Hot take: penimento isnt strong. People are just bad at remembering
Hex penimento is a overrated perk that is gettint hate on even tho survivors can go back and cleanse totems. This perk is not even good i say its prob one of the weaker perks
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I dont think that is toxic, but it definitely needs a revision, how come the strongest token is the first one? 30% (i think it is) gen repairing punishment should be at least the 3rd or 4th token. Not the first one. Its the same as devour hope exposing people on the first token. Even devour hope needs at least 3 tokens (i think) to expose people and get the strongest debuff.
Pentimento needs a rework.17 -
It doesn't matter if they know where it is if you play around the totem's location. It allows you to proxycamp or set up an ironclad 3 gen that's very difficult to deal with.
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It's decent just in terms of wasting the survivor's time and it gets even better if you can kill a survivor that knows where a lit pentimento is.
It's probably the only reason hexes are at all viable at the moment.
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Pentimento is by far not a weak perk regarded to it's effects, but it's still a hex perk and it needs arguably more hex perks to even function properly. It can be good if you have it on a spot defendable with everything else, outside of that it will probably be cleansed quite quick again and won't give to much value.
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the perk itself is already strong but the only reason its a problem is because its a horribly designed solo stomper perk
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That would mean the killer has to wait until up to 3 of their perks are gone to use Pentimento and as soon as a totem is cleansed the only worthwhile effect would be gone. Nobody uses Pentimento for any of the of the other effects, so you'd basically eliminate the perk altogether.
Don't get me wrong, I would be fine with some changes to Pentimento but this is not it.
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Every hex perk is a weak perk right now
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Yeah I see what you mean, You have a point there. Maybe it could work just focusing on the gen slowdown starting with something like ~15% slowdown, and gaining 5% extra slowdown for each totem you turn on, up to 35-40% which its a lot but well, at this point you would have 5 totems. Basically you could always have at least 15% gen slowndown. I dont know, just brainstorming here.
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In what world is it weak? It forces players to be inefficient (hunt for totems without communication in solo queue) or work through inefficiency (30% debuff). And it combos with other hexes, so survivors have a debuff no matter what, unless they essentially want to spend another gen's worth of time cleansing totems.
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It legit adds 32 seconds to a gen alone not even counting the amount of time it takes to cleanse all totems 2 time 8 totemsthat like 4 minutes just doing totems so yess verry overpowered and u can stack mor thing to make it more annoying that not even with thrill of the hunt wich make it take longer to cleanse totems yes it verry op and the new killer perk that block totems tye perk has become verry broken
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It's literally insurance for your totems, so I think they should be careful if they chance the perk
Currently this Is the only perk that makes totems viable at all
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It was always been a strong perk. Hell, i've posted many of my builds on the forum using it in some way or another. I don't think its an impossible perk to play around by itself because the weakness it has is like any hex, do bones. I think what gives it an edge is it provides 2 different forms of game slowdown value, similar to Ruin which is a similarly solid perk for slowing down overall game pace.
Dracula build i've been using for fun: Rapid Brutality, Pentimento, Undying, and Dominance for anyone interested.
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It's only useful in builds composed of four hexes or with Plaything. Since neither of these two options is going to be popular in the near future, considering Pentimento a problem seems ridiculous to me.
The SoloQ and bad players argument doesn't work for me, if they are unable to remember where they cleansed an hex totem I doubt they are in a position to win a match at all.
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The logic can't be "solo queue and bad players aren't ever in a position to win, so Pentimento is fine". There will always be solo players. There will always be bad players. If a perk is absolutely stomping those players it should be changed, end of story.
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This is a really narrow view. A player can have a perfect memory of where they themselves cleansed a totem. Survivor gameplay is contextual. You can't always get to the totem. There are situations where you can get to the totem but you would be putting yourself out of position to get to it. And there are situations where you are not the person who should be doing a totem.
This binary view of a single player being responsible for a totem leads me to believe people are really inexperienced with the survivor role.
