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Thanatophobia reworks you'd like to see

Kind_Lemon
Kind_Lemon Member Posts: 2,559
edited September 2018 in Feedback and Suggestions

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, and Searching.

It's a rework that incentivizes injuring and hooking different survivors multiple times rather than camping to death on one hook. Thanatophobia seems underwhelming and underdeveloped as it stand now after having the "dead" survivor removed from the penalty recognizer.

Edit: Removed penalty to survivor vault speed in order to not make tunneling easier. Also, don’t forget to post your own ideas for Thanataphobia reworks if you have them!

Post edited by Kind_Lemon on

Comments

  • NMCKE
    NMCKE Member Posts: 8,243

    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. Thanatophobia seems underwhelming and underdeveloped as it stand now after having the "dead" survivor removed from the penalty recognizer.

    This should be built-in to the game and not be a perk so every killer would have a incentive to go after more survivors! :-1:

    Great idea!
  • DexyIV
    DexyIV Member, Alpha Surveyor Posts: 515
    Nickenzie said:
    This should be built-in to the game and not be a perk so every killer would have a incentive to go after more survivors! :-1:

    Great idea!
    Nah. This would make an already tunneling meta even worse. Killers would just go after one person who would become more vulnerable with each hook (since the vault speed would be reduced as well). ESPECIALLY if it were to be just an innate feature. Sloppy Butcher and slugging during the mid game with Thanatophobia is a perfectly good combination imo. I see no reason to change it
  • Orion
    Orion Member Posts: 21,675

    @DexyIV said:
    Nah. This would make an already tunneling meta even worse. Killers would just go after one person who would become more vulnerable with each hook (since the vault speed would be reduced as well). ESPECIALLY if it were to be just an innate feature. Sloppy Butcher and slugging during the mid game with Thanatophobia is a perfectly good combination imo. I see no reason to change it

    So it's a perfect buff. Right now hooks are mostly pointless except for the third.

  • DexyIV
    DexyIV Member, Alpha Surveyor Posts: 515
    Orion said:

    So it's a perfect buff. Right now hooks are mostly pointless except for the third.

    Not really. Hooking for stages 1 and 2 have their own purposes. It forces people off gens, allows you to cut people off when they try to be altruistic. Altruism is the number 1 way survivors throw their games, especially when unexperienced or uncoordinated. So no, I don’t agree at all with that idea of initial hooking is pointless. 
  • Kind_Lemon
    Kind_Lemon Member Posts: 2,559
    DexyIV said:
    Nickenzie said:
    This should be built-in to the game and not be a perk so every killer would have a incentive to go after more survivors! :-1:

    Great idea!
    Nah. This would make an already tunneling meta even worse. Killers would just go after one person who would become more vulnerable with each hook (since the vault speed would be reduced as well). ESPECIALLY if it were to be just an innate feature. Sloppy Butcher and slugging during the mid game with Thanatophobia is a perfectly good combination imo. I see no reason to change it
     
     I don't think that my suggested rework should be base game (even though I do think that there should be something, but that's not for this discussion). The reason that this would be a good rework to decrease tunnelling early and mid-game is because survivors are affected by Thanatophobia only if they have been hooked before, which doesn't happpen to multiple survivors in the early game in the case of tunneling. 

    If a killer were to tunnel, other survivors would be just as unaffected as they were before. In fact, survivors would be more efficient than with the current version of Thanatophobia in the early part of the game because they haven't been hooked themselves yet. Therefore, if the killer wants to apply the penalty to generator regression, that killer would have to let the hooked survivor go and find a different survivor. If the killer did not make that decision, tunneling would only be as effective as it is now, aside from decreased vault speed. If vault speed is then the only possible cause of increased tunneling, then the penalty to vaults can be removed.

    I had put decreased vault speed in the perk rework to begin with in order to give an incentive to the killer to hinder all survivors in chase late game rather than to tunnel one survivor more efficiently. I now see how this would not work as intended.

    In regards to camping, it is to the killer's benefit to let survivors off the hook before they reach struggle phase since Thanatophobia only stacks on hooks and not on sacrifice phases, much like Huntress' Lullaby. Both tunneling and camping are deincentivized by the reworked Thanatophobia.

    I lastly am responding to your comment on slugging. Slugging is a terrible-to-play-against tactic in my opinion if solely because the music ins't tense when a survivor is downed, so it takes the stress out of the exprience and makes the experience of not having any agency more boring than it already is. My proposed change to Thanatophobia would not combo well with early game slugging, which is a good change. 

    Going slightly off topic, the effects of Sloppy Butcher should be negated by medkit use because right now, Sloppy Butcher feels like a Very Rare perk instead of just a Rare perk. Medkit usage is also not as supported as it should be in gameplay. 

    Thanatophobia, which does little in gameplay currently and does not have much to do with its name, is completely outclassed by my reworked Thanatophobia which would not only see more effect on gameplay but also tries to discourage tactics that often remove players from the survivor experience such as camping and tunneling in excess.




