Zeidoktor
Zeidoktor
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@Princesse_nico said:
I find it weird when people says RBTS are only slow down. Like, it is not always a good time to do gens. Sometimes the killer is in the area of gens and it is not a good time to do it.
Theres is plenty of situation where you cant do gens and in if you remove rbts in these situation, there is no slowdown applied.
That is not when a box is just beside a gens and you just can take 12 seconds to do the box and going for the gens that is just right there after.
I feel rbts doest very much slow down the game. RBTS slow down are overated
Slowdown is anything and everything that keeps Survivors off of or prevents them completing generators.
Reverse Bear Traps, especially active ones, guarantee that Survivor won't be on a gen for however long it takes them to remove the trap. The could be short or long, depending on box placement and how many searches they have to do, but the slowdown is there.
This is why one of my favorite Pig add-ons is Ruleset No 2, which prevents survivors seeing the Jigsaw Boxes until the trap is active. It hinders getting the trap off until they're on the clock.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654437#Comment_3654437
Depends on the rng and how you play around it. If you have 2 traps with 4 searches, you can very much get head pops on every map right now.
You should go out of your way to get the traps to work. Its your power. You just need to play smart to not waste too much time doing it. Pinhead should also play around his box. Same does Sadako. Pig should be able to do so as well.
Correction: It's one-third of her power, and the other two thirds are getting buffed.
Head pops are a bonus, not a goal. It's why I don't view the RBT timer change as that big an issue. Especially in light of my original point that it's possibly intended to compensate for exactly the issue you described of getting stuck on a 4 box search.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654388#Comment_3654388
But red forest got a lot smaller. Ormond is a huge map, maybe to big. Thats a discussion for a different time. Should the power be laughable on small maps to compensate for a select few big ones? Not really, if you ask me.
At the same time, how likely are you to get a head pop on a small map with the current timer, unless you're actively going out of your way to do so?
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I had a thought about the RBT timers.
Could the extra 30 seconds be, at least in part, a response to the Pig's reworked RNG? I don't know how common it is now for a Survivor to have to search 4 boxes, but it's probably more common than it was compared to back when it was mainly a guessing game of finding the right box.
But drawing a 4 box search on a map like Red Forest or Ormond could be a death sentence depending on where the boxes are on the map. The extra 30 seconds might indeed make the difference between "objectively doomed" or having a chance to survive.
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One thought I had was based on the failed plan to have Punishment of the Damned inflict Torment: Add-ons that allow Punishment to inflict Torment if the Survivor is afflicted with something else first. Ex: Punishment hits on Survivors afflicted with Oblivious inflict Torment as well. Or Blindness, or whatever. If that's still too strong, can have it be "indict Torment on Survivors hit with Punishment X seconds of being inflicted with a status effect"
Alternatively, add-ons that inflict statuses with Punishment hits rather than while affected by Torment.
One idea you could borrow from Artist's Oil Painted: Gain Killer Instinct detection on any Survivors within X feet of any Trails in the environment even if they are not standing on them directly.
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@monochromeworld said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653564#Comment_3653564
She nerfed pretty hard cause now she cant catch survivors who doing boxes (cause you cant see them). I bought SAW chapter for effective bear traps kills and now developers nerfed it, so character became useless to me and i spend money for scum
I agree not seeing the boxes may be an issue. That said, why would you want to go out of your way to catch Survivors doing boxes? Until their trap is off they're the ones you least need to worry about because they're the ones you know won't be on gens, and chasing or slowing them stops their trap timers.
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@monochromeworld said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653560#Comment_3653560
And another nerf for Pig
2/3 of her power got buffed. The increased timer on RBTs doesn't mean that much since they were never reliable for kills. Not seeing the boxes may be a blow, so we'll see how that goes.
Even if your still think she got overall nerfed, that's still only 1/6.