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Pentimento is one of the strongest killer perks, probably deserves to be considered S-tier now that Pain Res and Pop have been nerfed. It adds almost 40 seconds of repair time to any gen, that's crazy. And then there's the other effects. And survivors having to go out of their way to cleanse multiple totems multiple times is still a huge time sink, but it's also not rare that the survivor that cleansed the original totem is in no position to go back and cleanse it, for instance because they are being tunnelled or camped, and other survivors might simply not know where it is, having to spend even more time searching. The killer can also protect their Pentimento totem, with various killer abilities making that downright oppressive (e. g. killers that can force people off of the totem at range such as Doctor, Pyramid Head, Pinhead or Artist, Knight that can both force people off and patrol it using guards, Trapper/Hag that can trap the totem, Singularity that can have pods there, Demo that can have a portal on it, Nurse/Billy/Blight that can easily check on it whenever, …), and if there's a hook or gen cluster within proximity, the killer can protect both simultaneously.
With all of that said, I think Penti is in a perfectly fine spot and just about as good as it has to be given that it requires the killer to use other Hex perks alongside it (and preferably multiple), for them to get cleansed in the first place, for the killer to go out of their way to rekindle them, and is more at risk of getting cleansed swiftly than Hex perks generally are because its location is always known to at least one survivor. There's also something to be said about Boons countering Pentimento, although Boons unfortunately aren't nearly relevant enough for that to be a real argument (although they might become somewhat more commonly used again should Penti become ubiquitous, because that collaterally raises their value). I also agree with the sentiment that Penti being as strong as it is is good as it helps Hexes in general be more relevant, encouraging people to run them (including some of the less common ones such as Plaything, Thrill or Third Seal) and reducing the risk of running them and ending up perkless at some point.
It's a pretty great design and I'm still happy that the original wording (the first rekindled totem causing the healing debuff) wasn't what actually ended up in the game. If there are any changes I have in mind for the perk, it's buffs: Victor should be able to snuff Boons and rekindle cleansed totems, and Dracula's Dominance should apply to rekindled totems.
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But it also helps against good comp teams. So no perk shouldnt be changes because low skill survivors and beginners doesnt know how to play arount it. Perks balance should not be around this players but around comp SWF teams. And if they cant get good its only their problem (remember how this low skill survivors cry because of Freddy and SM cause they cant ignore their powers and just sit on gen the entire game)
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It is also countered by Counterforce
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I think Pentimento gets too strong too quickly and with too little effort in a Hex build, especially in solo queue. I see Plaything/Pentimento builds constantly at my MMR. If you try to cleanse through it, it's a 112 seconds of cleansing time (4 Plaything totems + 4 Pentimento totems), before you even get to the long stretches of heavy gen regression, the value from Oblivious, time waste from running to totems / looking for totems / being chased off totems, etc. Because of the time it can waste for survivors even with perfect information, but especially in solo queue, the best way to handle Plaything if you are sure Pentimento is in play is to never cleanse the totems. Good luck coordinating that in solo queue, though, especially as there's only a chance Pentimento is in play to begin with. Usually in solo queue it takes a while before most of the team even knows Plaything is in play, never mind Pentimento. And usually by the time you know Pentimento is in play in solo queue a couple Plaything totems have already been cleansed and it's already too late to prevent it from providing obscene value.
If Pentimento didn't exist, or if the gen regression penalty required (say) 4 tokens instead, or if you got the notification that you were hexed by Pentimento when first cleansing a totem, the calculus would change; without the threat of Pentimento, especially in solo queue, it would make sense to cleanse the Plaything totems you find, as the Oblivious can easily force misplays that sink the entire match and is therefore likely worth the cleansing time when convenient. Plaything would still gain the killer at least a minute of wasted time from dealing with the totems (and potentially much longer) plus shorter chases and general havoc. That is incredible value from a single perk slot before you even consider its great synergy with Pentimento.
Think about it this way too - Plaything/Pentimento gives the killer four chances to get better average gen speed reduction than old Hex: Ruin, which was meta despite being a hex that could be removed with a single cleanse. SWFs can probably mitigate the impact of long stretches of Oblivious should they (correctly) choose to not cleanse, but solos and new players are going to get shredded with little effort. It's a similar problem to old Ruin in that way.
