It's been there for 2 years, and no one complain about it?

Right from the bat --- Hex: Pentimento + Hex: Plaything.

This is probably one of the most broken hex combo that been existing for 2 years, and probably slept on.

(Educational purpose)

Hex: Pentimento:

You can perform a ritual on a cleansed Totem to resurrect it as a Rekindled Totem.

For each Rekindled Totem active at the same time, Hex: Pentimento gains an additional effect:

  • 1 Totem: reduces all Survivors' Repair speed by 20/25/30 %.
  • 2 Totems: reduces all Survivors' Healing speed by 20/25/30 %.
  • 3 Totems: reduces all Survivors' Recovery speed from being downed by 20/25/30 %.
  • 4 Totems: reduces all Survivors' Exit Gate Opening speed by 20/25/30 %.
  • 5 Totems: all Totems are permanently blocked by The Entity.

Hex: Plaything:

If there is at least one Dull Totem remaining in the Trial Grounds, Hex: Plaything activates on a random Totem each time a Survivor is hooked for the first time:

  • The hooked Survivor suffers from the Cursed and Oblivious Status Effects until Hex: Plaything is cleansed.
  • For the first 90 seconds, only the Cursed Survivor is able to cleanse the Hex Totem.
  • The Aura of Hex: Plaything's Hex Totem is revealed to the Cursed Survivor within 24/20/16 metres.

All effects of the Hex Perk persist until its Hex totem is cleansed or blessed.

How it works: You (killer) hook a survivor, 1 totem for that survivor becomes Hex that they need to cleanse (other survivors can't cleanse it), which means they need to spend time cleansing a totem right after getting unhooked instead of doing gens. You can hook 4 survivors - 4 plaything hexes.

When they cleansed it - you just need to rekindle it with pentimento, which means they need to cleanse 4 hexes again, which means overall they need to cleanse 8 hexes in 1 match, which is an insane ammount of time being wasted just on totems instead of gens.

Oh and btw - it's just 2 perk slots. So you can use your Pain rez and Pop, or other 2 perks with this.

"To counter that you just need to not cleanse plaything" - that is a pretty unreliable counter, since you're gonna be grabbed from a gen by some point since you don't hear killer's TR. But if they do cleanse at least 1 plaything - pentimento is gonna be in play.

I'm keep seeing people complaining about MFT or Ultimate Weapon, but how about this combo?

Ain't that kinda op?


  • Grigerbest
    Grigerbest Member Posts: 1,287

    I know.=) Because these 3 perks were overtunned by developers WAY TOO much. You remember the numbers right?=)

  • sizzlingmario4
    sizzlingmario4 Member Posts: 5,734

    Plaything + Penti is fine imo. You need to spread out hooks to get multiple Playthings up and survivors are also under no obligation to actually cleanse Plaything at all. Not saying ignoring it is always the right play, but it’s a hex you can often get away with ignoring and the combo is risky because of that (and it is also rather predictable).

    It would be overpowered if it were more consistent and/or easier to get, but it’s not.

  • egg_
    egg_ Member Posts: 1,850

    It's not op, just annoying and once you know it's in play you just don't cleanse totems.

    It's only really oppressive in soloqueue, where your random team mate decides to throw the game by cleansing totems, twice. But what isn't oppressive in soloqueue?

    Solution: find a swf where people don't throw the game

  • Pulsar
    Pulsar Member Posts: 19,073

    It's not really that good.

    It's okay, but most people will catch on and just not cleanse totems.

  • the_honey_badger
    the_honey_badger Member Posts: 111

    I agree, im shocked more people don't run it tbh. 30% for 1 totem is insane. Honestly it's one of those perks that need a nerf. Maybe move the gen speed reduction on pentimento to at least 2 totems needing to be hexed? Just needing 1 totem is way too little for the massive reward you get in turn.

