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Plaything/Pentimento has no place in game after 6.1

Alcuin
Alcuin Member Posts: 460

Everything about that combination flies in the face of the intention of the 6.1 update. (1) Killers run too much slowdown, we'll make it easier to protect gens. Pentimento is slowdown. (2) Survivors hold "W"/pre-drop and run to the next tile too much, Killers should be able to wrap up chases more efficiently. Plaything means easy chases. (3) The META is stale, but Plaything followed by Pentimento is the most predictable thing in the World. Plaything paired with Pentimento, someone's being daring today.

The Killer stats speak for themselves. Plaything/Pentimento is boring, predictable, and overpowered. Re-work both perks or get rid of the perks entirely.

Comments

  • Regulus47
    Regulus47 Member Posts: 450

    Agreed. Pentimento's effects are WAY too overblown for how easy it is to get. At the bare minimum, the gen slow should move to 2 or 3 totems active, if not just reducing the slowdown percentage entirely. Meanwhile plaything is one of the most unhealthy perks they've designed as of recently - making the guy the killer's tunneling easier to tunnel as they can't hear him coming. It's a miracle that more killers don't use this perk to tunnel as of now, but I imagine some streamer will make a video on it and we'll see a wave of it.

  • xEmoGirlxAlexisx
    xEmoGirlxAlexisx Member Posts: 613
    edited October 2022

    Thinking of complain about Plaything Pentimento Combo in 2022 🤷‍♀️

    Yeah Pentimento can be strong but ist very situational most times a Good Survivor Team doesnt cleamse a Plaything Totem or they just boonit also pentimento totem still can be destroyed sometimes i just get like 2 Pentimento Totems in my Game


    Also if say that Slowdown like Pentimento doesnt have a Place than also Toolboxes, Hyperfocus and Prove thyself doesnt have a Place

    Tue reason so many Killers Run Slowdown Perk is becasue the Gen Speed is still Way to fast and needs to fixed sometimes u start a Game and 3 Gens are done on the First down

  • Alcuin
    Alcuin Member Posts: 460

    Prove Thyself is a QOL perk for solo queue; it makes gens feel more tolerable. I haven't seen Hyperfocus/Stakeout as either Killer or Survivor.

  • Alcuin
    Alcuin Member Posts: 460

    I'm trying to run team-oriented perks like Kindred in solo queue. No room in my build for Spine Chill. Bring solo queue up to date is what needs to be done.

  • Alcuin
    Alcuin Member Posts: 460

    The devs should buff Huntress Lullaby. There's no reason why Plaything should have multiple uses while Lullaby has one without Undying. It's a superior perk to Plaything as far as design goes. It requires effort on the part of Survivor whereas Plaything requires very little on the part of Killer.

  • ReverseVelocity
    ReverseVelocity Member Posts: 4,606

    All you really need to do is run Hexes with it. The 1 token effect is the most significant anyway.

  • xEmoGirlxAlexisx
    xEmoGirlxAlexisx Member Posts: 613

    This is why SWF always Run it becauseit helps soloq 🤷‍♀️ Making Gens fly in like 40 seconds is a QOLHmmm ok then are any Slowdown Perks like Pentimento, Corrupted, Eruption also QOL Perks for weaker Killers

  • Ryuhi
    Ryuhi Member Posts: 3,895

    Since you ignored the hint and decided to find a new thing to complain about instead, boons completely nullify the combo because they let you turn any hex totem into a dull instead of breaking it. Its yet another feather in CoH's cap, basically.

  • Alcuin
    Alcuin Member Posts: 460

    From the perspective of Solo Survivor, it is quality of life. I know that SWF is strong, but Killer is as well and Solo Survivor is weak.

  • SOULWARRIOR71K
    SOULWARRIOR71K Member Posts: 462

    Unless survivors are willing to give up all perks and addons that speed gens up, y’all really need to stop complaining about perks that slow gens down. From start to finish, the first few gens do not take 90 seconds. As a killer who does not run any slowdown perks, I would totally be in favor of removing all slow down/regression/speed up perks for both sides (I am okay with perks that block gens ie repressed alliance, dms). Are you in favor of removing these for both sides or do you just want to nerf killer perks because you want games to be even easier?

  • Alcuin
    Alcuin Member Posts: 460

    I run team-oriented perks in Solo Queue. Kindred, Open-Handed, Bond, etc. There are only so many perk slots. I like a perk to help with chase, too, which is what Plaything helps with.

  • Alcuin
    Alcuin Member Posts: 460

    I would like getting rid of all slowdown perks for Killer and all gen efficiency perks for Survivor. I don't slowdown on Killer and gen perks on Survivor (Solo, though).

