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Can we get a totem as survivor item?

It would allow better boon spots (not in a corner on the edge of the map) and you could basically immediately boon it.

Comments

  • VomitMommy
    VomitMommy Member Posts: 2,257

    Sure, but it shouldn't become actual totem. More like Pentimento totem, you could boon it, but it's lost if killer snuffs it.

  • MrPenguin
    MrPenguin Member Posts: 2,426
    edited July 2024

    Killers have to deal with bad totem spots. I don't see why survivors shouldn't.

    Especially when they already have the advantage of choosing which totem to use, unlimited reboons, and the totem itself just getting snuffed instead of destroyed.

    I also don't want my bloodwebs to get more diluted than they already are. We have enough bloodweb clutter on the survivor side imo.

    Ideally the spots themselves get improved at some point.

    Post edited by MrPenguin on
  • Langweilig
    Langweilig Member Posts: 3,139

    I don‘t think it needs to get permanently broken as long as boons are bad and shattered hope isn‘t basekit

  • Langweilig
    Langweilig Member Posts: 3,139

    Killers have to deal with bad totem spots. I don't see why survivors shouldn't.

    Ideally killers could place hexes by them selves (,but I‘m not shure wether killers would even want to search for them) or they make the spots a lot better. I don‘t see the point of I can‘t and therefore the other side shouldn‘t.

    I also don't want my bloodwebs to get more diluted than they already are. We have enough bloodweb clutter on the survivor side imo.

    That would probably be annoying, I agree. They could make that you can find a totem in the basement and carry it somewhere like xeno‘s turrets and take it out of the trail, so you could use it in another trail.

    Ideally the spots themselves get improved at some point.

    Agree, but being able to place them yourself would make boons a lot better.

  • Aven_Fallen
    Aven_Fallen Member Posts: 17,639

    "I also don't want my bloodwebs to get more diluted than they already are. We have enough bloodweb clutter on the survivor side imo."

    Sadly in their AMA the Devs said that they plan new Survivor-Items. I am also for a reduction of Bloodweb-Items for Survivors, since many are just useless or outdated (e.g. green Maps and their Add Ons are not needed anymore, you dont need 4 different Medkits which only differ slightly, etc.).

    @Topic:

    I dont really think that this would help at all. The thing is, the same problems exist with Boons as before - they are bad and not worth bringing and they can be easily snuffed. That you can basically decide where to put it might be an advantage, but you would probably be limited to the regular Totem Spots anyway.

    And I just dont think that something like that would Boons more viable, because picking a good Spot has not the same impact as it would have for a Hex, since a Boon is easily found.

  • VomitMommy
    VomitMommy Member Posts: 2,257

    I don't consider boons bad. CoH is still very good perk SWF.

    Same for unbreakable boon.

    If it was permanent totem killer needs to break over and over again, I think that would be too strong. Basically every map would suddenly be strong for boons.

  • Langweilig
    Langweilig Member Posts: 3,139
    edited July 2024

     you would probably be limited to the regular Totem Spots anyway.

    They could make them work like Xeon’s turrets, but hopefully with far a smaller hitbox.

    I agree tho, boons have a lot of problems like the perks are too weak, the totem placement is too obvious and you hear them from a mile away.

    I am also for a reduction of Bloodweb-Items for Survivors, since many are just useless or outdated (e.g. green Maps and their Add Ons are not needed anymore, you dont need 4 different Medkits which only differ slightly, etc.).

    I really dislike how they made medkits all the same with their huge healing nerf. There is literally no difference between purple and grey. I think there should only be one or two different items of a kind, but only if it makes sense like with the sabo and gen toolboxes.

  • Neaxolotl
    Neaxolotl Member Posts: 1,788

    And shadowstep is honestly broken when you can place it at anywhere

    Every unique buildings will be unchasable nightmare

  • Langweilig
    Langweilig Member Posts: 3,139

    Boons are not good. I never see them in my games and I doubt you do. Nobody uses them for a reason.