  • Seraphor
    Seraphor Member Posts: 8,139
    edited September 26

    It's easily countered by survivors keeping track of the totems they cleanse. At which point, it becomes minor slowdown in the form of forcing survivors to cleanse an extra totem each. Or worse, survivors simply refuse to do bones at all and remain oblivious, and just keep their eyes open to watch you coming instead of listening for the heartbeat. That's not exactly OP. It certainly punishes stupid survivors though.

    I don't really see how it can possibly be nerfed, fact is you rarely see more than one stack of Pentimento anyway, it may as well exist only for the gen slowdown. Maybe it could warrant being 25% instead of 30%, but that seems like nitpicking.

  • Grigerbest
    Grigerbest Member Posts: 1,287

    Well then you have to play a game permanently oblivious. Even on open maps with the ammount of junk around, you will not see a killer appoaching you, and as I mentioned - you're gonna get grabbed from a gen or at least give a killer a free hit all the time, correct?=) Now imagine if you're playing on a indoor maps...?

    The only correct counters imo:

    1. Playing in a swf and communicate where the killer at - but not everyone can play in a swf by anytime.
    2. All 4 survivors have to cleanse all 8 totems which is a massive ammount of time.

    Oblivious is a pretty nasty debuff that you would not want to deal with, but also you don't want to spend a precious time on a totems...

  • Crowman
    Crowman Member Posts: 8,225

    Because it's more of a win more combo than a combo that wins you the game due to the set up involved.

    In order to get Plaything hexes, you need to chase and hook different survivors. Those survivors then must cleanse the hex (which is shown to them) in order for you to then have to navigate to the destroyed totem and rebuild it as a pentimento hex. This is quite time consuming and survivors will all be aware of the relative area that any hex is cleansed so it's not too difficult to track down pentimento totems this way.

    Not to mention it's not unreasonable that multiple gens already finish by the first hook either.

    It's good when things line into place and you have time to set up the pentimento totems, but it's not just something you can slap on any killer and easily win with unlike other gen regression combos we've had. Old Eruption and CoB + Overcharge comes to mind.

  • Hex_Llama
    Hex_Llama Member Posts: 1,746

    I've only ever gotten the five-totem Pentimento to go off once, and it was because the survivors just ignored it, for unknown reasons. Most games, it's just an on-again-off-again gen slowdown.

  • HugTechLover
    HugTechLover Member Posts: 2,318

    decent survivors just won’t cleanse anything and boom, 2 wasted perk slots. Plaything isn’t that hard to play around. Just be aware.

  • MrDardon
    MrDardon Member Posts: 3,712

    Yeah, so broken that I can even work through the 30% penalty because of the lack of pressure the Killer has most of the time.

    And even then, by paying the slightest bit of attention.. you can cleanse a Pentimento Totem relatively easy.

  • D0NN1ED4RK0
    D0NN1ED4RK0 Member Posts: 321

    As someone who loves bringing soul guard cause of its perk icon design

    I see this as an absolute win

  • D0NN1ED4RK0
    D0NN1ED4RK0 Member Posts: 321


    back then many people had to rely on spine chill to avoid stealth killers but nowadays we play around it by simply just watching our surroundings while doing gens…it’s stressing yes…but worth it

  • Rickprado
    Rickprado Member Posts: 320

    Experienced players (or SWF players) don't do totems - they call the killer position.

    TBH, i've tested this combo sometimes and had very underwhelming results. Its a good combo, but i prefer other perks.

  • Pulsar
    Pulsar Member Posts: 19,073

    Killers do make noise.

    Also, if the DBD Community ISN'T complaining about something, then it's probably perfectly balanced.

  • Xyvielia
    Xyvielia Member Posts: 2,098

    Wouldn’t say OverPowered…

    Definitely Hella OPpresive, tho; Especially in SoloQ, where not all players know how to read the room, or realm, to make the better decisions for the greater outcome from match to differing match.

