http://dbd.game/killswitch
Color Coded totems for Killers
Comments
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I agree in some situations, however, I look at it these perks have no reason to exist. So they are not used frequently in the 'meta' which 'meta' shouldn't exist. Meta essentially means the strongest perks. Perks should not be the strongest they should be unique and work together all giving slight buffs for an overall improvement. Not game changers or free immunity. @LordGlint I do generally like game design and balance so I have a bias towards making broken mechanics fixed or useless mechanics functional.
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It would be a really nice change to have
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I have always looked at this part of the issue as Comms give essentially Kindred, Bond, Empathy, OBO, and various other perks. Since they go in with more perk advantages being coms. One of their perks of each survivor should randomly be disabled for the trial. They chose their SWF advantage they took an in-game disadvantage in its place. It doesn't hinder the team to the point of being overall punishing. The game just makes up for knowing swf potential. @thesuicidefox
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"This isn't about using 1 Hex perk, it's about using more than 1 and knowing which is which. Unless I missed something."
But that is exactly why the comparison with the chests and the Skill Checks doesn't work. There is no way for Survivors to get that knowledge at all whereas Killers do get that knowledge by how they set up their perks. Because the Hex Perks, unlike the items in chests or the number of Skill Checks, is 100% decided by the Killers.
"Giving the player information they shouldn't have access to is OP."
The argument is that Killers should have access to that info. You saying that they shouldn't is just your argument, not fact.
"Again it's like telling survivors what item is in a chest before they search it."
No, it is not. Survivors never know what is in a chest before opening it. This is still a bad comparison.
"If killer knows which totem is which then they only need to actively defend the ones they want to keep. That means they can ignore survivors doing HG, maybe even TOTH depending on the context, whereas currently they have to treat all their totems equally and protect them all."
It's already been explained that a Survivor can deduce whether the Killer is baiting them into a trap, but you are just arbitrarily ignoring that argument.
"Basically you would make it so that a killer using HG, Ruin, Devour, and TOTH could ALWAYS make sure Devour is the last to be cleansed. ALWAYS. That shouldn't happen. If you run totem roulette then you don't get the luxury to rig the game."
If the first totem they go after is Devour, and I start chasing that person, the second person can cleanse the totem. If I choose to break chase and go after the second person, then the first person goes free. If I just spend all my time guarding that one totem, I am not accomplishing anything while the other Survivors can do gens. You saying "it shouldn't happen" is just a personal belief. One that IMO has not been properly demonstrated. Nothing about what you have been saying sounds OP.
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well props to you for understanding both sides and I take back my comments about you being survivor biased, apologies.
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It would allow killers that run multiple hex perks to defend their preferred perk but you can't protect them all at once and one is sure to go down either way if the team is decent. Defending totems period relies on a team being hell bent on breaking it to really be effective. Otherwise gens are getting done while the killer wastes time pointlessly camping their totem. Of course placement can make it more or less effective but you still need to get downs and totems tend to break when you're busy doing your objective. I don't really see it being OP at all.
Both this and a totem counter would be fine in the base kits imo.
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Thanks? I think you have me mistaken for someone else though. Unless I missed where you said I had a survivor biased.
It doesn't matter if survivors can figure it out based on your actions or not, NO ONE, including the killer, should have access to that information. It's hidden from everyone for a reason, that reason being RNG. If you give the killer that information then all it does is ensure they can keep whatever totem they want as long as they have the ability to protect it. If you run more than 1 totem at a time, that is a risk you take as killer. You're not supposed to know which is which, forcing you to protect all totems equally. If you run HG with Ruin then you need to act like all 3 are Ruin. If you are lucky, survivors get HG first. If you are unlucky, Ruin first. Otherwise you make multi-totem builds way too strong.
I can guarantee you that if this was a thing, you could run Devour, HG, TOTH and Ruin and consistently get survivors to destroy Devour last every time. That means that you will likely, consistently, get 3 tokens every time. Probably also all 5. Devour with 3 tokens is going to usually be a win if the survivors fail to destroy the totem, meaning you increase the chance a killer gets a 4k significantly just by telling them which totem is Devour. It's not supposed to work that way.
