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Should There Be More Totems?

jesterkind
jesterkind Member Posts: 8,048
edited August 2024 in General Discussions

I'm not necessarily actually suggesting this myself, it's just something I've had on my mind for a while and I want to know what others might think.

Having more dull totems spawn by default would be something that could benefit both sides, and by the same token, the benefits for one side could easily be seen as a detriment to the other. Both sides win, and both sides lose, hypothetically.

Survivors would have more totems to proc Inner Strength, Clairvoyance, and Overzealous (though this one is already infinite, potentially, but still). They'd also have more choice of spots for boons, making the variance in where those boons might want to go a little easier to navigate.

Killers, on the other hand, would have more freedom in pairing the nonstandard hexes like Plaything with more traditional hexes, as well as Undying's dull totem aura read being more potentially useful. They'd also get more passive slowdown from any survivor that decides to go interact with the new dulls for their own perks.

What do we think? Would there be a problem with adding a few more totems to the map by default? Would it make those perks all more appealing, on both sides?

Post edited by jesterkind on
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Comments

  • 09SHARKBOSS
    09SHARKBOSS Member Posts: 1,402

    more bones for me?

  • jesterkind
    jesterkind Member Posts: 8,048

    Hey, you're gonna have to race me for them, I love cleansing bones.

  • 09SHARKBOSS
    09SHARKBOSS Member Posts: 1,402

    ima a killer and a dredge main so please dont cleanse me when im taking a nap in a basement locker

  • Langweilg
    Langweilg Member Posts: 1,547

    Do killer objectives spawn at totems? If yes this would be the only problem. Otherwise they may need to change pentimento, but that‘s it. Overall I would like it.

    It would also be cool if you could place your own totems as survivor at their spawns. Maybe as item or perk or something that you can only find on maps.

  • jesterkind
    jesterkind Member Posts: 8,048

    I don't think so? I think chests and totems have different spawn points, and it's chests that spawn in the same spots as killer objectives. I could easily be wrong about this, though, I'm not entirely sure.

    I did also forget about Pentimento. Honestly, that perk should just be changed anyway.

  • Rulebreaker
    Rulebreaker Member Posts: 2,154

    Probably wouldn't hurt to test, our concerns being more risk to hexes (hex totems more likely to spawn near gens or on the open) and aforementioned pentimento.

  • Jim_Tonic
    Jim_Tonic Member Posts: 555

    This would benefit survivors more and hurt killers more. You dont want more possibillitys for your hexes to be in the face of the survivors, also as the perks you mentioned that benefit survivors by just breaking dull totems, now they have even more possibillitys.

    I dont think this is a good idea.

  • totallynotamegmain
    totallynotamegmain Member Posts: 658
    edited August 2024

    i agree with changing pentimento, mainly because the only way to get value is survivors cleansing totems, which rarely happens. so unless you’re running a build solely to get survivors to cleanse hex totems or get a survivor doing a totem cleaning tome challenge you’ll probably never see value from it.

  • totallynotamegmain
    totallynotamegmain Member Posts: 658

    many people have stated about hexes spawning in survivors faces so I thought I should bring up this idea that has circulated before, that fact that if the killer hex is broken it’s gone forever, but the survivor boons are infinite and can only be limited by a killer sacrifice 25% of their build for shattered hope. What is everyone’s opinion on boons being infinite but hexes one time use?

  • jesterkind
    jesterkind Member Posts: 8,048

    You'd also hypothetically have more chances for your hexes to spawn away from survivors, though. Good hex spots do exist, and increasing how many spawn points are filled increases the chances any one of them will be a good hex spot.

    Plus, like I said, if survivors are breaking dull totems more, they're spending time off generators more. Maybe this'll change with future perks, but the only "break a dull totem" perk that would actually offset that time investment is Overzealous, and that perk is already infinite if you pair it with a boon.

    With a little bit of tweaking, the killer could still have totem-defence perks that help them in these scenarios. Undying would show them interacting with those dull totems, Thrill would need some number tweaks but could easily still slow them down, Retribution would still render them Oblivious, Dominance is presumably going to keep its basic effect once it hits live, and even Pentimento could still exist in some form. It would benefit killers too, not just survivors. Both sides would have more meaningful options.