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They say as multiple buffs for six killers have just been announced and gen kicking in general got buffed (8 kick oer gen limit aside, each kick does more and gen tapping is now impossible)
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@MikaelaWantsYourBoon said:
Mangled was always problem, especially after med-kits nerfed to ground it become even more problem. And it always nuked some heal perks for no reason (Jill, Ada and Jane perks, i don't even remember perk names). So change needed for this statu effect.
Hag & Huntress = I don't know why they are on list , they both are just fine.
Demogorgon = Hopefully he will able to move his portals.
Doctor & Clown = Some buffs will be nice tho.
Pig: JUST DON'T NERF HER AGAIN PLEASE, NERFING PIG MEME IS NOT FUNNY ANYMORE.
To be precise, the survivor perks mentioned are killed by Hemorrhage, which drains the heal progress, not Mangled, which only slows it.
@Yippiekiyah said:
Sloppy doesn't need a nerf. Maybe if they made bad killer perks like fire up, Huntress Lullaby and Dragon's Grip more viable we'd see less sloppy butcher and STBFL.
I remember Puppers (RIP) suggesting that Sloppy Butcher be timed but the mangled add-ons be permanent, rather than the other way around that it once was.
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@Nathan13 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643246#Comment_3643246
Seems like most responses on this thread match the reasoning which is understandable.
The other big reason I'd be likely to farm is of there's 2 or more Bloody Party Steamers or equivalent in the match. Very least, if I don't farm I won't go for the kill and let folks go.
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@MigrantTheGreat said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643095#Comment_3643095
Past few months it's the most common perk I've seen survivor's run. When I ran some sort of blindness perk/add-on the survivor would run away from the next loop due to a lack of game sense.
As a Survivor, this actually makes me glad I don't run Windows.
As Killer my main use is Blindness has been to hide the generator I've Trail of Tormented or, as Pig, combining Blindness (via the Face Mask add-on) with Hex: Plaything, to make finding their Hexes that little bit more difficult. I add in Ruleset No. 2 to hide the Jigsaw Boxes on top of that.
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Speaking for myself I'll do that sort of thing when a Survivor or kill themselves on Hook early in the game. It's my way of trying to give the people who stick around something for their time in what would otherwise be a lost game.
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@RhysVMT said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642230#Comment_3642230
THE KILLER HAS TO FIND A LOCKER I CANNOT BROTHER
Also yeah run calm spirit that gutted borderline detrimental perk JUST IN CASE the killer has his press space bar for wall hacks perk on, how didn't I think of that
In all seriousness, if a specific perk or tactic or whatever truly bothers you that much, then why not run a perk or perks you know will counter it? Its only actual detriment depends on how much you interact with chests and totems. If your not doing either on a regular basis, then use Calm Spirit and Ultimate Weapon ceases to be a problem.
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You know, in all the discussion of the GE/DMS combo, I legitimately forgot Grim Embrace has the hook distance requirement. Just knowing that makes the combo a lot less intimidating.
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@UndeddJester said:
Hahahaha, yes it is a nice change, and makes Quick gambit not a bad little perk at all. Great for anyone who wants to take chase instead of working on gens, pretty good for breaking 3 gens, and exceptional on small/2 tiered maps/maps with a strong central structure.
Deja Vu is talked about as being a little OP with its permanent free 6%... yet apparently some people are so greedy with their requests for buffs that 8% to likely 1, maybe 2 and possibly even 3 teammates at the same time isn't good enough... cause if it isn't so busted it redefines the meta, its trash 😏
On that note, I wonder if it wouldn't be too much to gain Objective BP for any gen progress affected by Quick Gambit. A small QoL thought.
I'm actually fond of Quick Gambit. I took to running it due to, when playing with my roommate, having an unerring ability to run the Killer to where he's on a gen.
I also think I got decent use out of it in Ormond thanks to a Doctor who was focused on me in particular much of the match.
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Far as Dead Man's Switch goes, simplest solution that comes to mind, assuming it's feasible, is give Grim Embrace priority on activation.
If a Killer is using and activates both, Grim Embrace triggers first, THEN, after gens are blocked, Dead Man's Switch activates. That way GE kicking someone off a gen does not, in and of itself, trigger DMS.