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"NO ONE, including the killer, should have access to that information."
I do not agree, and your faulty comparison to chests and Skill Checks does not change that for me.
"If you give the killer that information then all it does is ensure they can keep whatever totem they want as long as they have the ability to protect it."
You can already do that as long as you have one totem. It would not suddenly become OP if you could do that while more than one Hex Totem was around.
"You're not supposed to know which is which, forcing you to protect all totems equally. If you run HG with Ruin then you need to act like all 3 are Ruin. If you are lucky, survivors get HG first. If you are unlucky, Ruin first. Otherwise you make multi-totem builds way too strong."
Not convinced at all that multi-totem builds would be too strong. I don't see why being able to protect the one you want up the most is an issue.
"I can guarantee you that if this was a thing, you could run Devour, HG, TOTH and Ruin and consistently get survivors to destroy Devour last every time."
I don't buy it. Or, to be more precise, I'm sure Hex: Devour Hope is the only thing you'll be able to defend if you focus on protecting it at all costs. Bye bye Ruin, bye bye gens.
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"You can already do that as long as you have one totem. It would not suddenly become OP if you could do that while more than one Hex Totem was around."
Yes it would, because you know which totem is the important one. If survivors have to focus on 1 totem, then can get the exact totem they want to get. If they have to split their resources across multiple totems, while you know which one to protect most, then it will be near impossible for them to get the important ones. All it takes is 3 hooks and now it will be WAY harder to get totems, especially Devour because you know which one it is.
I'm not even going to address the rest. It's pretty obvious that you don't understand how valuable this information would be. If you run more than 1 totem that's a RISK you are taking. You don't deserve free information that basically negates that risk.
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Survivors can still do that with multiple totems. You are severely underestimating how difficult it would be to both protect the Totem you want and keep the gens from popping, especially when there are suddenly a ton of other Totems Survivors can do to strip your abilities away one by one. Oh no, Haunted Grounds popped? Congrats, you get maybe one Hook off that while the others just wait for Haunted Grounds to expire. If it is "near impossible" for them to get the important ones, it will be "very easy" for them to just do gens. And if you are busy stopping them from doing gens because you realize you may have put a little too much stock in trying to defend your one Totem, it will then be "very easy" for them to nab the one Totem you are trying to protect.
I don't believe you understand how "Magical Christmas Land" your scenario is and how much it relies on bad Survivor gameplay to be even a little overpowered.
Like, honest to god question: How do you save your Totems when you are in the middle of a chase or in the middle of bringing someone to a Hook or when more than one Totem is being done?
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If you know what totem is what and you know what to prioritize, you can protect it if you are willing to commit to that. Especially if you have TOTH. And especially especially if you have 3 tokens of Devour.
Again, the whole point is that killer is not to know what totems are what. If you run more than 1 then you have to protect them all equally. It's a risk. You don't get the luxury to ignore or focus on particular totems because you know what it is ahead of time. If you want that luxury, run 1 totem. Simple.
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Okay, if you guys get to know what totem is which, i want all gen auras revealed with their progress shown by the intensity of their aura? no agreement? no dice.
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He has a highlight icon above the gen now, it doesn't change color :D
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"If you know what totem is what and you know what to prioritize, you can protect it if you are willing to commit to that. Especially if you have TOTH. And especially especially if you have 3 tokens of Devour."
I don't buy it. What do you do when you are busy defending a gen and TOTH alerts you to your Devour Hope being cleansed? Let them do the gens and try to go and protect Devour, or keep defending the gens and lose Devour Hope?
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Hey, you guys already have a way of knowing the progress of gens. :P
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Sure, it's information SWF already has, so I wouldn't be bothered to bring it to solo survivors. :)
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i dont see why not
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I would recommend not running multiple hex totems. The only time I think this would be necessary is when running TotH. The whole point of that perk is to defend your hexes, so the aura of the TotH totem should be a different color.
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Agreed
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