Where's the love for the other Tools of Torment Perks?

Background Player got buffed significantly and is actually a pretty good and fun perk now. It has a very respectable use rate.

However, the rest of the Tools of Torment Perks are left severely underpowered and underused.

3 of the 6 Survivor perks from the chapter sit in the top 10 least used perks overall. 2 out of 3 of the killer perks are also in the top 10 least used. All 3 are in the top 15.

It's a massive shame because they introduced a bunch of neat concepts, however their execution is very lacking. Every single perk from Tools of Torment (aside from Background Player which got it's time) needs significant buffs.

Comments

  • You forgot that Blood Rush is also pretty strong, but I guess it's not very popular since it doesn't counter hard tunneling. Seems Renato is the only Tools of Torment character to get anything decent, every other perk is uninteresting or not very good.

  • @BlightedTrapper said:

    You forgot that Blood Rush is also pretty strong, but I guess it's not very popular since it doesn't counter hard tunneling. Seems Renato is the only Tools of Torment character to get anything decent. But yeah, every other perk is uninteresting or not very strong.

    Blood Rush is really situational. It's quite literally useless by itself and only really works alongside Sprint Burst. It needs a buff, but it's the trickest to buff out of the bunch.

    It's also in the top 15 least used.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650569#Comment_3650569

    Blood Rush is really situational. It's quite literally useless by itself and only really works alongside Sprint Burst. It needs a buff, but it's the trickest to buff out of the bunch.

    It's also in the top 15 least used.

    i wish they buffed gameafoot to work on all basic attacks when changing obsession.

  • Background Player was in a good state pre-buff and is now just overtuned imo. Some of the other perks are good, but everyone has forgotten how decent some of the perks such as Power Of Two or Collective Stealth(if that's the correct perk name) can be while the rest of the perks are just useless.

    If they made Blood Rush have more than one activation every game like 2-3 tokens on it then I'd feel like it'd be in a good spot.

    Cut Loose is mostly situational, but is still a good perk on some of the MacMillan maps where you have all of those tiles in the middle with all of those vault locations.

    Friendly Competition is fine imo since it encourages working on gens together first then either get onto another gen together or split up on gens which I like as a perk.

    Game Afoot I honestly wished that the Haste procced on more than just breaking something like it'd be nice if it'd trigger whenever the obsession changes to whoever you're currently chasing(if that makes sense) or even that it auto-triggers at the start of a chase with the obsession. Another potential change for this perk is to simply add in some extra effects like faster breaking and vaulting speeds while chasing the obsession. Also a problem this perk has is that it's sorta a little bit of a tunnel perk in of itself due to the fact that you only get the buffs from it while chasing the obsession and typically whoever gets changed to the obsession first is gonna have way more chase time then everyone else typically which makes changing the obsession harder and therefor just encourages the killer to chase the obsession over and over again to remove them from the match so that they can finally change the obsession again to someone else. So that little problem would have to be addressed as well.

    Leverage is a good perk, but what makes it horrible is the fact that it immediately activates whenever you hook a survivor and that's not really good because most of the time that survivors are gonna be healing is under a hook after doing an unhook which means that you'll only get like a very few seconds of value from it at the most. The easiest fix to this perk imo is to have it activate like how We'll Make It activates where it's dependent on when a survivor is unhooked rather than when a survivor is hooked.

    And finally for Thwack! I feel like this perk is perfectly fine, but the main problem for it is that you only get to use it one time after hooking a survivor which isn't very good. Especially when a lot of the time you need to break a pallet to trigger it. The best fixes I can think of for this perk is to just put it on a passive cooldown instead of needing a charge from hooking and also make it work on kicking gens as well(like how Game Afoot does). Those two changes would make it actually useful imo.