Totem suggestion

I think itd be better if instead of hex totems spawning randomly, killers actually have control of where they want them, this would make Ruin a lot less useless at times and can make survivors more aware, though auras of all totems should be shown whilst the killer still hasnt placed them or itd take forever for a killer to find and apply the hex to a totem. NOED would work the same way i guess, you apply it to a dull totem and it stays dull until gens are done or something

I think there wont really be a need to change totem spawns then since the killer can decide if the hex is right next to a gen or not.

Though I dont know how the programming of this would work or if the devs could even be bothered.

OR i think the lazier, easier, and maybe better option would be to make hex totems simply look exactly like dull totems. This would technically be a secondary objective sort of and could waste a lot of time for the survivors. This wont be unbalanced since totems break very quickly anyway and survivors are already overwhelming at high ranks atleast, low ranks probably wont even have ruin so, Itd just be a nice little adjustment.

Probably been suggested before though i cba to check, let me know if you think any of these are good or you have better ones ;D

Comments

  • HatCreature
    HatCreature Member Posts: 3,298

    Someone suggested something similar, you could break or cleanse your own totem and force it to move to a different totem. While your first suggestion sounds cool I think it would just waste the Killer's time looking and getting to the totem they want, this would especially hurt Trapper and Hag as they already have to set up their traps and then add in the totem idea.

  • HatCreature
    HatCreature Member Posts: 3,298

    The Devs just need to d the simplest thing of not putting Totems next to Gens, no dull totems, no active totems just no totems at all ever next to a damn Gen. Next to a hook is cool but not next to a Gen, that's counter productive and completely idiotic as that is the Survivor's Objective. The totems need to spawn in dangerous far off places like the Basement, places with no pallets, lots of cover for the totem, etc. Places like you said, you actually want your totem to be.

  • Boss
    Boss Member Posts: 13,616

    Kinda wish Hexes would hop around between Dull Totems whenever someone stops cleansing a Hex Totem.

    Hex Totem: "Hello there mr. Survivor, my name's Hex: Devour Hope.
    Welcome to the Killer shack.
    Oh, you stopped cleansing me?"
    ZAP!
    "Now i'm on the Dull Totem next to the Groaning Storehouse."

    Y'know?

    And of course, my other wish is: Fix Totem spawns already, my last Totem was IN the Killer Shack which also contained a Generator AND a Survivor at the start.
    Please.

  • Peanits
    Peanits Dev Posts: 7,555

    To play devil's advocate:

    1. If you have to manually place your totems, that means that Hex: Ruin wouldn't be active at the start of the round. All four survivors are naturally going to go straight to the first generator they see (they have no reason not to). Meanwhile, you'll be left running around trying to find a good spot for you totem. Before you can even put it down, generators are going to be popping off left and right.
    2. You could cheese it by putting your totems in narrow spaces or dead end areas and blocking it in with other totems or traps (if you're playing a trapping killer). I could put devour hope behind TOTH, behind Ruin, and then behind Haunted Ground. In order for someone to cleanse my devour hope, they would have to cleanse totems for a total of 85.5 seconds- longer than solo generator- and every time they touch all but the last totem, I receive a notification telling me exactly where they are. You can imagine how that might cause problems when I'm instantly downing them with devour hope.
    3. I could also just play hag and stick my totems in the basement with traps leading all the way out. If someone wants to cleanse them, they'd have to crouch all the way down the stairs. Good luck if you didn't bring Urban Evasion. Combine with TOTH and they've got no chance.
    4. If you do not pick the totem position but instead only get your choice of which pre-positioned dull totem to light, you are still at the mercy of RNG. If you've got two or three hill tiles, each with a totem, one outside the shack and one next to a generator, your totems are still going to stick out like a sore thumb no matter where you choose to place them. I've seen that exact scenario a couple times. In that case, you end up with the same problem except you lose a bunch of time lighting totems.

    I feel like totem spawning just needs a good lookin' at. There needs to be far more so they're less predictable and harder to memorize the potential spawns, and there needs to be additional rules so they don't appear in obvious locations (cannot spawn in LOS of a generator that is less that X meters away, for example). If the killer has to place them manually, they lose a ton of time which offsets the benefit of the perk.

