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It's time - totem cleansing to retain progress

GoshJosh
GoshJosh Member Posts: 4,992
edited October 2020 in Feedback and Suggestions

It is quite ridiculous that a 14-20 second action (depending on if Hex: Thrill Of The Hunt is in play) gets completely reset if interrupted in any way. Doctor uses Static Blast? Sorry! Teammate goes down nearby with Infectious Fright? Oh well!

Besides sabotage since its change, cleansing totems is the only survivor action in the game that has its progress completely reset when interrupted or cancelled. Generators, healing, exit gates - all of these don't lose progress made by a survivor if interrupted. With how meta hex perks are right now, it's not unbelievable that a killer will run Undying with ToTH every so often. So a survivor gets their aura revealed, killer notification if they start cleansing, and increased cleansing time with these two perks in play? Slap it on a high mobility killer, and survivors can't even get through one hex totem.

There can even be animation added, such as a few of the bones tossed down besides the partially cleansed totem.

Edit: kitten published post before it was ready... XD

Comments

  • RepostRiposte
    RepostRiposte Member Posts: 793

    So defending totems should be impossible? Imagine pre cleansing dull totems for NOED/Undying or totem-tapping ala old Ruin, there would be no point to pushing survivors off your hexes if anyone can just waltz on over and finish cleansing in a couple seconds.

    I like hex meta, it makes totems an actual secondary objective for survivors and gives me another object to hold m1 on.

  • Rawrbot5k
    Rawrbot5k Member Posts: 79

    Necro post but this is still relevant in 2024. Alter totem regression to be like spiders instead of restarting it from 0.

  • Squippit
    Squippit Member Posts: 92

    Totems are already very vulnerable, if you let them keep progress but be unable to regress like a gate, you gotta increase the basekit time to cleanse/bless by a not insignificant amount. I'd rather them buff totems to a good starting point so they aren't cleansed 15 seconds into a match. Currently, bringing a single hex you like is very feast or famine, usually but many hexes aren't strong enough to be worth being a hex, so it's often high risk low reward. If you bring Undying you've devoted half your perks to 1 perk. Domination is sort of an ok defense, but bringing 3 perks for hexes is also probably unwise.

    I will say Pentimento is probably overtuned because it discourges doing hexes so much, but if they swapped any of the benefits of pentimento around, it would kill the perk. Probably just needs numbers down. Like, cut the genspeed slowdown in half. Make totems not ignite until their effect first comes into play like Face the Darkness/Plaything/Two Can Play. Buff the bad hexes to be a bit worse than Devour Hope (since Devour Hope also comes with requirements)

  • Tits
    Tits Member Posts: 320
    edited October 27

    Ill admit that sometimes a killer defending an instadown totem can be overwhelming and usualy ends with people dieing as it takes too long to break. But the killer is also forced to stay in an area, heavily distracted as they are sweating more over someone breaking it than survivors are of being killed by it. Its also possible to bring a totem eater build that helps you find and destroy all the totems in the map very quickly. Totems are pretty tough to defend unless people are swarming around it like flies instead of doing the generators lol. The fact that the killers perk can simply be removed from the match entirely, is alredy kind of unfair, im surprised noone ever tried to talk about some way hex totems can regenerate+switch locations over time or something. But making them easier to break will make them even less reliable.

  • Seraphor
    Seraphor Member Posts: 9,413

    That would kill all Hex perks overnight. Maybe only Plaything and Pentimento as slowdown would remain somewhat viable.

  • SoGo
    SoGo Member Posts: 1,297

    Nah, the totems are already hard to defend, since they spawn in such obvious spots.

    There is no need to nerf them further.