Am I the only one who doesn't think PH's perks are (that) bad?
I want honest opinions, what would you rate his perks (1 - 10), what you like and dislike about his perks
- Trail of Torment (7 - 10): It is literally an undetectable status on command. All it requires is for the survivors to be doing generators and now you have undetectable for, what is it like 25 seconds? I only don't like how it can clash with Ruin but otherwise is a perk I'd use regularly
- Deathbound (7 - 10): A perk that gives away the position of people healing, AND gives the healed person the oblivious status effect, can give you the edge you might need to sneak up on them. Another thing is it can also work very well with Nurse's Calling, giving you a LOT of information. What I don't like is that it only works outside of your terror radius
- Forced Penance (3 - 10): This is that one perk that really isn't useful, but can have some effect, although I'm not even going to bother defending this perk other than it can be good against people taking hits when they have the BT effect on them after an unhook
Comments
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- Trail of Torment - 4/10. It would be better if kicking the gen doesn't make the gen yellow to all survivors so that it gives you the exact location...
- Deathbound - 5/10. Not bad, it gives you the location of 2 survivors, but pretty lame overall.
- Forced Penance - 1/10. Why does this even exist?...
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Forced penance - actually like, protection hits are more generously awarded now which works in this perk's favour. Also the perk to finally complete the iron grasp/agitation/mad grit build
Deathbound - I also kinda like it but it's hard to know what to do with it. Like hex: retribution, you might come across a survivor who's oblivious which is nice but how do you take advantage of this directly?
Trail of torment - obligatory meme perk, made for streamers to try and figure out how to make it almost useful by creating an entire build around it, probably with mixed results.
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Trail Of Torment: reveal your location, waste time kicking a gen, gain 16 seconds undetectable. Can't get far from the gen with that 16 seconds so sole use is preventing BT saves or vs boosted survivors who won't be alert to you when the gen lights up. Ridiculous cooldown. 1/10 perk. Any killer with the mobility to use this is too loud or doesn't benefit from Undetectable much, cooldown is a tent peg sized nail in the coffin.
Deathbound: gives you information you can't really act on quickly. Oblivious is nice. Situational. 5/10. Being generous here, because highly skilled survivors rarely heal vs most killers.
Forced Penance:
Broken effect mediocre. Extremely difficult to trigger, to the point of relying on luck to recieve its mediocre value. 1/10.
If any of these perks are above a 5/10, Pop and Corrupt have gotta be a 20/10.
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I play 110s and Nurse, so I'm probably a little off at how far a 115 gets.
That said, good survivors can see the gen light up and watch for you at the timing that you would arrive at their gen, because you've pinpointed your location for them with perfect exactness. 16 seconds allows you some distance; it doesn't allow very unpredictable movement with that distance. If survivors are getting free hit by a flashing neon sign that says "HEY I'M UNDETECTABLE FOR A SHORT PERIOD", all I can tell you is that I don't choose my perks to beat survivors like that.
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I think trail of torment is meh. The best use I have gotten out of it is on Freddy, since Freddy can run whatever he wants. Hook someone, TP to a gen, pop it, then trail of torment back to the hook. Maybe it could work with an indoor map offering but might as well just play a stealth killer at that point.
Deathbound? Also kinda meh. It's similar to make your choice in that it's hard to actually go back and find the person, and even if you do it's only going to be an M1 unless you are a 1 shot killer.
Forced penance though; is actually incredible for basement builds or tunneling. The protection hits are super gratuitous and i've had some games where I chainsaw through 3+ survivors on leatherface, breaking all of them through BT and downing the guy who actually saved.
It also lets you get a bootleg blood echo legion pin build on hag. Hag can also run whatever she wants since she is so strong. But I have been doing sloppy + forced penance + blood echo + corrupt. So any protection hit makes them broken, mangled, and probably exhausted. Being injured against the hag is incredibly dangerous, and her kit by design makes going back to the hook and getting protection hits more likely. She is strong enough that she can afford to be running it even if it ends up not working out too well.
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trail of torment (8/10) it's gives survivor your location when kickin' the gen but good when you pair it with bbq or another aura read perk, i like to use it with the doc JUMPSCARE shock !! damn yeah
deathbound (7/10) i use it with my slugging build KO,Deer Stalker, infection fright
Forced penance (4/10) it can be usefull sometime if you use mori and TUNNELING
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I don't think clown is that dangerous to stay injured against, you still get the terror radius warning and can go hide with iron will. Hag is like, you step into a trap, she teleports, and boom you are down. The only thing stopping it is dead hard / sprint burst, which blood echo ideally gets rid of.
This is probably my go-to clown build for red rank play. You always need corrupt, it's the only thing stopping a 3-4 minute game from happening in many cases on weaker killers. I feel naked when I don't have corrupt on. Save the best for massive late-game DPS. Brutal since people early throw pallets alot against clown (and he has to kick them), and monitor so you can get as close as possible to people before having to throw bottles.
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He can't do anything against safe pallets. He has to kick them like any M1 killer. You will need a series of incredible bottle tosses against good survivors to get your first M1, where-as killers like ghostface just walk up and get it for free.
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@DudeDelicious do you have any vids of you using trail of torment? Not doubting you, I'm just curious to see others use it in action
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Trail Of Torment - 3/10. Short duration of Undetectable and it lets them know where you are. The only reason I give it a 3 is because unsuspecting players could maybe get killed from it, and it does counter Better Together, so I guess there is something it does well.
Deathbound - 6/10. Good tracking perk and pairs very well with other anti-healing perks such as Nurse's Calling and Coulrophobia. Plus the Oblivious is pretty decent.
Forced Penance - 2/10. Broken does literally nothing in this case, even for a long time. If you chase them, they can't heal, if you keep chasing the other one, they know you're chasing the other one and will probably go to a gen anyways. However, 60 seconds is probably enough that you can still catch them Broken after hooking the other person.
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He has to kick shack, jungle gyms, cow tree, and any other god pallets. If you are not running exhaust clown, plenty of survivors can just rely on dead hard if they mess up at unsafe pallets. A survivor running the shack or a jungle gym very well can win the game off a single chase, assuming you keep following them.
Unsafe loops are very unsafe vs. clown; but then again someone like Freddy, Spirit, Deathslinger, etc would never really have to do any mindgames or kick those pallets either.
Clown has to work harder than almost any other killer in the game. There's really not much reason to play him over Freddy, who is basically better in every single way and has a similar power.
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