The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

Survivors only! How would you fix totems?

Cymer
Cymer Member Posts: 946

We all can agree that the momentary totems are broken.

How would you fix totems?

Comments

  • CJsDBD
    CJsDBD Member Posts: 85
    How are they broken? Survivor main and not sure what you mean
  • Najemniczkas
    Najemniczkas Member Posts: 88
    Survivors only? You mean survivor mains only, or do you count people who play both?
    CJsDBD said:
    How are they broken? Survivor main and not sure what you mean
    Totem getting broken within 15 sec of game. Sht totem spawns (next to gen, shining like a freaking lighthouses, asking survs to get broken). Survivors spawning next to lit totems. Hill spawnpoints.
  • LordziPL
    LordziPL Member Posts: 590
    edited December 2018

    No shining totem. (Hidden Hex Totem) Increase from 5 to 7 totems. No spawning next to gen. 0% chance to spawn next to totem. Nerf hill spawnpoints. Skillchecks, increase time of breaking 25%

  • TreblucFayle
    TreblucFayle Member Posts: 75

    Fixing the spawn location rules is the 1st thing that would make totems more viable.

    Also, they could maybe make a new Hex perk that increases the total number of totems on the map, and if a hex is broken it would jump to a new totem after a cooldown. So it would have no effect (can't gain stacks) until the new totem is chosen.

  • Tsulan
    Tsulan Member Posts: 15,095
    Just turn hex perks into normal ones. Most aren't even that good to justify them being a hex perk. 
  • Cymer
    Cymer Member Posts: 946

    @Najemniczkas said:
    Survivors only? You mean survivor mains only, or do you count people who play both?
    CJsDBD said:

    How are they broken? Survivor main and not sure what you mean

    Totem getting broken within 15 sec of game. Sht totem spawns (next to gen, shining like a freaking lighthouses, asking survs to get broken). Survivors spawning next to lit totems. Hill spawnpoints.

    I would love to hear the survivors perspective on that matter and how they would love to see the totems changed for a more fun and challenging gameplay.

    It is just funny how the first post is pure obliviousness about the issues with totems.
    I know the views of killers, they all calling for a rework, better spawing points and some respawn mechanic.

    I was not prepared that someone in the game could say, they are fine the way they are.
    Would love if he could elaborate a bit, how totems are not broken.

  • Vietfox
    Vietfox Member Posts: 3,823
    Fix totems placement
    Hexes like lullaby shouldn't give any kind of notification. I would say thrill of the hunt as well but you can know what kind of hex is by looking at the bar progression when cleansing it so...
  • BlackendSea
    BlackendSea Member Posts: 49
    honestly I like thrill of the hunt just to annoy the killers XD

    sometimes the totem placements are good but other times there’s no real hunt for them. But as a survivor main I can’t complain when ruin gets found in the first 10 secs of the game XD
  • Ryuhi
    Ryuhi Member Posts: 3,822

    @LordziPL said:
    No shining totem. (Hidden Hex Totem) Increase from 5 to 7 totems. No spawning next to gen. 0% chance to spawn next to totem. Nerf hill spawnpoints. Skillchecks, increase time of breaking 25%

    a combination of these would be great, just not all of them together :chuffed: Also I agree with not getting a thousand notifications on the side of the screen when a hex is in play, the effects should speak for themselves without sending everyone on a hunt because of a bubble on the right side of their screen.

  • Ryuhi
    Ryuhi Member Posts: 3,822

    @Cymer said:

    @Najemniczkas said:
    Survivors only? You mean survivor mains only, or do you count people who play both?
    CJsDBD said:

    How are they broken? Survivor main and not sure what you mean

    Totem getting broken within 15 sec of game. Sht totem spawns (next to gen, shining like a freaking lighthouses, asking survs to get broken). Survivors spawning next to lit totems. Hill spawnpoints.

    I would love to hear the survivors perspective on that matter and how they would love to see the totems changed for a more fun and challenging gameplay.

    It is just funny how the first post is pure obliviousness about the issues with totems.
    I know the views of killers, they all calling for a rework, better spawing points and some respawn mechanic.

    I was not prepared that someone in the game could say, they are fine the way they are.
    Would love if he could elaborate a bit, how totems are not broken.