The mere existence of Pentimento also heavily discourages survivors from cleansing dull totems, which I don't think is a good thing. Survivors should be encouraged to do secondary objectives and not just gens. They shouldn't be encouraged to avoid secondary options to avoid having to interact with the killer's perk.
Here's how you might change it:The killer can interact with the remains of a cleansed totem to collect its bones. While carrying a set of bones, the killer can then perform a short ritual at any potential totem spawn location to construct a Rekindled Totem, visually identical to a Hex totem. Only one set of bones can be carried at once.
For each Rekindled Totem active at the same time, Hex: Pentimento gains an additional effect:
- 1 Totem: reduces all Survivors' Healing speed by 10/15/20 %.
- 2 Totems: reduces all Survivors' Recovery speed from being downed by 10/15/20 %.
- 3 Totems: reduces all Survivors' Repair speed by 10/15/20 %.
- 4 Totems: applies 3/4/5 % Hindered to all survivors.
- 5 Totems: all Totems are permanently blocked by The Entity.
When a Rekindled Totem is cleansed, its remains are consumed by The Entity and it cannot be rekindled.
First of all, this would start the effects more gradually so as to be less overwhelming, while still ramping up to be quite strong if survivors are unable to cleanse. The perk still gives the killer a fun and worthwhile secondary objective to shoot for, and it still has good synergy with other Hex perks.
This version also gives survivors more information about how many totems the killer has lit, especially for solo players, as actions like opening the exit gates are pretty uncommon for a given player to perform in the match. Before the actions go from most to least common as tokens increased, so it was hard to know if a killer had 1 rekindled totem or 3/4 of them, especially in solo queue. Now, the 3 and 4 totem effects are the most obvious, so survivors get better information about the perk as it gets stronger.
Finally, one of the frustrating bits of this perk as a killer is that you're only ever going to get 5 totems against a clueless team, because a good team would likely never cleanse a non-Pentimento totem while Pentimento is up, as a 30% repair speed debuff is (arguably) stronger than every other Hex before you even consider the time it takes to cleanse. That limits the fun you can have with it as killer. Giving the killer agency to choose where the totem is reconstructed and making the totems impossible to identify at a glance makes it a lot more fun, in my opinion, and raises the skill ceiling for both sides. Survivors would need to keep searching for totems as they navigate the map, even in areas they had already checked, and they would be rewarded for spotting totems that hadn't been there before. Killers would have to weigh the benefits of good totem hiding spots with the time necessary to grab the bones and reconstruct the totem in the new location.
This would take some testing, especially if it becomes clear that some of the totem hiding spots are just too nasty, but I think it would be a fun minigame for both sides! And I don't think it would be OP either, given that you really do need to make a Hex build around it.
One other change that would be important to make at the same time, and that I really think they should make regardless, is to allow any survivor to cleanse another survivor's Plaything totem at any time in exchange for removing the aura reading for the affected survivor. The way it works now just sucks for solo players, as you'll often find totems you can't cleanse and you'll have a really hard time finding your own totem. I also don't think it would play well with my Pentimento concept, as it would make it very obvious that certain totems aren't Rekindled Totems, and would allow survivors to dodge Pentimento by just not cleansing those hex totems.
Thoughts?
Edit: Another option would be to just rework Plaything entirely, as it lights up a ton of Hexes for one perk slot. I think you should have to commit to a Hex build in order to get good value from Pentimento. Maybe you could reduce the strength of the Pentimento effect further, but let the killer also perform a ritual on dull totem if they so choose to light it? That could make it more useful outside of a pure Hex build.
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That is not a reason not to change a perk that disproportionately annihilates solos and new players. This game should NOT be balanced around competitive only. It is a casual game, for one, and just in the interest of maintaining its player base and being fun to play it should be balanced at all levels.