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Maybe a dumb question: How did the "lock in Condemed on Hook" promote tunneling? Barring the specific scenario of the hooked survivor already being high on Condemned I don't see it having a specific effect since tunneling someone off hook would limit your ability to Condemn them in the first place.
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Right. If the Plaything totems were remaining blocked so nobody could cleanse them, that would get it kill switched. Just not seeing the auras is understandably annoying but otherwise not stopping you from finding and dealing with the totems.
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@GentlemanFridge said:
The fallout of the single week that the game went Free to Play is still visible to this day.
A price reduction might be in order, but straight up free ain't it.
Either a price drop or an increase in what's available base game. One or the other would lessen the strain on new players/buyers starting from scratch.
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I'm personally a fan of Ruleset Number 2 (Survivors can't see the auras of jigsaw boxes until the trap is active)
Also it's worth noting that there's no such thing as "the box with their key" anymore. The way it's set up now it will always take 1-4 searches, and it doesn't matter which boxes are searched to achieve it.
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May not count, but the circumstances make the difference:
Infectious Fright.
Was in a match on the Game back in the days of BBQ stacks. I'd gotten 3 BBQ stacks and was actually in a position to get an easy win. The last survivor was a Meg I hadn't hooked yet who DC'd when I downed her, instantly ending the match.
Said Meg would go on to complain in endgame chat about how the combo of BBQ and Infectious made it impossible to hide.
Now here's where "the circumstances make the difference" comes in: I was playing Freddy. To be precise, I was playing Freddy with a Meme Build of Infectious, Distressing, BBQ, and Dark Devotion. BBQ was just the for the points (been using Monitor and Abuse since but want to try it with Ultimate Weapon)
I essentially loaded a killer whose whole thing was making Survivors Oblivious with Terror Radius perks (it's always hilarious to get Infectious to work), and Meg got salty because Infectious prevented her from immersing.
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@GeneralV said:
I'm fine with the hatch as it is. There must be a chance for the last survivor to escape.
Although I do wish they had left the hatch grabs in when they made the changes.
Just as, if not more, important is that it's also a way to force a match to end in a timely fashion, which prevents hide and seek situations and taking the game hostage as much as possible.
@Firellius said:
I suggest fixing it by making it not exclusive, and instead making it show up when the number of gens remaining is equal to, or less than the number of killed survivors. That'll fix lone-wolfing.
Not sure if serious, since this is pretty much exactly how hatch used to work in previous versions, though you needed a key to open it unless there was one survivor left, at which point it opened as normal.
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Speaking for myself it depends on what you're aiming for. At least two or three builds I currently or have used utilitized totems to good effect.
My current Doctor build is Hysteria and Hexes Plaything, Pentimento, and Retribution. Static Blast can hit Oblivious Survivors, so Plaything is a must. Retribution also inflicts Oblivious and gives you auras besides. Pentimento gives slowdown and more potential Retribution procs. Even in the worst case of Retribution being cleansed early, you still get its effect once.
A build I used on Skull Merchant before her rework gave her drones T-Rex vision was using drones to guard Devour Hope and Thrill of the Hunt in a strategy much like Devour Hope Demogorgon. Thrill over Undying was deliberately used to stall the cleanse.
A pre-rework Sadako build of mine used Hex: Face the Darkness to good effect.
Hexes are like any perk. It's all in how you use them. That includes planning around them being cleansed. The Doctor build turns that against Survivors, the Skull Merchant build guarded them, the Sadako build uses a totem that goes in and out of effect.
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I can't remember if it ever made it to live but I recall a PTB was going to nerf Hillbilly's Engravings add-ons that was reverted/stopped after outcry.
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My idea for Insidious has been give it a touch of Dark Devotion.
You stand in place to activate it, but rather than just turn Undetectable you "drop" your TR in the place you activated Insidious and it remains there for X/Y/Z seconds while you do your Undetectable thing.
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Funny thing is both of these perks are countered by Calm Spirit.
