FIXING THE TOTEM PROBLEM IN DEAD BY DAYLIGHT



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26 thoughts on “FIXING THE TOTEM PROBLEM IN DEAD BY DAYLIGHT”

  1. I like your idea with doubling the time that way you can still take shattered hope for an early game "fuck you to the survivors" while still getting a similar but not as powerful effect if you don't want shattered hope. Yeah survivors would technically be able to keep doing it indefinitely but that would still require them to sit there for minutes to put 1 boon that can be snuffed at a moments notice. Although I'd make it not quite as harsh and instead of doubling each time, just add 30 seconds each time with the base boon time being about 30 seconds to. I feel like that would balance it a bit better overall. It would allow a survivor to use a totem 1 extra time before it takes 2 minutes to place down

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  2. The best change they could make for boons (for me at least) is to get rid of that obnoxious blue border that was just copy and pasted from Demogorgon's portal obliviousness thing, that shit is so annoying especially in really dark maps like Midwich or if you're in the Dredge's Nightfall or if they somehow can't remove it change it so that we get a little effect that's similar to the undetectable effect's visuals on killer where little blue particles could rise up from the bottom corners of the screen to the top corners of the screen.

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  3. I agree with the reworks u suggested, it would be fun to have more sidequests for survivors and more totems. Also, I feel like they wouldn't have to do a major change to dark theory, just change it to 7-9% haste and not have it stack with other haste perks, like hope (idk if it currently stacks with it). That way it's not super op and can pair nicely with other boons like shadowstep and exponentiel for when u need to get up quick and run.

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  4. I think Boon: Dark Theory should prevent vaulting noises and notifications within its radius; this way it can act as a chase perk and have synergy with Boon: Shadow Step.

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  5. Why do you laugh at dark theory so much?
    2% is the difference between getting to a pallet or not, 2% is the difference to getting another loop without getting hit. 2% in a game that is all about distance is good.

    I’m not saying it’s one of the best perks but it may be good.

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  6. the thing thay needs to happen, is shattered hope becomes basekit, or give boons the pentimento treatment, relight it instantly once and if it gets snuffed again, its gone forever

    ok now ive actually watched video that a pre good pitch too

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  7. I'd like to see them use the same ai for hexes as Pinhead's box

    From memory it will try to avoid spawning itself near the killer or survivors, I mean they already have the code this would just make them less likely to get insta cleansed

    I also really like your ideas

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  8. The main problems with boons, however, comes from the disparity between CoH and the other boons.

    To get use out of CoH, you just need to find a quiet moment where you can sit in a corner and heal undisturbed, the limited terror radius barely matters, because there isn't much reason to move elsewhere while healing. The long distance at which the killer hears the boon is necessary because otherwise it'd be near impossible to ever snuff it, since the survivor isn't going to bring you close to it on purpose. Snuffing it also isn't a big deal, because survivors can just put it up during the next quiet moment where they need to heal.

    Meanwhile the other 3 boons require you to be in chase near them to get any effect. The limited range very much matters because while in chase, you're moving around a lot and creating dead zones, making it hard to stay near a boon. Since the boon is so loud and you're running the killer right to it, they'll easily be able to find and snuff it.
    Lastly, if the totem is snuffed, you can't just reignite it where and when you need it, since you don't know when your next chase is going to be.

    To summarize: CoH isn't situational and the drawback of boons don't really apply to it. While the other boons are more situational and are affected much more by the drawbacks of boons.

    A quick example should perfectly illustrate my point:

    Common occurrence with CoH: you managed to escape the killer while injured. Without the looming threat of the killer behind you, you can just walk over to a nearby CoH area and take the time to patch yourself up.

    Common occurrence with Exponential: During your chase, you felt like you are getting close to being downed, so you run towards your Exponential area and manage to go down inside it. By some miracle, the killer decides not to pick you up for once. You're happy when they walk away, only to realise they'd b-lining towards your Exponential totem, and snuff it before you barely got any value out of the perk.

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  9. I've always thought Boons should should have different area of effect ranges. So weaker Boons like Exponential could have an AoE of like 34 meters, and stronger Boons like Circle of Healing could be smaller around 10 meters. Because currently Every boon besides Circle of Healing isn't really worth using, unless you're using them with Circle of Healing lol

    Hex perks like Undying, Plaything, Face The Darkness, Haunted Grounds, No One Escapes Death, and Pentimento all work very differently than the standard Hex format. So I don't see why all boons need to be locked to the 24 meter range.

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  10. Or let it be a game of hot potato and let killers relight their totems by finding an uncleansed dull totem.

    Your changes wont make them played much more than normal because you can still potentially lose a perk.

    This would make killers run more hex perks and less meta perks.

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  11. I think those are excellent changes for the Boon and Hex totems. When I play killer, I just want to fuck around with the cooler hexes like Blood Favor and Crowd Control without not seeing their cool factor whatsoever. Those reddit suggestions about Shat on my Hope being basekit were too much. The suggestion about taking double to boon more… eh… maybe 20% instead. But don't worry your not huffing glue. That's my job.

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