Imagine nerfing Thanataphobia
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Nobody was using thana and they nerfed it.
Hilarious.
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I'm interested in how severe the penalty will be now. In theory, it seems like a good change (is this really the DbD dev team making these decisions?!).
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well you cant really blame person that knows the devs and what they did and are doing all the time
i expect the % to be at like 5-6% so it will be even more useless
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Everything that isn't healing speeds is getting a number increase.
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Legion. Infinite Myers.
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This is going to be a serious buff. Expecially with sloppy, coulrophobia, dying light and every other perk that effects healing.
Keep in mind thana effects - gens, exit gates, and pretty much every other action besides vaulting atm. This incentivize's healing to get rid of the Thana debuff. Pop on sloppy, and whilst their healing speed isn't quite as reduced, you've essentially put on two perks that immediately slows the game down. 16-20s off a gen is nothing to Scoff at, this perk now can be buffed up.
With it buffed up (let's say by 1-2%-) ya get about 36 extra seconds per generator, just by having everyone injured. Half that if they heal, but then as they have to heal safely away from gens, and travel back to them it pretty much equates to around 36 extra seconds everytime you injure everyone, expecially when considering healing builds, other methods of healing and resetting.
This perk is the new pop goes the weasel, and you don't even have to go out of your way. Just make sure to spread the damage, and all of the survivors will suffer.
I kid you not, choulrophobiaor however you spell it, ruin, undying and Thana are going to be an amazing combo on a lot of killers. They can't heal near the generator your patrolling/protecting, and they have to go reset elsewhere which allows generators to regress with ruin/undying.
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Yeah IDK. I think one of the Devs lost to some Rank 1 Nurse running a meme build or something and got salty.
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The only good thing about this is if survivors are forced to heal against Legion they will complain more than ever and finally get that sloppy mess of a killer gutted completely and reworked, since we know full well the developers give them whatever they want.
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Legion was already gutted multiple times, for good reason. He needs significant buffs or a rework to make him stronger.
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Perhaps, but Dying Light isn't all that good until the you get a few stacks. It isn't a perk that will help you win imo, it will just help you win harder, if that makes sense.
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It will be more useless because it will be better? I’m sorry what? Did I read that right! Is 6% not better than 4%? Come on dude. Who actually used thana to slow down healing speeds, there’s literally a perk called sloppy butcher for that.
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Its not really a nerf but I guess some people cant read or they understand only what they want.
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The reason it's so weak right now is because it counters its counter.
It only adds 2.5 seconds now but if they buff it it that will go up too. They can't make it stronger without simultaniously make it's counter weaker. It's already the best play to ignore thana rather then heal up
They are changing it so they can buff it. Even if they only ad 1% to the other action speed it would be a better perk then it is now
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I don't understand the doom and gloom over thana change, they haven't gave numbers, they only said it won't effect healing anymore.
It's not like thana is a good perk as it is anyway so why even get upset about the fact they are changing it.
It does depend on the numbers though so if they are too low to warrant using it, then nothing really changed and they made a bad perk worse and it opened the eyes to the players that did use it to actually use good perks lol.
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definitly more of a buff than a nerf.
right now when there is thanatophobia, survivors doesn't heal and focus on gens.
The change to the perk would actually give them an incentive to waste time healing before doing gens, therefore giving more time to the killer.
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I mean 20% overall still doesn't sound that good. 32%, 8% per survivor. Now were talking.
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It's still pretty decent. 32% would be way too strong imo.
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If it's too small, nobody will use it tho. Maybe something between 5-7%.
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Doesn't need to be used by everyone. I think sometimes people want every perk to work on every character which just isn't going to happen. I know it's a must have perk on Plague now. I'd say on Legion it's also extremely good.
It doesn't effect healing anymore but we've already got better perks for that anyway. I have to give them credit for making a lot of decent changes in this update.
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It was a perk worth running only on Legion and Plague, who are killers who can already keep you injured at basekit. So, the healing debuff was irrelevant and the perk has effectively been buffed with the new penalty on other actions.