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I think it's fine in terms of balance. To me it least balanced perks and add-ons are the ones that give disproportionate value solely on their own (Dead Hard, Eruption to offer a couple examples). Pentimento doesn't have that. Pentimento is a perk you really have to build into to get any value from. There's a reason Plaything is its preferred pairing. I imagine Two Can Play can get some good use with it, too. I tend to pair it with Plaything and Retribution.
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If I've gleaned anything about BHVR's design philosophy regarding Killers it's that, more often than not, they want Killer players to be able to use their character's power as much as possible.
I first really noticed this when Ghost Face was last reworked, as it gave more benefits to Marking Survivors, such as rendering them unable to reveal GF.
The Onryô's rework was centered around making her Condemned an actual threat.
While it ultimately didn't make it to live Pyramid Head's ranged attack being made able to inflict Torment meant its benefits could be utilized more easily.
Similarly, the initial idea for Trickster's rework was to give him more ability to use his knives and try to make Main Event something you want to use be giving it to you more often.
At the same time, they're wary of a power being used not as intended. This is what prompted things like Hillbilly's heat mechanic or Pryamid Head not seeing where Caged survivors are, or Pinhead's box respawning if he camps it.
So powers are there to be used. They said, using them recklessly will still see the Killer player punished for it through cooldowns, stuns, or needing to reload.
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My own idea for Insidious was to add a touch of Dark Devotion: you stand still and become Undetectable however your terror radius doesn't vanish. It gets dropped or left behind in the place you activated Insidious for X/Y/Z seconds.
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I feel like their change completely misses the point of what made Batteries Included appealing. To me, at least, the idea of using it in an Endgame build was what made it intriguing.
To my mind, if the fear that the perk's power in Endgame was too strong, the solution would've been similar to my idea for a solution to Made For This: The Haste granted by this perk does not stack with other Haste effects once the exit gates are powered.
If used w/ NOED, you'd get BI's 5%, but not NOED's 4%, there'd be no additional effect with things like Rapid Brutality or Game Afoot, and it would be overridden by things like Trapper's basekit or Legion's BFFs.
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As noted above there's a pool of, iirc, 12 searches divided randomly among the Survivors to remove a trap. This means that if everyone is trapped and everyone gets their traps off, a total of 12 box searches will have been completed.
This divides randomly per Survivor, but at no time will you ever need to search more than 4 boxes to get a trap off. If these searches are divided evenly every Survivor would pull their trap off after it third search. Variations mean two Survivors need 4 attempts, while another would need 3, and the last gets it off first try. Or only one person needs 4, two get it in 3, and the last gets it on 2. And so on...
These numbers are adjusted when using addons that change the number of traps available, but I don't know how myself. (If someone failed to get a trap off at 4 searches like OP suggested, could this have been the reason?)
Also, to combat the Pig camping a single box strat, these odds apply to all boxes, so it doesn't matter which boxes you search. Once you reach your number of searches you'll remove your trap whichever box you're on. There are also 5 boxes be default now, instead of 4.
In short, in an average Pig match, don't worry about looking for specific boxes. There's no "your box". You will get the trap of within 1-4 searches. If possible (such as playing with friends) you can keep track of how long it takes you or others to get your traps off to have an idea of what to expect. If you get it off first try, for example, your teammates are going to have a rough time of it.
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@Annso_x said:
It's not a bad idea at all for Hexes with stacks, because for them you need to both protect the totem and earn the stacks to get the effect.
However for other Hex perks I'm not sure it'd be suitable, even with a cool down. Hex perks are breakable because they're supposed to be strong, having them be re-lightable would basically nullify the risk & reward aspect of these perks. As for the Hexes that are too weak, I think their effect should be buffed rather than their viability.
But again I do think it would be really cool for Hex totems with stacks.
I primarily had the stacking totems in mind myself (Lullaby and Devour mainly, I'd honestly forgotten Third Seal until it was mentioned) . I mostly extended it to others since the inspiration for the idea (Two Can Play) isn't a stacking totem and part of the concept was mitigating one of the big issues with some of those totems (getting cleansed early and leaving you an empty perk slot)
@sizzlingmario4 said:
Maybe for Huntress Lullaby.