  • projecteulogy
    projecteulogy Member Posts: 671

    I feel like this would also combat slugging, which for me is more annoying than being camped. i can at least get struggle points when im camped lol

  • Kind_Lemon
    Kind_Lemon Member Posts: 2,559

    I feel like this would also combat slugging, which for me is more annoying than being camped. i can at least get struggle points when im camped lol

    Thank you for supporting my idea.
  • The_Fallen_Utopia
    The_Fallen_Utopia Member Posts: 441
    edited September 2018
    @Kind_Lemon I think this is a great idea. Survivors always complain about tunnelling so weakening those already hooked would help reduce that. Right now there is no reason to try and 2 hook everyone rather then just kill one outright. 

    Edit: I meant no reason to 2 hook everyone before killing anyone 
  • Kalec84
    Kalec84 Member Posts: 495

    Leave it as it is, but add "dead" to the affected status

  • Kind_Lemon
    Kind_Lemon Member Posts: 2,559

    @Kalec84 said:
    Leave it as it is, but add "dead" to the affected status

    This was how the original perk was, and then because of its steamroll potential with no counter, "dead" was removed from the penalty decider.

  • Grimbergoth
    Grimbergoth Member Posts: 293

    the problem I see with it is in the current meta almost every survivor runs self care and this is where it gets the drawback . if they realy want to make it anti camp make it more like bbq . where every hook get a passive stack though the % would have to be low otherwise it would become op .

    personally it would need a total rework imo to be really viable and anti camp . make it trigger hard skillchecks more often based on the amount of hooks , this way a survivor stands the chance of triggering a notice for the killer and giving him a direction to run not to mention the generator taking a hit as well . So basically instead of it being see all auras outside a certain range , anyone working a gen/selfhealing/sab gets a hard skillcheck . it allows survivors the ability to avoid it why allowing killers a anti camp tool without a guaranteed aura read .

  • EldritchElise87
    EldritchElise87 Member Posts: 628
    Buff the numbers a bit and count sacrifced survivors and we good.
  • Orion
    Orion Member Posts: 21,675

    @ToastfaceKilla said:
    Buff the numbers a bit and count sacrifced survivors and we good.

    +1. Couldn't have put it better myself.

  • theArashi
    theArashi Member Posts: 998
    Kalec84 said:

    Leave it as it is, but add "dead" to the affected status

    14% on all survivors injured?
    It will give them 1 second more to selfheal then.
  • DarkWo1f997
    DarkWo1f997 Member Posts: 1,532
  • powerbats
    powerbats Member Posts: 7,068

    This was already addressed in your other thread where you got much more detailed feedback about injured states.

    https://forum.deadbydaylight.com/en/discussion/21829/injured-state-needs-to-be-more-than-just-a-warning#latest

  • DarkWo1f997
    DarkWo1f997 Member Posts: 1,532
    powerbats said:

    This was already addressed in your other thread where you got much more detailed feedback about injured states.

    https://forum.deadbydaylight.com/en/discussion/21829/injured-state-needs-to-be-more-than-just-a-warning#latest

    True but I didn’t have all the balance changes included in the original post. I feel the first one is the better version and I really hope the devs see it at some point.  
  • powerbats
    powerbats Member Posts: 7,068

    @DarkWo1f997 said:
    powerbats said:

    @DarkWo1f997 said:

    What I feel is a much better solution. 

    https://forum.deadbydaylight.com/en/discussion/16907/injured-state#latest

    This was already addressed in your other thread where you got much more detailed feedback about injured states.

    https://forum.deadbydaylight.com/en/discussion/21829/injured-state-needs-to-be-more-than-just-a-warning#latest

    True but I didn’t have all the balance changes included in the original post. I feel the first one is the better version and I really hope the devs see it at some point.  

    True and I forgot to add in that you could link to the prior post and say this was the original idea and the feedback has been incorporated into this thread.

  • Kind_Lemon
    Kind_Lemon Member Posts: 2,559

    @powerbats said:

    @DarkWo1f997 said:
    powerbats said:

    @DarkWo1f997 said:

    What I feel is a much better solution. 

    https://forum.deadbydaylight.com/en/discussion/16907/injured-state#latest

    This was already addressed in your other thread where you got much more detailed feedback about injured states.

    https://forum.deadbydaylight.com/en/discussion/21829/injured-state-needs-to-be-more-than-just-a-warning#latest

    True but I didn’t have all the balance changes included in the original post. I feel the first one is the better version and I really hope the devs see it at some point.  

    True and I forgot to add in that you could link to the prior post and say this was the original idea and the feedback has been incorporated into this thread.

    What do these posts have to do with the proposed rework?

  • powerbats
    powerbats Member Posts: 7,068

    @Kind_Lemon said:

    What do these posts have to do with the proposed rework?

    That should be obvious since @DarkWo1f997 responded to my post and said as much as I did. But since you didn't understand why let em explain it.

    It gives people context on what the op was thinking and how they took the feedback they were given so that people don't ask and or give the same feedback as before.

  • Kind_Lemon
    Kind_Lemon Member Posts: 2,559

    cool. Keeping people informed is always a good idea.

    (to everyone not powerbats, the saying goes: "better late than never")