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Bir çeviri sorunu bildirin
This will only majorly benefit the killers who guard those things with their lives.
Having no perk after the cleanse sucks. The cleanse should weaken hex perks instead of completely removing them.
If killers could remove 1 perk from each survivor by, let's say breaking a dog house randomly found somewhere on the map, the survivors would be body blocking it all day too.
Have the hex cleansing degrade the perk instead of remove it and the killers won't be so desparate to protect the totems; meta changes.
1. Increase diversity in perks used. People always complain about how "the meta never changes" etc.
The reason killers don't use the hex perks is because of that risk that you take when equipping them currently. Destroy them once and they are gone permanently. Effectively a waste of a perfectly good perk slot. This would increase the number of killers using this perk and not only that but changing gameplay in a vastly different way. With more of a focus and emphasis on totems, to the point where they may as well be a secondary objective.
2. I think it's quite obvious and plain why killers guard those things with their lives is BECAUSE of what will happen if they don't. To the point where I'm struggling to type this because of how stupid a statement that is.
I believe that the number of killers who defend their totems to that degree would be reduced drastically should this change occur. Why waste time defending a secondary objective, if it's just going to not only re-appear in the next three minutes and not only that but in an entirely different area, that survivors do not know, and a potentially very well hidden area at that.
Defending totems to the degree that everyone speaks of takes time, and energy. While a killer is defending his or her totem, survivors are completing generators and getting them done. Putting them one step closer to escaping and the killer one step back from killing.
and this brings me to a sub-point:
2A. Multiple killers can begin using hex totems.
Currently the only ones that are viable to utilize hex totems are the ones that can get back to them easily. A.K.A. The Hag, The Nurse, and potentially trapper. The other killers are put at a disadvantage because they can't get back out there as quickly to defend, with regenerating totems they won't necessarily NEED to defend. They can if they want, and it may benefit them in such a way but it would no longer be a forced meta when equipping hex perks.
The problem with this is that you would have to give special attention to these perks to come up with ideas as to how that would work. For example if the Hex totem was destroyed is the Hex perk permanently degraded, but still in effect? And how would one even go about "degrading" the effects of these perks? For example:
2 Tokens: nothing/nothing/Gain a 5% speed burst for 10 seconds after hooking a survivor. Speed burst triggers 10 seconds after hooking a survivor.
3 Tokens: nothing/Attacks put Survivors into the dying state automatically/Attacks put Survivors into the dying state automatically
5 Tokens: Grants the ability to kill survivors by your own hand.
You would have to change literally everything about this perk in order to "degrade" it in the way that you speak. Which personally sounds like it would take more effort than it's worth.
The regen could be disabled once gens are powered making it easy to still stop Noed.
This is a better idea.
Instead of regening, just have the perk have 2 states.
Devour hope. 2,3,5 tokens, while active like it is now. When destroyed change it, tokens no longer accumulate and:
2 tokens same as active
3 tokens change instant down to 20% hit recover speed.
5 tokens change from mori to 1% speed bonus
Ruin. When totem is broken change the effect so that a good skill check does a 1% regression, instead of 5%, and great skill checks give bonus progress again.
third seal while active improve it so that all aura reading, including hooked/downed survivors is reduce by 100% and is active if you have been hit or not.
When inactive, reduce the aura reading effect to 50% and have it affect the last 2/3/4 hit survivors.
Third seal might actually become a popular perk if you made changes like this.
Devour hope and ruin would both be much improved and hex perks would become more popular overall, but would still be risky perks.
Doesn't sound very good now does it?
1% Regression, again not worth it. You're talking 1% do you realize how INSIGNIFICANT a 1% regression is. It might as well not even be a perk.
50% reduction instead of 100% reduction to third seal won't make the perk popular.
I get that it SOUNDS like a good idea, to nullify the effects of the hex perks, but in all honesty it just sounds like a flat out cop out on the devs part because they couldn't think of anything better. It also doesn't fit with the lore in any way shape form or fashion because the Hexes are completely bound to their respective totems. Once the totems are destroyed so are the hexes. That's how it works. This isn't voldemort splitting his soul into 12 different pieces here.
These are only ideas to improve perks that go unused because of the state of totems. The devs are not bound to "lore" they make it up, they can change it how they see fit.
The idea is to make the perks lower quality perks when the hex is broken, but not remove the benefit completely so that the risk in using them is mitagated. The suggested values were only to demonstrate the idea.
And they are specifically meant to be unpleasant reductions, because you should still try to defend the totem, if you decide to take the hex perks.
I'm sorry that you feel the need to be so defensive when I like someone elses idea more then yours.
Your suggestion is far more development effort then adding an alternate effect when totems are broken, btw.