I think the rest are too strong to have this mechanic and weren’t designed with it in mind. Two Can Play is one of the weakest hexes in the game, so the respawn is fair.
Lullaby would definitely get more out of it than Devour or, more to your point, Devour would get to much out of it.
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@kit_mason said:
https://forums.bhvr.com/dead-by-daylight/discussion/397131/re-lightable-totems
Whilst it's an interesting thought, I have concerns over the increasing strength of Pentimento. If you cannot truly cleanse the totem without it eventually returning, and the killer brings pentimento, they benefit from both perks at once.
Penti is already very strong, I worry that making this concept more common would further it's strength.
Pentimento wouldn't benefit from this idea directly/from the relighting itself. Pentimento totems don't spawn into dulls and the perk is designed to be manually used by the Killer, so it wouldn't auto re-light. The buff to Pentimento comes from other totems re-lighting and needing re-cleansing.
@Seraphor said:
I love this idea for Devour/Lullaby. I'm not too sure it could apply to many other Hexes though due to how they work. Maybe Third Seal, but that would be a legit buff as it's not building tokens, but Third Seal could do with a buff anyway, it would be resetting the number of affected survivors rather than tokens.
In Third Seal's case the number of tokens is also the number of affected Survivors, but yeah it would benefit from this idea, too.
You're right that the majority of totems besides the token ones wouldn't be able to use this idea as they are since either their triggers are either not repeatable (hook for first time, gens completed) or they are designed to be broken (Haunted Ground, Undying, Retribution).
The remainder would either need some specific requirement (ex: Blood Favor would re-light after you hit a Survivor X times in proximity to a pallet) or some kind of cooldown before relighting. There should be something to reward/ give breathing room to Survivors who successfully break the totems to incentivize breaking them over just putting up with them. Basically if you take the time to break a Totem you earn time to not have to deal with it.
@UndeddJester said:
That... is actually a very interesting idea...
Actually gives survivors value to cleansing totems and using boons to block hexes from spawning, making totems a more legitimate side quest in general.
Makes hex perks much more viable as an individual perk for build synergies rather than having to go hard on hexes to get any use from them. It also makes Hex:Undying no longer mandatory for a hex build.
Hex: Undying still has a purpose as you can use it to preserve tokens and obviously assist defending your hexes.
I see a lot of potential in this idea...
Thank you.
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@DragonMasterDarren said:
https://us.v-cdn.net/6030815/uploads/4Z7NNROBVZ34/20231110190605-1.jpg
https://us.v-cdn.net/6030815/uploads/LU6DCVA0MC7L/20231108205739-1.jpg
https://us.v-cdn.net/6030815/uploads/V5HAF2YQIQ9N/20231107171445-1.jpg
https://us.v-cdn.net/6030815/uploads/W9JSB4DA33AZ/20231107164300-1.jpg
https://us.v-cdn.net/6030815/uploads/P7630O3EPNA3/20231107144045-1.jpg
https://us.v-cdn.net/6030815/uploads/MKSJBMBXIOFV/20231105203543-1.jpg
https://us.v-cdn.net/6030815/uploads/4XC9AVUXJBWA/20231031192624-1.jpg
https://us.v-cdn.net/6030815/uploads/H8H1VF1SDSMO/20231109192307-1.jpg
https://us.v-cdn.net/6030815/uploads/FPA9M8J6UXAB/20231107145943-1.jpg
If there is only one change that I would make to this perk, make it so that the Obsession can be moried if they're the last person alive, looking for Hatch and then looking for them if they're slugged can be a massive pain in the rear
Feel free to add your own cool moris to the list, I love seeing these animations whenever I have the chance
There's a perk coming with Chucky that might be of interest of you, at least of you like Rancor roulette
Friends 'Til The End triggers on a hook. If you hook the Obsession, a random survivor screams and becomes the Obsession. Hook a non-Obsession, the Obsession becomes Exposed for 20 seconds and you see their aura.
