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Trail of Torment does not need "Fixing"

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I just saw this line in the patch notes email I got. Please revert this on the next hotfix or update.

Trail of Torment was already a niche perk that required a whole build and playstyle around it, utilizing blocking generators with Thrilling Tremors, in order to give more Undetectable than perks like Unforseen. A very fair tradeoff. Now it's just a strictly worse Unforseen.

Comments

  • Brokenbones
    Brokenbones Member Posts: 5,698

    I believe it's considered a bug because gens that are blocked stop regressing until they are unblocked and Trail of Torment is supposed to stop when the target gen stops regressing

  • JanembaJanemba
    JanembaJanemba Member Posts: 17

    I see, that's fair. It would still be nice if something gets done about the perk though. Thank you for the quick response.

  • PetTheDoggo
    PetTheDoggo Member Posts: 2,355

    Another reason to just use Unforseen.

  • HolyDarky
    HolyDarky Member Posts: 1,440
  • Fishermin
    Fishermin Member Posts: 2

    Is it not a bug that Trail of Torment doesn't resume once the generator resumes regressing after being blocked?

    I can't imagine this would be intentional as it completely breaks the functionality of this perk, especially when synergizing with gen-blocking perks is crucial. The description states it "grants the Undetectable Status Effect until that Generator stops regressing", which I would argue that a gen being blocked doesn't stop the regression, it temporarily pauses it, so why punish the killer for synergizing with a perk that isn't even meta? Not only does this apply the 30 second cooldown, but with the gen usually still regressing, the killer usually cannot reapply Trail to the gen after the cooldown is over, and has to wait until it actually stops regressing (repaired).

    Trail of Torment wasn't even near overpowered when it was active during a blocked gen (which actually required setup to even make sure the tormented gen was blocked), but if it can't be active for consistency sake, it at least needs to resume after the gen is unblocked, otherwise it becomes useless. Stealth is universally seen as a very weak killer playstyle in comparison to rushdown, map control, etc - and nerfing one of the few decent stealth perks will just give more incentive to play rushdown killers and builds that are already insanely strong.

    Appreciate you all looking into it!

  • Wezqu
    Wezqu Member Posts: 1,445
    edited March 16

    Technically the gen does stop regressing as when the gen is blocked it does not regress or be effected by anything. So if we go by that logic the perk should stop working when the gen is blocked as the gen is not regressing at that time. Then it also should not reactivate when the gen becomes unblocked as the gen did stop regressing while it was blocked so causing the perk to disable.

    Post edited by Wezqu on
  • Fishermin
    Fishermin Member Posts: 2

    I think the wording on the perk description might be bugging me, then. For example - survivor perk Rookie Spirit similarly states "The auras of any regressing Generators are revealed to you until they stop regressing by any means." Like Trail of Torment, this perk is disabled when a generator is blocked, but then reactivates once the generator is unblocked. For consistency sake, since this gen "stopped regressing by any means", it should not reactivate for this generator.

    Combing other perks with similar behaviors, Surveillance has wording I agree with more - "The aura of regressing generators are highlighted in white - If the Regression progress is interrupted on a Generator, its Aura will be highlighted in yellow for 16 seconds." In this example, the word "interrupted" is used, which seems more appropriate for Trails of Torment's case.

    If it is confirmed intended, then I can gladly post a write-up in its own thread as to why Trail of Torment should not be designed this way and my suggestions for alternative balance. As this is a very unique killer perk that relies on a generator to be regressing to remain active, it's unfortunate that this is pretty much the only killer perk you can actually self-sabotage by playing a gen-block/slowdown perk (which at least one is pretty much necessary in a good build). It's a huge nerf to a fun non-meta perk, and one of the very few perks that enabled the stealth playstyle (which is already weak).

  • Wezqu
    Wezqu Member Posts: 1,445
    edited March 16

    Your example of Rookie Spirit is not comparable with Trail of Torment as Rookie Spirits effect showing the auras work when the gens are regressing when Trail of Torment turns off when the gen stops regressing. Rookie Spirit has no requirement of why the gen starts regressing to show the aura. So when it starts it shows. Trail of Torment by its description should not start on the gen again as it turns off totally when the regression stops. Killer needs to kick a gen again to get the effect.

    I don't know why we are talking about wording preferences when it clearly makes sense why Trailer of Torment should turn off when gen is blocked by the perks description.

    Also your last point is wrong as there is other killer perks that you can combine to cause other perks to be useless at least part of the match. For example using Hex: Ruin and having any of the many gen kick perks that can't be used as you can't kick gens when Ruin is active. Take undetectable perks with any perk that gives you effects on terror radius. etc.

  • AssortedSorting
    AssortedSorting Member Posts: 1,537

    Unlike Trail of Torment Rookie Spirit is a passive "Any regressing generator", so once any generator starts regressing (such as regression starting again after the block ends), you're shown the aura.

    It's not "continuing" in a sense from Rookie Spirit. It's just two valid regression triggers, whereas Trail of Torment requires the kick to enable to perk, and there is no "interrupt" consideration.