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While I'm totally on board with the good idea to make it so that you "charge" Penti instead and can rebuild the totem at any possible totem spawn location and have it be visually identical to a regular Hex, I think the reduction from 30 to 20% repair penalty (taking it from 38.5 to 22.5 seconds for an entire gen) is already an appropriate compensatory nerf for that, I don't think we need to move effect orders around. Getting multiple Pentis up (and keeping them up) is actually incredibly rare, even with Plaything, and none of the other effects are nearly reliably valuable or at all impactful enough to justify bringing Penti that most of the time will only have the first effect active. I think it simply has to be the repair speed debuff first for Penti to be relevant. The Hindered effect is definitely better than the gate opening speed one however, it's a much more impactful reward for getting 4 Penti totems up and it also informs survivors of this, as you mention, at latest then calling them into action lest all totems become blocked. The recovery one has also always been pointedly lackluster, that could be a Haste effect for the killer instead, or maybe a reduction in hook times.
But yeah, either way, all of the other effects rarely come and let alone stay in play for long, it's really the first effect Penti lives and dies by, and a 20% repair speed reduction is something you could actually even ignore and push through instead, especially if the killer spent additional time to rebuild their totem elsewhere in order to hide it.
I obviously agree on the issue of Plaything + Penti posing particular problems for solo groups, in multiple respects. Concessions such as showing Penti's curse to everyone the instant it is put up could be made. Further general improvements for solos are also imaginable of course, such as status icons showing afflictions survivors suffer from to all other survivors (so you'd see they are Oblivious, and could deduce that it's Plaything).
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And there are times when the killer uses Devour Hope and if the totem is not cleansed the match is over. So, what is the argument? Defending the totem is part of the killer's routine, but the killer has to chase someone at some point, that's when you cleanse it.
Bad players are bad players, and they lost because they are bad at the game not because the killer is using some perk that's not useful agaist everyone else. I have seen survivors get destroyed by a walking nurse that used no power during current Chaos Shuffle event, but that proved nothing in terms of balance.
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20% repair speed reduction is still massive; 22.5 seconds for a gen is a lot by itself, but when you consider that it also gives the killer more time to Pain Res / Pop / [insert regression perk here] / kick it and let it regress passively while they chase, the impact is far greater than that, as you effectively need well over 100% of the charges to complete a gen. Working through it isn't really an option unless there isn't much gen progress left; if that actually works and the effect was applied early, that game would have been won regardless, as the slowdown wastes a massive amount of time for such a quick interaction. And doubly so when you consider that killers can defend their totems to make it risky and time consuming to remove even one Rekindled Totem, never mind several, and other perks (e.g. Devour, Ruin) make it borderline mandatory to cleanse a Hex in the first place. Choosing not to cleanse in a match without Pentimento would be a massive self-imposed handicap, so its mere existence buffs all Hex perks. Perhaps this was the devs' intention, but the inevitability of a strong negative effect, especially in solo queue, is just too strong and not the point of Hex perks, in my opinion. The reason that Hex perks are hexes in the first place is mostly because their effects would be too strong if they were permanently active; the trade-off for their high ceiling if you're able to defend your totem is a low floor if you aren't. All but ensuring that they will be active for significant stretches of the game feels too strong and out of alignment with the intention of Hex perks; the ceiling stays high, but the floor is way higher than in a world without Pentimento.
So, while I don't think it's reasonable to apply this much slowdown on a first totem, I do really like your suggestions to show the curse as soon as it's applied, and to show survivor status effects to other survivors in the HUD. That would make this much less problematic for solos.
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That is one totem that is there from the very start of the match, and it provides ample warning before the effect becomes truly gamebreaking. Even if survivors don't notice the haste, they'll all notice the global exposed effect, and they'll have two hooks to find and cleanse a single totem. Pentimento is up to five totems. Devour and many other hexes would be broken if you had to cleanse five totems to remove their effect, especially if those totems weren't lit the first time you encountered them, so you have to re-check even if you remember where they were.
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The argument is that telepathy amongst 4 randoms can't be a balancing mechanism for a mechanic. Devour Hope is an entirely different thing. You have an effect that essentially has to be cleansed. Devour Hope is a yes or no question for the survivors.