  • Ryuhi
    Ryuhi Member Posts: 3,895
    edited October 2022

    As someone who always runs kindred and windows, i understand that all too well. And considering CoH is an extremely team oriented perk, you're kinda using that as an excuse. You still have room for 1 exhaustion perk and 1 flex spot, while any boon of your choice can work there to fulfill the same end of also covering for the play/penti combo (or even just pentimento at all)

  • Spirit_IsTheBest
    Spirit_IsTheBest Member Posts: 1,048

    The plaything totem after it gets cleansed should be consumed by the entity. So, it can no longer be used with Pentimento to get guaranteed value.

  • TheSubstitute
    TheSubstitute Member Posts: 2,551
    edited October 2022

    Run a boon and boon the totem, don't cleanse the Plaything, recleanse the Pentimento since you know exactly where it is or group up on gens with Prove Thyself. Those are four counters. It takes up two of the Killer's perk slots so it should have some value.

    Or would you rather it be Call of Brine and Overcharge instead which only has tap the gen and make the skill check as the only counter? Perks have an opportunity cost.

    Post edited by TheSubstitute on
  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,016

    Plaything/Pentimento is strong but it’s not overpowered.

    Several other slowdowns are issues though.

  • Alcuin
    Alcuin Member Posts: 460

    I've been running Open-Handed in most builds because it seems like the bubble on a survivor being hooked seems to be here to stay. Kindred is always in my builds, so I don't think of it having to be basekit. But, the bubble blocking the Killer's aura upon hook should be removed when running Kindred.

  • xEmoGirlxAlexisx
    xEmoGirlxAlexisx Member Posts: 613

    Sames goes for perks that increase Gen Progression

    Gen Speed is still Way to fast whitout a Mobility Killer u get doomed whitout Gen Slowdowns

    Why are Survivor allowed to bring Toolboxes , Prove Thyself and other Gen Progresssion Perks but complains about Gen Slowdown Perks ? 🤷‍♀️

    If u Think Slowdown Perks are a issue than Gen Progressions perks and Toolboxes also Need to be nerfed

  • flowen
    flowen Member Posts: 38

    Honestly this combo only really bothered me until I realized I can just cleanse the pentimento after it gets relit to completely nullify it. If I get hooked and I see a plaything, I know to go back and check for pentimento. Killers will usually light pent right away because late game 5 stacks usually isn't enough to turn the tables if the survivors are doing what they're supposed to, so the risk of getting 5 pent stacks is typically kinda low, especially if one person is running an anti hex build.

  • Crowman
    Crowman Member Posts: 9,569

    You have no control over where the hex spawns. You have no control when survivors cleanse the hex. I've messed around with pentimento and often times you have to really go out of your way to get to the broken totem just to set it up. That time you spend going to set it up is time you aren't pressuring gens or hooks.

    Pentimento gives good value while it's up, but it's not always easy to set it up. Pentimento is not active from the start of the match, it can be removed later on in the match, and it requires running a build with perks that survivors can remove as the game goes on. It's simply not consistent enough to become meta.

    Also as a note, Hexes that are cleansed give sound notification to all survivors meaning any survivor knows where that hex was. The nature of pentimento is that survivors will know where you put it, meaning it's not hard to remove.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,016

    I never said gen speedups were okay either.

    The hyperfocus + stakeout combo is absolutely BS and needs to be nerfed. Weaker toolboxes are mostly ok I think but commodious + BNP is just broken.

    On the killer side, the most problematic slowdowns right now imo are eruption which has no realistic counterplay and is far too oppressive especially against solo players (and is also incredibly boring), and CoB which gives good regression + information just for kicking a gen, along with stacking those perks with overcharge. Overcharge on its own I don’t have as much of a problem with. And I still see pain resonance almost as often as I did prior to 6.1.0 even though DMS isn’t as good anymore.

    In general, there is still way too much of a gap on both sides between the strongest things and the weakest things.

  • Akumakaji
    Akumakaji Member Posts: 5,487

    That remind me of that one time where I was doing some tome challenges and had a full totem cleanser loadout for that "cleanse 15 totems" challenge ... and I ran into a Plaything/Pentimento/Haunted Ground killer the next game. That was a very odd and exhilarating experience: that game i cleansed 9 totems in total, 6 of which were Hexes. The killer and I basically chased each others totems with me cleansing every totem I found, while the killer Pentimentoed every one I cleansed.

