started running boons and i already hate it.
can someone genuinely explain the appeal of breaking dull totems without inner strength, especially when there is a gen right next to it? it's so useless and so pointless. it won't counter noed unless all 5 are broken and at that point noed already got more than enough value, and if the killer doesn't even have it you just wasted immense amount of time for no reason and screwed over your teammates with boon perks or inner healing, not to mention the mere existence of pentimento. if i see that notif before a hex is broken i'm simply gone have fun. wish breaking dulls awarded way less bps (like a measly 250) so breaking them is also a waste of time for people that only care about bloodpoints.
Comments
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Bloodpoints
Challenges
They might not be the most efficient use of totems or time, but they're perfectly valid.
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Breaking dull totems is a free 1000 BP (not 250)
A lot of challenges and even some achievements require you to do it
It can prevent certain killer perks if you get enough/all of them
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It pays 1,000 bloodpoints to break a dull totem and it's quick. Fixing the entire generator alone only pays 1,250.
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wish breaking dulls awarded way less bps (like a measly 250) so breaking them is also a waste of time for people that only care about bloodpoints. WISH
i'd understand doing it in a winning game but in a 3v1 and while someone is in a chase? nah.
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Generators are the main objective and we don't get much for doing them. They should be worth way more than 1250, that will solve it.
Also, some perks like Inner Healing and Overzealous require you to break a totem don't forget.
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i acknowledged the excuse of having inner healing, i know. imo overzealous is better when paired with a boon (most likely coh) so your resources aren't gone and you are putting down a very nice boon your team can benefit from.
agree that doing solo gens give nothing, wish they are rebalanced. if the match is loose enough i'll try to double gens, cooping still gives plenty. not the most optimal, but i'd prefer any time that my teammates come double my gen over them doing dulls for points.
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They should allow Inner Healing to be activated by a boon like Overzealous does. Both perks should give you the bless or break option.
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Totems are a free 1k bp and earned significantly faster than doing gens. To their defense cleansing dulls can limit the spawns of noed/plaything/face the darkness. Particularly in the case of noed pre cleansing dulls gives you a safe haven to take chase so you're not hooked by the hex, and cleansing multiple prevents some Survivors from receiving Plaything. By and large, your victory is not likely going to hinge specifically on 14 seconds doing a totem. Other actions similarly waste time, such as unnecessary hiding or even activating perks like Built to Last, but for no financial benefit.
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bloodpoints.
the totem bps gain is usually annoying to get unless you get chased a bunch.
or you run the perk to reset pallets and do it enough times.
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A mad cap idea I've had for Hex's for a while is to have totems have a passive effect in the trial, so that when someone in soloQ breaks them, then they aren't actually wasting the teams time, and giving killers more time against gen rushing, while allowing survivors to counter 3 genning.
Something like: -
- Generators have a base repair charge of 80 charges. (Gens repair at 1 c/s)
- Every totem in the map adds 5 charges to the total repair time of all generators, capping out at 105s.
- Cleansed or booning a totem removes those charges from all generators globally.
- Booning a totem grants an additional 2.5 charge reduction to all generators.
- Snuffing or breaking a boon totem adds those charges back to the gen pool.
- Give dull totems a white flame/glow to make them easier to find.
The problems of course is this is overly punishing to new players, and Boons would also need signficiantly improving in general... though at least perks like Small Game, Detectives Hunch and Counterforce actually would be useful.... However there is also how unbelievably busted Hex: Pentimento would become.... there is also a question of how good hexws in general would be because survivors will always be actively looking for them every game.
It also feels a little shoe-horned to my mind... in this set up totems are basically forced into the survivor objective pool, regardless of whatever the killer is doing... so... not overly happy with it... so I've never suggested it, but it's at least interesting to think about.
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After the tragic death of our dearest and most useful friend, CoH(rip😭), any boon activity, at all, has become so phantom that Totems, now so completely naked without their every-single-match-comfort blankets of shiny blue soft-chiming beautifications, are practically begging to be cleansed out of their misery😔
…Inner Strength, or not
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Maybe they wanted to limit how often you could benefit off 1 totem. Inner healing requires you to find a new totem each time, while if booning worked... each time the killer snuffed it out you could reactivate inner healing.
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oh i don't know about this one.
Particularly in the case of noed pre cleansing dulls gives you a safe haven to take chase so you're not hooked by the hex
the only valid argument for it that makes sense. though, still not the move if the match is going even or killer is winning (obviously). since losing 1 survivor to noed is miles better than losing time and efficiency that can easily result in the entire team dying especially with pop on a snowballing killer.
also, cleansing random totems you see instead of memorizing their locations to check in case a perk comes into play (noed, face the darkness or even two can play) is a far worse idea because then the totem is guaranteed to be somewhere you don't know about and likely to be in a hard to find spot (since it didn't catch your eye and you didn't cleanse it). of course this won't be entirely the case after noed's aura bug is fixed, but even then you would roughly know the area you need to check to see its aura.
cleansing all 5 is trolling even against noed, and other perks don't warrant that much work and time waste anyway (plaything ftd two can play)
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I see Boon: Shadow Step about 1 in 5 matches actually. I think it's shadow step. It's the aura hiding one.