    I don‘t think it would be broken, but a lot better than it currently is. You can still follow the pools of blood.

  • Neaxolotl
    Neaxolotl Member Posts: 1,788

    Pools of blood is not something that exists all the time, and survivors have fair amount of tools to suppress it too

    Shadowstep is already pretty strong as is, giving it a consistent value will make it 100% broken

  • MrPenguin
    MrPenguin Member Posts: 2,426
    edited July 2024

    Imo the main problem with boons is that the perks themselves are not really worth using. But when they are the advantages listed before kinda break them like CoH was. Adding another advantage will just further exacerbate this. Imagine always being able to guarantee the best possible spot for a strong boon.

    Something like main building basement Boon on a multifloored map or structure, CoH always away from the gens, or RPD/Midwitch Shadowstep on both sides if 2 survivors bring it. Guaranteed every time.

    It opens the door for abuse. I understand currently boons could use improvement, but I don't believe this is a good path forward. You're removing 2 of the balancing points of the mechanic. Which is unreliable placement and finding the totem.

    On the first part its not so much one can't so neither should the other, but more of both sides have to deal with it as a balancing mechanism. Furthermore, removing it for just one side would at worst be unfair and and at minimum feel unfair. It's just asking for a large negative reception from players. It already happened the first time boons came out. It's impossible to avoid the hex/boon comparison.

    Post edited by MrPenguin on
  • VomitMommy
    VomitMommy Member Posts: 2,257

    On many maps probably most broken spot to put boon would often be basement. If basement is in main building...

    I am not even sure you would be able to hear it from above.

    It would be definitely very annoying to deal with if it could be used over and over again.

    Well as an item you would be able to see survivor has the "totem" ready as item. I can imagine dodging lobby against that a lot.

  • Laluzi
    Laluzi Member Posts: 6,233

    I don't like the idea of being able to place totems in user-chosen spots - that's automatically too strong for both boons and hexes. Like, imagine if the Devour totem you're searching for doesn't have to be a certain distance from another bone and isn't in a preplaced spot but can be literally anywhere on the map. That's scary, right? Boon perks in particular are very location-dependent and by not conforming to set spots a user can memorize (which balances the fact that some of those spots are sneaky), you make finding the boon too time-intensive - which, if survivors have brought a portable bone with CoH/Shadow Step/Dark Theory/Exponential and dropped it in a hidden nook in an empty room above a hot zone, is a problem.

    I'd rather see totem spawns fixed to be less blatantly obvious, but still semi-regular in placement. More Lery's, less Ormond.

    Boons are bad because they're horribly map dependent and RNG dependent on top of that. If you can get a two-story map where there are guaranteed totem spawns that are semi-central and cover multiple floors, boons suddenly become quite good, especially in indoor maps where LoS is easy to break. Shadow Step is the best boon (with the caveat that it's map-dependent), but a SWF can get plenty of use from Exponential if they keep the killer busy - and yes, I've seen this happen recently in my games, more than once.

  • Langweilig
    Langweilig Member Posts: 3,139
    edited July 2024

    I don‘t think it would be as „strong“ as you call it. It would just make boons a bit more worth using and with the current boons we got it‘s not that big of a deal. Shure shadow step can be pretty annoying, but finding boons is still easy af since they are as loud as megaphone. I agree tho that a big factor of boons is the location.

    Also one totem as item is one less toolbox….

  • Neaxolotl
    Neaxolotl Member Posts: 1,788

    Finding boons is never easy, those sounds aren't consistent or loud enough, it's realistically only be found within like 8 meters

    And I'd say boons are already an EXTREME nuisance as is, vanishing it is generally a net negative for killers too, definitely not "bit more", removing only weakness(RNG nature) will make those things unbearable

  • Laluzi
    Laluzi Member Posts: 6,233

    I'd rather face a SWF with 4 BNP commodious than one with 3 BNP commodious and a quad boon they can put in the basement or some tiny main building corner with bugged collision the killer can't reach until BHVR killswitches the map or Literally Anywhere. Hell, I'd rather play the 4 BNP commodious than no toolboxes and one stacked free-to-place totem with a map offering. If you've played against quad boons on RPD, you should understand.