  • Boss
    Boss Member Posts: 13,616

    @Peanits said:
    To play devil's advocate:

    1. If you have to manually place your totems, that means that Hex: Ruin wouldn't be active at the start of the round. All four survivors are naturally going to go straight to the first generator they see (they have no reason not to). Meanwhile, you'll be left running around trying to find a good spot for you totem. Before you can even put it down, generators are going to be popping off left and right.
    2. You could cheese it by putting your totems in narrow spaces or dead end areas and blocking it in with other totems or traps (if you're playing a trapping killer). I could put devour hope behind TOTH, behind Ruin, and then behind Haunted Ground. In order for someone to cleanse my devour hope, they would have to cleanse totems for a total of 85.5 seconds- longer than solo generator- and every time they touch all but the last totem, I receive a notification telling me exactly where they are. You can imagine how that might cause problems when I'm instantly downing them with devour hope.
    3. I could also just play hag and stick my totems in the basement with traps leading all the way out. If someone wants to cleanse them, they'd have to crouch all the way down the stairs. Good luck if you didn't bring Urban Evasion. Combine with TOTH and they've got no chance.
    4. If you do not pick the totem position but instead only get your choice of which pre-positioned dull totem to light, you are still at the mercy of RNG. If you've got two or three hill tiles, each with a totem, one outside the shack and one next to a generator, your totems are still going to stick out like a sore thumb no matter where you choose to place them. I've seen that exact scenario a couple times. In that case, you end up with the same problem except you lose a bunch of time lighting totems.

    I feel like totem spawning just needs a good lookin' at. There needs to be far more so they're less predictable and harder to memorize the potential spawns, and there needs to be additional rules so they don't appear in obvious locations (cannot spawn in LOS of a generator that is less that X meters away, for example). If the killer has to place them manually, they lose a ton of time which offsets the benefit of the perk.

    They also shouldn't spawn near Survivor spawns.

  • Peanits
    Peanits Dev Posts: 7,555

    @Boss said:

    @Peanits said:
    To play devil's advocate:

    1. If you have to manually place your totems, that means that Hex: Ruin wouldn't be active at the start of the round. All four survivors are naturally going to go straight to the first generator they see (they have no reason not to). Meanwhile, you'll be left running around trying to find a good spot for you totem. Before you can even put it down, generators are going to be popping off left and right.
    2. You could cheese it by putting your totems in narrow spaces or dead end areas and blocking it in with other totems or traps (if you're playing a trapping killer). I could put devour hope behind TOTH, behind Ruin, and then behind Haunted Ground. In order for someone to cleanse my devour hope, they would have to cleanse totems for a total of 85.5 seconds- longer than solo generator- and every time they touch all but the last totem, I receive a notification telling me exactly where they are. You can imagine how that might cause problems when I'm instantly downing them with devour hope.
    3. I could also just play hag and stick my totems in the basement with traps leading all the way out. If someone wants to cleanse them, they'd have to crouch all the way down the stairs. Good luck if you didn't bring Urban Evasion. Combine with TOTH and they've got no chance.
    4. If you do not pick the totem position but instead only get your choice of which pre-positioned dull totem to light, you are still at the mercy of RNG. If you've got two or three hill tiles, each with a totem, one outside the shack and one next to a generator, your totems are still going to stick out like a sore thumb no matter where you choose to place them. I've seen that exact scenario a couple times. In that case, you end up with the same problem except you lose a bunch of time lighting totems.

    I feel like totem spawning just needs a good lookin' at. There needs to be far more so they're less predictable and harder to memorize the potential spawns, and there needs to be additional rules so they don't appear in obvious locations (cannot spawn in LOS of a generator that is less that X meters away, for example). If the killer has to place them manually, they lose a ton of time which offsets the benefit of the perk.

    They also shouldn't spawn near Survivor spawns.

    I would agree, but I feel like that would be a little too predictable. If I knew it wouldn't spawn within X meters of me or any other survivor, that would eliminate a large portion of the map as valid spawn positions and I would have way less area to check. I'd be okay with it spawning ten meters away from someone so long as it's well hidden behind an object and they wouldn't see it on their way to a nearby generator.

  • Boss
    Boss Member Posts: 13,616

    @Peanits said:

    @Boss said:

    @Peanits said:
    To play devil's advocate:

    1. If you have to manually place your totems, that means that Hex: Ruin wouldn't be active at the start of the round. All four survivors are naturally going to go straight to the first generator they see (they have no reason not to). Meanwhile, you'll be left running around trying to find a good spot for you totem. Before you can even put it down, generators are going to be popping off left and right.
    2. You could cheese it by putting your totems in narrow spaces or dead end areas and blocking it in with other totems or traps (if you're playing a trapping killer). I could put devour hope behind TOTH, behind Ruin, and then behind Haunted Ground. In order for someone to cleanse my devour hope, they would have to cleanse totems for a total of 85.5 seconds- longer than solo generator- and every time they touch all but the last totem, I receive a notification telling me exactly where they are. You can imagine how that might cause problems when I'm instantly downing them with devour hope.
    3. I could also just play hag and stick my totems in the basement with traps leading all the way out. If someone wants to cleanse them, they'd have to crouch all the way down the stairs. Good luck if you didn't bring Urban Evasion. Combine with TOTH and they've got no chance.
    4. If you do not pick the totem position but instead only get your choice of which pre-positioned dull totem to light, you are still at the mercy of RNG. If you've got two or three hill tiles, each with a totem, one outside the shack and one next to a generator, your totems are still going to stick out like a sore thumb no matter where you choose to place them. I've seen that exact scenario a couple times. In that case, you end up with the same problem except you lose a bunch of time lighting totems.