Plaything/Pentimento is counterplayed by not cleansing Plaything, or by having an anti-totem build, or by coordinating cleanses, and solo players have zero way to coordinate any of those options. You get a massive amount of game delay because one person wants to cleanse Plaything, someone else doesn't, but someone else is cleansing other people's Plaything, and now Pentimento is a factor, etc.
DbD isn't a counterpick game. You're never going to reliably guess which 4 perks out of hundreds will be perfectly relevant for the situation in-game. So the game mechanics can't be balanced around perks, unless it's something that is hard coded to occur every game, like needing to complete five 90 charge generators, or being in chase.
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I think current pentimento is fine.
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This would make it pretty bad
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Balancing the game around a minority of 3-6% (SWF) of a playerbase instead of the majoirty is not in the best interest of the game or its players. For the same reasons why the game shouldn't be balanced around Nurse. Both SWF and Nurse can be strong, but both represent a small minority and both do not always mean skillful play.
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Mechanic number 3648477 that's significantly weaker to SWF than to the base game
What if we tried to give SoloQ the info to deal with it at a SWF level?
I think we are fighting the wrong battle
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I don't think 20% for a perk the killer first has to go out of their way to put up and that can be taken out again is massive. Like I said, I'm not even convinced current Pentimento is a pressing problem, personally, so if anything I would consider this nerf to it massive. Of course a constant 20% would be crazy, not least indeed due to its compounding impact alongside other slowdown perks (although the necessity to run at least one and ideally two or even three other Hex perks alongside Penti obviously takes away from the killer's ability to even have Pop, Pain Res, Eruption and whatnot equipped). But it simply isn't active for long stretches of matches most of the time. It has to be kept in mind that the 22.5 seconds are for an entire, 0-100% gen - any gen progress having happened before Penti is put up diminishes its impact greatly. And working through Penti if the killer is effectively protecting it is possible in part because the killer can spend quite a bit of time protecting it, so if nobody or at least only one survivor is even actively contesting it, it's passively taking away from the killer's pressure too. Another factor is that you can leave most Hexes up to begin with and win matches through them as well without even allowing Penti to come into play, particularly again if the killer is also concerned with spending time protecting them. Ruin is not a mandatory cleanse, and depending on how far into a match you are once it gets to 3 tokens (if it does at all), not even Devour necessarily is. Blood Favor is probably the most potent threat from the get-go, I think if anything that perk deserves some sort of nerf, maybe to the duration it blocks pallets for.
I get of course what you mean with it offsetting some of the by-design downsides to running Hex perks, but you are still spending a perk slot on this, as well as the time taken to rekindle the totem. And you're not bringing back the original Hex's effect. You are also spending perk slots on Hexes to begin with, and that is part of why I like Penti: it encourages people to go for Hex builds at all, which are really not very popular without it, since quite a few of them just simply aren't good enough to justify the risk of losing them altogether, and generally people dislike losing their perks indefinitely at some point. And I truly don't think Penti would be at all reliably impactful enough to use if it affected healing and recovery speed first, and repair speed only with 3 rekindled totems standing. I don't even think it would be worth it with the repair debuff second.
I will admit I'm a bit SWF-brained because that's what I the vast majority of the time play; I know that Penti can be downright devastating to solo groups, for one reason or another. That is why I would entertain the nerf to 20% (albeit compensated for with the "rebuild wherever" mechanic, which as we've mentioned even sort of balances itself out in the sense that if the killer chooses not to instantly rebuild the totem where it was cleansed and opts for a potentially more tactically valuable spot instead, they obviously forgo active Penti time for that), as well as the concessions with showing its curse to everyone the moment it is put up and general improvements to solo info sharing. And on a related note, I would also gladly welcome if BHVR were to make Boons much more relevant, which are a mechanical counter to Penti and would rein in its popularity simply by existing.
