Pentimento totems should show their auras
This perk is disproportionately strong against disorganized soloQ survivors, especially when combined with synergizing hex perks like Plaything. So, like Plaything and NOED, Pentimento totems should have their auras revealed when survivors get near them so that soloQ teams have an easier time finding them and aren't completely stalled out of playing the game. SWFs can just communicate where to find totems they already cleansed so this would do little to buff them, and it would still require survivors to run around and find Pentimento totems so it would still function as significant slowdown, but to a healthier degree.
Comments
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How am I supposed to know where people I have no communication with (solo queue teammates) cleansed totems?
And before anyone says "Pay attention to the loud noise notification when a Hex gets cleansed", that's moot because it doesn't account for dulls cleansed.
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Just do a totem yourself, even a dull.
Penti starts up? Run for that totem. If it's not penti, wait for the killer to light it and jump on it. As long as you can deny 1 of them the rest can be hunted down.
Post edited by AetherBytes on6 -
Just do a totem yourself, even a dull.
So we should start every match cleansing a dull totem on the offchance that if Pentimento is in play we've given the killer a free stack but at least we know where it is?
What kind of counterplay is this? 😂
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So just cleanse a totem and wait around doing nothing? A tactic that does nothing to help me find Pentimentos created by other survivors cleansing other totems? Instead of doing gens I should just sit in a corner and wait? The rest can be hunted down, while the killer is exerting insane pressure chasing my SoloQ teammates who all can't do generators because of a single Pentimento?
This is horrible advice, and if this is your only advice then it just validates my original post that this perk is severely unhealthy.
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If this is so huge problem why aren't you guys running perks to find the totems. There is several perks to find totems in the game and they are not that hard to find if you use one of them. This to me sounds more of people complaining that they are running a build that does not counter the killers build and that is totally normal for a game with so many possibilities.
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There is several perks to find totems in the game
Counterforce, Detective's Hunch, Clairvoyance, and Small Game. And they're all pretty bad even for being anti-totem perks, except maybe Clairvoyance.
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Wouldn't that immediately kill the perk though? Pentimento is already such a wild card because a survivor can easily remember where they destroyed a totem and showing the aura would simply remove any point in running it. Basically you would reduce Pentimento's value to: "Get a survivor off their gen to destroy the totem a second time."
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It wouldn't kill it any harder than SWFs already do, while giving SoloQ a more reasonable counterplay against it. If not being able to stomp uncoordinated solo players would kill the perk then maybe it should be killed. But I think it would remain completely fine, because getting survivors off gens to cleanse more totems is still a valuable amount of slowdown.
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Pentimento is pretty bad against SWFs but it has at least the benefit that survivors, who don't pay attention will still have to look for the totem again.
I see your point that it shouldn't destroy solo survivors when it does little against more coordinated teams but do we really need another dead perk? We have so many of these already. If it can't stay this way then I'd much rather see it reworked into something different than it becoming a waste of a perk slot.
Pentimento is pretty bad without Plaything already because it's 1 less perk for the killer whenever they get to activate Pentimento and it requires you to run multiple other hex perks. With Plaything though this perk can become pretty nasty. Penti is honestly in a weird spot, where it isn't good in general (even against solos) but it excells in one specific combination.
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For Pentimento to have any reliable value, you need at least one other Hex perk. That's at least half of your build dedicated to getting value out of one perk.
With how ridiculous some totem spawns can be, it already makes it's effectiveness slightly vulnerable to rng. Making the totem show it's aura would essentially remove all chances of the perk lasting more than a minute.
Killing decent perks isn't the answer, buffing useless perks in a viable but healthy state is how you encourage variety.
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One Detective Hunch and you most of the time know where every totem is on the map. Only on the biggest maps you might not see one or two of them. Counterforce makes cleansing totems so easy that even if killer pops the Pentimento to a cleansed totem you can cleanse it now even faster.
