Regarding the pentimento Change

I do get the pentimento nerf regarding solo queue . However i feel it was the one perk keeping hex builds viable. Could we take a look at some of the more underwhelming hexes aka : two can play , huntress lulabby , retribution etc ... also a small QOL would be to have all hexes blocked for the first 30 seconds of a trial. One more thing , why are we making so many hexes reveal their aura . Hex spawns are very predictable on most maps . Changes like this are begginerfriendly but will just make hex perks useable on low MMR newer lobbies and practically pointless vs average and higher survivor . I do get the difficulty of balancing for both but this will just kill build variety even more .

Comments

  • Hexes have been so bad for so long. A rework to them has been desperately needed.

  • I don't like them adding free aura reading for survivors on a killer perk. No one is really cleansing dull totems and hex totems have noise notification so survivors who pay attention can figure out the rough area a hex was cleansed.

  • This kills an alternative slowdown.... Again

  • It is actually just impossible to run a solid hex build with the pentimento assassination. Not only was pentimento just one of the last regression perks left standing after over a year of repeated nerfs that have destroyed nearly every other option, but hexes are so incredibly bad most of the time too. This change is incredibly unfair and really unnecessary.

  • It's good to try to bridge the gap between party and solo, but doesn't the visibility of Hex Totem in the quintessence make one whole tactic of Kiaragawas obsolete beyond that?