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I think the devs should take a look at Pentimento

vBlossom_
vBlossom_ Member Posts: 510
edited August 2022 in Feedback and Suggestions

Previously, when generators were done for 80 seconds, Pentimento was a nuisance, but currently it is unbearable, as not only do generators require 90 seconds, but it is the first slowdown that directly affects generators.

While the perk is not bad on its own, it is very bothersome when combined with certain builds, such as Plaything or Hexes.

Often people are forced to make a totem because a killer has taken a hex and, for example, there is an active ruin in the background. The first effect applied to gens simply makes the game paralysed for a lot of time, as survivors have to spend time searching again all the places where totems were. Let alone when someone plays solo and doesn't know where someone has destroyed a totem, and random Claudette doesn't know about the existence of a perk like pentimento.

I think the DBD developers should look into this perk and:

- Either new totems should be made much faster (e.g. instead of 14 seconds 7)

- Or the penalty should be reduced from 30% e.g. to 15% or to 10%.

- Or it should move the penalties for generators e.g. with 3 totems instead of current 1.

Comments

  • EvilSerje
    EvilSerje Member Posts: 1,070

    I think Pentimento is pretty fine, after you spot pentimento presence, you just on high alert and remember broken totems location, always keeping an eye on them, so are your teammates.

    Once a killer used combo "Shattered Hope + Pentimento", which was countered by not setting boons. Two killer perks gone.

    Yes, it is damages SoloQ hard, but who give a flying heck about SoloQ? It's unplayable with or without Pentimento anyway 😀

  • vBlossom_
    vBlossom_ Member Posts: 510

    With only one Pentimento totem gens take more than 2 minutes to finish.

    The penalties for healing or recovering are not as severe as those that affect fixing generators - it takes 16 seconds to heal yourself, a 30% debuff increases the amount of time to 22 seconds, a difference of 6 seconds, not much.

    Recovering takes 24 seconds, with 30% debuff 34 seconds, 10 seconds of difference, quite noticeable, but still not much.

    But gens with Pentimento with only one totem (so it is really common to have at least one rekindled totem) take 128 seconds. It is a difference of 38 seconds! A LOT.

    Especially when 2 people heal you or 2 people recover you the difference is really small, but when 2 people are fixing gens, they have to spend a lot of time doing so.

    If I count correctly, when 2 people are doing gen, it takes approx 53 seconds and with just one rekindled totem it's 76 seconds, so still 23 whole seconds of difference.

  • vBlossom_
    vBlossom_ Member Posts: 510

    Yes, but let's assume you are fixing the generator and you see the Pentimento sign. You have the choice to either do the generator 30% longer or go look for the totem (you don't know where it is, and it might not be where you destroyed the original totem and you'll lose time), once you find the totem spend 14 seconds destroying it, and then back to the generator.

    As long as nothing happens to you on the way or you don't have to rescue someone.

    Pentimento by itself isn't bad, as you just need to not break dull totems, but if the killer takes a build with only Hexes or Plaything, it cripples the game in a huge way.

  • dinomazing
    dinomazing Member Posts: 119

    I think the penalty is fine, but since the gen slowdown is much stronger now, I'd love to see them switch the order of tokens maybe so it requires 2 or 3.

    That way they don't get it just for running ruin alone.

    And plaything's not a big deal. You can ignore it the majority of the time and just be aware of your surroundings. Whether or not the killer has pentimento.

  • vBlossom_
    vBlossom_ Member Posts: 510

    Very good advice not to get rid of perks that are hexes, after all the devs when they created perks as hexes it was just for laughs and giggles, not because Ruin, Undying or Devour Hope are too strong or annoying to be as standard perks, there's nothing wrong with completely not hearing terror because I'm Oblivious throughout the game.

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    Oh no, spooky scary ruin coming to regress your gens at 100% speed! Watch out!

  • Crowman
    Crowman Member Posts: 9,561

    Pentimento is one of those perks that if you solely look at the ability to slowdown gen repair by 30% it seems strong.

    However, Pentimento requires set up that killers often don't have the luxury to set up. In situations where you can set up the 30% slowdown, you likely could have won without.

    First you have to get survivors to cleanse totems which survivors generally don't cleanse dull totems outside of people doing challenges or using a perk like inner strength. This means that not only do you have to bring pentimento, but you need another hex perk just to get hexes that survivors will want to cleanse so you can rebuild the totem for 30% slowdown.

    Second even if survivors do cleanse the totem, there's no guarantee the cleansed totem is easy to get to. A lot of times despite running pentimento it's hard to justify dropping pressure just to set up the pentimento totem.

    Thirdly the nature of having to rebuild a cleansed totem and that totem likely having been a hex means that survivors know where the totem is and thus it's easy to find and remove.

    It really doesn't need to be looked. You have to devote at least half your perks to make it usable and despite that you have slowdown survivors can easily remove.

  • vBlossom_
    vBlossom_ Member Posts: 510

    Changing the order would already be acceptable, as making generators is required to finish the game, while healing or recovering from the dying state is no longer.

    If all 5 totems were destroyed and the killer didn't put up 5 totems with Pentimento, then it would be enough to destroy 3 additional totems instead of 5, which would somehow reduce the oppressive effect of the perk.

  • vBlossom_
    vBlossom_ Member Posts: 510

    First you have to get survivors to cleanse totems which survivors generally don't cleanse dull totems outside of people doing challenges or using a perk like inner strength. This means that not only do you have to bring pentimento, but you need another hex perk just to get hexes that survivors will want to cleanse so you can rebuild the totem for 30% slowdown.

    Yes, you can run build with Plaything and force some survivors to cleanse.

    Second even if survivors do cleanse the totem, there's no guarantee the cleansed totem is easy to get to. A lot of times despite running pentimento it's hard to justify dropping pressure just to set up the pentimento totem.

