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Pentimento + Plaything is the Ruin + Undying 2020 meta returning from the grave

Dead_by_David17
Dead_by_David17 Member Posts: 75
edited July 2023 in Feedback and Suggestions

Ruin + Undying was problematic way back when because, if you're not aware, what Undying used to do was transfer any Hex other than itself to any available dull totem and would keep doing so until all totems were broken. While this was happening, Ruin would be regressing gens at 200% percent and old Tinkerer would alert the Killer when a gen was 70% complete not once per gen, but infinitely. A lot like the Eruption CoB Overcharge era it took the devs months to address it for some reason bc they finally acknowledged how unhealthy it was. You literally had to go around trying to find all the totems, meanwhile gens would be regressing, people were getting hooked etc.

Well, Penti + Plaything is exactly the same but worse.

Instead of 5 totems to cleanse, you have to cleanse 10.

Instead of gen regression the killer gets a disgusting 30% slowdown to basically everything.

"But just don't cleanse Plaything!"

Okay sure, so basically have no info on where the killer is, potentially letting them get free downs and hooks, not knowing where chases are happening or if they're being camped, etc.

And of course, we can't forget the most dangerous factor: solo queue.

You can't make randoms not cleanse, you can't communicate at ALL. Oblivious turns randoms into terrified headless chickens just running right back into the killer and throwing the game for the sake of breaking Plaything.

Either nerf Penti or nerf Plaything. Reduce the numbers or something of the like. It's such a lame combo getting slowdown for no effort.

Post edited by EQWashu on

Comments

  • Crowman
    Crowman Member Posts: 10,112

    Ruin and Undying was active at the start of the game, Undying showed the aura of survivors around ALL totems, and there was no one way to know if Undying was the totem cleansed. Not to mention that neither ruin or undying revealed themselves to survivors either.

    Plus Plaything shows survivors where their totem is and cleansing a totem gives a loud noise notification to where the totem was, so it's really not that hard to keep track of totem locations against this specfic build compared to old ruin + undying.

    Not to mention slowdown is not the same thing as regression. It was very easy for old ruin to fully regress gens before a survivor could get back to it and killers had old tinker with unlimited procs. It's unlikely to be chased away from a gen and have it fully regressed when you get back to it against pentimento + plaything compared to ruin + undying.

  • DY86
    DY86 Member Posts: 570
    edited July 2023

    Not really. Undying + Ruin were two totems u had no idea where to find. which was another form of slowdown on top of the aforementioned Regression.

    Pentimento is just a relit totem. U are supposed to know where it is since u cleansed it beforehand, in the form of Plaything. So u know..just go back and check it?

  • ReverseVelocity
    ReverseVelocity Member Posts: 5,528

    Not extending gen time? Pentimento slows down generators by 30%.

  • DemonDaddy
    DemonDaddy Member Posts: 4,168

    Totems are a very optional side objective. Hexes are a very situational side objective; plus most stacking benefits have requirements before activation.

    Hexes have always been a gamble on the killer's part, boons have only made them more so.

  • edgarpoop
    edgarpoop Member Posts: 8,721

    I personally never cleanse my Plaything totem unless I'm on an indoor map with low visibility. Unfortunately, I can't account for my teammates. The community is really weird about Plaything. They're generally super slow to react to an oncoming TR and run way too late, but at the same time can not and absolutely will not play with an active Plaything totem.

  • GolbezGarlandGabrant
    GolbezGarlandGabrant Member Posts: 979

    I never liked the Plaything/Penti combo. Sure you can say don't cleanse Plaything but try telling your SoloQ team that. Then you have to keep track of others totem and hope they don't break a dull for something like their Inner Healing.

    Also your Solo teammates will prioritize searching over gens which is another slowdown in itself.

  • DaddyMyers_Mori
    DaddyMyers_Mori Member Posts: 2,205

    Yeah, Pentimento + Plaything is nowhere near close Ruin Undying. You can ignore it.