    Was 3-4K’ing majority of matches using PentiPlay n it felt stale, easy n abusive no matter who I used.

    tbh, feels like there aren’t enough actual Survivor Mains on these official forums (NOT ppl who play majority of Killer, 50/50 players, or even 75-25% Killer/Survivor ppl; I mean actual Survivor mains who, every once in a great while, have a go at Killer) to ever voice such feelings as you’ve presented w these perks, or at least to speak their peace w/o the usual (mostly unintentional, imo) onslaught of suppression that seemingly occurs in this realm. Anyone else probably just feels Plaything and Pentimento don’t greatly sway the outcome of their matches in their favor, idk.

    Just scrolling thru the comments to posts regularly, and tallying up the overall lean, should give any clear minded person a very good understanding of which role most ppl may be more fond of, here, but it does vary throughout each year.

    Killer.. Survivor… 🤷🏼‍♀️

    I’m just anti-oppression 🫶🏽

    Even if ppl don’t wanna admit it, due to frustrations over the years, we’re all on the side of DBD, and that unity’s really all that matters✌🏽

  • Grigerbest
    Grigerbest Member Posts: 1,287

    I don't think there is any combo of 2 perks which giving you 30% slowdown on gens (or other penti debuffs) along with "permanent" oblivious and time consuming 8 totem cleansing build.=)

    I think that is a bad use of Penti at this point.=) If you have a killer without mobility you should rekindle only when you're close to them, but not going across the map to do so. xD Btw, you can do that even mid-chase!

    Work through 30% slowdown?=) You do realise that is 25+ seconds on each gen, right?=)

    Well, lack of pressure is utterly on a player, you have to think from a perspective of a good killer player, not someone who don't know the basics as pressuring survivors. A good killer player with +25 seconds on each gen is a VERY powerfull thing.

    Cleansing totems is exactly what I'm trying to say - 8 totems from just 2 perk slots is NUTS. Most people here saying "just don't cleanse plaything, just be aware", in all my respect to them, I don't think they understand how powerfull this debuff is, not hearing a killer TR in soloq is devastating. It's a free hits or even grabs from gens. You also unaware if you healing eachother and the killer is approaching from the corners that you can't see.

  • gnehehe
    gnehehe Member Posts: 506
    edited September 27

    Typical bad perk combo from design perspective:

    • solo destroyer king, esp on indoor maps ... free win vs 4 new solo-players
    • almost useless against any half-competent swf with voicecom
    • punish players not playing optimally (e.g., cleansing dull totems)
  • Nazzzak
    Nazzzak Member Posts: 3,487
    edited September 27

    I don't think most people are bothered by it tbh, that's why you don't see many complaints. I mean, once you know where your Plaything totem is then you know where a Pentimento is. I do think though that perk synergies will likely be addressed in future, especially as there seems to be more and more complaints about them lately. Alot of people hate synergies like BU+FTP, MFT+Hope, UW+DMS, etc, so I can see BHVR doing an overhaul at some point.

  • miniwengsel
    miniwengsel Member Posts: 351

    Its strong yes but it isnt op. If the Killer has it you have two options.

    1. Destroy your Totem remember the position and break it again. (Very simple)

    2. Ignor plaything.

  • Yippiekiyah
    Yippiekiyah Member Posts: 331

    Its strong until you come up against teams that aren't potatoes and they just remember where the hex was and go back and cleanse it.

  • BlightedDolphin
    BlightedDolphin Member Posts: 1,107

    As others have said it’s not that good.

    Oblivious isn’t that strong of an effect. You can still hear most killers coming and you can just use your awareness and the HUD to gauge if the killer is likely to come for you and play accordingly. You might get earlier, but once you are in a chase Oblivious is useless. On indoor maps it’s harder, but you can still pretty easily determine if it’s safe to work on gens or not by again using the HUD or just general game sense.

    If you run across Plaything, sure may as well cleanse it and then memorise the totem spawn to stop Penti, but there’s no need to go running around looking for it.

    And don’t cleanse any Dull totems otherwise you’ll just give the killer the 5 stack invincible totems.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 965
    edited September 27

    It's been around for two years and no one's complained because the combo is completely hard countered by boons. Bless the totem and it deletes plaything without enabling pentimento.

