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Totem Changes

JdsgamesJdsgames Member Posts: 1,109
edited August 2019 in General Discussions

I have always looked at mechanics that require a perk to utilize them a waste of potential. Dull Totems, Gen kicking, healing for survivors etc.

For this thread I want to suggest a change and get feedback on whether this would be a decent change. This turns dull totems into the secondary objective it should have been upon release.

Each dull totem on the map passively assists a killer in their ability. It increases their movement speed by 1% per dull totem remaining on the map. In addition to that there will be some form of boost to their power or another debuff. (I will not include nurse for this as that is just mean)

Method 1: Killer Power Boosts

Note: Numbers are examples general idea is mechanic.

Trapper: Placing and Setting traps get a small 1/2/3% cool-down reduction per dull totem remaining on the map.

Wraith: Cloaking and Uncloaking speed receives a small 1/2/3% cool-down reduction per dull totem remaining on the map.

Hillbilly: One of the two: Chainsaw Charge or Chainsaw Cooldown receives a small 1/2/3% cool-down reduction per dull totem remaining.

Myers: Stalking amount is increased by 1/2/4% which makes tiering up faster per totem remaining.

Hag: Placing and Setting traps is 1/2/4% faster per totem.

Doctor: One of the Four: The rate the survivor goes mad is increased by 2/3/4%; the charge time to shock a survivor is reduced by 2/3/4% or the cool-down between switching from punishment and madness is reduced by 2/3/4% or The range of the doctor's shock is increased by 3/4/5% per totem remaining on the map.

Huntress: One of the Two: The cooldown between throwing hatchets is reduced by 1/2/3% or The speed reduction for winding up hatchets is reduced by 1/2/3% per totem remaining on the map.

Cannibal: The cooldown for missed chainsaw attacks and tantrums are reduced by 1/2/3% per dull totem remaining on the map.

Nightmare: One of the Two: The survivors passively fall asleep 2/3/4% faster per totem remaining on the map or The duration and effects of snares is increased by 1/2/3% per totem remaining on the map. Pallets I cannot really assist here.

Pig: One of the Two: The time of the RBT trap is reduced by 1/2/3% per remaining totem on the map or The time it takes to search a jigsaw box is 1/2/3% slower per remaining totem on the map.

Clown: Refilling bottles is 1/2/3% faster per remaining totem.

Spirit: The cool-down between phasing is reduced by 1/2/3% per remaining totem.

Legion: The cool-down after leaving frenzy is reduced by 1/2/3% per remaining totem.

Plague: One of the Two: Survivors infected by the plague repair generators 1/2/3% per remaining totem or the time it takes for them to become broken is reduced by 1/2/3% per remaining totem.

GhostFace: One of the Two: The cooldown of being able to stealth is reduced by 2/3/4% per remaining totem or The audio scruffling of the outfit is reduced by 1/2/3% per remaining totem.

Method 2: Debuff Speeds

Instead of buffing a killer you can always debuff the survivor. For every dull totem remaining on the map all survivors are slower by 1/2/3% for repairing/healing/sabotaging/exit gate opening/mending/leaving madness etc.

Post edited by Jdsgames on
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