Either way, if you're really seeing and struggling against Penti frequently, for one thing I guess there's reason to be optimistic that BHVR might at some point look at it because it has definitely been growing in popularity alongside Ruin ever since the Pop/Pain nerfs. And for another there are of course things you can personally do to help at least with the playing experience of yourself and the players in your matches, such as bringing a map (perhaps even with the Crystal Bead add-on to share the auras among everyone), Boons or Inner Strength/Overzealous.
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Appreciate the comment!
I wouldn't say it requires much effort as killer to use effectively. It's an incredibly quick interaction, and you usually don't need to go too far out of your way to find a cleansed hex totem in a Pentiment + Plaything build. Pentimento + Plaything very, very frequently turns into multiple minutes of slowdown cleansing and multiple minutes of 30% repair speed debuff in exchange for limited time investment and limited skill on the killer's part. Survivors are almost certainly going to need to waste a lot more time (even weighted 4:1) to deal with Pentimento than the killer will trying to keep it up. If that isn't the case, the killer is likely misplaying, as they're clearly defending the totem with the expectation that it will provide more value than spreading pressure. You could push this "time investment" logic to argue they should never run any hex perk ever on account of the time they might waste defending the totem, but I don't think that's an argument either of us would make, and in this case they have up to four mulligans if it gets cleansed!
NOED (9th highest pick rate), Ruin (13), Devour Hope (26), and Undying (32) all get a lot of play, and I'd wager most of that is outside Pentimento (34) builds, given they're used more than it, and that Plaything (21) is the usual complement for Pentimento. The aforementioned perks have long been popular, so I don't think Pentimento is needed to push people to use hexes at all. If it were necessary, that would be a signal to buff other hexes, not a signal that Pentimento is fine.
I play a lot of solo queue, and solos regularly get wrecked by Pentimento as they're unable to coordinate countering it, especially because they don't even know it's active until it's too late to effectively do so. Even in a SWF, you need to know what you're doing to counter it. A lot of people play this game casually and won't even know what the debuff icon means, never mind what to do about it, so newer and lower skill players are also likely getting destroyed by this perk. Given how little effort is required to get disturbing value when people just cleanse hex totems (something that is the right play against almost every other hex build), it seems to me that Pentimento is absolutely a problem and something that needs to be reworked.
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I feel like Pentimento's pretty balanced. In order for it to activate, the survivors have to have already found the totem, so there's a decent chance they know where it is/can find it again. In order to ensure it activates, the killer also has to run other hex perks with it. So, if you've dedicated half of your build to intermittently slowing down the gens, I think that's fair.
I can remember the days of hunting Old Ruin and not being able to find it because it was hidden in some horrible corner of the swamp or something, and having to just power through it and do the gens anyway. Even the worst case of Pentimento is better than that.
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Penti + Plaything is a particular complication of the issue (certainly for solos), as I've admitted. There is still something to be said about Plaything being a particularly slow enabler of Penti, needing to first get hooks, for people to then cleanse the totem that is also blocked for others for some time, and then rekindling that. But I did mention concessions I would consider precisely for this reason, like sharing info on status effects so that survivors can readily deduce things such as Plaything being in play. I would also agree with the change for Plaything to make it so that it can be cleansed by anyone at any time. But yeah, generally I don't think Penti is a huge issue, not big enough to warrant what I understand as its deletion from relevance in moving the repair debuff to second or third totem.
The global stats on Hex usage might be less insightful for this than high MMR stats, where I do these days see Hex perks alongside Penti much more commonly than in the past, which I suspect is both due to nerfs to other slowdown perks and a trickling effect from tournament DbD where Penti has been growing in popularity as well. Either way, I'm not saying Hexes aren't at all worthwhile or only used alongside Penti (or that they shouldn't indeed be buffed themselves instead if that were to be the case (which it is for some of them that I personally do want buffed)), just that Penti makes them more attractive or less "daunting" to use, which I for one welcome because as the stats also more than anything else showcase, Hexes altogether are far from common, even now after their surge in popularity.
