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Totems and problematic slowdown

Some variation of this build is being frequently run as of late. In my opinion, the synergy between Plaything and Pentimento is problematic, and the amount of slowdown generated by totems is over the top.

We would never add a 6th gen to the trial, let alone a 6th gen that also adds a debuff if you don't complete it, but also adds a repair speed debuff if you do complete it. The devs would never consider that. That would be stupid. But that's essentially what Plaything+Pentimento does.

The amount of slowdown generated between the time spent cleansing the totems and the repair speed debuffs themselves is way, way, way over the top. It's not just that the people on the gens are slowed down. You have at least one survivor not on gens at all because they're going over to the totem and spending time cleansing it. Why did we nerf Forever Freddy and then reintroduce it with totems? DbD is not a counterpick game. It's not reasonable to expect survivors to gain psychic abilities and equip anti-totem loadouts when needed.

This isn't to say the build doesn't have counters. It does. You can elect to not cleanse Plaything. But that's a macro level strategy required by a role (solo survivor) deliberately designed to discourage macro level strategy. I can ignore my Plaything totem all day. It will still generate a ton of value for the killer if another survivor cleanses it or cleanses their own.

And again, this is so far beyond the amount of slowdown a competent killer should need. Make Pentimento iterative instead of starting from zero each time, cap re-lights to 1 per Hex, something. I don't know. I just feel like this isn't tenable going forward. It's not CoB+Eruption, but it sucks going against.