    So now that boons have been effectively deleted, the counter to this is just don't cleanse and give plaything full value.

    Which really blows in solo q, cause it only takes one person to not get the memo and screw over the whole team.

  • NerfDHalready
    NerfDHalready Member Posts: 960
    edited September 27

    you know what's stronger? pentimento by itself and randomly seeing the notification while doing a gen, and not having it cleansed for 2+ minutes. that'll hook sacrifice me instantly.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 5,734

    We’ve actually seen that already. On Artist’s PTB, Pentimento was bugged and had the repair and heal speed penalties switched, so 1 totem was heal speed and 2 totems was repair speed. It was not strong enough when it was like that.

  • Krazzik
    Krazzik Member Posts: 1,842

    Good survivors will just ignore plaything and deal with the oblivious while completely removing one of the killer's perks. Even if a survivor does cleanse their plaything they now know where the pentimento will be and can just go cleanse it again after it's lit.

    It's decent slowdown IF the survivors cleanse but even then, if they cleanse efficiently, it's not THAT much slowdown, and eventually the killer ends up with two dead perks.

  • totallynotamegmain
    totallynotamegmain Member Posts: 441

    bros complaining about Pentimento 💀

  • Grigerbest
    Grigerbest Member Posts: 1,287

    Guys I did a lot of digging and... You guys are completely right.=)

    To avoid pentimento you just need to ignore Plaything, I thought the oblivious were a strong debuff, but it's actually not THAT strong...

    It's completely useless in a chase, since you still can see the red stain (I thought you couldn't) and hear a chase music, you basically need to predict and learn that if killer have plaything, it might have a penti as well, so the fellow survivors needs to learn the tactic and it will be at least 1 useless perk for killer, might be 2 useless perks if you play around plaything.

    I doubted you guys at first, but now I finally understood what you meant... I was stupid, my apologies to anyone in this thread!

    Thank you for eye oppening guys!

  • DemonDaddy
    DemonDaddy Member Posts: 4,127

    Hexes are entirely a gamble when playing killer. I havent seen a hex build yet that I cant counter as survivor or requires me to run certain perks to limit their effectiveness.

  • MimiDBD
    MimiDBD Member Posts: 302

    So you made a post about 2 perks you have not even played against? If you had you would have known there is still a red stain and chase music.

    Forums summed up in one post right here.

  • Hanuka5
    Hanuka5 Member Posts: 140
    edited September 27

    Its not really op thats why its not played that often, the main problem is that it blocks 2 of your perks for a slowdown. And the game we you place more as 2 hex totems with pentimento you can count on one hand, because as more totems you have as easier they are to find.

    Since Pentimento can only be on places were they destroyed the totem, someone (since he destroyed the totem) knows where you placed the hex. So he can easy go there and make it away. If its a SWF than 4 people know the info where your totem is, also against SWF the oblivious effect is way weaker as against randoms.

    The second problem is that as higher you go as more worthless hex totems are, the perk who can bless totems changed alot in the playstile, alot of suv. knows nowadays where the toems are. Also if someone brings a blessing perk, he destroys your hex without destroying the totem so you cant even use pentimento :/

    If you use painrez and pop with it you have 4 slowdown perks, no chase perk, no finding perks.

    Since you are using Plaything, you are also blocking yourself from every perk that works with your terrorradius (or at least its not that effective).

    I mean yes the combo is good but its not "OP".

  • ironligma
    ironligma Member Posts: 109

    It's good but A, plaything on open maps doesn't matter as much, B, you should know were your totem was, if penti goes up there then go cleanse it. I've ran it and unless you want to wait out all hexes being cleansed it's not that good. If people don't track their totems then sure it'll get damage but like you wanna counter it them just remember where you saw totems.

  • Majin151
    Majin151 Member Posts: 1,213
  • C3Tooth
    C3Tooth Member Posts: 7,154

    Dont mind her, she's just using Pentimento