

    Around 6/7 months ago, I got so tired of NOED that I decided I would be doing all totems by my own if that was necessary. I usually play SWF so many times I can count on my friends to do some bones, but when I play solo Q I mostly have to rely on myself only. So, back then, I started learning totem spawns. Every totem spawn in every map. I carries Detective's Hunch around, sometimes also a map, solely for this purpose. I watched some videos about totem spawns in specific realms to memorize them. Overall, it's a huge task and I am still learning (yes, even after all these months) but I have generally grasped where most totems spawn in each map.

    Having all this knowledge, I can say quite a few things about totem spawns. Because some of them are so good, and some of them so bad, that it's ######### crazy. I believe that the pinnacle of totem spawn balance lies on Grave of Glenvale. Totems do not spawn out in the open, but you will be able to find them as long as you're looking for them and you're not in too much of a hurry (say, there's a teammate on the hook and NOED is up). There's very few "bad" totem spawns in this map, say the one in the windmill, the one in shack and the one in the main building (which can be tricky because there actually a lot of totem spawn spots in that saloon, lol).

    There's two particular maps that have insane totem spawns, at least in my opinion. Part of this is due to the fact that I easily get lost in those maps, and I probably end up checking the same places multiple times without realizing. These are Hawkins and Lery's. Very few weak totem spawns (gates for both maps, Demogorgon thingy and upper floor for Hawkins are the only ones I can think of rn), and many strong ones that are hard to spot per se, and even more if you take into account that everything looks similar in that map and it's hard to pinpoint which places you have already checked and which ones you have not.

    The following strongest maps (not as strong as Hawkins and Lery's, imo, but still strong) are Silent Hill and The Game. Again, maps in which it's easy to get lost as a survivor, but that have many spots in which it's easy to see the totem without even looking for it, and also some memorable spots like the bathroom ones in both maps, the door ones in The Game, the 3rd floor one in Silent Hill to give some examples. Some other totem spawns in these maps are really well hidden though. And Silent Hill has an extra problem, which is that it requires you to check every area twice, because you need to check inside the classrooms and on the hallways, and in order to do this you usually need to go back lol.

    Every other map in the game, except for perhaps the Swamp (a map that makes many non-totem-connoisseurs (?) struggle because of the edge of the map spawns and stuff) has very weak totem spawns. Coldwind, MacMillan, Azarov and Crotus Prenn are great examples of these. Easy to randomly see, a lot of memorable spots, so many identical tiles that have the same exact totem spawn, etc. I rarely struggle to find any totems in these maps.

    Why am I saying all of this? Because maps and killers can drastically change how big of a task it is to actually find and do totems without throwing the whole game away. It's not the same finding all five totems in Lery's than in Shelter Woods. It's not the same to find all five totems against a addon-less Wraith than against a rank 1 Spirit with good addons. The game is about economy of time. You need to do your objective faster than your enemy can do theirs. Rank 1 Spirit players, from my experience, are extremely good at their objective. Add-onless Wraith players, usually not so much. Please don't "but oh my god survivors are so OP they can loop even a good Spirit player" because my point here is that some killers have it easier to do their objective fast than others. Not that you cannot win against the Spirit, lol.

    All of this being said, I feel there are three totem perks that are the hot topic in these forums. The first one is NOED. I don't think NOED is OP as ######### as some others believe, but I believe it's a little bullshit. Because having to do five whole ass totems to MAYBE counter a perk the killer might not even have, feels a little bullshit to me. Don't get me wrong: most times, I will try to do those totems. I stopped being one of those "lazy" survivors you talked about who refuse to do more than one bone long ago. But you must take into consideration that doing five bones (yes! only five) can be A LOT sometimes. In maps where totem spawns are hellish, like Lery's, it can be VERY tough to find them all and at the same time be doing gens. You usually have to sacrifice a LOT of time to do this. And like I said, this game is about time management. The faster you do your thing, the better chances you have of winning. Now if you're on SWF it /is/ easier to find all totems and get rid of them. But this game isn't only SWF. Solo Q survivors exist and, well, like you said, survivors /are/ lazy many times. And I can't torture randoms on comms with my constant "do bones or I swear to ######### god" the way I do with my SWF team.

    Then on other maps (Coldwind and MacMillan being the best examples, imo) doing all five totems is easy and you can actually manage to get rid of them ridiculously fast. I remember one particular game in Coldwind where I got rid of all totems within like 3 minutes of the game being started, lol. This is generally not the rule, of course, but my point is that overall (depending on the killer you're paired up against, of course) you can usually afford to do all bones in these maps if you're trying really hard to avoid NOED.

    Now, the other two hex perks that people have been talking about a lot are, of course, the Ruin + Undying combo. Now there's a lot to say about this combo, because it can be somewhat useful to OP as ######### depending on many things. First: the aura reading grants some killers enough time to actually get to the totem and shoo the survivor away before they can cleanse it, for example Spirit, Freddy, Billy, Blight and Nurse can easily play off a play like this. You will think "well, but then survivors can distract these killers so that, meanwhile, their teammate can do the bones!!" and while this is entirely true, this requires survivors to be in some sort of comms most times. SWF is what I mean. That's the second factor when it comes to R+UD in my opinion: survs on comms can easily communicate to each other when it's entirely safe to do the bones. They can also entirely counter this combo by communicating and finding not only one but BOTH totems before cleansing any of them, then cleansing both simultaneously. Then, the killer won't be able to be in both places at the same time, and you'll make sure that you get rid of UD so you'll have to do only one extra totem max aside of those two. Easy, right? As long as you're on comms. And as long as, again, you're not in one of those hellish maps where totem spawns are so good that you usually spend too much time looking for totems, and when you finally find them it doesn't really matter anymore. That's the obvious third factor: maps. R+UD is a complicated combo to analyze in my opinion because it relies too much on RNG + these three factors I've mentioned above. It can be literally useless against good, communicated SWF with totem spawn knowledge. It's deadly if survivors can't manage to find the totems, despite actively looking for them (not being lazy!). It's also very RNG reliant because of the random map thingy, the particular totem spawns it will spawn in, and the particular place in the map that survivors will spawn at (because survivors often spawn next to lit totems, and that should definitely not be happening for ######### sake).

    Why did I write this long ass comment that probably no one will read? Well, first because I love totems and any chance to talk about them I WILL take, lol. Secondly, because I wanted to bring actual insight into the matter, analyze it from all possible perspectives that I can think of, because I feel that very often the analysis that people make when it comes to this particular aspect of the game is superficial to say the least. And third, to bring my totem-cleanser, mostly-survivor-main perspective onto the table, because I feel that as someone who can definitely NOT be considered lazy when it comes to totems, I have a lot to say lol.

    There is really no conclusion to this post. I just wanted to explain why both sides mainstream opinions are partly right and partly wrong when it comes to totems and hex perks. If you have read this whole bible, I hope you have some amazing DBD matches tonight and thank you for keeping up with me until now. Lol.