But we do have rather different perspectives on the game, and mine definitely is skewed and removed fairly far from the average experience by not only playing in full SWFs most of the time, but doing so alongside good players where some of the issues that can appear insurmountable in solo then not seldom become trivial. One of the reasons for instance why Plaything + Penti barely registers for us is that the first hook tends to happen so late that the build rarely even really gets going early enough to become very impactful, and that's on top of course of our ability to collectively make the decision not to cleanse Plaything, call out killer location and terror radius for each other, and so on. Doesn't mean we never struggle, and against the top-tier killers anyone can, Plaything + Penti on a good Billy or Nurse is crazy scary. But yeah, while that is more so a "top-tier killers" issue, I know for a fact I would hold different or at least more emphatic sentiments regarding Pentimento (and a fair few other things) were I to regularly play solo still. …That said, I still cannot be on board with moving the repair debuff away from the first totem, that for my understanding really just kills the perk, and it's not like I don't have experience in solo against it myself, as well as experience watching others deal with it in non-SWF scenarios and also simply having played killer a lot with the perk myself, and not finding that it makes things too easy too often (with the caveat that I usually play pretty "nice" and don't camp or tunnel much at all).
I could be on board with a rework that simply changes its effects altogether, replacing the repair debuff on first totem with something else entirely instead, that is still impactful but perhaps not as debilitating as that debuff can be. The Hindered effect would actually be interesting for that, while also inherently coming with the awareness of everyone that Penti is in play the moment it activates. Or if that's too boring because Hindered and Haste seem to be all BHVR can come up with these days, something more out-there such as rekindled totems actually copying the effect from the cleansed Hex but only cursing the survivor that cleansed it could be something.
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I really love that last idea. That would be cool!
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During Artists PTB Pentimento Gen repair debuff was at 3rd token then moved to 2nd then buffed to 1 months later however the problem was Killers could never Keep 2 tokens up in a match let alone impossible 3 tokens in a match which made pentimento very weak and useless and nobody used it.
The only rework i can see is removing the 5th token effect when pentimento token is up the 4 remaining effects all activate with nerfed Values
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I love how Scott's argument for why Pentimeno is fine is also his argument for why dh isn't.
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The perk is clearly geared towards getting all five totems up every once in a while, as they have this whole mini game designed around that possibility. If that is essentially impossible and all that really matters is the first totem, that's a strong indication that it needs a rework, no?
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Killer mains here think all survivors share some kind of hive mind—even in solo queue. So if you cleansed a totem while I’m on the other side of a map, I should know where the totem you cleansed that has been Pentimento’d is while you’re now in chase in a quadrant of the map unrelated to both our previous positions. It’s brainrot.
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Hexes are always "high risk, high reward" type of perks. Pentimento is on the top of the list of that. You either need huge amount of luck and RNG, or full hex build to make it work
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Whenever people complain about a killer power that is genuinely obnoxious and unfun to deal with the response from killer mains who use that power is always some varient of "uhm if you can't loop the killer for 5 gens every game you deserve to lose."
Expecting every solo queue survivor to remember the exact location of every totem cleansed across a map is not reasonable. And because it's not reasonable that dealing with a near permanent 30% gen speed penalty makes for a slog of a game.
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Who hates on Pentimento? It’s definitely not weak, otherwise it wouldn’t be in a lot of builds. I have a couple of anti-hex builds, so whenever I run into Pentimento- getting rid of totems is very satisfying. If I don’t have those builds, then looking for totems is challenging but in a fun way.
Any survivor mains who didn’t mind original undying and ruin? Finding those and escaping was very gratifying.
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No there has people who got 5 penti totems but thats when the match has been majorly won already but penti is a gambling perk per say Do you just want to slow the gens down or do you wanna wait for the more effects people mostly use the safe bet one token cause killers can only keep 2 pentis at most cause they get cleansed so fast.
The only rework i can imagine is nerfing the values by 15% but Penti totems take 2x as long to cleanse or move the gen debuff to the 2nd token but the 1st token has a 30% Totem cleanse debuff or even worse shorten the token system 5th token effect is now at 3. 4 and 5 token cap removed.
Theres so many ways to make Penti more miserable i think we gotta take it as is
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