    Nothing in the game currently on killer side is even close to Ruin Undying or even Ruin Pop.

  • squbax
    squbax Member Posts: 1,751

    People not knowing how to play the game is not an excuse to say something is unbalanced, for example in a majority of cases cleansing against plague is a bad choice, however since soloQ teamate seems to have no idea ehats going on so they cleanse, by that logic plague is literally OP. People cleasing plaything is literally a hard skill issue, the only reason for doing it is if thr killer has another hex that you need to get ridd of i.e devour or something like that and you get plaything by mistake.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    you could ignore ruin undying. you just needed generator efficiency and solid looping. Most of the games during that time, I would escape them with ruin being up the entire game where I was using prove thyself. this was back when nobody was using prove thyself and then it eventually became meta which is amusing. best counter to hex totem is just doing gens fast before totems affect gameplay in my opinion.

  • DaddyMyers_Mori
    DaddyMyers_Mori Member Posts: 2,205

    It depended on map and killer, but it was possible for sure.

    Ignoring oblivious status effect is way easier than ignoring old ruin tho.

    Current ruin wastes more time if you search for it than actual regression, it's kinda pathetic. It's somewhat viable only on Skully and Plague imo.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    i'd say ruin is only good on legion with fuming tape for 200% regression. maybe knight if you use ruin+survellance to summon guards at gens, I honestly do not think ruin is that bad perk of a perk because you can stack it with jolt/pain res for decent gen delay but it is ultimately hex perk with low reward. that is to say that your better off using another perk with higher reward. this can be said for virtually all hex perks except plaything/penti & noed. those two hex perk are legit and consistent perks that I do run on some killers. the rest I would consider gimmicks or newbie stomp perks.

  • DaddyMyers_Mori
    DaddyMyers_Mori Member Posts: 2,205

    Or you sure it stacks?

    I would guess it's still 100%. They are basically same effects.


    Devour is solid too.

    I play devour hope, undying, no way out, deadlock a lot on skully. People really don't like it tho, I guess they would rather see 3-gen...

    Blood favor is decent, crowd control might be viable too on some maps after this buff.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    i don't rate devour. I also think that people that do not use haunted ground with devour are using devour hope wrong. undying/devour is not that great. devour hope is racing perk. you want to race hooks as fast as possible. I have played games with haunted devour hope where I would win in like 2 minutes with haunted devour hope. there have been games where i spawn into the map, the survivor is cleansing totem, haunted ground pops and i down 3 survivors. within like 2 minutes, I am already on like 3 stack devour and I easily win the game with 5 stack devour in record time. its too much of win-more perk where your just rolling dices on survivor generator efficiency and totem spawns. I just consider it more of newbie-stomp type perk. If your opponent is really bad at gens efficiency and totems are not atrocious then devour hope will do something but in my experience, half of the games where devour hope does something are games that you would won with other more consistent perks.

    Killer do use devour hope more now but that is because most of killer perks are like... chronically underwhelming so much so that gambling for killer is superior then 90% of killer perks in term of ability to win better survivor players.

  • Blueberry
    Blueberry Member Posts: 14,459
    edited July 2023

    Jeez it’s some of the few hex perks worth running out of the like 90% of them that are trash, just leave them alone. It gives secondary objectives, costs 2 perk slots, easily countered and has multiple downsides. They’re fine.

  • DavidHypnos
    DavidHypnos Member Posts: 730

    I really don’t see the comparison here. Plaything is indeed a very frustrating hex but it is by no means an overpowered one. Once you cleanse a rekindled totem it’s gone for good so instead of trying to prevent people from cleansing Plaything I suggest going for a hex cleansing build to counter both. I recommend Overzealous + Counterforce so you can get rid of those hexes faster and get a repair speed boost while doing so. You can run Detective’s Hunch with any map or forego that perk and just bring a map with the killer belongings add-on.