    I feel like totem spawning just needs a good lookin' at. There needs to be far more so they're less predictable and harder to memorize the potential spawns, and there needs to be additional rules so they don't appear in obvious locations (cannot spawn in LOS of a generator that is less that X meters away, for example). If the killer has to place them manually, they lose a ton of time which offsets the benefit of the perk.

    They also shouldn't spawn near Survivor spawns.

    I would agree, but I feel like that would be a little too predictable. If I knew it wouldn't spawn within X meters of me or any other survivor, that would eliminate a large portion of the map as valid spawn positions and I would have way less area to check. I'd be okay with it spawning ten meters away from someone so long as it's well hidden behind an object and they wouldn't see it on their way to a nearby generator.

    That's kinda what i meant.
    Well-hidden would be my priority as well, i'm just sick of actually having to rush over to them immediately, or they'll TRULY be gone in 20 seconds sometimes.
    It's lucky that i main Wraith a lot lately...

  • Tazare
    Tazare Member Posts: 39

    @Peanits said:
    To play devil's advocate:

    1. If you have to manually place your totems, that means that Hex: Ruin wouldn't be active at the start of the round. All four survivors are naturally going to go straight to the first generator they see (they have no reason not to). Meanwhile, you'll be left running around trying to find a good spot for you totem. Before you can even put it down, generators are going to be popping off left and right.
    2. You could cheese it by putting your totems in narrow spaces or dead end areas and blocking it in with other totems or traps (if you're playing a trapping killer). I could put devour hope behind TOTH, behind Ruin, and then behind Haunted Ground. In order for someone to cleanse my devour hope, they would have to cleanse totems for a total of 85.5 seconds- longer than solo generator- and every time they touch all but the last totem, I receive a notification telling me exactly where they are. You can imagine how that might cause problems when I'm instantly downing them with devour hope.
    3. I could also just play hag and stick my totems in the basement with traps leading all the way out. If someone wants to cleanse them, they'd have to crouch all the way down the stairs. Good luck if you didn't bring Urban Evasion. Combine with TOTH and they've got no chance.
    4. If you do not pick the totem position but instead only get your choice of which pre-positioned dull totem to light, you are still at the mercy of RNG. If you've got two or three hill tiles, each with a totem, one outside the shack and one next to a generator, your totems are still going to stick out like a sore thumb no matter where you choose to place them. I've seen that exact scenario a couple times. In that case, you end up with the same problem except you lose a bunch of time lighting totems.

    I feel like totem spawning just needs a good lookin' at. There needs to be far more so they're less predictable and harder to memorize the potential spawns, and there needs to be additional rules so they don't appear in obvious locations (cannot spawn in LOS of a generator that is less that X meters away, for example). If the killer has to place them manually, they lose a ton of time which offsets the benefit of the perk.

    I can see what you mean about it wasting time for the killer but if you get an aura of all dull totems at the start of a match, i doubt you will be walking to one for 80+ seconds to go and light one, assuming the the devs wont make it longer than a second to light it it shouldnt be too bad. And in turn of you wasting a couple of seconds to light a totem in a decent spot, survivors have to spend longer looking for it as they dont simply see the auras, but the problem with that is they'd just try and follow the killer at the start of a match, thats why i feel the second suggestion i had may be a little better.

    With the second suggestion sure you can get unlucky with a totem being right next to a gen and it so happens to be a hex, but atleast that was complete luck and theyd have no idea what the totem was before they cleansed it, now imagine if that wasnt a hex, they just wasted a couple of seconds doing basically nothing, and itd actually make dull totems have value to cleanse other than preventing a NOED, right now i never see a point in cleansing totems unless theyre lit, it just wastes time. so if hex totems were dull too then itd be gambling for the survivors as they could be cleansing a haunted grounds hex and take 1 minute being more cautious. I think its just better totems arent lit so survivors get less info, they already have enough, they can even bring maps or use certain perks if they so want to. Also im sure thatd be very easy to program so the devs cant be lazy or have excuses if everyone is asking for it. Though either way the spawns really need to change and i still dont know why they havent already been changed