  • jesterkind
    jesterkind Member Posts: 8,048

    Completely different mechanics with completely different intentions shouldn't be expected to function the same way, I see no issue with boons being infinite but hexes being one time use.

    There are ways of helping hexes out that don't involve comparisons to boons, too.

  • dwight444
    dwight444 Member Posts: 448

    please no more totems or chests

  • Jim_Tonic
    Jim_Tonic Member Posts: 555

    idk whenever i ran hex perks they spawned litteraly 5 feet from where survivors spawned in the match. So i stopped using them.

  • Jim_Tonic
    Jim_Tonic Member Posts: 555

    and that is where you are simply wrong. I remember how strong CoH was and how everyone said shattered hope shouldve been basekit instead of wasting a perk slot for the off chance someone brings a boon.

    Boons are far superior to hexes even today. And as i said there are various non- boon perks that favor survivors, yet killers have no perks that wor with dull totems.

  • jesterkind
    jesterkind Member Posts: 8,048

    I mean, I don't see how anything you said even connects to what I just said, let alone disproves it.

    CoH was too strong, undoubtedly. That doesn't mean boons and hexes aren't completely different mechanics…?

  • Jim_Tonic
    Jim_Tonic Member Posts: 555

    They are not that diffrent? hexes are weaker than boons but thats it. And you want to essentially buff boons with your suggestion, while simillarly hurting hexes because now there is more spots where they could be obviously right in the survivors face at the start of the trial.

    But you alredy showed you have a bias as you said you see no issiue with infinite boons while hexes are one-time use.

  • jesterkind
    jesterkind Member Posts: 8,048

    That's not a bias, that's a difference in understanding.

    To me, the fact that boons are designed to be localised buffs in a small (ish) area inherently makes them completely different to hexes. Because, y'know, they are. Hexes are global effects that push survivors into a one-time timesink to find and get rid of them. Boons are localised effects that survivors want to continually spend time keeping up. They have different intents with different associated gameplay, they're just not that similar. The only similarity they even have is that they revolve around totems, but even the way they use totems is different.

    One-time boons would be a dramatically different kind of perk. They'd all need to be completely overhauled from the ground up to accommodate such a fundamental difference in intent behind the mechanic. I just don't see the value in something like that, I don't think it'd be better for everyone for boons to be dramatically stronger and more annoying but also much less reliable on the survivor side.

  • Jim_Tonic
    Jim_Tonic Member Posts: 555

    No, i really dont want the boons to come back ," be stronger and more annoying" we had that with CoH and it was horrible.

    And in theory you are right but in practise its just so simple, boons can be easyly re-lightened because its 4 survivors and only 1 has to really do it (which is usually the person bringing the perk) killer has to manage between all 4 and then on top of this also their boon if they want to get rid of the effects, as they dont even know what these are.

    And hexes? well you keep ignoring when people tell you they spawn right in the survivors faces most of the time, making it whopping 0 seconds of value. And you want even more totems, even more chances for hexes to spawn where survivors spawn. Even easyer accsess to boon spots.

  • Reinami
    Reinami Member Posts: 5,737
    edited August 2024

    I don't think they should necessarily add more totems, but what i would like to see is them is tie totems to a secondary objective that survivors have to do. Something like, each dull totem lowers repair speed by say 10%. That way at the start of the game survivors are encouraged to do bones. I'd probably couple this with a reduction in the time it takes to repair a gen, maybe down to say 70 or 75 seconds depending on how it all works.

    This could also double as a patch where they massively buff all the bad hex perks, because if survivors are doing bones to repair gens faster, you can bet your hexes will get cleansed more quickly, so they can warrant a buff.

  • Langweilg
    Langweilg Member Posts: 1,547

    Currently I think breaking boon totems permanentl would just remove them from the game, but if they would ever buff them to be actually good. They should also make shattered hope basekit. Making it basekit would have been my preferred solution instead of needing Circle of healing. Hexes getting distroyed permanently is fine for most of them, but some hexes really lack in strength like boons.