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Speaking for myself it's mostly a Golden Rule thing, and more for my own sake than the Survivors'. I look at the things I hate running into when I play survivor and simply don't do them myself. My feeling is that as long as I'm not going out of my way to be a dick, any salt I get is likely to be from the salty types who would complain whatever I did, and they can be safely ignored.
ETA: Most of my interactions are positive. Most recently was an RPD match as Doctor, I got a 2k, tossed out a complement on a pallet save I hadn't expected and we all had a nice chat.
Also, for what it's worth, while I try not to tunnel, I'm not above deep wounding or slugging the rescueee for pressure. Very least it delays their reentry into the game by however long it takes them to mend/get picked up.
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@Astel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3579174#Comment_3579174
Call of Brain lol. Whatever, you are right. All of them got harshly nerfed.
Wonder what Call is Pinky would be.
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The special treatment prior owners of ST got was keeping it when it went away, not having to repurchase it now it's back and, if you unlocked the perks beforehand, getting their tier 1s on everyone who lacked them when the Prestige rework went through.
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Does that pain... resonate?
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I think an expansion on the base game roster is warranted, myself, and I love the idea of the basec game characters starting at P1.
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576185#Comment_3576185
And it might not be. But it doesn’t matter whether it is popular or not. The point is those killers get punished by the perk more just because deep wound is part of their power and it’s not something they can avoid using. Personally, I don’t think that is fair, nor is it reasonable to expect the killer to go chase a different target just to counter MFT. It should revolve around avoiding endurance hits as killer to counter it. Not be an “I hate Legion” perk.
Ideally the drop in pick rate should mitigate the worst of this issue. I think there's a certain inevitability that certain perks are more effective against certain killers and vice versa. Calm Spirit has always been more effective vs the Doctor's scream-based kit, though only with the introduction of Ultimate Weapon has it really become an issue, to my knowledge. Likewise, no Survivor with a healing build wants to encounter a Plague.
As long as the perk isn't omnipresent, like Thanatophobia was for Plague and Legion before its nerf, in not sure how big a problem it will actually be.
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@tjt85 said:
For me, it's a double kick in the nuts. Not only is the perk now useless for my Survivor games, it also indirectly nerfs my two Killer mains!
Thanks to The Legion being one of the few Killers that this perk will always be very effective against, as well as also countering one of the few decent Trapper add-ons (the yellow one that puts Survivors in deep wound).
Lets not forget the addition of decent Killer haste perks like Rapid Brutality and recent buffs to other perks like Coup De Grace, Furtive Chase and Claustrophobia.
Presumably these were all added / buffed to stop Killers whinging about MFT for months.
Now that MFT's been gutted, will these perks be getting a nerf too?
@ironligma said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575688#Comment_3575688
Same here. I'm a slinger main and I really enjoy legion. This is especially frustrating for slinger as I love him and already have problems with mft.
Hopefully the subsequent drop in pick rate will help mitigate the issues for Legion, Deathslinger, and Skull Merchant
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So we're all on the same page: Clairvoyance is the Mikaela perk that isn't a Boon. It basically gives you a hands-free Rainbow Map.
Clairvoyance activates when you Bless or Cleanse a Totem:
When empty-handed, press and hold the Ability button to unlock your full Aura-reading potential, allowing you to see the Auras of the Exit Gate Switches, Generators, Hooks, Chests, and the Hatch within 64 metres for 8/9/10 seconds.
I've seen videos using it in endgame builds to good effect.
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I've never been fond of Hubris, since getting use out of it depends on bend pallet stunned by a healthy survivor, when it's least likely to happen. Any other stun (with the possible exception of Flashlight saves) involves a survivor that's already injured.
Prior to its removal, Lightburn could trigger Hubris, which gave it unique use on Wraith
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Does the add-on still track Hag's Phantasm Traps?