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Yet that is what it should be, strong... if it isn't people won't bother healing and therefore the whole concept of the change is nullified.
It a depends on the numbers, if the buff doesn't make it a big deal for doing generators then it will simply be ignored and we continue with the just repair while injured effect it gives now. If it gets buffed enough, then having multiple people injured will have the desired effect that survivors will feel the need to stop doing generators and heal up more often.
I am curious about the numbers that will be used, all we can do is wait and see whether it is a worthy change to make it a viable option for a good build. It should be promoting the killer to try and get everyone injured, meaning more swapping of targets (less tunneling) and survivors to heal to slow down the gen rush. Yet survivors might complain that they now have to focus on something else than generators as in healing, just like they complain about the need to do bones.
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If it could only be used by itself then that 32% would be fine. Problem is combine that with every other slowdown perk in the game and it becomes a bit too much.
It all does depend on what the new numbers are. I'd assume that it'll be maybe 4/5/6% which I think is fine.
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Imagine thinking that was a nerf to thana
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I agree. 6% repair debuff per injured/dying/hooked survivor sounds useful, whilst staying conservative enough that it wouldn’t be outrageous stacked with other slow down.
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Hallelujah. I’m glad I’m not the only one NOT dumping on the proposed perk changes.
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People just love to dump on stuff unfortunately
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I´m also afraid it will lose the little niche it has as of now. We have to wait for the actual numbers though. Maybe it will be a fair trade-off, but the numbers to justify that would have to be pretty high.
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I agree. Every change has a ballance. If a lot of people realized most of the changes are for the good of the game. They nerfed swing chains a while back yes? Was thana+chains+sloppy fun against? No amd reallt wasnt fun to play with. I feel a lot of these changes are good. Its hard to ballance a game like dead by daylight being asymmetrical. Reworking maps, perks and abilities... Is all part of it. If everything was set in stone we would be complaining about all the same loadouts for each killer. But look around! Every killer has fun loadouts. Effective? Maybe not but fun! And isnt that the point of a game? Things change. Amd thats the fun. Its always different
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they removed the healing speed, therefore if it will be at 6% its gonna still be worse because it wont affect healing speed
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This is the scene I image about with Killer has Thana:
Old Thana: Injured survivor1 at Gen, later injured survivor2 come. Both doing Gen because the debuff on Gen is too low (3sec more) that not really affect Gen time. In stead of healing, both will do Gen. After that, they can hide and heal.
New Thana: Injured survivor1 at Gen, later injured survivor2 come, both likely to heal each other for 32sec because the Gen time can be increased longer (we cant tell how much longer yet). And you just saved 32sec Gen time as Killer.
Honestly, I think the debuff on Gen should be alot greater to actually make Survivor really have to heal instead on doing Gen. Eventually if all 4 are injured. 2 Survivors on Gen time increased to 6sec is really nothing, even increase it by double 12sec isnt that much either.
My idea is to have injured Survivor get 10% healing buff (that will not be used if other 3 are healthy). And Survivors get debuff on other action by 10% for each injured Survivor. This would force Survivor to heal before Gen for sure.
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Not really. If it is at 6%, it means that at only two injured Survivors, Thana will be slowing down gen repair speed by the same percent that the current Thana would be slowing down for three injured Survivors instead. That would actually the slowdown higher (except for Healing, of course) than the OG Thana (which went 6, 9, 12, 15 vs. 6, 12, 18, 24). Even 5% would lead to mostly higher numbers at 5, 10, 15, 20.