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I don't care how much of your build you dedicate to it, it's still an unhealthy result, it's still disproportionately strong against soloQ players. All you need is 1 Pentimento that the survivors can't find.
Yeah, Hunch shows every totem on the map, for a few seconds. And only when generators are completed, which Pentimento is good at slowing down. And good luck finding the totem spots that were already cleansed by teammates.
Counterforce does little to help you find totems because it only highlights one at a time and specifically the furthest one so have fun wasting as much time as possible running to those totems.
These perks are bad, don't even joke that they're worth running as a counter.
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this would just make the perk terrible
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It doesn't need a nerf. If someone cleanses a totem, and the killer gets Pentimento, that survivor needs to go back and clean it up, especially if it was a dull totem. In the vast majority of cases, you should not be putting your teammates in a position where they have to spend a long time looking for it. (And if you see Pentimento, stop doing dull totems. Whatever dull totem perk you have probably isn't worth it in this case.) If it's a hex, pay attention to where they were destroyed. Anyone can easily go in that direction and find the totem. It's really not that hard to counter.
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The notifications of cleansed hexes are vague and sometimes don't even have a sound to notify.
You speak from the perspective of a coordinated SWF team but that's not what this thread is about. It's about soloQ players who can't talk to each other. If one survivor failing to cleanse a Pentimento sabotages the entire team and all but guarantees a loss, all because of one player whom no one can communicate with, then my point stands: Pentimento needs an update because it's too strong against solo players.
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Don't wait around doing nothing, thats not what I said at all. Pentimento's first effect is gens, second is healing. If you're not doing something that tips you off to penti, what the hell are you doing?
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I primarily play solo queue and don't have a problem countering it.
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You're ignoring the rest of the problem of SoloQ teammates cleansing totems and not being able to find the Pentimentos created because of them.
If you've never had a match where you had to run around searching for a Pentimento totem whose location you had NO idea of, while every teammate is doing gens at a snail's pace, then you're luckier than I am.
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That's funny. Last time I saw penti it was on a deathslinger and me and the other Kate just followed him around and deleted every penti he kindled. Acting like teamwork doesn't exist is ridiculous.
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Yeah let me just use teamwork to psychically know the locations of all the totems my soloQ teammates cleansed on the map so I can beeline over and cleanse them because they're too busy getting chased to do it themselves which punishes all of us trying to do gens.
Glad your strategy of keeping half the team off gens to stalk the killer worked out. Also good to know that my suggested Penti change wouldn't have actually made it any easier for you so it's not that severe a nerf like some people are acting.
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Yeah, I agree that Pentimento is a non-issue. I don't have any problems with it and in most of my games, I don't have teammates cleansing dulls.
In the case of dulls being turned into Pentimento, at that rate the survivor who broke a dull should know where Pentimento is — it's not like the killer is gonna guard their Pentimento totem.
In cases where you see a notification, you can usually remember where they are but I just always try to remember where a lit totem was broken, just in case Pentimento happens.
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My last solo match was against Mastermind in RPD using Hex: Plaything, Hex: Blood Favor, Hex: Undying and Hex: Pentimento. We get two gens done before snowball started. It looked quite bad and we lost one survivor. Still three of us left kept playing smart looping the killer taking out the Pentimento totems while fixing rest of the gens. Killer got 2k in the end because I intentionally kept him on the other side of the map to give the others time to fix the last gen. I ended up running out of loops but they got the gen done. Killer then hooks me and camps me. Being on my second hook I hang on seeing what the other two will do. They 99% door near the helipad and come to get me from the other side of the map. One of them gets hooked and the other gets chased I manage to save the hooked guy and we both leave while the other survivor gets killed on the hook as she was on the third hook.
Pentimento is not a problem its totally dealable even with four random players if you play smart and keep track on the totems. I even solo fixed the third gen through Pentimento its going to slow you down yes but its not impossible to finish gens under its effect.1