Idea for Thanatophobia
Lots of people are suggesting ideas for Thanatophobia, so I thought I would throw my idea in (this would probably get lost as a comment in the other threads).
Current perk description:
- All Survivors receive penalties to repair, healing and sabotage speeds for each injured, dying or hooked Survivor.
- 1 injured, dying or hooked survivor decrease repair, healing and sabotage speed by 4/5/6 %.
- 2 injured, dying or hooked survivor decrease repair, healing and sabotage speed by 7/8/9 %.
- 3 injured, dying or hooked survivor decrease repair, healing and sabotage speed by 10/11/12 %.
- 4 injured, dying or hooked survivor decrease repair, healing and sabotage speed by 13/14/15 %.
Changed perk description:
- Instills the fear of death in the Survivors you injure, causing penalties the closer someone is to death.
- Survivors you injure face a 20/30/40% speed penalty to all actions while injured and for 30 seconds after being fully healed.
- Survivors that you put in the dying state or hook will face double the speed penalty.
- Dying or hooked Survivors will cause all Survivors to face a 20/30/40% speed penalty as long as they remain in that state.
- When a Survivor dies, all Survivors will face triple the speed penalty for 60 seconds.
Change break-down.
- Perk becomes more individual based than group based, while retaining group punishment in some instances.
- Speed penalties stack if each condition is met.
- Survivors with Vigil will reduce the time penalty for all survivors in range.
- Survivors with No Mither will not face the speed penalty for being injured, but will receive it when they are dying or hooked. When brought back to the injured state, the speed penalty will only last for 30 seconds, just like a healed survivor.
For those saying No Mither is challenge mode: yes, the challenge is to NOT get hit. No Mither SHOULD counter Thanatophobia to some degree. Thanatophobia is the fear of death. Voluntarily entering the match injured shows courage in the face of death, and courage conquers fear. This is a good balance, because while survivors with No Mither would not face the speed penalty from being injured, they are more susceptible to being put in the dying state or being hooked than the other survivors. The trade off here - reduced individual punishment at the cost of increased possibility of group punishment.
Comments
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@CoolAKn said:
Lots of people are suggesting ideas for Thanatophobia, so I thought I would throw my idea in (this would probably get lost as a comment in the other threads).Current perk description:
- All Survivors receive penalties to repair, healing and sabotage speeds for each injured, dying or hooked Survivor.
- 1 injured, dying or hooked survivor decrease repair, healing and sabotage speed by 4/5/6 %.
- 2 injured, dying or hooked survivor decrease repair, healing and sabotage speed by 7/8/9 %.
- 3 injured, dying or hooked survivor decrease repair, healing and sabotage speed by 10/11/12 %.
- 4 injured, dying or hooked survivor decrease repair, healing and sabotage speed by 13/14/15 %.
Changed perk description:
- Instills the fear of death in the Survivors you injure, causing penalties the closer someone is to death.
- Survivors you injure face a 20/30/40% speed penalty to all actions while injured and for 30 seconds after being fully healed.
- Survivors that you put in the dying state or hook will face double the speed penalty.
- Dying or hooked Survivors will cause all Survivors to face a 20/30/40% speed penalty as long as they remain in that state.
- When a Survivor dies, all Survivors will face triple the speed penalty for 60 seconds.
Change break-down.
- Perk becomes more individual based than group based, while retaining group punishment in some instances.
- Speed penalties stack if each condition is met.
- Survivors with Vigil will reduce the time penalty for all survivors in range.
- Survivors with No Mither will not face the speed penalty for being injured, but will receive it when they are dying or hooked. When brought back to the injured state, the speed penalty will only last for 30 seconds, just like a healed survivor.
For those saying No Mither is challenge mode: yes, the challenge is to NOT get hit. No Mither SHOULD counter Thanatophobia to some degree. Thanatophobia is the fear of death. Voluntarily entering the match injured shows courage in the face of death, and courage conquers fear. This is a good balance, because while survivors with No Mither would not face the speed penalty from being injured, they are more susceptible to being put in the dying state or being hooked than the other survivors. The trade off here - reduced individual punishment at the cost of increased possibility of group punishment.