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yeah boldness won't max unless you get killer's attention a lot. that's mainly the reason i'm running boons, it gives 1.5k and the time isn't completely wasted. people just don't care and i don't blame, but soloq is unbearable enough already. hopefully devs readjust bloodpoint gains especially dull totem breaking and solo gen repairs so people can get their priorities more straight.
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Oh I didn't think of that, you're right.
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trust me when i say i'd see broken totems in release coh era. at some point i changed my ing name to "break dulls = afk" lmao it was awful. almost og dbd levels of broken perk and people still did that.
also it's not completely about boons but time management and efficiency. it's just selfish, "idc about your perks or gen efficiency, i'll just get my 1k points real quick", which is not the attitude i'd look for in a team game.
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Ignore me, just random drawings passing by
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They really do need to update Inner Healing for blessing. I played for a few weeks with Inner Healing vs a few weeks with Circle of Healing and the attitude my teams had towards me during these times was like night and day. I got left on hook way more than usual when running Inner Healing, especially in endgame, and running CoH at the moment people actually treat me alot more like a team mate. They definitely think better of you when you're putting up boons vs spending time cleansing.
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Breaking totems gives you points to the lightbringer emblem so there’s an actual reason to do them
it’s how I do the iridescent emblem challenge
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ah my bad 🤦♂️ i insisted on calling it inner strength before the reclaiming of st license because inner healing sounds weird but here i am confusing it.
i would encourage it because comp gamers still won't do totems even if it gave 5k and doing gens gave nothing. i'm down for anything that makes soloq bearable.
you are cooking with this, and i like it a lot. that would speed up drawn out games while slowing down early game both of which would be great changes. though this would destroy hexes since survivors won't be wasting that much time if they come across 3 dulls while looking for hexes anymore meanwhile erasing devour hope from the face of earth.
here are the few changes i'd make to this:
- i'd change all numbers by 5 (100>95>90>85>80>75), since essentially this would be a survivor nerf and i don't think that's very much needed. yes on high levels gens are fast fast but on lower level lobbies... it's tough. 100 with all totems up wouldn't make it much more higher than current gens and 90 is reached after 2 broken totems while 75 is considerably lower than current 90 which would make it a fair trade.
- broken totems can be blessed and blessed totems can be broken, basically making survivors bless a totem spot rather than the totem itself, putting an end to the fight between cleansers and booners.
- a totem spot is gone after it's snuffed. you can still move the boon without wasting the spot.
- boon perks should get buffs with their spammability gone.
- blessing a hex is no longer slower nor does it deactivate the hex.
- visibility and audibility is fine imo, but boon effect is on the skull part of the totem instead of the burning part since that would block hexes' burning flames
- pentimento... do relit totems further remove gen charges, say 2 per? does it not give its effects (fully) for broken dulls? it would need special attention for sure.
in this set up totems are basically forced into the survivor objective pool, regardless of whatever the killer is doing
which would be what both killers and survivors want no? gens are too fast and holding m1 is boring, people always say. looking for totems isn't as boring as holding m1, might get frustrating on particular maps but still. maps (item) would get incredibly stronger and obscure totem perks finally can see some use like counterforce and small game. getting that 1k and doing those challenges wouldn't be much of a game throwing anymore.
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that's fair. soloing gens progresses that emblem more than cooping also.
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Honestly run a totem build and you’ll notice you get iridescent lightbringer basically every game
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I’ve only seen SS and any others a few times, and each time it was in SoloQ matches w players who’s builds had 2-3 boon perks each.
Could be that certain regions or time of day/evening has sth to do w it, and I’m just missing them, idk tho.
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Without escaping of course!
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Hmmm... I didn't have enough confidence in it... maybe I should have just thrown the idea out there xD
Only thing that confused me there, how would you have a blessed and hexed totem? Wouldn't you always cleanse it?
Or is the idea that you bless it to block the hex, but don't lose the space as a blessable location by cleansing it?
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completely destroying the build of a pentimento plaything user counts as a win
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Is she turning into Spirit?
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it wouldn't fit the essential theme and purpose of totems but idk the integration of totem cleansing into regular gameplay sounds so nice as it would both give survivors a secondary objective (while giving so many perks and maps a real purpose to exist) and adjust the gen speeds as the game goes on, which would make for the perfect balance (regarding gen speed) in my opinion.
cleansing would be completely independent from blessing so you'd need to break a hex totem no matter what. if you'd only bless a hex and left, it would be both a hex and a boon totem and therefore the associated hex perk would still remain active.
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Oh, I totally believe you.
I personally never really factored BPs into the Totem cleansing operation during matches. I’ve definitely had totemless matches where there was nothing left to bless, as well as several matches w Solo teammates throwing BM fits mid match against me and my boons.
