Even with boons, pentimento has got some potential if you have strong totem build
I've been using pentimento with the new scourge perk, lullaby and thrill of the hunt and I had quite a decent sucess with it.
Due to totems taking quite a bit extra time to cleanse, survivors at least break 1 hex totem per game rather than booning it. If they don't then they have lullaby on their ass which is pretty strong perk after you get like 3 hooks. Even good survivors start missing skill checks, because they are simply not used to the delay in sound notification.
However you can replace lullaby with any other hex perk that is strong in general and survivors always want to get rid of it.
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That's the problem though.
There are many perks in the game that are great, but only when you make a build around it, and at that point you might aswell just use a normal build as you will get more success with it.
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Penemento thrill undying ruin is nasty right now bc thrill is bugged
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I dropped all regular slowdown builds, they are just boring as ######### honestly.
Sometimes I just endup with 4-6 hooks, but at least I had more fun with my own build, rather than running the same ######### every single time because the game balance simply doesn't exist.
This new scourge slowdown perk seems quite good though. Doesn't really interrupt any of your regular actions during the game, I guess it might work well with agitation.
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How does pentimento interact with small game and detectives hunch? Do you get the small game tokens refunded when the totem is relit? Do the Totems have to be revealed twice with Hunch?
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Exactly.
X + y = good
X alone bad
Y alone bad.
To many link's in that chain, one gets broken its over.
Where as D.S alone good, D.H alone good. CoH alone good.
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Hard disagree- at least on that being the problem.
Perks that exist to make specific builds work are totally fine. The problem with balance (though I'd hesitate to lay this at the feet of killer perks, I think the game surrounding them causes this) is that you get more value out of a sweaty meta build, not that there are perks which are designed to work for specific builds and playstyles.
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that's true, but all of the surv perks you listed are also overpowered
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Okay, let me correct my previous answer.
DS is not overpowered, it's a good standalone perk.
However DH and CoH are both overpowered.
There are quite a few killer perks that are also good standalone, there were even more of them, like pop, until the nerf which made them garbage.
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What's the bug if you don't mind me asking?
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Eh...
This is more an issue of:
A. You getting lucky and them not just finding and booning TOTH immediately which happens to me whenever I try a build with TOTH.
B. Them misplaying.
The only reliable way I've found to use Penti with any level of success is with Plaything. That means that a perk on the new killer requires another perk off another paid DLC to really work properly.
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I don't know why it is nasty...
From what I know it is not bugged in a good way for a killer.
You don't gain back a token for Penemento, but you lose it when they cleanse it again.
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Penti is good. Use it with Thrill so blessing totems takes an eternity, and then stuff like Ruin, Devour, Plaything that survivors basically have to get rid of. Plus Boons aren't even hard meta, not even half of the people I face at high MMR use one. Penti makes a gen take almost two minutes to complete, if you have Ruin up at the same time the game stalls to a halt.
Three of my games, two on Cowshed and one on the new map, playing Wraith without chase-relevant add-ons. None of the games got past 3 gens completed, in two of them I got Penti up at 5 gens and kept hit and running and they got nothing done. Gave the last survivors hatch as I usually do.
I'm a fan. Pain Resonance is good too, Grim Embrace while not awful should be better. Either way, between Deadlock, No Way Out and now Penti and Resonance, I'm really enjoying the introduction of viable alternatives to the staple game delay perks of the past, and that they encourage at least somewhat new builds and playstyles.
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it is luck based, but they cannot know which one is which, and spending 36 seconds on booning (and maybe hitting toth) is not really something you wanna do when you can get interrupted and the progress is reset
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Blessing a hex takes almost a full minute
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That's not a bug. It's supposed to take that long with thrill.
Whether it's a bug that blessing a hex actually takes 28 seconds and not 24 as the devs stated is up for debate, but it's been like this since day 1 of boons - 14 to bless a dull, 28 to bless a hex - 5 stacks of thrill doubles that to 28 or 56 respectively.
Thrill is bugged in another way though, as mentioned above - pentimento makes the token counts incorrect so you end up with less tokens than totems actually remaining.
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56 seconds to boon a hex when thrill is at 5 stacks.
So yeah if they manage to pull that off then you have saved 70% of a gen.