  • jesterkind
    jesterkind Member Posts: 8,048

    Then you shouldn't want one-time-use boons, that's my point. They'd need to be significantly stronger to justify only being usable a handful of times in the best of circumstances.

    I'm not ignoring anything, I know hexes can spawn in bad spots. I do play killer, I know how annoying hexes can be. I also know hexes don't always spawn right out in the open and that there are a fair number of pretty good hex spots on most maps. Like I said to you earlier - that you are actually ignoring, for the record - more totems means more chances of good hex spots as well, not just the bad ones.

    Hexes, in general, would need more help than just this. This wouldn't even really help hexes as a class, they'd be at a net neutral here, it'd just help combinations of hexes. It wouldn't hurt hexes, though.

  • Huge_Bush
    Huge_Bush Member Posts: 5,431

    Nah, I’d rather they just increase the time to cleanse them by like 5 seconds or something. Hurts so much when I’m about to stop them and it gets cleansed right as I hit them 😭

  • SoGo
    SoGo Member Posts: 1,640

    I just want the totem spots fixed to be decent.

    Most of the time, they spawn right next to gens and in the most obvious places.

  • jesterkind
    jesterkind Member Posts: 8,048

    I feel like neither of these changes would help survivor totem perks all that much, though. That's why I think adding more dull totems is an idea worth discussing; it helps both sides.

  • Jim_Tonic
    Jim_Tonic Member Posts: 555

    it would definitly hurt the hexes and benefit survivors perks way more.

    Also i didnt say i want them to become a one-time use. I say i dont want more totem spots for boons.

  • jesterkind
    jesterkind Member Posts: 8,048

    My mistake. You were calling me out for saying there's no issue with boons being infinite, so I assumed that meant you had an issue with boons being infinite yourself.

    And I disagree. It's obviously pretty neutral for hexes at worst. More spots to potentially spawn in, no real change to the likelihood of it being a bad spot, and the ability to more freely mix in non-standard hexes like Plaything and Haunted Grounds together with a standard hex like Ruin or Devour. If you add in that perks like Thrill, Retribution, Undying, and potentially (depending on hypothetical changes) all get improved with two or three extra totems on the trial, it does look like an improvement to hexes overall.

    Hexes also aren't the only thing the killer cares about here. More time for survivors interacting with side objectives is good for them too, it slows down the game in a healthy way.

  • Jim_Tonic
    Jim_Tonic Member Posts: 555

    Even if its neutral to hexes (which it is not) its still MASSIVE buffs to survivors kit, when more totems were added.

    Also dont forget the whole killer related objects that will also have more reliable spawns when you have less spots to place them because now totems take up more spots. And the hexes are just far too weak for them being finite too. That doesnt change when there are more spots either, they dont get stronger just because now there is more places added.

    I used to dislike boons being infinite when CoH was still meta. Now i dont mind it. And again you bring up the argument that it wastes survivors time going for boons, which i alredy countered. It actively makes it more convinient for them if anything, now they have MORE acsessibillity to totem spots and can cover the map mutch more easyly instead of having to go to a certain spot. How does that safe any time for the killer?

  • jesterkind
    jesterkind Member Posts: 8,048

    Like I laid out, it's not actually neutral to hexes, the part that's neutral is just spawn logic. It's beneficial to hexes for the other reasons, when you factor in the non-standard ones like Undying.

    To the point about killer related objects: I'm pretty sure those don't share spawn points with totems, just chests. Right? I might be wrong but I'm pretty sure that's how it works.

    Finally, I'm not saying it wastes survivor time to go for boons. I'm not talking about wasting time at all, and I'm not talking about boons, either. Time that survivors spend interacting with dull totems for the OTHER totem perks is time that survivors are not spending on generators. They aren't wasting that time because it still does something for them, but it does make the trial last a little longer, and time is on the killer's side. That's what I mean when I say it slows the game down in a healthy way; survivors aren't just throwing, but the killer still gets more time to generate pressure.

