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Revert the hex pentimento rework

The gen & healing regression is cool & all but aure reading up 16 meters when in range of a rekindled totem? That's just useless to use then, I can say, that I and probably many others loved the perk before the rework, due to the various effects it has with the amount of totems and in which order the totem itself was rekindled (meaning, the associated totem has their own effect on it regardless if a totem from before the most recent one is gotten rid of or not), I believe this rework killed this perk by making it like the countless other killer Perks that regressed or increases the healing/gen time in the form of a hex perk with aura vulnerability, which killed this perk entirely, please revert the rework back to what it used to be please 🙏

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Comments

  • nikodemo
    nikodemo Member Posts: 933

    agreed. pointless nerf. let players actually play the game and think for themselves, please.

  • Langweilig
    Langweilig Member Posts: 3,238

    👍

  • Zuiphrode
    Zuiphrode Member Posts: 598

    Agreed, hexes are already really bad because of how they can spawn right in front of players at gamestart, right next to gens out in the open, etc.

  • RJoyYourJoy19
    RJoyYourJoy19 Member Posts: 77

    It's the other way around.. it's the way the tokens work that killed it, not the aura revealing. Before aura revealing it was just punishing Solo Q for no reason when Solo Q is in a horrible state already.

  • Lexilogo
    Lexilogo Member Posts: 799

    Yeah, in Pentimento's case it's just giving players info that, objectively, any SWF on comms that understands what Pentimento is would already have. "Woah, pentimento?" "must be the hex I cleansed at shack" isn't exactly a competitive grade callout. The fact that it'll never actually be hidden was always part of the design compared to other Hex Perks.

    Reverting the way the tokens work is way more agreeable IMO and incentivises interesting use of Pentimento from the Killer's side. Though ideally, I'd prefer a wider rework of Pentimento that doesn't punish Survivors for doing Dull Totems…

  • Elan
    Elan Member Posts: 1,765

    I agree, Pentimento wasn't really that great before either. I'd like to see…

    — leave the aura in 8m

    1 token - decrease repair speed by 33 %

    2 tokens - decrease healing speed by 33 %

    3 tokens - decrease recovery speed by 33 %

    4 tokens - decrease gate opening by 33 %

    5 tokens - all totems are blocked and additional 20 % penalty to every effect across tokens.

  • SoGo
    SoGo Member Posts: 4,550

    I feel like if the aura reveal was like Plaything, where it would reveal itself after a certain time period, it'd be fine.

    Also, not sure why the gate opening and recovery speeds were removed from it.

  • Elan
    Elan Member Posts: 1,765

    I feel like they were "everyone will just rekindle one totem to slow repair and save other totems for later".

  • KingOfDoom55
    KingOfDoom55 Member Posts: 360

    In all honesty, what I don't like, is that the hex replaces a totem, which makes it easy to identify possible rekindled totems are, which already makes it easy to find, hex near shack that I cleanse? Yeah just go back to shack and cleanse it again, unlike other hexes where you have to look, this one was just muscle memory, which already made it more vulnerable compared to others bc Survivors will probably remember where a destroyed totem would be incase of pentimento, but what really gets me, is the lost of its unique effects that made it stand out from other perks