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Well, the point is that survivors should not let it be 32% to begin with and the increase is compensated with that it doesn't affect healing speeds and so healing should become more of a priority. It seems that people assume that the survivors should be all 4 injured and that the effect on them all being injured shouldn't be to high. Why would it not be considered bad for doing generators when everyone injured? If it doesn't offer a decent enough of a decrease the generation timer that survivors feel the need to heal what is the effect. Keep in mind that it also became easier to remove as the effect no longer affects healing. It doesn't affect digression times, it doesn't affect generators directly... it affects the survivors and their ability to do it. Personally if you manage to get it to 4 stacks, meaning every single one of the survivors is injured the option to heal should be nearly mandatory and should be extremely punishing if people choose to just push through the effect. From what they state it seems they want to buff the perk not keep it at similar strength as it is now. Get it to actually be a good alternative compared to for instance Ruin, Pop, etc.
Sure it can be stacked with other generation progression reductions or with healing reductions, yet isn't that the idea that killers have multiple options of builds and making what is used more varied? If people go all in on generation regression... that means they are sacrificing tracking, etc.
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Like i said theres literally a perk called sloppy butcher if you want slower healing times for survivors.
Do you not want slower gens for thana?
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What I take from this change is they don't simply want to increase gens times as it becomes monotonous.
So what the trade off is to make the perk increase gen times but give a counter which in essence takes the debuff away but at the same time slows the game down. I.e make survivors want to heal.
If you slow down both then you cant buff the one needed. It makes perfect sense and could be a buff to plague as survivors not cleansing could be more detrimental.
Legion survivors will need to learn to spread out more to compensate for the change.
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Trolling? Just promise us all you will never use thana, no matter what the PTB. Then post you’re steam id. I mean, it’s gonna be trash, right? Put your money your mouth is
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Dude who cares? The perk is garbage right now and probably will be garbage after the changes. So I do not use it now, will probably not use it then. DL is garbage too builds which take these perks are mediocre at best. Wait and see, I remember when they nerfed "fire up" for reasons.
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sloppy doest work with many killers simply because of basic attack requirement which renders the perk useless
and yes i would like slower gens with thanatophobia but unless its at least 8% per injure its not gonna be worth it anyway
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dude i dont know if you realize that even 16% slow was nothing on no matter what action
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So a Legion starting the game should start with nearly an immediate 24/32% slowdown? I know he's a weak killer but that's surely too much. The perk won't become a good alternative to Ruin or Pop it will become an amazing partner to those perks.
I know healing isn't affected anymore but that doesn't mean much. Your only saving around 2.5 seconds of healing at 4 stacks with new thana. However the time to complete a gen goes up from 92.8 seconds to 105.6 seconds with 4 injured survivors while using new thana.
I just think overall if you ran the numbers it would probably work out to be too much. Especially when facing a Plague or something. I think 6% maximum is a good buff but not overbearing.
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That's why I am saying the numbers would be higher than that if we went even to 6%.
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if it's 5% it's a nerf. If it's 6% or more it's a buff.
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i would take no less than 8% per stack, 6% is still useless and now it wont affect healing either
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6% means that if everyone is injured, gens are going 24% slower. That is significant.
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if you work on it alone maybe a little bit of an issue, if there are 2 survivors its basically nothing, 16% also sounds significant on gen but in reality it is not
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The optimal gen strategy is generally to split up anyways to spread out gen progress.
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So you would rather heal speeds be 16% slower than gens 24%
What non m1 killer are you playing where ur rotating an getting people injured all the time? Seems pretty ineffective.
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i basically play all killers, but now mostly blight and huntress and honestly there are better perks then sloppy butcher anyway
you buff the perk because you want people to use it and i say i wont use thana because it will still be useless even with 24% on gens
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yes thats true, but when you know killer is chasing someone and someone is going for them which might be another potential chase you group up with last survivor on a gen, thats what swf do and guess how effective it is when no killer can compete with it
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Well your right in that it probably wouldn’t be too useful for huntress and blight because they are very chase oriented killers, but think about the effects on plague, legion and other killers who injure people easily.
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yes i use it on legion because you can stab everyone all the time and that icon is very annoying to have on your screen as survivor, but i dont think buff will make them care much, people dont heal against plague or legion because its either pointless or powers up the killer
so i dont think it will change much, even if it was 8% per stack games would last maybe a 1-2 minutes longer and thats assuming people wont group up on gens
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