    I would be delighted if survivors started spending time looking for and cleansing totems to activate, say, Inner Strength or Hardened. Even Overzealous, frankly. I'd be even happier if they started running Small Game, Detective's Hunch, or Counterforce to find those totems instead of spending time searching. All of those are slots that could be spent on meta perks that'd be much harder to counter and that wouldn't slow the game down at all.

    To be clear, I don't necessarily think that just increasing totem count would cause a giant meta shift, but I do (perhaps aspirationally) think more survivors would run stuff like Inner Strength if they weren't competing with their teammates for totems quite as hard. Even more than that, I definitely think at least some killers would run hexes more if they had more freedom to combine the perks that spawn multiple lit totems with one another. It wouldn't be the only thing hexes need but it would help.

  • Jim_Tonic
    Jim_Tonic Member Posts: 555

    And i think its a very VERY bad idea to have more places for boons and more oppurtunity for other perks like inner strenght. I think you dont realize how much stronger inner strength could become if there was just more totems. Why would survivors heal each other at all then? anyone can just do a totem while the killer is occupied and next time activate inner strength in some random locker, while the others can do gens.

    It simply doesnt work, 1 player barely benefits while 4 players strongly benefit from your suggestion.

  • jesterkind
    jesterkind Member Posts: 8,048

    I mean, they'd heal each other because it'd be quicker and in a lot of cases more convenient?

    While it is more efficient overall, Inner Strength takes longer in strict time than getting healed by someone else. Twelve seconds cleansing a totem + eight seconds sitting in a longer = twenty seconds before you've even factored in any travel time at any stage here. Inner Strength is a great perk, but even with more totems it's not a replacement for altruistic healing.

    More spots for boons isn't necessarily a big deal, either. Not every dull totem that spawns is automatically a good spot for a boon, after all, so you're fairly likely to have pretty much the same amount of viable spots as usual… and boons are infinite, so it's not like it matters how many you've got unless it's zero.

    This is all before factoring in that any of these perk types getting popular on the survivor side means you're far more likely to get to use the counter perks for them. Shattered Hope, Thrill of the Hunt, Dominance, Undying, even Retribution works on boon users. The game being slowed down by survivors doing side objectives, and you have the ability to affect those side objectives. As a killer player, that sounds like a great outcome to me.

  • Jim_Tonic
    Jim_Tonic Member Posts: 555

    mhm yeah counter perks that we need to combat boons now and dont get the spot for gen slowdown. It doesnt matter how you turn it, it keeps being a favor to the survivors. and hurting killers disproportianally.

  • jesterkind
    jesterkind Member Posts: 8,048

    You wouldn't need these perks, but you'd get more use out of them, that's an improvement.

    If boons explode in popularity, great, you've got options. You can either just snuff them as you see them to drag one survivor off to relight it, or you can bring Shattered Hope to destroy those spots outright. You could also run something like Undying to see when people are starting to boon, and/or something like Thrill to slow them down. Either paired with Retribution means the survivors won't hear you approaching them if you decide to interrupt, too.

    If Inner Strength/Hardened/Overzealous explode in popularity, same deal. You can just deal with them the way you would now, and make use of the time being added to the trial, or you could bring a number of counterpick perks to hamper the survivors trying to set up their own perks.

    More perks being reliably useful is a good thing for the killer no matter how you slice it, as long as they aren't required. Which, of course, they wouldn't be.

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,957

    It sounds like a horrible outcome to me.

    Survivors will have more chances for totems to spawn within range of generators, or spawn within other locations where they want to bless a totem. And survivors will, on average, spend less time searching for a totem, because there are more totems to find. Those two things, by themselves, vastly outweighs the benefits that killers would get from more totems.

  • jesterkind
    jesterkind Member Posts: 8,048

    Sure, but they still have to interact with them. The time they spend on side objectives isn't just how long it takes the find them, it's also actually doing the action they're looking for - blessing or cleansing.

    If the totem is more out in the open and close to generators, good. That means it's easier to snuff IF the survivors want to boon it instead of cleansing it.