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@jeremy993 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566341#Comment_3566341
TEST IF YOU WANT. the developer even said it was an intended design, even though theyre the one who deeloped it to protect gens.
It also looks like they've their tune on that going by Mandy's last posts.
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@GannTM said:
I thought call of brine was broken bamboo.
Same.
I know it took me longer than it should have to realize Call of Brine was Sadako's eye peeking through her hair and not a broken piece of bamboo.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570180#Comment_3570180
Ok but as a Survivor, how do I stop the perk from working? Like, can't I cleanse it once I get the notification or can the killer just rekindle it?
A Rekindled Totem can be cleansed like any other, unless the Killer has managed to get five of them lit (which, again, isn't something that happens by chance). The main way to keep Pentimento out of play at all is to simply not cleanse totems, since the killer needs them broken first. This is why perks like Plaything or Shattered Hope are part of a Pentimento build. To give survivors a reason to break totems or give the Killer a chance to break them themselves.
The sequence is Totem is broken > Killer relights it and gets a Pentimento stack. Only the Rekindled Totems power up Pentimento, normal Hexes do not (in case that's a point of confusion). If there are multiple Rekindled totems, they'll lose one Pentimento effect/ their last stack gained for each one cleansed. A cleansed Rekindled Totem can not be relit so once you break a Pentimento totem it's gone for good.
If you believe/know Pentimento is in play, keep track of any totems you break so that, if you're correct, you know where to go to possibly find and re-break it.
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The quickie rundown to go with what others have said:
- You need totems to be broken before you can use Pentimento. How they're broken doesn't matter. You can see the auras of broken totems.
- Once a totem is broken, you use Pentimento to relight it. The game calls this a Rekindled Totem.
- For every Rekindled Totem you have up, you get an effect. If a Rekindled Totem is destroyed, you lose the last effect you got and that totem can no longer be relit.
As mentioned, a 5- stack of Pentimento isn't something you're likely to get normally. It's typically something you build into to actively aim for. People going for the 5-stack will combo with Hex: Plaything since it creates an incentive to go after totems. They also may use Shattered Hope to break Boons.
Personally I like to combo Pentimento and Plaything with Hex: Retribution, since its aura effecr triggers with each broken Hex and I don't care about the 5 stack. Worst case scenario is Retribution is the first Hex cleansed.
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A vid from earlier this year offered builds to face organized teams without needing high level addons. Their build for Clown is Deadlock, Save the Best For Last, Pop Goes the Weasel, and Jolt.
Deadlock as a gen stall, Save the Best For Last as a "power-optimizing" perk, Jolt so you don't have to kick gens often, Pop so you get your money's worth when you do kick.
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@Chocolate_Cosmos said:
- You put drones on gens as bait to make Survivors disable them to give you Haste or if you are in chase allready and they are in the drone area, you still gaining Haste boost from them. You will always try to have 1 drone with yourself to always drop in chases (or you can summon back some drone if you don't have).
- You chase Survivors and you have chase build. You are not trying to defend your gens unless you can't find a Survivor yet to chase. You don't drop chases just so you can go back and defend gens. You continue chasing if you can.
- Idealy you use chase / haste / hindred add-ons so drones give you buffs and reasons to drop in mid-chase on loops to gain your power so you are not just M1 Killer with nothing. You can also play Haste build with Nemesis, Game Afoot, PWYF, etc.
Does anybody has problem with this? If so, I really don't know how can I help you guys. And no, "just play someone else" isn't the option if you want to play that one specific character.
I go for totem defense myself.
Devour, Thrill, Iron Grasp (to hook away from drones) and a flex perk (Deadlock is my crutch of choice)
Thrill over Undying is deliberate. Idea is drones + Thrill's slowdown offers ample opportunity to interrupt a cleanse. I keep it to 2 Hexes because too many spreads drones too thin.
I also have a less effective but still fun trap totem build of Undying, Haunted Ground, Retribution, and a fourth Hex of your choice (I've used Blood Favor and Devour, basically a totem to prompt them to go after despite the traps)