    I play both but I'm primarily survivor, and in terms of disappointments with totems in their current form, I feel it goes down to splitting survivor attention, turning survivors into cowards, and there not being enough. Both are going to sound weird from a survivor perspective, but hear me out:

    The best way to beat Hex: Ruin is to work through it, and be good at skill checks. If you have no idea where the totem is and are working on a gen when you start getting the red skill checks, just power through them. Your chances of finding the totem faster than the progress you would gain by staying on the gen are low. It causes players to split away from their objective for the sake of trying to make a play. I understand why they do it (especially since M1 simulator is not exactly fun for anyone,) but it hurts the team's efficiency when they don't find it quickly. Looking for it while heading to a gen (or even during a chase) are perfectly valid, but I can't stand when people see a zap and run off like the generator bit their fingers or something.

    Other Hex totems CAN be important to chase after you know their effects: namely Devour Hope. By the time you know those tokens are stacking, The killer is getting pretty swole with it. I really like this dynamic and wish it could be improved even more (as survivor its suspenseful as hell in a good way) and as survivor I usually have the opposite problem: people get scared when they see it, and DON'T go anywhere looking for totems for fear of getting one shotted. They immediately act like they're up against a tier 3 Myers and curl into a ball in the corner weeping softly while other players are checking all of the most common totem spawns hoping to find it before they get mori'd.

    Lastly, there just aren't enough totems. Having few of them is great for getting rid of NOED, sure, but they also make great BP bonuses if you have spare time and don't want to BM the killer just to get a bit in that category. If the killer is bad or doesn't really chase you the whole match, totems suddenly become the optimal way to even get anything in the category. I know sometimes survivors will go for dull totems instead of gens at the very start, just to be less likely to be the first chase for the killer. The spawns are also pretty commonly placed on most maps, you can almost always find at least 3/5 in a single lap around the map. Some maps guard them pretty well, but ALL of them should to increase accomplishment more than getting to hold M1 for a bit more a different set of points.

  • Cymer
    Cymer Member Posts: 946

    @Ryuhi said:

    @Cymer said:

    @Najemniczkas said:
    Survivors only? You mean survivor mains only, or do you count people who play both?
    CJsDBD said:

    How are they broken? Survivor main and not sure what you mean

    Totem getting broken within 15 sec of game. Sht totem spawns (next to gen, shining like a freaking lighthouses, asking survs to get broken). Survivors spawning next to lit totems. Hill spawnpoints.

    I would love to hear the survivors perspective on that matter and how they would love to see the totems changed for a more fun and challenging gameplay.

    It is just funny how the first post is pure obliviousness about the issues with totems.
    I know the views of killers, they all calling for a rework, better spawing points and some respawn mechanic.

    I was not prepared that someone in the game could say, they are fine the way they are.
    Would love if he could elaborate a bit, how totems are not broken.

    I play both but I'm primarily survivor, and in terms of disappointments with totems in their current form, I feel it goes down to splitting survivor attention, turning survivors into cowards, and there not being enough. Both are going to sound weird from a survivor perspective, but hear me out:

    The best way to beat Hex: Ruin is to work through it, and be good at skill checks. If you have no idea where the totem is and are working on a gen when you start getting the red skill checks, just power through them. Your chances of finding the totem faster than the progress you would gain by staying on the gen are low. It causes players to split away from their objective for the sake of trying to make a play. I understand why they do it (especially since M1 simulator is not exactly fun for anyone,) but it hurts the team's efficiency when they don't find it quickly. Looking for it while heading to a gen (or even during a chase) are perfectly valid, but I can't stand when people see a zap and run off like the generator bit their fingers or something.

    Other Hex totems CAN be important to chase after you know their effects: namely Devour Hope. By the time you know those tokens are stacking, The killer is getting pretty swole with it. I really like this dynamic and wish it could be improved even more (as survivor its suspenseful as hell in a good way) and as survivor I usually have the opposite problem: people get scared when they see it, and DON'T go anywhere looking for totems for fear of getting one shotted. They immediately act like they're up against a tier 3 Myers and curl into a ball in the corner weeping softly while other players are checking all of the most common totem spawns hoping to find it before they get mori'd.

