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Trail of Torment July Proposed Buff

mizark3
mizark3 Member Posts: 2,253

I like the idea of ToT being buffed, but I'm not sure this is the way. I think allowing ToT to stay up across multiple injuries is super cool, but for some Hyper-mobility and instadown Killers I think it may be too effective, especially in lower skilled/soloq matches. Even then it could empower (proxy)camping a hook and gen you just kicked, forcing the other Survivors into a lose-lose.

I'd much prefer the cooldown to be dropped to like 15-20s so it could be used frequently (with the current injury removes limitation), or maybe 30-40s CD and it is lost on putting someone in the Dying state.

I think the current ToT is under appreciated (such as on Myers with longer/infinite T3s), and I most certainly would like to see it buffed, but I'm afraid this might be too powerful in certain hands.

Comments

  • Devil_hit11
    Devil_hit11 Member Posts: 9,184

    did you ever consider that you can tap gen in 0.1 seconds and disable the perk with yellow aura?

  • mizark3
    mizark3 Member Posts: 2,253

    What?!?! No way! That certainly isn't completely ignoring the potential issues I laid out about the change how Survivors wouldn't even be able to reach the gen before being downed. /s

    The issue is hypermobility and instadowns abusing (proxy) camping. Survivors can't move cross map at a speed other than 4.0. Hypermobility Killers can circle the map and make it back in time before someone could even reach the gen. Instadown Killers could potentially Insidious camp, with the added bonus of being able to move. Say you get Crotus Penn with the gen and hook on one of the legs on either side of Killer shack. The Killer can stay at the edge of that map leg, and get all the benefits with none of the risk.

    I know too many lower skilled players fall prey to Insidious camping as is, but this allows for a mobile camp station. Even in soloq if you go for the rescue and it is camped, you have to go for a trade, which isn't possible against instadown or hypermobility. Instadown, well instadowns, and hypermobility hits twice from the proxy camped distance before the rescue can happen. If they aren't camped then you have to wait for someone else on the HUD to be shown as in chase, which could be too late and force a second stage on the assumption of camping. Additionally the hypermobility Killers could get a hit then head back to hook, knowing they can get the injury and the before mentioned camp double hit before a trade.

    Of the 2 alternatives I listed, the shorter CD allows for more frequent use with the current method. The other option at least ends on placing a Survivor in the dying state, which covers the instadown case, and at least stops it after downing the would be rescuer forcing moving out to another gen to set it back up for the hypermobility case. That doesn't change that it likely would be a free win at that point (2nd stage on the initial hook, and 2 Survivors hooked at the same time), but at least its something.

  • Crowman
    Crowman Member Posts: 9,608

    The perk literally tells survivors it is active and they can turn it off when it's safe. I don't think this will be nearly a huge issue as you are making it out to be. Besides can you really say you would prefer killers to run current meta over a perk like ToT?

  • mizark3
    mizark3 Member Posts: 2,253

    I love when I see someone use it currently, which is rare, but a pleasant surprise. I can tell it is a memelord gamer and not a sweatlord, so I take the game a bit more chill. I don't want this to be the new go-to camper perk. I also love using it on Myers when I bring the longer T3 add-ons or Oni. I gave 2 alternatives that don't as heavily encourage unenjoyable usage that they already are working to fix (removing hook grabs and anti-camp kobe). This could be 2 steps forward 1 step back, but it can be 3 steps forward instead.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,184
    edited July 2023

    The perk functionality has not changed in the sense that bonus it provides is still same and the counter-play is also the same. The yellow generator gives survivors free 5th perk that works similar to Feng Min's Alert perk. you get to see killer's location briefly. As for proxy-camping/face camping, there are some changes that will occur to that. Killer do not need Trail of Torment to camp with undetectable. Other killer add-on's and powers have that functionality already and there is no issues.

    Post edited by Devil_hit11 on
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  • darksouls3600
    darksouls3600 Member Posts: 237

    The buff is nice and your point is irrelevant for the perk, is like saying that some perk are OP in 2 killers and nerf the perk because of this, if the killer camp the gen... Just rush the others gens and GG.

  • mizark3
    mizark3 Member Posts: 2,253

    Do you always leave Survivors on hook and only pump gens when someone gets hooked? Typically at least one player attempts a rescue at the very least, which provides pressure based slowdown. Then typically another Survivor recognizes that the other Surv is in chase via the HUD, and goes for the rescue. That is exactly what I see in the vast majority of my matches on both sides. The only exception is in a SWF where the players are on comms outside of the game. The problem with this change is it will stomp soloq harder, but not change SWF matches in the slightest. The stats will indicate more kill rates on the perk, without recognizing it is only from killing soloq. It is the exact kind of bad spreadsheet styled buff that will change the game for the worse in the majority of cases.

    A shorter CD with the current injury removes limitation would at least make both soloq and SWF equally (or at least more closely) affected.

  • UnavailableName
    UnavailableName Member Posts: 298

    Another perk rework that break the game completely, especially on some maps (indoor).

    With those devs, the last months have been broken perks over broken perks :

    • MFT
    • TOT rework
    • David's Cage perks
    • For the ppl

    Combine FTP with buckle up = OP

    MFT + Resilience = OP

    ToT + Dragon's + map offering = OP

    Well it looks like devs do not even know their own perk and the fact that players can mix them together...

    We want chases, not insta down and crap gameplay.

  • mizark3
    mizark3 Member Posts: 2,253

    Each of those 'OP' combos are typically easily countered.

    FTP+Buckle up requires the Survivor to be healthy AND to start the heal during the hit CD. With basic M1 Killers that is ~11m of distance. That means you can both see and hear the FTP Surv, and can turn around mid chase to hit them for a free hit. A simple mindgame and that gives you a free injury state, and 2 Survs not on gens. For Killers with any skill, this isn't a problem, and helps instead.

    MfT + Resilience requires passing up on Sprint Burst, in order to get slightly more wiggle room in loops for mistakes. MfT shouldn't have the endurance heal, but the speed boost non-exhaustion is fine as is.

    ToT+DG+Map, this requires 3 things, but I'd argue only 1 of them is actually OP. In this case I'd argue map offerings are OP, and should be reworked. I'd combine all map offerings and Sacrificial Ward into a single item, and it allows for selecting the map or no map to be forced. Since they are a single item, only 1 of them can spawn in the Bloodweb, instead of 3 Survivor realms 3 Killer realms 3 roughly equal realms or whatever the numbers are. If I currently run out of say Springwood for Survivor, I could swap to Farm (before this update), and another realm after that. If it is consolidated into 1 item, it also prevents stockpiling nearly as many busted map offerings in the long run.

    Also even if we were to take ToT+DG as being busted, you can do all other gens. If the Killer camps for a DG proc, they lose. If the Killer ventures out, then an injured Surv can tap the gen and the exposed is meaningless. More than enough counterplay that, to be fair, is easier to coordinate in SWF than soloq.

  • nars
    nars Member Posts: 1,124

    or just tap the gen