More Totems, and Ruin Rework with it
When Hex: Haunted Grounds was added to the game - a Hex that lights up not one, but two totems as Hexes when active - I had this idea in mind but I hadn't bothered to make a post about it until just now.
Some of the totem perks we have are... problematic, in a way. Specifically, I'm talking about Hex: Ruin, the perk that's meant to slow the game down just a little bit. It punishes the hell out of players who can't hit great checks consistently, but does basically nothing to better players who can. If anything, the only way it slows down the game is by preventing the 2% progress for Great Skill Checks, right up until the totem is broken.
So with this idea, where the game will have more totems, we can change how perks like Hex: Ruin can work, without worrying about making them broken or making the Killer camp the totem to hold the game hostage.
To start off with, the Trial begins with 10 Dull Totems around the map instead of 5. With this, some Hexes can be changed to light up more totems and be made more powerful to compensate. It would also require, though, that Hex: Thrill Of The Hunt be potentially nerfed.
With the new 10-totem system, Ruin should also be reworked to accomodate - such as having two or three totems bound to Ruin and if one is destroyed, the entire perk is gone. Or maybe multiple effects that individually are disabled with every destroyed perk.
Edit: There was an image here of an EXEMPLARY Ruin rework - in no way did I suggest Ruin should become that way, but rather to show what I meant by ‘multiple effects bound by totems’ in image form to show it better. Sorry about that.
Other perks could be reworked to accompany the 10-totem system as well as more complex Hex Perks, such as my ideas I made in September 2018 - Hex: Get Out, and Hex: No Way Out (link)