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Idea for Totems?

Just a thought to help balance out some of the more major issues I've spotted with Totems:

No, this isn't just another thread complaining about placements or how they work, but rather an idea to toss the wolves on how to help make them better.

What if the strength of the Hexes was linked directly to the amount of totems on the map, the change therebeing more than one Totem?

For example, something like Huntress' Lullaby that needs 5 stacks would have 5 totems associated with it on the map. In order to completely disable the Hex, the Survivors would need to find all 5 totems and cleanse them--but for each totem they cleansed, the maximum amount of stacks of Lullaby goes down (to further explain, 5 totems active means that the maximum of 5 stacks can be achieved, but if only 4 totems are active, only 4 stacks etc. etc.)? This could add greater urgency to the totems being cleansed, as well as help the killers from being completely worked over if their totem is placed poorly, or if the survivors rush it.

Comments

  • FinLadd
    FinLadd Member Posts: 190
    Would still favor survivors and be a huge nerf to hexes.. Otherwise this is a good idea
  • George_Soros
    George_Soros Member Posts: 2,270

    I think it's a good idea, but only for Hunterss' Lullaby. This hex has a lot of potential but it hardly ever manifests before it gets cleansed. Not for other hexes though, they're generally stronger so I don't think there's a reason to change much. It's annoying when they got cleansed within 30 seconds, but you know the risks when using them.

  • DrVonKrumm
    DrVonKrumm Member Posts: 59

    I do like the idea but I wonder what would become of Hex: Haunted Ground?

  • MegaWaffle
    MegaWaffle Member Posts: 4,172

    Devour Hope, Huntress Lullaby, Haunted Ground and Thrill of the Hunt.

    13 totems on the map all lit up like Christmas trees beckoning survivors while notifications sound off like cannon fire in the killers ear!

    The chaos, the beauty, the pure madness!

  • DominickBane
    DominickBane Member Posts: 5
    edited November 2018

    @DrVonKrumm said:
    I do like the idea but I wonder what would become of Hex: Haunted Ground?

    Haunted Ground would still work--multiple totems that based on level of Hex (for example: 2/2/3 fake totems to 2/3/4 legitimate ones).

    For each legitimate totem cleansed, would reduce "Exposed" by 10 seconds, to a minimum of 20 before the Hex is destroyed entirely. Could also be that cleansing a trapped totem could make the legit ones glow more brightly, but I wouldn't envy the poor guy that would need to do the coding for that.

  • The_Daydreamer
    The_Daydreamer Member Posts: 744

    I have a Question to your Huntress Lullaby Example.

    Wouldn't that be huge nerf to that perk, if you dont combine it with other Hex: Totem?
    Cause you have 5 Totems - all Totems are linked, so if they gonna immediately destroy 3 of them, you can just have max. 2 Tokens, right?
    So you can't use its completely potential. So in that case it will be a huge nerf, aslong you dont combine it.

    Overall I think that is a good and bad Idea.
    More Totems = Bigger Chance to have a better use of some Hex: Effects
    But, More Totems = Easier way to find some Hex: Totems and this is gonna fck your Hex: Effect up.

    You have 5 Totems for Devour Ass.
    One Totem down and the perk wont let you mori anyone even tho you played good, etc.
    Three Totems down and your Perk will be ass.

  • NickMilian
    NickMilian Member Posts: 112

    Remove the notifications for the Hexes. If survivors are good and pay attention to detail they will find the Hexes regardless. Also, make the hiding spots better - they have improved but I still see some really obviousl placements for the totems. When I play survivor, I actually spawn next to totems at the beginning of the match sometimes.

  • DominickBane
    DominickBane Member Posts: 5

    @The_Daydreamer said:
    I have a Question to your Huntress Lullaby Example.

    Wouldn't that be huge nerf to that perk, if you dont combine it with other Hex: Totem?
    Cause you have 5 Totems - all Totems are linked, so if they gonna immediately destroy 3 of them, you can just have max. 2 Tokens, right?
    So you can't use its completely potential. So in that case it will be a huge nerf, aslong you dont combine it.

    I do see that, and you're right on as far as my idea and concerns for the totems, but I wouldn't agree with calling it a 'nerf' persay, because while breaking the totems then benefits the survivors, it's not just a 'one and welp I tried' for the Killers. While I do see your point about the frequency of the totems there are ways that this could be safeguarded against

    First of which could be something akin to totem order; a totem lights up when it is the next 'link' in the chain for the totem (but I think that can be OP as all hell), or perhaps a series of perks that would help safeguard the killers totems in general, but to address the first point you made, my idea is that all hexes would have their very own totems

    But, More Totems = Easier way to find some Hex: Totems and this is gonna fck your Hex: Effect up.

    My thought is that each hex brought into the game would have it's own, separate totems.

    You have 5 Totems for Devour Ass.
    One Totem down and the perk wont let you mori anyone even tho you played good, etc.
    Three Totems down and your Perk will be ass.

    As I stated (or tried to) above, the perk only completely disappears when all the totems affiliated with that hex are destroyed. If you're running Devour Hope and Huntress' Lullaby (for purposes of this example) and you would have Devour Hope/could use the Mori until the final totem was destroyed: obviously the solution proposed to Huntress' Lullaby wouldn't work for all hexes, my thought is simplified as such:

    More totems on the map so that there isn't just a 'one and done' cure for hexes.