I feel like this would be pretty op because of the numbers. I mean this perk would basically just outclass so many others. I mean if you would combo this perk into some kind of slug build it would be pretty much an easy victory. Tbh I think thanataphobia just needs its numbers buffed some and it would be better. Maybe make it disable self care for any survivors you injure as well. This just seems a bit too op if you ask me.
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All Thanatophobia needs is to trigger from dead Survivors. The perk is literally called "Fear of death", and yet doesn't trigger from Survivors actually dying - that's a big mistake.
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@Orion said:
All Thanatophobia needs is to trigger from dead Survivors. The perk is literally called "Fear of death", and yet doesn't trigger from Survivors actually dying - that's a big mistake.+1 to this idea. OP's suggestion is... well op =p [for those new to forums, OP is Original Poster or overpowered]
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@Dreamnomad said:
@Orion said:
All Thanatophobia needs is to trigger from dead Survivors. The perk is literally called "Fear of death", and yet doesn't trigger from Survivors actually dying - that's a big mistake.+1 to this idea. OP's suggestion is... well op =p [for those new to forums, OP is Original Poster or overpowered]
The values can obviously be adjusted, but everything else looks good for me. The idea is to reduce the action speeds in relation to a person's health state.
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@Dreamnomad said:
@Orion said:
All Thanatophobia needs is to trigger from dead Survivors. The perk is literally called "Fear of death", and yet doesn't trigger from Survivors actually dying - that's a big mistake.+1 to this idea. OP's suggestion is... well op =p [for those new to forums, OP is Original Poster or overpowered]
My only concern would be how would this affect camping? Since now you have a guaranteed procs instead of having injured survivors. It'd be good but what would the numbers be to make it balanced? This is especially concerning for newbie ranks with experienced killers.
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@powerbats said:
@Dreamnomad said:
@Orion said:
All Thanatophobia needs is to trigger from dead Survivors. The perk is literally called "Fear of death", and yet doesn't trigger from Survivors actually dying - that's a big mistake.+1 to this idea. OP's suggestion is... well op =p [for those new to forums, OP is Original Poster or overpowered]
My only concern would be how would this affect camping? Since now you have a guaranteed procs instead of having injured survivors. It'd be good but what would the numbers be to make it balanced? This is especially concerning for newbie ranks with experienced killers.
Yeah, I'm not sure how to make this discourage camping. Some people are going to camp regardless, but it would be more effective for the killer to have multiple injured/hooked people rather than just one.
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Orion said:
All Thanatophobia needs is to trigger from dead Survivors. The perk is literally called "Fear of death", and yet doesn't trigger from Survivors actually dying - that's a big mistake.
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@Noxerias said:
Orion said:All Thanatophobia needs is to trigger from dead Survivors. The perk is literally called "Fear of death", and yet doesn't trigger from Survivors actually dying - that's a big mistake.
Agreed, I would also like if it affect other actions like cleansing totems, searching chest, and opening exit doors with some tweeks to the numbers to make it balanced. This would be a bandaid fix to add more time for the killer while still barely effecting survivors when they're doing other objectives, albiet it's not much but still every bit helps.
How would you tweak that numbers?
The numbers are already to small to have any real effect.0 -
Wolf74 said:
@Noxerias said:
Orion said:All Thanatophobia needs is to trigger from dead Survivors. The perk is literally called "Fear of death", and yet doesn't trigger from Survivors actually dying - that's a big mistake.
Agreed, I would also like if it affect other actions like cleansing totems, searching chest, and opening exit doors with some tweeks to the numbers to make it balanced. This would be a bandaid fix to add more time for the killer while still barely effecting survivors when they're doing other objectives, albiet it's not much but still every bit helps.
How would you tweak that numbers?
The numbers are already to small to have any real effect.0 -
An idea I'd like to propose as a change to Thanatophobia is as follows:
Thanatophobia
Your prey know your power and become more inefficient through fear each time you catch them.- As long as someone is injured, dying, or hooked, each individual time a survivor is hooked, that survivor receives a stackable 5/7/9% reduction to action speed in Cleansing, Generator Repair, Healing, Opening Exit Gates, Searching, and Vaulting.
It's a rework that incentivizes injuring and hooking different survivors multiple times rather than camping to death on one hook.
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