The Amanda's Letter add-on for The Pig has been Kill Switched due to an issue with incorrect RBT count.
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Legit Question, Why are people reacting so strongly to pentimento's aura change?
You already get a loud noise notification at the locations of broken hex totems, so skilled players are already going to know where your penti totems are regardless of the aura read. The only situation where the aura makes penti any weaker is if someone cleanses a dull totem but TBH that is kind of a situation where the perk ends up being a solo stomping perks where SWFs are practically unaffected while solos get their teeth kicked in by it so it seems like a good change to me. I'd rather they increase the slowdown a bit more than undo the aura change.
Comments
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The slowdown adjustments were more than enough of a nerf. Adding the auras on top of that was completely unnecessary and makes it a dead perk, especially against SWF (as usual).
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If anything, the aura is more a buff to solo than SWF, surely? When you're talking about the uber-coordinated, clock-callout SWFs they don't need the aura because "Penti totem broken long wall at 5" tells them exactly where it is, while the aura read helps out solos (& worse SWFs) substantially more.
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That doesn't answer my question though. The aura nerf is pretty much completely insubstantial for all the reasons I mentioned in the OP that you did not address at all. How is it especially dead against SWFS? In what way did the nerf impact its performance vs SWF more than vs solo? Surely for a SWF team that can call out totem locations the aura matter less, not more.
Shouldn't we advocate for a less substantial decrease to the slowdown (like 20% +10% for each totem) instead of reverting the aura change?
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the auras make the totems way quicker to find, especially for SWF who can call out general locations on the map, teammate goes to that general location, and aura guides you right in. GG EZ
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If you already know the general location of the totem I find it hard to believe that it should take you any substantial amount of time with or without the totem aura, there's only so many places totems can spawn and if already know the general area checking getting to it should be very brief. Of course this all assuming you even need to have the totem called out to you in the first place, given that the bubble from hex totems breaking appears for survivors so you should really be taking note of the location before there is even a penti totem in the first place. This only seems like an issue if you're worried about stomping teams that don't really know totem spawns and aren't prepared to face penti.
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Its a buff for all survivors. Lets be for real.
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I think 16 meters is just too forgiving and makes it too easy to remove especially if there are multiple places it could be. Even if you're the one who broke the totems previously and know exactly where to look, you still need to check each one (ie. if the killer only puts up 1 Pentimento totem at a time, which is often the case), and having such a large aura radius makes that process faster and thus makes the perk weaker. I would have less of an issue with the aura if the range was reduced a little. But that on top of the fact that the actual effect of the perk was nerfed as well makes it a significant double nerf which just feels bad, not to mention it makes getting 5 rekindled totems nearly impossible when it was already extremely rare. I feel like they could make the aura range a little smaller while still achieving their goal of assisting solo players.
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Indoor maps. This change makes the perk especially weaker on indoor maps, and the SWF advantage is that the search time is considerably lower and more easily passive: Its a lot easier to incidentally find the totem while in a chase or performing other actions while before it at least needed line of sight and/or close enough proximity to hear the totem.
That said, its exactly like you said… its largely inconsequential, which is why its that much more confusing. Totems revealing themselves or self destructing on downs/kills is so ass backwards to the risk/reward formula of the mechanic, and should only be used sparingly when their effects are both strong and hard to otherwise ignore or deny. This change came along with a huge potency nerf, which makes it feel like they nerfed it too far. Also if its as inconsequential as posited, that begs the question why was it even needed.
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While I agree that it can make checking a broken totem location a little bit quicker when there are multiple broken totems on the map particularly in multifloor situations, do you disagree that a lesser nerf to the amount of slowdown would be a better change from the PTB than a lesser nerf of the aura?
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You DON'T know what you're talking about. It has nothing to do with skill. And the explosion sound is map-wide, not location specific, and only the killer sees where their hex was, through the sound bubble.
What this change does is make the game baby mode easy for solo noobs, because for some reason the only person who cleansed the hex that activated Pentimento wouldn't go back and re-cleanse it. No, that would be using their head. So to remedy that, the devs now want to give the whole team that information for free. People like to talk about free stuff in this game. That right there is free.
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I frequently see the bubbles of totems breaking as survivor and it happens to me very consistently so there's a bug occurring if that's the case.
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It’s a hex that can only activate if survivors break totems and requires killers to go activate it. It has so many downsides without the aura reading, and making its aura visible is going to just ensure it gets broken even faster.
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Just imagine if they added an aura highlight to all boons. "But you already hear them humming! Its hard to believe that if you know the general direction, that looking around would add any substantial ammoung of time", but adding aura reading for free would absolutely kill any boon.
Or lets just add aura reading to the newly buffed Dark Theory - I bet a lot of comments would revolve around "omg, why did you buff it in the first place, if the perk is basically unusable now? Its dead on arrival!!!11". I know that this is technically not the same and in the realm of whataboutism, and I am not asking for such a nerf, but reversing it might showcase issues with such a course of action.
Pentimento was already a pretty conditional perk with lots of downsides. Many survivors could sniff it out and wouldn't take a bait hex like Ruin and even Plaything. Or they did it, they would just pounce on the Pentimentos once they were up. And all the cute 2+ effects basically never happen. Yeah I know that there is a lot of peopel who did the self-imposed challenge of lighting up all five, but thats nothing you would ever see in a normal game or with any consistency. So the perk getting this escalating boni is just mostly wasted design space.
I heared that Pentimento was most likely hit with the nerf bat like that in order to make the game the best it can be for newcommers with the upcoming FNAF chapter, as Penti can be a pretty brutal noop stomper, but that doesn't shake the fact that this perk is now pretty much non-viable, as it losts its biggest appeal, ie the big repair speed debuff, and also can be found trivially by anyone.
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Well, yes, but relatively it's more of a buff to solos & weaker parties than SWF Team Six and their McDonald's Callouts, which was my point.
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The chances of getting all 5 totems rebuilt before someone breaks one of them to keep the permenent effect, are now much lower than they alredy were. Infact ive only ever seen it happen once, and i didnt even know that was part of the perk i almost thought it was hacks because ive never seen them blocked before lol. Now you have to keep people away from 5 totems they will see through walls even by accident, with no other totems standing to protect them.
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Still think they should at least rework pentimento to let a re-kindled totem be blocked for a certain amount of time to get some use out of the perk now that it has aura's, and do away with the 5 totem requirement. Kinda like how plaything works that the only one who's been affected by it can cleanse it for like 2 min.
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A slight increase to the penalty percentage would be okay, but I don't think it would really fix why I think the aura range is too lenient. I also don't think the percentage for 1 totem should be as high as it was before because 30% for 1 totem was really strong and you also get the healing debuff on 1 totem now (which needed 2 totems before).
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It's certain players upset that their perk that is only good for pubstomping will now be less good for pubstomping, because BHVR realized that a perk that lets the actions of a single survivor wreck the whole team is actually stupid perk design and rightly needs to be thrown out of the game.
Every complaint boils down to "SoloQ will be able to play against it now" and certain players can't tolerate that idea.
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They are mad they have one less thing to bully Solo Q squads. The changes to how tokens work were a bit of an overkill, but the aura change was absolutely necessary.
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