    You're proposing creating a tool that is not very useful for solos (even if you bring it and have a map offering, you can't communicate to your teammates to come take hits for Exponential, distract, run Lucky Break or Lucky Star, don't run the killer into the room that actually has the totem, etc), but extremely powerful for SWFs.

    Boons are hard enough to locate without unlatching them from RNG. Again, I'd like to point out that if a killer could bring Devour or Ruin and hide them in a spot of their choosing, one that survivors had no way of predicting or locating without Small Game/Counterforce/Detective's Hunch, this would be a problem. The same goes for boons. You're doing away with the ability to predict where it is while also guaranteeing that the user has the strongest possible spot on the map.

  • Langweilig
    Langweilig Member Posts: 3,139

    You lost my by saying boons are not loud enough, that is the biggest lie I ever heard. You don‘t even have to look for it because you hear it from a mile away. Current boons are far too weak for this huge negative effect. Killers only have to go there for a second and snuff it and the survivor waist’s another 14s (and it‘s not only the bless time, you already wasted time searching for it) or up to much more, because you have to find another totem.

  • Langweilig
    Langweilig Member Posts: 3,139

    You're proposing creating a tool that is not very useful for solos (even if you bring it and have a map offering, you can't communicate to your teammates to come take hits for Exponential, distract, run Lucky Break or Lucky Star, don't run the killer into the room that actually has the totem, etc), but extremely powerful for SWFs.

    This would buff both solo and swf equally. In solo you could finally start to use it and in swf it makes it a bit better, but it doesn‘t do much that you couldn‘t do before.

    Boons are the easiest to locate for the killer. Never heard something more absurd. First of you hear them from a mile away and once you found it survivors will probably reuse this spot over and over again, where you can just waste with one second of your time 14s+ of their time. And if you have to walk over the whole map for that, then the survivors also have to do that, which renders the value of the boon to 0.

    Again, I'd like to point out that if a killer could bring Devour or Ruin and hide them in a spot of their choosing, one that survivors had no way of predicting or locating without Small Game/Counterforce/Detective's Hunch, this would be a problem. The same goes for boons. You're doing away with the ability to predict where it is while also guaranteeing that the user has the strongest possible spot on the map.

    Again this is nothing bad and people would adjust when something like that would go to live, then it would be whatever. This could help hexes and boons a ton. I would probably give killers at first the ability to chose, which totem they would want and maybe later test making it self placed by the killer (second part as perk). I would probably find it unfair if the killer could place them wherever they want basekit, while the survivors have to use a item for it, but as perk for killer and item for survivor it would probably be fine.

  • Neaxolotl
    Neaxolotl Member Posts: 1,788
    edited July 2024

    I've played several times against boons and sound que never worked, maybe because I'm trying to protect my ears from stupidly large explosion sounds or whatever, but it's extremely quiet

    Survivor's 14 seconds are pretty much equivalent of 3.5 seconds from killers, it's net negative, stop acting like there is only one survivors

    not to mention the fact you don't need to find another of anything when you can literally place the totems at anywhere

  • Nightram
    Nightram Member Posts: 220

    I think this is interesting.

    We have to think for the killers as well. If survivors can do carry a totem. Or just build a totem somewhere, that should include to destroy one, to carry it's bones to be set up another place.

    But the totems can't be placed anywhere. Only in a place where totems normally could spawn. So when their perk is active. See a ghostlike aura to where to build the totem, and then bless it afterwards.

    And for the killers, their hex perks could change into: They can activate a totem manually. Can see all totems at the start if the match. Have a timer on to choose a totem, or it will be random. The killer has to walk up to one totem, like pentimento. And lit up the hex to work.

    What do you think about this Reader?

