If all totems we're blocked in the first 90 seconds of the match, how would you feel?

_AdamFrancis_
_AdamFrancis_ Member Posts: 698
edited April 2022 in Feedback and Suggestions

I think it would be a good idea. It would stop people from getting their hexes cleansed 20 seconds into the match.

Comments

  • MikaelaWantsYourBoon
    MikaelaWantsYourBoon Member Posts: 6,564

    As perk? Sure. As base-kit? Nope.

  • humanbeing1704
    humanbeing1704 Member Posts: 9,091

    Cool I guess? I would just memorize it or stare at the totem for 90 seconds

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,915

    I think I’d rather it be that instead of totems being blocked, they’re all just invisible to the survivors. The killer can see them right away.

    It doesn’t need to be 90 seconds either. 30 would probably be enough. It just needs to be enough time for the killer to get there and for survivors to have moved a bit from their starting positions.

  • Valik
    Valik Member Posts: 1,365

    Eh, let survivors do the bones and cleanse the totems.

    If you ask me, just kneecap the BP yield from cleansing and make it so that totems are BP baloons that get more and more enticing the longer a match draws on (up to a limit)

    Right now you get 1,000 bp for a dull totem.

    Lower that to 400 bp and increase it by 400 for every 60 seconds the match has gone on up to 4,000 if the match hit the 9 minute mark.

    Hex totems should be the same, but doubled. 800 bp if you cleanse it first thing, 8,000 bp if you find a hex totem at or after 9 minutes.


    This doesn't have a massive impact, but at least survivors may make a double take and say to themselves "It could be Haunted Ground or Undying. I'll wait until later just in case, more BP anyway!"


    Suddenly it's not a race to see who can cleanse the totems first, but a balance of how many BP does the player want, and how much danger do they think the totem is worth?

    If it's Hex: Ruin and they're a well coordinated team, they don't need to cleanse it first thing. They can come back after 5 minutes before escaping and cleanse it for a nice 4,800 bp


    Nothing massive. But a nice little 'reward' for survivors that hold off on cleansing until it's an ideal time for killers to have them take a break from key objectives.

  • dugman
    dugman Member Posts: 9,714

    In general the devs still haven't really explored the design space of non-hex killer perks which interact with totems in some way. This post is an example of that, a Corrupt Intervention type perk that blocks all the totems for 90 seconds would be pretty decent. Other effects they could do might be things like:

    • Whenever the killer hooks a survivor all hex totems are blocked for 45 seconds.
    • Whenever the killer snuffs a boon that totem is destroyed and the killer sees the aura of the Boon creator for 10 seconds.
    • The killer can hear Boon totems from twice the normal distance and see their auras within 8 meters.
    • The killer can kick any dull or hex totem to move them to a new location and block the new totem for 30 seconds
    • If the killer is within the aura of a Boon totem they gain an 8% movement speed boost.

    Those are just some examples. Basically there's all sorts of effects they could experiment with involving how killers interact with totem props and Boons and hexes that might make for interesting perks that can play around with not just the new Boons but also other perks involving Hexes and dull totems.

  • Marcavecunc
    Marcavecunc Member Posts: 2,057

    They could just add that effect to Corrupt Intervention "The 3 farthest generators and totems are blocked by the entity for X/Y/Z seconds"

  • SkeletalElite
    SkeletalElite Member Posts: 2,922

    I think it would be better if your hex totems were hidden and appeared as dull totems for the first 30 or so seconds. Just so you don't lose them instantly, but survivors can still interact with them if they want.

  • Marcavecunc
    Marcavecunc Member Posts: 2,057

    I wouldn't mind that. Lots of survivor ignore totems unless they're lit. So all totems starting off as lit would either a) force them to deal with a hidden hex perk for the first x seconds of the game, or b) force them to cleanse dull totems just in case it's a hidden hex.

  • TeabaggingGhostface
    TeabaggingGhostface Member Posts: 3,108

    Add that effect to thrill of the hunt

  • Icaurs
    Icaurs Member Posts: 586

    Simple buff to Hex totems, the totem is only lit, once the perk is in affect. (only exception is Haunted ground obviously). This way totems can't be taken out until they get some value, however minimal.

  • kaskader
    kaskader Member Posts: 283

    My perk idea i made long time ago:

    Hex:Defendor

    The entity blocks all totems for 120 seconds at the beginning of the trial.

    After hooking a survivor all hex totems become blocked by the entity for 30 seconds.

    The Hex effects persist as long as the related Hex Totem is standing.

  • Mattie_MayhemOG
    Mattie_MayhemOG Member Posts: 315

    Sure, as a perk, maybe 75/90/105 seconds as it tiered up

  • vanGlasse1
    vanGlasse1 Member Posts: 295

    it is such a decent and useful concept for a perk, can't believe they haven't done it yet tbh

  • Marc_123
    Marc_123 Member Posts: 4,080
    edited April 2022

    Some really cool ideas here.

    I guess they already try to shift the strong effects to Scourge Hooks.

  • _AdamFrancis_
    _AdamFrancis_ Member Posts: 698

    That would be great considering the perk is weak as it is right now.