Why does ToT show the aura of the generator that was kicked?
Doesn’t that completely remove the whole point of the perk? Trail of Torment, just like Tinkerer, Dark Devotion, and any other perk that makes you go undetectable is meant for killers to get surprise attacks. You put in that aura reading ability for the survivors and it completely gets rid of the purpose because they’ll be able to see it coming and will likely be more attentive about it.
I think Trail of Torment would be a decent perk if the survivors didn’t know that the killer is using the perk. I think it won’t be too strong and could offer another fun and above average perk that killers could use. Let’s be real, we’re all getting sick of the usual meta perks so let’s shake things up, not that I think Trail of Torment will be meta with this buff but it will still be more worth running.
Comments
-
Yeah thats everyones sentiment for the most part, except the devs who if i remember right felt it needed to be more interactive, which is why survivors can turn it off by spending .0001 secs tapping a gen
18 -
Oh, how I'd use this perk if it didn't have that stupid aura reveal.
6 -
Idk I think it would be kinda cheesy. Tinkerer is pretty annoying as it is.
That would be like turning every killer into Ghostface. Except Ghostface is balanced by being M1.
5 -
It's so the survivors can disable it. I think it should just be reworked to not be tied to the regression of the generator and instead be on a flat timer.
12 -
Having undetectable perks are fine. Tinkerer does need a cooldown though, because it's too opressive.
10 -
Nah tinkerer is fine being uncapped just so it's simple, if you were to touch it then they should increase the threshold to 75 or 80 percent generator progression for it to trigger, to tighten the timing required for a killer to capitalize on the info.
0 -
Tinkerer doesn't have a cooldown as its activation is solely dependent on survivors triggering it.
3 -
I'm not gonna lie literally all of Pyramid Heads perks are kind of disappointing. Well, I guess Forced Penance is fine because idk how you'd buff it it just seems bleh to run that only for punishing protection hits lol
But for real, Trail of Torments biggest issue I think is the insane cooldown. Like, seriously? Reduce that PLEASE. I have a similar gripe with Oppression, I think it too suffers from a criminally long cooldown for what it does. Kicking a generator is quite the investment, idk why they give perks that are tied to kicking gens the longest cooldowns
0 -
100% agree, this perk would be way better without the aura.
2 -
I'm pretty sure that's how it initially was and it wasn't really appealing to use.
2 -
So that you can use it as a trap
2 -
I think it’s actually in a good place now- ESPECIALLY first use. Due to Better Together & Flashbang also being yellow, I usually assume its either one and don’t anticipate ToT. Forget about it if I’m on gen that’s above 50%- I automatically assume the killer has Tinkerer instead lol.
If they ever decide to buff it by removing the aura, I don’t think I’d have a problem with it as long as the cool down is just a smidge longer. Killers will get a lot of cheeky hits with that thing haha.
3 -
Because it's timer was insanely short and it still showed the generator aura.
0 -
The yellow aura is perfectly fine, imo. It lures the survivors to the gen, so you can potentially ambush them, they might waste time doing so, and you can use it for tracking (as long ad you stay undetectable, you know that gen is still regressing, so no one touched it). Additionally, with the addition of blast mine, ppl might mistake it easily with something other.
What's way worse for this perk is it's lengthy cooldown, and the fact that you lose undetectable when the gen reaches zero. Esp furiating is the edge case where you hit a gen with pop, it reaches zero instantly, and still ToT goes on cooldown without giving you anything. These twp things should be changed:
- Decrease the cooldown massively, something like 30s would be perfectly fine. With the yellow aura still being a thing, you might even consider to remove the cooldown alltogether.
- You no longer lose Undetectable when the gen reaches zero, the gen needs to be worked on / tapped for you to lose Undetectable. (or hitting someone, of course)
1 -
They feel the need to hand hold survivors.
0 -
Only if you know your teammates don't have Bond or Blast Mine.
0 -
The devs don't like it when killer perks are simple, there has to be a counter-intuitive debuff tacked on
0 -
The main issue is it will massively devalue stealth killers if every killer was able to gain the undetectable effect so easily with 1 condition.
0 -
Jesus, really hit the nail on the head on that one
1 -
it would just make spine chill even more meta
0 -
For the way I use it, I want the yellow aura.
ToT is a main feature in my Legion build. Why? It announcing its presence is actually a good thing on Legion. That strongly encourages the Survivors to heal because nobody wants to go down easily because the Killer became budget Ghost Face. That in turn makes it so Frenzy is much more useful because the Survivors don't just... permanently stay injured.
0 -
Honestly, it should take until 2 skillchecks are hit to remove the stealth effect. I just can't believe they tied a perk into Survivor's gen-tapping while still ignoring that Survivors can tap a gen in 1 frame of animation.
Hell, a few years back, the devs said 'There is an animation for tapping gens so it cannot be used in a chase without risk'. And then ignored basically every Killer telling them (with video evidence) that Survivors pausing for 1 frame of animation is not really 'risk' in a chase.
And then PH comes out and he has a perk Survivors can counter in that 1 frame of animation. Almost like they completely ignored everything they were told about gen tapping.
1 -
Yeah ill never undetstand how/why they ignore gen tapping. Its pretty straight forward, 3 second animation before progress starts. Doesnt even need to be an animation. Just 3 seconds before progress starts. Then this perk requires SOMETHING at least 🤷♂️
1 -
A similar perk that makes zero sense, furtive chase. What is the point of a smaller tr during a chase? If it was reversed it would be useful.
0