Devour hope shouldnt be lit
Devour hope should not be a lit totem until the first hook, same with huntress lullaby.
you would not believe how many times my devour hope was destroyed in the first 20 seconds of the game.
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Well there is more problem to it than just simple solution like this but each killer unless they dont have any hex they should have one pasive permament hex. Totems are not well hidden and any more experienced survivor will destroy them super fast cuz they just know spawn spots of totems. Basicly only hex that matters and work is ruin cuz it slow down gens and works from start forcing the same survivors to waste some time and destroy it. They are nice idea they are strong when they work but they dont ;) . Unless u facing very unexeprienced survivors they will not stay on map long. Thats basicly it there is major problem with building killers from u can trade all skills betweent them only ur weapon and move speed matters and make its simple choice 2-3 killers are viable rest is trash and its very bad for game it would be nice to have some "uniqeness" to killers right ? Thats reason to have many of them if its not well then u have only 2-3 rest is dead.
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Don't run Ruin with Devour Hope. It works MUCH better.
As soon as Survivors see Ruin, they go totem hunting. If it isn't used though, they tend to avoid breaking any lit totems on the off chance it might be Haunted Ground, or it's just TotH. I get great results up to Purple Ranks running Devour Hope as my only Hex, on multiple different Killers.
No totems should be lit though. They should all appear as dull totems to the Survivors because that is a personal bond between the Killer and the Entity. Would make them much more viable.
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Agreed. Survivors would need to break every totem they see.
OR only have it become lit at the second hook, where the perk actually takes an effect etc
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I feel all hex perks should get the noed treatment and only become active when it matters
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They need better hiding spots. The only few times I’ve really struggled to find the totem was on Springfield when it spawned in the middle of a group of pine trees in back corner, and in Hawkins when i was new and didn’t know about behind the barrels. I spent both those games looking for that damn hex and ended up dying.
also ormond has had a few tricky ones but the rest are laughably obvious.
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Better hiding spots wont help..detectives huch shut the door to that being helpful..Totems need a rework on how they function early game..some form of protection whether it be a delay to lighting up , only lit when they do something, something of that nature..because as is..totems outside ruin will see little to no play as a result of their higher risk than reward
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Totems in general should be reworked. They're too easily found and if you want them to stay up, all you can do is run Haunted Grounds (which might not even get cleansed) or Thrill of the Hunt (which just stresses and distracts the killer out 9 times out of ten). They should all have bonuses when they're cleansed, so you aren't cucked out of a perk slot if survivors get lucky and find your totem early.
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I would love to see Totems only light when their perk does something for the first time for a few reasons:
Ruin would still light up super quickly since someone will get a skillcheck early in. Prevents instantly losing ruin without making it feel oppressive.
The weaker hex perks and the ones that take a while to get going are protected at the beginning of the game.
TotH and HG still activate from the beginning creating mindgame potential, and makes HG more of a consistent midgame perk (when survivor #3 sees it later on and worries about DH).
Don't really see much of a downside.
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Devour Hope is one of the most gamechanging perks and should not be any easier to achieve.
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I agree but I think it should lit when the killer reaches 3 stacks.
But there are ways to keep your totem up like NOT using Ruin in the build so it doesn't give survivors a reason to go look for a lit totem.
You can even pair it with Haunted Grounds.
Survivors will see that you have multiple lit totems but no ruin and half the time they won't even touch the totems knowing it's probably Haunted Grounds and you might even get lucky and get an idiot that breaks the wrong totem and screw their team over.
There's also Thrill of the Hunt to help notify you and protect your totem.
Plus Lullaby pops up on your screen on first skill check even if the killer hasn't gotten any hooks yet.
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I always thought hex totems shouldn't be lit in general. It would help to keep hex perks going a bit longer and make totems a more must do objective. Could rework perks like small game and detectives hunch to give away the hex totem with a diff sound/aura ^^
Could make hex perks too op tho. Not sure. Would be nice to do a test with that!
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it may be one of the most gamechanging perks but I would disagree that its easy to achieve.
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I didn't say it was easy to achieve. I said it shouldn't be any easier.
It HAS to be hard to achieve. The perk gives way too much to be easily attainable,
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I feel like a cleansed hex perk should persist for 30/45/60 seconds... give a small buffer to hex perks
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you're also forgetting that you actually have to build up to get to that point. it's not like you get anything after one hook.
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