    As for it outweighing the benefits killers get, I firmly disagree. Frankly, when I wrote this post, I was worried it'd benefit the killer too much compared to the survivors; the ability to freely mix Plaything and Haunted Grounds together, potentially with a third anchor hex depending on how much extras we add here, would be very strong. This plus what I laid out above, where killers get a whole suite of counterpicks that suddenly get much more reliable… yeah, it looks good for killers here.

  • Jim_Tonic
    Jim_Tonic Member Posts: 555

    shattered hope will totally be required when boons and totem perks explode in usage. And i ask again, what is in it for the killer? So far i only see straight out survivor benefits in your suggestion and you make alot of stretches to reach killer benefits in your arguments. It might look like that in theory but in practice its a diffrent story because you keep forgetting about the 1v4 aspect. More totems is more possibillitys for 4 people to use the spots and even more task for the 1 person on the other end to control not only gens but also totems now…

  • Jim_Tonic
    Jim_Tonic Member Posts: 555

    you keep saying killers can freely mix hex perks with more totem spots. They can alredy do that but with more spots is even more likely survivors will see these spots. Its not like killers gain an extra perk slot just because there is more spots for the hexes.

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,957

    I just can’t with this conversation. I just sincerely hope BHVR never takes this thread seriously.

  • jesterkind
    jesterkind Member Posts: 8,048

    Alright, let me give you some hard examples. For the sake of this discussion, we're going to assume that the current five totems that spawn is being increased to seven, for an increase of two.

    So. Right now, let's look at a couple hex perks. Let's say you want to burn three perk slots; Plaything, Haunted Grounds, Devour Hope. Well, assuming you hook each survivor once, that's seven hex totems trying to spawn. Four from Plaything, two from Haunted Grounds, one from Devour Hope. This combination doesn't work with the current number of totems… but it would work with seven dull totems in the trial.

    Let's take another example. Plaything, Devour Hope, and No One Escapes Death. That's a potential six hexes trying to spawn. Not a good synergy now, but with seven totems, you've even got one left over in case some enterprising survivor decides to cleanse a dull raw.

    Pretty much any synergy that follows these lines is going to become actually possible with more totems, and it also opens up the design space for future hexes that spawn multiple totems, either at base like Haunted or over time like Plaything.

    But let's say you aren't interested in synergies, you want a specific single perk to get stronger on its own with this change. Alright, let's look at two examples there.

    Undying. On its own, Undying shows you the aura of survivors near dull totems. While that range is still going to be a little mediocre, with six totems to pull from instead of four you've got a more even coverage of the map.

    Face the Darkness. This perk spawns on a random totem for as long as you leave one specific survivor injured. With seven totems, it becomes that little bit harder to find when it spawns, especially when it's blinking on and off so someone might miss it when it's active.

    These are the direct examples. As I laid out before, counterpick perks that weaken survivors interacting with totems like Thrill or Retribution also get stronger. Dominance, assuming it doesn't get overhauled between PTB and Live, also adds more to the game overall with more totems in contention. And, finally, it mustn't be overlooked, more survivors cleansing totems is more time to generate pressure just on its own.

  • jesterkind
    jesterkind Member Posts: 8,048
  • Toystory3Monkey
    Toystory3Monkey Member Posts: 895

    feel like that would be an unnecessary buff to a bunch of perks that dont need that.

  • Jim_Tonic
    Jim_Tonic Member Posts: 555

    And then half of the perks are gone immediatly because you have 2 more chances for them to spawn right in survivors radius at the start of the trial. Not to mention how weak the perks you are using are for being hexes.

    Haunted ground litteraly is rng, you dont even get to be close to any healthy survivor when they cleanse it and more often than not the one you are chasing is injured in that moment anyway. Very rarely haunted ground actually gave me benefit and then it was gone forever.

    Devour hope; by the time the strongest effect is in play, you have alredy basicly won anyway. And it only lasts as long as it is up.

    Plaything is litteraly countered easyer when there is more totem spots lol. I dont even think i need to explain why. the whole thing for plaything is sometimes the totems connected to you are hard to spot.

    Same goes for NOED, more spots, easyer detection. All though i personally dont think NOED deserves anything good, i think its cheap last safety resort often used by people that struggle throughout the match to get some last cheap hooks.