After CoH got nerfed, Inner Strength went back into my main build, and I always cleanse 1 totem each match.
fwr, the SoloQ players I’ve gotten have most often preferred to cleanse to avoid Hexes (or probably just BP cravers), so most don’t mind me cleansing for a heal; but there’s those few that insist on following me around and spamming lockers next to me when I’m preferring a heal inside one, instead of me letting them waste precious Gen time to heal me.
Also, my chases are often early on in the match to try and get a few Gens out of the way to end the Killer’s chances of dominating early on. I prefer it this way since unfortunately, in SoloQ you never know who’s going to be able to loop longer than 15 seconds, or who will be Gen’ing or cleansing totems.
Though I set myself up for this by Maining SoloQ😄 I just prefer the heightened challenge.
You’re probably better on a SWF team where everybody’s on the same page. I can imagine how aggravating Solo would be if you had to play it all the time.
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I drew it when Void touch release
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I getcha, its a "do you wanna be sure to get rid of the hex, or have the boon first" type deal.
Though boons only working on dull/cleansed hex locations might be interesting to consider as well... give a bit of usefulness to Haunted Ground on its own without other hexes to support it...
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Ah, makes sense. I thought she was ready to switch sides for that totem.
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Since everyone already commented what I was thinking, I’ll mention one last thing wrong with this post. It’s Inner Strength not Inner Healing. (I’m just messing with ya though I’m glad we got the old name back)
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ughh finee editing it.
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i've also always thought swf isn't strong mainly because of comms but because everyone knows what everyone else is up to.
I personally never really factored BPs into the Totem cleansing operation
it's the mentality soloq players need to have. i just wish...
i don't understand booner hate unless it's a rare case of them spamming it on the same totem over and over, even then i know very well how big of an inconvenience it is for the killer so it'd be totally fine by me.
but there’s those few that insist on following me around and spamming lockers next to me when I’m preferring a heal inside one
obviously not a valid reason to throw a fit and try to sandbag but that can often be taken as disrespectful. depends on the current conditions of the match but i'd also save my perk for a more clutch moment, humbly.
that would make more sense tbf, a both hex and blessed totem sounds confusing.
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I cleanse totems and open chests for fun and points. I will not apologize. I wish Counterforce was buffed so I could cleanse even faster, and I wish for a perk that let me open chests even faster too.
Though if I'm on a totem and you start gesturing at me to leave, I will, under the assumption your build needs the totem more than I do.
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I do it if I have my Objective Category already maxed out.
I moved from Console to PC so Im back on that Bloodpoint grind since Im trying to unlock all Survivor perks. As a result I have no need to work on Generators if I already maxed it out.
1K Boldness isnt bad either, especially if you dont do too well in chase, which just happens sometimes since Im not the best player out there, Im decent, but not the best.
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The thing in my opinion is, you are blaming the wrong end of the equation.
You seem to think if your teammates would not waste time breaking totems, they would do somehting productive like gens.
But you are wrong. They would then open chests, or hide because they hear a heartbeat, or just bring a boon to bless the same two totems over and over again (seen it happen).
You cant force people to play in a team by removing their option what they can do, or in any other way.
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What do you think about that?
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i was fully expecting something like "i'll cleanse 1 more totem for each time you wave at me". but nope that won't work on most people though :(
i know, but lots of people (majority of comments even here) do it for points. adjusting bp gains and rewarding useful activities more would solve the issue in that regard. of course it wouldn't instantly make people the most optimal teammates but at least give them less of a reason (or need) to do rather useless activities just for points.
i DO understand when inner strength users break totems because it does make sense. the only issue to me is the irrationality of breaking dulls without perks or anything when there stands a gen 5 meters in sight. like why? leave the totem to perk users please so they can find it asap and return to their gen work quicker.
so a hypothetical inner strength buff wouldn't solve this issue completely. given that or regardless, i don't think such a buff would be a good idea, personally. not needing to find new totems and always having a reliable source of constant self heals would be just way too strong, also putting a boon is already a good thing by itself (assuming it has coh), so having a 8 second heal for doing it on top would be too much.
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you could just give it max charges or something.
like, can be activated 6-7 times maximum during a match. be it by tokens going down or it just shutting off after the number of uses
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Rather than making side objectives less appealing to do, pentimento is the issue here that should be changed...
Bad teammates will not stop being bad teammates. And with how many totem cleansing archives there are in the game, you will see people cleanse dulls even if it didn't award any BP (and it also gives lightbringer progress, so you would also have to remove that to prevent people from cleansing them to try and pip). Better solution - pentimento no longer works on broken dull totems, excluding shattered hope.
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Currently the team can use it a maximum of 5 times in which you have to find all 5 totems rather than benefit off a single totem multiple times. It's a shared resource.
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but in this scenario, you are using 2 perks. so I figured I could give it a bigger number to compensate
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