  • Langweilig
    Langweilig Member Posts: 3,139
    edited July 2024

    We have to think for the killers as well. If survivors can do carry a totem. Or just build a totem somewhere, that should include to destroy one, to carry it's bones to be set up another place.

    I would give survivors this as item and for killers as perk. If they can place it completely freely outside of totem spawns.

    I don‘t think they should be permanently destroyable as long as boons are loud AF.

    But the totems can't be placed anywhere. Only in a place where totems normally could spawn. So when their perk is active. See a ghostlike aura to where to build the totem, and then bless it afterwards.

    This could be one way.

    And for the killers, their hex perks could change into: They can activate a totem manually. Can see all totems at the start if the match. Have a timer on to choose a totem, or it will be random. The killer has to walk up to one totem, like pentimento. And lit up the hex to work.

    I would love that, but boons and hexes should get buffs in the same patch.

  • Langweilig
    Langweilig Member Posts: 3,139

    Survivor's 14 seconds are pretty much equivalent of 3.5 seconds from killers, it's net negative, stop acting like there is only one survivors

    The time investment for survivors is one of the factors why boons are not worth using. This means survivors don‘t have the time to search and bless a totems as well. Most times the killer stumbles across it while he doesn‘t find survivors and has literally no disadvantage by distroying them. Survivors don‘t really have time for that.

    not to mention the fact you don't need to find another of anything when you can literally place the totems at anywhere

    You would only be able to only place one, which is not difficult to find as long as the boons are that loud for the killer. The killer could just remember that one.

  • Nightram
    Nightram Member Posts: 220

    Yes it's what I tried to say, the buff has to go both ways, survivor and killer :)

    But Will there be still 5 totems in total in game?

    Like you destroy one to be moved somewhere else. Or do you aim for there to be more than 5 totems?

  • Langweilig
    Langweilig Member Posts: 3,139

    Depends on how the devs wana do it.

    You suggested when I didn‘t misread to distroy totems grab the bones and place somewhere else. That would be one way.

    My idea was either equip them before the match as item/perk and then either place them where you want or at the totem locations, which would mean there are more totems than 5 depending on players bringing them. Another way would be to have a totem in basement that you could carry like a xeno turret and place it (but with a smaller hitbox).

    I‘m open for all those options. Maybe your way of distroying one and placing it somewhere else or taking one from basement would be the best, because otherwise we would have another mainly useless item in the blood web.

  • Archael
    Archael Member Posts: 939

    Totems should become hexes only when perk effect is in use, and should fade out whenever they are not used, and repeat.

    Hexes should not be tied permanently to totems, tho could be clensed while totem is lit.

    With this change, any additional totem on map would be additional life for hex, and idea of survivors bringing their own totems would be a good idea with pros and cons.

  • Langweilig
    Langweilig Member Posts: 3,139
    edited July 2024

    How would ruin/huntress lullaby… work then, because when they only light up when a skill check appears it would be impossible to distroy them and when they switch totems after disappearing? Some might not even work this way: Haunted ground for example.

    With this change, any additional totem on map would be additional life for hex

    This sounds like old undying, which would be cool if they revert the nerf.

  • Archael
    Archael Member Posts: 939

    Ruin have its effect when any gen is regressing.

    Huntress lullaby is working whenever any gen is repairing atm.

    Devour hope gather tokens as perk, not hex and lights up with only for few seconds between killer hooking survivor and moving away from hook radius, untill with 3+ tokens, killer hit survivor with basic attack triggering expose, then hex lights up permanently.

    Hunting grounds should be changed, it's trap hex so it could be changed to not be a hex anymore and instead works when first/any hex is clensed and/or if there are no hex perks, hunted grounds lights one, random totem.

    Hexes would not be tied to specific totems but it does not means they would light up totally random, maybe they light one specific totem, and when it's cleaned it choose another totem.

    If surv is clensing a hex, then it will not fade out unless surv pause clensing for more than 2s.

    Cleansed hex is removed entirely from the game.