Fishermin
Fishermin
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- Fishermin
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064241#Comment_4064241
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.
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). -
@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055105#Comment_4055105
exactly right - so this is a bug fix. Whilst we can pass the feedback to the design team IF anything is changed it would need to be done as a change - with design intention and reasoning, not a bug fix.
@ThatRyanB said:
This is definitely something I can make sure is shared with the team, feedback-wise. Either way, we'll be keeping an eye on how it performs in-game.
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!