Hex: Pentimento is one of my favorite perks for the Killer
Hex perks are always at risk of being found early and then you just play with 3 or less perks. With Pentimento you have backup plan. It's like: "They either find my totem but I will set up another powerfull one OR they don't find it in time and I still have powerfull totem". It's a win win situation. You can even pair it with Shattered Hope so they can't boon over it and punish boons overall in the trial.
Love this perk. It feels like "safe" to play Hex totems since they will last long because you can set up another round if they find them. Also Plaything is nice perk too.
Comments
I like the idea of reigniting broken totems. But I don't like what Pentimento does. It's just badly designed. It disproportionately hurts solo survivors than it does SWF. This makes it yet another factor hurting solo queue, and is what contributes to the inconsistent value as a killer, those games where you get 4 stacks of Penti versus those games where you just can't seem to keep the totem up long enough to get any value out of it.
I'd much rather if it was something like a 5% speed penalty to all actions including; repairs, healing vaults, cleansing, etc. for each reignited totem.
5% would kill this perk and trow it under the bus.
So are you conceding that this perk is only worth the one totem stack it gains?
It could probably lose all the other effects then right? Just make it a flat 30% reduction to repair speeds and forget the rest?
Perhaps going back to my idea, it could be a scaling system.
1 totem: 15% penalty to all action speeds.
2 totems: 20%
3 totems: 23%
4 totems: 25%
5 totems: Uncleansable.
The main power level part I think is the slow gen speed. Then the healing speed is nice too. The rest is side bonuses for me.
you can just not cleanse totems and endure the effects. the killer cannot use the totem until a survivor cleanses a totem. it has similar effectiveness for solo just as it does for swf.
There in is the biggest problem with solo que. Everything in DBD that is meant to give an advantage to killers hurts solo que by default, because solo que will never be as strong as SWF inherently is, because playing with others instantly gives advantages that solo que can never have.
Now the most common answer to this is "make solo que as good as SWF by default", but that in and of itself can be problematic because is solo que is raised to SWF levels, then every game a killer will play will automatically be against a SWF level group of opponents. And as a killer player, I dread that, because going against a competent level SWF friends group will most likely be (if i may use a work survivor mains use a great deal on this forum) "unfun".
I normally pair it with plaything which beautifully compliments pentimento.
After being hooked, a random totem is lit applying the affects of plaything which makes that hooked survivor oblivious. After hooking 4 survivors, you have an oblivious team that can hardly keep track of you. After cleansing those totems, you have 4 free stacks of pentimento. For the fifth, you can bring another hex, but most of the same there's always at least one totem broken beforehand, plus you risk not bringing enough slowdown.
Either way, the Survivors will have a LOT of problems. When this build works, it works, but it's still heavily reliant on you actually being a competent killer. Camping and tunneling don't get you very far