    You can play Blight / Hillbilly / Nurse and travel long distances in no time.

    Thirdly the nature of having to rebuild a cleansed totem and that totem likely having been a hex means that survivors know where the totem is and thus it's easy to find and remove.

    Yes, but if you are killer with high mobility, you have to go to the totem, rekindle it and go back. Survivors have to go to that totem slower, destroy rekindled totem, slower, and go back to where they were or somewhere, also, slower than the killer. Also I don't know if killer rekindled my totem or other surv, so I can go check that place, waste some time, and again waste some time to go back.

    It really doesn't need to be looked. You have to devote at least half your perks to make it usable and despite that you have slowdown survivors can easily remove.

    It is not easy, because I have to destroy a lot of totems and spend a lot of time looking for totems.

    If you bring 3 Hexes + Pentimento I have to spend some time to go there and then 3x14 seconds to destroy the totems, then go back and again waste time to find the totem and destroy them. If I am not on comms it is hell, and if I am it is still not easy because I don't know which totems were rekindled and which not, so I have to visit ALL totem spawns to find rekindled totem(s).

    It is not simple and easy slowdown, but constant 30% slowdown for all gens after some hooks.

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    Survivors are forced to cleanse plaything? How? Does someone come hold your dog hostage? The killers you're talking about all have audio cues that alert you to their position when they use their power. You can play the game without hearing terror radius, thousands of hard of hearing folks make do.

    If I'm running an all hex build there's a pretty good chance I'm gonna be perkless a few minutes into the match. I don't always have the time to go kindle a penti totem or it's the same lighthouse totem it was as a hex which means it's staying up for approximately ten seconds.

  • Ryuhi
    Ryuhi Member Posts: 3,883

    1) If you don't cleanse plaything, the killer can't pentimento it. If the risk of the slowdown is too much, just learn to play oblivious. Its actually not as hard as you might think, even if obviously less optimal. Survivors are given a Choice to Make and both sides have potential consequences that affect different aspects of play it also leads into another point i'll get to in a sec.

    2) There are a handful of killers who have good mobility. What of the ones with poor mobility? most of them use Pentimento specifically because it helps offset their time wastes after the match has gotten rolling, where even things like the time it takes to walk to the hook can cost you one or more gens. It synergizes well with some killers offensively, and others defensively. Sounds unusually straightforward to me.

    3) If you're comparing survivor seconds to killer seconds, you're comparing apples to oranges. All killer times need to be multipled by the number of remaining survivors to even begin to achieve relativity, as they can only be in one place at a time. You also need to use the range of possibilities when accounting for mobility, not just assume the scenario that specifically upsets you. People are able to cleanse these totems just fine against high mobility and instadown killers all the time, and they already handle it much easier vs the entire rest of the roster.

    4) Which leads us to the biggest oversight, in that none of this matters when there should always be at least one survivor who knows where pentimento is the second they get the notification. You might not be that survivor, but due to its design the only way there isn't at least one person who knows where it is, is if they died before the popped totem got lit. If you had to do the dreaded plaything counter and broke the totem (remember, you can always bring a boon and cleanse it instead to prevent this) you already know exactly where at least one of its spawn locations can be. Pentimento is designed to only really be up for a short period of time, since they made it absurdly easy for it to get found and removed. Its the entire point of the still-completely-pointless 5 stacks locking them all from being cleansed. Its just supposed to give controlled slowdown with very high counterplay to remove it from play quickly.

  • KayTwoAyy
    KayTwoAyy Member Posts: 1,699

    This is my issue with many killer perks, such as Thana, Fire Up, and Dying Light.

    If you're getting any real value out of these perks, you don't need the value these perks are providing--you probably already control the game.

  • Crowman
    Crowman Member Posts: 9,561

    On your 4th point. Survivors do get the noise notification when a hex is cleansed. So even if you don't know exactly where a hex is cleansed, you can still have an idea where it was.

  • Ryuhi
    Ryuhi Member Posts: 3,883

    Thats a global sound, so it doesn't really tell you anything direction wise. My point though was that there will generally always be at least 1 person who knows where the pentimento was placed, 100% of the time. Which also means any presence of comms can expand that even more. Whenever a killer places it, they're basically giving themselves another place on the map they need to apply pressure to, or just place it knowing it will be gone in less than a minute.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,005

    Pentimento is fine, especially now that it can’t really be effectively stacked with thana anymore since it got nerfed into the ground

  • Crowman
    Crowman Member Posts: 9,561

    Survivors get a noise notification showing where the hex was cleansed and they even get a little arrow pointing towards the noise notification. Pulled this from a stream I did about 2 weeks ago and I'm pretty sure nothing has changed since.


  • not_requested49
    not_requested49 Member Posts: 1,979

    Imagine complaining about what is prettu much a meme perk that isnt even seriously used, lol

    Im guessing youre one og those ppl that complained about calm spirit or mettle of man XD

    Or if youre a survivor main, BBQ giving extra bloodpoints because "it allows players to get better addons easier"

  • ad19970
    ad19970 Member Posts: 6,463

    Yes, thank you. This is in my opinion the most problematic slowdown perk at the moment. 30% with 90 second gens is just too much.

    I think just nerfing it to 25%, or something between 20 and 25% would be enough. Just right now it's too strong, especially since it's just a flat slowdown perk, and not a regression perk.

  • LeFennecFox
    LeFennecFox Member Posts: 1,302

    Pentimento is only dangerous because of solo queue players. If you cleanse plaything on an open map and risk pentimento it is literally a skill issue.

  • xni6_
    xni6_ Member Posts: 505

    it gives you pretty much the exact geo coordinates of the totem. like you see that notif and you can find the exact pixel that the totem exists at on google earth