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Pentimento aura adjustment

This is now the third time i'm typing this because of the webpage messing with me so forgive me if i sound impatient.

I've been playing dredge with pentimento, devour, playing ie fortunes fool, & ruin, with the goal of pulling off a flush, or 5 rekindled totems.

This is extremely difficult, because the instant aura of 16 meters on a rekindled totem is insanely large considering you need to relight 5 of them.

The most similar perk to this would of course be noed, which starts at 4 meters of aura when it activates, and expands to 24 meters of aura once 30 seconds have passed. Total square meterage of 452.

Now take a single pentimento totem, 16 meters of aura, ie 201 square meters of aura once you've begun your rekindling run. At two totems you now have 402. Three totems and you're well over noed's max aura at 603, once you've rekindled four totems you have a whopping 804 meterage of aura that survivors who haven't noticed the hex affect on their hud appearing again yet will be clued into.

realistically you have about 1 minute to accomplish your flush once you've begun, and the difficulty of doing so will vary largely depending on the map, how many free survivors there are as well as their locations. More often than not you will need to chase off a survivor from where you're rekindling so they don't catch onto your scheme, which is a waste of all too precious time, basically, you will need incredible luck in order to pull this off.

Dominance won't help you on rekindled totems, and thrill of the hunt will only provide you a sparse few extra seconds at most when it counts.

My idea for balancing this boils down to no aura on rekindled totems for the first 12 seconds since you've rekindled at least one totem, and then either a gradually expanding aura capping at 14 meters (154sqm) or simply a 14 meter aura on rekindled totems after you've had one totem rekindled for 12 seconds. This way, the total aura read of the totems at 3 totems will be nearly identical to noed at 30 seconds. At this point If a survivor hasn't started cleansing yet, a killer like dredge will likely be able to light the last two totems before they finish, keeping in mind the cleansing time for a totem with no slowdown such as thrill is 14 seconds, and 3 tokens of thrill is 22 seconds, with 27 seconds of cleanse time required at 4 tokens of thrill. I believe this is fair even on the highest mobility killers due to the time investment and luck required to get value from this setup. Taking an entire minute to go around rekindling totems will often mean every remaining generator is going to be popped, and the most value you will get at that point is a noed which cannot be cleansed. The most likely scenario you can pull this off in is by abandoning a late-game snowball in order to gamble on a full pentimento. Obviously this is incredibly powerful, but most good survivors will be wise to your tricks just from seeing plaything and devour.

I'm curious to anyone's thoughts on this, but I believe what I've laid out above is as close to "balanced" as pentimento can get.

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Comments

  • Skillfulstone
    Skillfulstone Member Posts: 1,126

    Pentimento shouldn't have been gutted in the first place.

    I understand it was rough on newcomers (and BHVR knew that with the FNAF chapter, a wave of newcomers would arrive and they had to do what they could to keep some of those newcomers) but the nerf was way too harsh.

    20% only on the first rekindled totem, with only a measly +3% per extra totems, is a complete waste when Survivors don't even have to really look for it.

    Dying Light and Thana (depending on the Killer) are arguably better gen-debuffs since even if their debuffs are lower, it will be active almost all the time. Especially since they don't require another perk to even work.

  • Elan
    Elan Member Posts: 1,427
    edited June 29

    I'm not sure about it being bad when it's fully stacked thana value for 0.2s interaction at totem. Thana doesn't affect healing, penti does. On op of that it's a passive slowdown too as totems need to be searched and cleansed for the effect to come off. It's biggest issue always was that 1 totem did it all. No one cared about healing that was just bonus but recovery and opening was never a thing. No one played penti for 5 totems out throwing game fr memeing. It was always about keeping one totem lit at time and it melted solo qs especially when paired with plaything, wretched fate etc, darkness, two can play…

    Edit: Dying light is a meh perk as it's most strenght comes in the endgame where you practically already won, mostly affecting only one player as obesession is not only immune but it boosts her healing speed.