    The game strangely ended with a 3K and just me escaping ... I mean, yeah, I didn't spend much time on gens, but the killer also took a lot of detours to all the totems. Whatever, it was a lot of fun and a nice break from the usual chase and hook formula.

  • DEMONANCE
    DEMONANCE Member Posts: 800

    of all the actual problematic things things you could have complained about.

    whenever penteminto came out and it was very clear you had to run other totem perks with it to make it work and plaything is the only viable option otherwise you're forced to depend on survivors or bring a full totem build.

    at least finally killers got a couple hex perks that are worth running.

    whenever bhvr actually fixes the spawns for hex totem and make them actually worth running then maybe.

  • RatbasterdJr
    RatbasterdJr Member Posts: 702

    Just don’t cleanse plaything, and have some awareness. It’s not hard.

  • CrowVortex
    CrowVortex Member Posts: 968

    I see no issue with both perks tbh. Plaything requires a hook to utilize, and you can pretty much ignore it if you become more aware of your surroundings.

    Pentimento relies on cleanses to utilise, so unless you are all cleansing Plaything left, right and centre then it shouldn't be too much of an issue, giving how most totems have memorable spots.

  • DemonDaddy
    DemonDaddy Member Posts: 4,167

    Yeah I have to completely disagree. Nothing about the combo is overpowered, nor is it consistent.

    Every game I encounter a killer using this; they are lucky to get 1 stack. It's easily countered if your running a boon (cough coh cough). The entire strength of the build relies on survivors not making smart choices.

  • Aneurysm
    Aneurysm Member Posts: 5,270

    What makes pentimento well-designed is it has to be run with non-slowdown perks to get value out of it.

    It's a hefty slowdown but easily removable, from locations that survivors already know. There's worse to complain about imo

  • Starrseed
    Starrseed Member Posts: 1,774

    You know what I think you are right and that the combo could need a nerf but every time I see a survivor make a valid argument about something that needs a nerv they say nerf it (wich again is fine) or just just get rid of it for good and now your whole argument sounds stupid and like a toddler throwing a tantrum.

    Sounds stupid and if you just think for half a second you see it yourself I mean do you guys actually think bhvr would just delete a perk and say well that killer just brings two perks now lol

  • Xernoton
    Xernoton Member Posts: 5,887
    edited October 2022

    There are, like, three killers in the game can that actually set up Pentimento five times. The others literally have to waste their time to get to a distant part of the map while 4 survivors are doing gens. Plaything also only activates after you get hooked. So it's not like you get free value out of it. It is very predictable that a killer with Plaything will also run Pentimento though. That's because the killer has no other way of getting survivors to break totems to get value out of Pentimento. Adding 10 seconds to gens did not help killers as much as you think. So many people seem to think that gens now take forever and a killer can just take their sweet time doing things with no stress at all. That is not the case. The real problems still remain. Survivors have the ability to end the game in under 400 seconds which is the time it would take (in theory) to repair 5 gens ALONE before 6.1.0. Prove Thyself, Toolboxes, Hyperfocus, Stakeout, Great Skillchecks and so on don't sound like a big deal on paper. Combine 2 of them with survivors that sit on gens every second they are not forced away and see what happens. A generator does not and will never take 90 seconds just because this is the base time. That is not how the game works. There is also other issues like survivors shaving time off healing actions that they then spend on gens. Most killers simply cannot compete with this pace.

  • Tizzle
    Tizzle Member Posts: 696

    Two Survivors without Prove Thyself finish a generator uninterrupted in 52.94 seconds

    Two Survivors with Prove Thyself finish a generator uninterrupted in 45 seconds.

    You're welcome.

  • edgarpoop
    edgarpoop Member Posts: 8,444

    It feels pretty busted when I run it. I don't run Plaything/Penti though. I go with Ruin/Undying/Haunted/Pentimento. Usually run it on Pyramid Head. Don't think survivors have ever completed the gens against it when I've run that build. And I was accused of "trying to get my waifu nerfed" the one time I ran that build on Nurse.

    It's a ridiculous amount of slowdown from Pentimento alone before you factor in cleansing time. The current slowdowns aren't tuned around good killer players and they're completely busted for good killers.

  • Laluzi
    Laluzi Member Posts: 6,226

    Plaything/Penti is fine. At least one person knows where the totem is in both cases, and you can choose to counter Pentimento by just ignoring Plaything. The only time ignoring Plaything isn't a viable choice is on indoor maps.

    I would way rather verse Plaything/Pentimento as my killer's slowdown than Eruption/CoB/Overcharge.

  • TotemSeeker91
    TotemSeeker91 Member Posts: 2,358

    Ditch open handed, you don't need it if you're half decent at the game