Idea to buff thanatophobia and make it a useful perk.
Currently Thanatophobia is a terrible perk. With how easy it is to heal from injuries with selfcare the likely hood of injuring 3 or 4 survivors at one time is few and far between. Even if you manage to injure only 2 that simply provides a 9% action speed debuff which is rather insignificant and adds only a couple seconds to action speeds and even this small debuff will be negated rather quickly with selfcare.
My idea to rework thanatophobia is make it into a perk that works on a stack system much like third seal and STBFL. The new thanatophobia would have 8 stacks possible. Every stack leads to a 1/1.5/2% action speed debuff so 2/4/6/8/10/12/14/16 at TIER 3. 1.5/3/4.5/6/7.5/9/10.5/12 at TIER 2 and 1/2/3/4/5/6/7/8 at TIER 1. Each time you hit a single survivor you can gain a maximum of two stacks off them and no more. So to get all 8 stacks you need to hit each survivor twice.
Once a survivor dies/DCes you lose two stacks on your thanatophobia. This discourages camping by giving you incentive to find more people to hit too slow the game down more and also discourages tunneling since you lose stacks if the survivors die. In effect it encourages you to spread the pain more as a killer rather than outright tunneling someone down and to patrol gens and find new prey to get more stacks.
Thoughts? Opinions? What would you change to my idea if this seems like an unfair rework?
Comments
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Just give the numbers a boost and dead/DCed are permanent debuffs.1
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@azazer said:
Just give the numbers a boost and dead/DCed are permanent debuffs.To my idea or the current state of Thanataphobia?
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Fun fact.
- Thanatophobia is an anxiety caused by thinking about Death. It's often called 'Death Anxiety'.
- Necrophobia is the fear of dead or dying beings and things that are associated with them.
Thought that was interesting to share.
On topic:
Thana would be okay if Self-Care wasn't that meta.As it stand the only thing I can think of to buff is either:
1. Buff the numbers slightly. (Current Thana)
2. Make it so each health stage the survivor is in affects the survivors (for example, small debuff when injured, larger debuff when the survivors gets hooked, etc.)I don't mind this, but it just seems too much like STBFL and not so much its own perk you know?
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SadonicShadow said:
@azazer said:
Just give the numbers a boost and dead/DCed are permanent debuffs.To my idea or the current state of Thanataphobia?
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@azazer said:
The current state. Don't think it needs tokens. The healing to counter it is fine because now killers have mangled on sloppy butcher and coulrophobia. The biggest issue is that once dead the debuff no longer applies. Rewarding a killer for doing a good job by making the perk more powerful over time is how it should be, you shouldn't lose stacks for killing, which is the killers job.
The killer already gets rewarded for killing, they get bp, they reduce available survivors by 1 each time and thus increase the time it takes to get things done.You took a chance on taking that perk, just as a survivor takes a chance on Adrenaline being there at the very end.
If the new kobe perk gets taken you're taking a choice on not being the 1st hooked and hoping you get to use it. You don't get rewarded for getting hooked 1st and now that perk choice is wasted. Thanatobia isn't meant to reward you for killing anyone.
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Thanatophibia will be a bad perek as long a Self Care isn't been balanced.
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powerbats said:
@azazer said:
The current state. Don't think it needs tokens. The healing to counter it is fine because now killers have mangled on sloppy butcher and coulrophobia. The biggest issue is that once dead the debuff no longer applies. Rewarding a killer for doing a good job by making the perk more powerful over time is how it should be, you shouldn't lose stacks for killing, which is the killers job.
The killer already gets rewarded for killing, they get bp, they reduce available survivors by 1 each time and thus increase the time it takes to get things done.You took a chance on taking that perk, just as a survivor takes a chance on Adrenaline being there at the very end.
If the new kobe perk gets taken you're taking a choice on not being the 1st hooked and hoping you get to use it. You don't get rewarded for getting hooked 1st and now that perk choice is wasted. Thanatobia isn't meant to reward you for killing anyone.
Your perks should not become weaker by doing your objectives.0 -
@azazer Wouldn't that apply to all perks then, since wglf depends on unhooking someone but if you do your objective which is gens then that perks becomes less valuable. So you do gens and say only 2 people get hooked and then you all get out.
But because of you doing your objective your perk became weaker. The same is true for other perks, they become weaker by doing objectives.
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powerbats said:
@azazer Wouldn't that apply to all perks then, since wglf depends on unhooking someone but if you do your objective which is gens then that perks becomes less valuable. So you do gens and say only 2 people get hooked and then you all get out.
But because of you doing your objective your perk became weaker. The same is true for other perks, they become weaker by doing objectives.
If doing a gen took away your wglf tokens, then we'd have an apples to apples comparison.0 -
@azazer said:
powerbats said:@azazer Wouldn't that apply to all perks then, since wglf depends on unhooking someone but if you do your objective which is gens then that perks becomes less valuable. So you do gens and say only 2 people get hooked and then you all get out.
But because of you doing your objective your perk became weaker. The same is true for other perks, they become weaker by doing objectives.
Wglf is not negatively impacted by doing your objective. It's simply a point booster for doing an optional secondary objective. Do gens and escape. That is the survivor objective. Boxes, totems, and saves are secondary and not essential win conditions.
If doing a gen took away your wglf tokens, then we'd have an apples to apples comparison.It doesn't negate my pijt, doing the objective makes your perk weaker no matter how you look at it. By equipping it you're counting on getting lots of unhooks but if the match ends quickly then you wasted it.
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powerbats said:
@azazer said:
powerbats said:@azazer Wouldn't that apply to all perks then, since wglf depends on unhooking someone but if you do your objective which is gens then that perks becomes less valuable. So you do gens and say only 2 people get hooked and then you all get out.
But because of you doing your objective your perk became weaker. The same is true for other perks, they become weaker by doing objectives.
Wglf is not negatively impacted by doing your objective. It's simply a point booster for doing an optional secondary objective. Do gens and escape. That is the survivor objective. Boxes, totems, and saves are secondary and not essential win conditions.
If doing a gen took away your wglf tokens, then we'd have an apples to apples comparison.It doesn't negate my pijt, doing the objective makes your perk weaker no matter how you look at it. By equipping it you're counting on getting lots of unhooks but if the match ends quickly then you wasted it.
Imagine if every gen you did a stack of wglf disappeared. That is a perk getting weaker for doing the objective and that is what thanatophobia does0