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Thoughts on Pentimento changes
My immediate response to seeing the update note for Pentimento was that I'm not shocked at this change, with Pinhead leaving and hex plaything becoming a "free perk" along with the looming prospect of tons of new players coming in from the fnaf fandom. I imagine the devs want to avoid a situation where a massive influx of players could potentially be hit with Pentimento and plaything. Hence why I believe the changes are happening now with this particular update.
I personally like Pentimento, I just find it adds something interesting to the game, seeing how survivors choose to either interact with the totems or not. But even I have to admit that part of the flaw with Pentimento is how strong it was originally written. To get that level of power over a major objective, for one totem, was something I think was always going to be on the chopping block at some update or other. It was only a matter of time.
I'm hoping the regression is at least five percent slowdown per totem, as I think this would be fair for using a perk slot for it while not being as crushing for survivors. Personally, I'm not too upset about the totem aura, because noed and hex plaything both have auras and those hexes still have value, especially with players who aren't playing as optimally. Although I do find it interesting how things are worded in the update, namely the "survivors who are affected by the totem" bit, as if hex pentimento is going to be like a boon that only affects survivors within a certain radius. But I think that's just an odd wording and an unlikely change to the perk.
To sum things up, if the regression speed does go way down and you have to relight a butt load of totems and survivors can see the totems and all this other stuff, I don't believe that pentimento is dead. It may have started out as a sword and now it's a tiny little dagger. But, sometimes, a little itty bitty dagger is really all you need.
Comments
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Honestly, I think my issue with the Pentimento changes is that they were not as specific about the changes they made. I would just like to know the %s of each totem, that's it.
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IMO you can expect that the Perk will probably be like 5-6% per Token, so you will only get the full effect on 5 Token. Maybe they buff the full value and give it 8% per Token or something like that, but I would doubt that. Overall it will be a nerf.
@Topic:
I think nerfing it is fine. It depends on the numbers, but personally I dont mind if it is dead. I think it is a terrible designed Perk, because it does two things which are just bad:
- It punishes doing Side Objectives (and doing Side Objectives is already advantageous for the Killer)
- It is more impactful against Solos than it is against SWFs (for SWF - less need to cleanse Plaything-Totems, coordination where a Totem was cleansed, you dont have this for Solos… Yes, you can (and should!) ignore Plaything, because cleansing it will just make it worse, but it is more risky in SoloQ)
Also, there is the new player experience - there will a bunch of new players with FNAF and I guess the Devs want to tone down a few things. When we look at what they are doing, it looks like new players really struggle to pick up the game and having a Perk, which punishes them for cleansing Totems, could really hinder the new player experience (since you first have to now what a (Hex) Totem is and also would not know what Pentimento is and does… Let alone finding it when you are just learning the Maps and dont know where exactly you cleansed your totem).
So yeah, it depends on the numbers how severe the nerf will be, but I would expect something like 5 or 6% per Token on Pentimento.
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I’ve always been in favour of a Pentimento nerf because of how much worse it is to deal with in solo queue. Every time I see this perk pop up I just know the match is over.
That being said, the only thing I think it needed was a small aura reveal radius for rekindled totems. The big issue for solo queue is that you don’t know where your teammates have been cleansing totems. Dull totems give you no indication and the loud noise notification from lit totems only gives you a general direction.
Revealing the aura of rekindled totems in say 8? metres gives some parity between SWFs who can call out locations when they cleanse and solo queue teams who can’t communicate.
I don’t think the perk needed nerfs to its numbers too. It was purely a SWF v Solo queue problem for me.
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Fully deserved in every way. You try playing against this perk in a build designed for it while in a soloQ team. It's like having your teeth pulled.
They can make it -10% repair and healing speed for each Pentimento, that's fine. I'm happiest with the aura reveal change.
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Penti was already bad, now it's just trash... Aura reveal is absurd, as ig it wasnt already easy to find hexes, and not even mentioning how impossible is go have a 5 totems penti...
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It didn’t go far enough. Hex totems for all hex perks should have their auras revealed from unlimited distance with giant alarms blaring to also provide an audio queue for there they are located. Cleansing time should also be reduced to 2 seconds and all killer powers disabled for 60 seconds whenever a hex totem is cleansed.
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Typical killer main, you don't think about survivors at all, 2 seconds is too much it should be at least 1 second, and it should open the gate
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Crazy how we’re being downvoted for saying that players should be on equal footing and not disenfranchised based on whether they’re solo or coordinated lol
Heavens forbid the most neglected role in the game get any kind of consideration.
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I play solo queue, so I fully agree that these changes are helpful for solo queue players. The problem is that these solo queue buffs also provide unnecessary buffs to SWF and there never have been (and probably never will be) any offsetting nerfs to SWF to compensate.
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This isn’t giving anything to SWF that they couldn’t already do.
If we’re talking about nerfing the % slowdown then sure, but I already said I’m against that.
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They're giving it the Iron Will/Hex Ruin treatment by giving it a double nerf. Lets say the slowdown per token is 8% for repairing and healing. That is a huge nerf to what we have currently there is no need to give it a an aura too.
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I don't think it needed a nerf. Along with the haste changes it's back to the same 4 slowdown perks every match.
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They pretend it's a SWF problem but the reality is some people can't handle having their pubstompers taken away from them. They'll scream about SWFs when Ghoul gets nerfed too despite him destroying soloQ players harder and more frequently.
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