    Lastly, there just aren't enough totems. Having few of them is great for getting rid of NOED, sure, but they also make great BP bonuses if you have spare time and don't want to BM the killer just to get a bit in that category. If the killer is bad or doesn't really chase you the whole match, totems suddenly become the optimal way to even get anything in the category. I know sometimes survivors will go for dull totems instead of gens at the very start, just to be less likely to be the first chase for the killer. The spawns are also pretty commonly placed on most maps, you can almost always find at least 3/5 in a single lap around the map. Some maps guard them pretty well, but ALL of them should to increase accomplishment more than getting to hold M1 for a bit more a different set of points.

    Thank you very much for your honest and helpful input.
    That's exactly why I asked this question in the survivor section.
    I think it is important that we all work together and try to make the game as fun as possible.
    @not_Queen and @Patricia I hope you can get inspired by this kind of positive and constructive posts and make totems something fun to interact and maybe something essential of the game.

  • DemonDaddy
    DemonDaddy Member Posts: 4,167
    Problem 1 is of course placement, but if I were to change a mechanic;

    Give a massive bonus for destroying a hex, but also whomever destroys its takes a minor individualized version or appropriate curse. This would essentially be like taking the burden so the team can make better/faster progress. Take a risk or continue to let others suffer for lack of selflessness. 

    As they are now, totems feel like more of a survivor asset then a killer's tool. Breaking only helps and other than not doing them, there is no drawback/obstacles/ or even challenge to them.
  • Kind_Lemon
    Kind_Lemon Member Posts: 2,559

    I would be more interested in a special interaction when cleansing the totem (after spawn locations have been fixed and diversified). Something like a skill check for Lullaby or a speed buff for the killer with TOTH and maybe even something like no sounds at all when cleansing Third Seal.

  • Najemniczkas
    Najemniczkas Member Posts: 88

    @Cymer said:

    @Najemniczkas said:
    Survivors only? You mean survivor mains only, or do you count people who play both?
    CJsDBD said:

    How are they broken? Survivor main and not sure what you mean

    Totem getting broken within 15 sec of game. Sht totem spawns (next to gen, shining like a freaking lighthouses, asking survs to get broken). Survivors spawning next to lit totems. Hill spawnpoints.

    I would love to hear the survivors perspective on that matter and how they would love to see the totems changed for a more fun and challenging gameplay.

    It is just funny how the first post is pure obliviousness about the issues with totems.
    I know the views of killers, they all calling for a rework, better spawing points and some respawn mechanic.

    I was not prepared that someone in the game could say, they are fine the way they are.
    Would love if he could elaborate a bit, how totems are not broken.

    Well, I play both sides, mostly swf, so I wasn't sure if I should speak for myself, since my opinion is pretty much same as killer players' opinion :p.

  • Master
    Master Member Posts: 10,200

    @CJsDBD said:
    How are they broken? Survivor main and not sure what you mean

    Hex totems spawning directly next to survivors or gens and get cleansed within seconds into a game, effectively removing a whole perk from teh killers setup

  • CJsDBD
    CJsDBD Member Posts: 85
    Cymer said:

    @Najemniczkas said:
    Survivors only? You mean survivor mains only, or do you count people who play both?
    CJsDBD said:

    How are they broken? Survivor main and not sure what you mean

    Totem getting broken within 15 sec of game. Sht totem spawns (next to gen, shining like a freaking lighthouses, asking survs to get broken). Survivors spawning next to lit totems. Hill spawnpoints.

    I would love to hear the survivors perspective on that matter and how they would love to see the totems changed for a more fun and challenging gameplay.

    It is just funny how the first post is pure obliviousness about the issues with totems.
    I know the views of killers, they all calling for a rework, better spawing points and some respawn mechanic.

    I was not prepared that someone in the game could say, they are fine the way they are.
    Would love if he could elaborate a bit, how totems are not broken.

    Hello, i was not saying they dont have problems i just wanted more specifics because i didnt see them as being one of the main problems. Sure its annoying when im killer and they get broken in 3 seconds, however I just played a match in the institute where i was SWF with one other, we broke 4 totems and in the entire match of like 25 minutes we did not find the hex totem. If theres a glitch where it didnt exist thats a problem. But i feel like its half and half being found right away or not being found til the end. Also they hide hill totems now a bit better. Though some spawn points are better than others (like the preschool basement). Its a randomally generated map, i feel like the randomness is part of the game. 
  • doggieman
    doggieman Member Posts: 36

    There's nothing wrong with totems.