    You talk about synergy as if it is connected to totems rather than perk slots XD doesnt matter if you have 7 or 12 totems, killer only has 4 perk slots and majority of those dont even return when they are cleansed the first time. Which is the reason why i say its a buff to survivors, even more ways to get rid of a killers hex perk..

    Idk why anyone would run undying on its own, there is better aura reading. But undying would be the ONLY perk that benefits from more totems, which is nullified by the fact that the perks its supposed to buff, are nerfed with your suggestion.

    Honestly face the darkness doesnt change at all. It will litteraly be the same as it is now, pure rng. So no buff, compared to how mutch more accsessibly boons and totem perks become for survivors with your suggestion.

    Thrill of the hunt doesnt get stronger with more totem spots, it stays the same. And retribution? really? Again there is better aura read.

    Im starting to think you dont know alot about killer honestly.

  • jesterkind
    jesterkind Member Posts: 8,048

    You keep mentioning that you have two more chances for them to spawn right in front of survivors, and have never acknowledged that there's also more chances for them to spawn away from survivors. It's starting to make you look extremely biased.

    Also, I am absolutely talking about totem spots and I was very clear about why: Some combinations of perks spawn more hexes than there are dull totems, and you don't even need to use all your perk slots to do it. It is totem spawns, not perk slots.

    I'm not going to go through every single one of those perks and explain why they're not as bad as you're making them out to be, but I do want to highlight two that you're extremely wrong about: Plaything and NOED.

    How is more totems making them easier to spot when you can already see them through walls? The "whole thing" with Plaything is pushing survivors into cleansing totems or being easier to sneak up on, that's the benefit. They're not hidden like other hexes are.

    The only other perk I want to mention you being wrong about here is Retribution. I bring that up in the context of it being a counter perk. If you're not familiar, Retribution inflicts Oblivious on someone interacting with any totem for any reason, so if combined with something like Undying or just general info, you can sneak up on someone doing a totem easier. That's also why I mentioned Thrill, it's relevant because it's a counter perk, not because it gets directly stronger.

    The rest of them are absolutely you nitpicking to just dismiss everything out of hand, to be clear, but there's a lot of subjectivity that goes into the ones I didn't mention. More totems is obviously an improvement to build flexibility here, even if you personally don't like running the perks involved, and it's also more opportunity to run currently niche perks IF survivors interact with totems a lot more because of the change.

  • Jim_Tonic
    Jim_Tonic Member Posts: 555

    yeah no.. i cant be bothered no more. Im not nitpicking im saying how it is, ask yourself why hex are so rarely used and you have your answer. Because the hex perks are too weak for being finite. And "away" from survivors?? they start spread across the map, very rarely all 4 survivors are on the same spot..


    Im done explaining it, i have made enough effort in actually good spirit trying to explain to you why i think your suggsetion doesnt bear anything for killers. And when you are just going to argue that im dismissing just for dismissing sake, then i will actually do that now. Im unsubscribing from this conversation and leave you to your horrible idea. And hope the devs dont pick it up.

  • jesterkind
    jesterkind Member Posts: 8,048

    If you don't want to respond that's totally fair, sincerely, but just for the sake of clarification: Hexes can spawn on your side of the map, as well as spawning towards the middle. It's absolutely possible for hexes to not spawn in front of survivors.

  • Jim_Tonic
    Jim_Tonic Member Posts: 555

    you are just saying this to dismiss legit concerns against your suggestion 😘

  • jesterkind
    jesterkind Member Posts: 8,048

    Alright, man, if we're done we're done. Just wanted to make that one part clear in case there was legit confusion.

  • NerfDHalready
    NerfDHalready Member Posts: 1,749

    2 more totems and plaything in full hex builds would be viable but i'd prefer not. i'm already so tired of finding all 4 dulls before ruin, i don't want it to be 6 dulls.

    i think they only need to fix their spawns, that's not as beneficial to both sides but still. a hex standing on top of a hill like a pedestal doesn't feel like a hidden totem spot to me.

  • LordGlint
    LordGlint Member Posts: 8,713

    This would ironically buff NOED