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That's not a bug, outside of blessing a hex standert taking 28 seconds instead of the 24 they said
50% slowdown means it takes twice as long to do the interraction.
Selfcare's 50% slowdown also doubles the time of a heal from 16 to 32 seconds
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Thrill is only suppose to add 50 percent to the time not double it
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It's not suppose to reduce speed by 50 percent it's suppose to make it take 50 percent longer thrill is currently doing double what it's suppose to
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No...
It's not suppose to increase the time by 50%
Action Speed penalty means you do the action slower. Doing it half as fast means you take twice as long.
Selfcare litterally does the same thing.
How is everybody getting this wrong when selfcare has been in the game in it's current state for ages and people just accepted it take twice as long. Even Otz was wrong about this ffs
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Alright so let me teach you slowdown.
(Almost) everything in DBD is based off charges and charges per seconds. Most interactions are performed, by default, at a rate of 1 charge per second.
Repairing a generator requires 80 charges, and survivors' default repair speed is 1 charge per second, thus it takes 80 seconds to finish the gen, as calculated by 80 / 1 = 80.
Let's say the killer has the new Hex: Pentimento perk active with 1 token, thus the repair speed is reduced by 30%. This means that instead of repairing at 1 charge per second (I'm going to abbreviate as 1c/s), the repair speed is now 0.7c/s. You would then take 80 / 0.7 = 114.29 seconds to repair that generator by yourself.
With totems, you need 14 charges. Blessing a hex totem increases this to 28, so 28 / 1 = 28. 5 stacks of thrill of the hunt is a 50% penalty, so it becomes 28 / 0.5 = 56.
On the other side, if something makes an action faster, it works the same way - for example, healing with botany knowledge is a 33% increase. For bonuses, you just convert the percentage bonus to a decimal and add it to 1. Default healing charges is 16, so you would take 16 / 1.33 = 12.03 seconds to heal.
Multiple bonuses stack additively (eg. resilience and spine chill would increase gen speeds by 15%), and multiple penalties stack multiplicatively. Example: Dying Light with 5 tokens is 15% reduced repair speed, and Thanatophobia with everyone injured is 20%, so it becomes (1 - 0.15)(1 - 0.2) = 0.68, or a 32% penalty when combined.
In the case of bonuses and penalties stacking with each other, add the bonuses first to the base speed of 1, then calculate the penalties based off that value instead of 1. Example: Healing with botany knowledge increases healing speed by 33% to 1.33c/s, but sloppy butcher decreases it by 20%, making it 80% of 1.33 which is 1.064c/s. So you still heal faster than normal, but sloppy cuts into that bonus a bit as well.
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Im aware of how charges work I just could have swore thrill used to read increase time to cleanse not apply a speed penalty my b I was wrong guys sry
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My b my guy thought it read increase time to cleanse not apply a speed penalty I was wrong sry
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It's okay. Almost everybody got how this interaction works wrong. It's also not that well writen. Self care and thrill work the same way but they are writen in 2 different ways. That's just asking for confusement.
Sorry for the snarky comment but i tried correcting Otz in his stream when he said it adds 50% time and him and his entire chat of 8000 people just started going nuts with how dumb i was.
People complain that the devs don't listen to our feedback. But i'm starting to see why.
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It's okay! The game doesn't really explain this very well to begin with.
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Even without the bug, 36 seconds is just too much time you have to spend by blessing a hex.
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Again, that's not a bug - Thrill (at 5 tokens) is supposed to halve cleansing and blessing speeds, effectively doubling cleansing and blessing times.
The "bug" is that rather than 24 seconds as BHVR has stated, blessing a Hex apparently takes 28s, twice what cleansing it would. But yes, even if they were to make it actually take 24, 48 seconds to bless a Hex under the effect of Thrill is still regularly just too much, it will cost too much time or even lead to them getting interrupted doing so and having wasted all that time as a result. Survivors will often just need to cleanse Hexes with Thrill in play.
A detrimental "bug" with Thrill is that it does not count rekindled Hexes as tokens, despite those still being Hex totems. It not counting Boon is sensible, the perk outright says it only counts dulls and Hexes and Boons are "survivor" totems, it makes sense that it as a killer perk does not benefit from them. But yeah, rekindled Hexes should definitely count.
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