  • Tsulan
    Tsulan Member Posts: 15,095
    doggieman said:

    There's nothing wrong with totems.

    Then why do you complain about NOED?
  • Mister_Holdout
    Mister_Holdout Member Posts: 3,144

    I guess I can't comment because I'm not a survivor main :(

  • Cymer
    Cymer Member Posts: 946

    I guess I can't comment because I'm not a survivor main :(

    Yes, I am sorry. But as a non survivor main you have your own biases, like I do myself.
    I never thought that Devour Hope is fun for survivors and yet it makes sense and the devs should release more hex perk like devour hope. A perk that incentives interactions and healthy tension.
  • HeroLives
    HeroLives Member Posts: 1,985
    Here’s a fix, just take the shine off, then Survivors are forced to clean all until notified they got the right one with exploding noise as usual. If it doesn’t explode keep looking.
  • akbays35
    akbays35 Member Posts: 1,123
    edited December 2018

    @Cymer said:
    We all can agree that the momentary totems are broken.

    How would you fix totems?

    I should clarify that I am about 60/40 survivor killer. I have a viewpoint as a killer and as survivor.

    Ruin is the strongest one, I'd like it if they would nerf it on the skill end and just cause the regression but not the 2 second delay on progress but make the regression 1-2% stronger so if team mates are working together they can actually progress the generator. This is mostly a buff to console players since great skill checks are insanely hard on controller.
    Huntress Lullaby needs to be an Obsession Perk and just get stronger the more the obsession is hit, downed, and sacrificed.
    Thrill is fine.
    Devour Hope should only activate when a killer has hooked a survivor.
    Haunted Ground is fine.
    Noed is fine but maybe nerf the haste effect by 1% since it got a substantial buff or scale the haste the closer the killer is to the exit gates.
    3rd Seal would probably just work as a wounded proc, the same way as thanaphobia and not with a full blind but nerfing survivor aura reading range by 50/60/70 with a bonus to other survivors hit.

  • Zarathos
    Zarathos Member Posts: 1,911
    edited January 2019
    akbays35 said:

    @Cymer said:
    We all can agree that the momentary totems are broken.

    How would you fix totems?

    I should clarify that I am about 60/40 survivor killer. I have a viewpoint as a killer and as survivor.

    Ruin is the strongest one, I'd like it if they would nerf it on the skill end and just cause the regression but not the 2 second delay on progress but make the regression 1-2% stronger so if team mates are working together they can actually progress the generator. This is mostly a buff to console players since great skill checks are insanely hard on controller.
    Huntress Lullaby needs to be an Obsession Perk and just get stronger the more the obsession is hit, downed, and sacrificed.
    Thrill is fine.
    Devour Hope should only activate when a killer has hooked a survivor.
    Haunted Ground is fine.
    Noed is fine but maybe nerf the haste effect by 1% since it got a substantial buff or scale the haste the closer the killer is to the exit gates.
    3rd Seal would probably just work as a wounded proc, the same way as thanaphobia and not with a full blind but nerfing survivor aura reading range by 50/60/70 with a bonus to other survivors hit.

    You statement on controller great skillchecks being hard is nonsense. I have hit those skill checks with ease the prompt doesent matter if its spacebar vs LB. Fyi I play controller on pc (mostly because i grew up with controller as default) doesent affect survivour at all tbh. Their might be an argument for framerate but thats an optomisation problem not a hex ruin problem. 

    Hex ruins passive effect post destruction is deny great skill check progression on gens. 

    Huntress lullaby is pretty powerful and stacks fast due to most survivours not being used to operating without an audio cue. My buff would to have the regression bonus continue to exist after destruction.

    Devour hope should lose one or two stacks upon destruction and maintain its effects post destruction with the current stacks minus one or two.

    Your idea for noed is clever i like it. 

    100% agree haunted grounds is fine.

    3rd seal Im not to use to using so i dont have too much of an opinion on it. Your idea to make it a non hex perk intrigues me.

    Basically most hex totems should have a passive effect that continues post destruction. 
  • fluffybunny
    fluffybunny Member Posts: 2,161
    I think the sections are for related questions. Like survivor related, rather than being a survivor club. I will say as someone who mainly plays survivor, having spawns away from gens, hidden from open and easily seen spots, and hidden behind things would be good. That way you don't see it unless you're listening and looking closely and going out of your way.