Thanataphobia and other slowdown perks numbers
So I haven't seen this done anywhere and i had time so i thought why not
for multiple survivors the natural slowdown stacks multiplicative with the thanataphobia slowdown
I'm not the biggest math wizard in the world so it would be nice if a smarter person double checked the numbers
Comments
-
This is why I say thanat isn't that much of a slowdown after the "Buff", 20 extra seconds for a solo gen is nothing.
4 -
Thanataphobia is the most overused killer perk, easily. It’s really weak, other than on Nurse, Legion and Plague.
1 -
20 extra seconds to a solo gen is A LOT.
15 -
to be fair that's 20 seconds combined with any slowdown effects like ruin or pop, which makes that +20 significantly more, especially on nurse, spirit, legion, or plague.
4 -
20 seconds could be a down.
4 -
Its actually much less then 20 seconds as its only 20 seconds IF all 4 survivors were injured BEFORE the generator was touched.
Realistically its only 20 seconds for the last generator and ~10 or less for all others.
Thana is a very bad slowdown perk due to needing to be built up as the longer it takes to get built up the weaker the slowdown is.
4 -
it's a very bad slowdown perk alone, yes. however, like i said in the comment you quoted, it gets good when combined with other slowdown perks for a significantly more lethal effect.
2 -
I know but even at full power with pop its only contributing an extra 4 seconds which when compared to surge's 6.4 seconds per generator effected(it was changed to effect regressing generators).
There's almost no reason to run thana pop over surge pop in most situations other then the surprsingly rare occasion where you'd want to pop a surged generator.
0 -
I miss the days when it effected healing, that was a nice effective slowdown to the game.
2 -
Making generators as a team is broken, it is the main reason for genrush It
0 -
this just isn't true.
repairing 4 seperate generators at the start of the game, meaning 3 gens will be done by the first hook with another at around 40% progression, is the broken aspect of generators. unless prove thyself comes into play, seeing multiple survivors on a generator is a blessing (even with PT it's a blessing because you can then pressure 2 people at a time instead of 1).
2 -
what prove thyself does is it removes penalties for grouping up together. You have to realize that 2 survivors working together receive 3 STACKS of thanophobia each. With two people on generator, there's less chance you get to interrupt 2 people doing a generator than one person because you have less time to gen pressure. Co-op has risk vs reward element to it. Another way to think of prove thyself is that the perk gives you a permanent Old Commodus toolbox for the entire game. Its kinda why prove thyself is a lot stronger than people think it is.
0 -
Old Thana made a 16 sec heal 19 at full power, and a 20 sec mangled heal 23.
Realistically, you'll have 2 injured at a time. 16 to 17, and 20 to 21. Not even worth a perk slot on most killers.
Trust me, nothing of value was lost.
0 -
I believe Thana is weak because Killers like Legion & Plag are exist. Buffing Thana hardly used by other Killer, it just directly buffing Legion & Plag
If you want Thana to be an actual Gen slow down. Increase debuff on Gen from 5 to 10% debuff, in return Healing speed from 100% to 105% per injured survivor. So the perk will make it like "we have to heal" because the heal is fast, and through that, Gen time will be slowed down. But overall, we dont want Survivors simply just get buffed like that.
0 -
Hmm i should add how it interracts with other slowdown perks. And totems too. I forgot it worked on totem cleansing speed as well
0 -
You're complaining about Prove Thyself to the person who has on multiple occasions said it's his least favourite perk in the game to face, severely underrated, and needs to be butchered.
0 -
But it is handy as a hex defence perk, especially when paired with ToTH
0 -
As @GoodBoyKaru mentioned. One of the strong points of Thanataphobia is how it stacks favorably with other slowdowns so I compared how other slowdowns interract with Thana. @TheClownIsKing also pointed out how it's a good totem defence perk so i crunched the numbers on that as well, on it's own and combined with TotH
PGTW does 25% damage to a generator which means 80*0.25= 20 charges lost
Surge does 8% to a generator which means 80*0.08=6.4 charges lost
Hope this one isn't to confusing. bassicly how many seconds survivors have to spend for every second regressing. so for base regression survivors normally have to spend 1 second repairing for every 4 seconds regressing and with full thana it bumbs it to about 1 second for every 3 seconds
Going to add these to the original post as well
2 -
Something else to keep in mind is if you've used PGTW on a generator recently, or ruin has activated on it, chances are it'll regress some too.
It's impossible to calculate that, of course, but it's just something to keep in mind when discussing Thana.
1 -
I posted how thana interracts with regression as well
Always found Thana really underrated. all those small numbers really stack up
2 -
I do not think so. I got good use of this perk on my Wraith by combinding Thana, Surge and Sloppy.
As a stealth Killer people need to heal or risk getting caught out of position. If they try to heal they get Sloppy, if they do not I get Thana and if I catch them I get Surge to top it off, making the most of my Thana value. It is not optimal but it is a nice way to get slowdown while playing to Wraiths power and not using Ruin or Pop.
Also you should consider that Surge saves you the time it would take to kick the generator and can regress more than one generator. Kicking costs the Killer 2 seconds and Surge takes that time away making it rewarding beyond the immediate regression of the Generator.
@Sonzaishinai: Thanks for the work, I like number crunching and you basicly gave me some sweets.
1 -
Ruin would work much better in that build than Thana
0 -
True. I do not argue that Ruin + Pop would get the job done better or that Ruin alone would work quiet well and for the most part better than Thana. This is personal preference to not run the same perks every time.
I merely wanted to use this as an example of Surge and Thana working together. Also I wanted to highlight that Surge also takes away the need to kick the generator by instantly damaging it. Hitting multiple generators seems to be a likely occurence with Surge as such I would guess my avarage value is 2 generators that get hit.
My values would add up to something like 2 generators hit by surge while 2 survivors are injured. This should be about 2* 7.1 second ~ 14 seconds. Add to that the value of at least 1 kick to the generator and you get ~16 seconds worth of slowdown. If you calculate that even 1 Pop would add more value here.
I guess Ruin would do this job even better when you interrupt enough survivors which should be an easy job with Wraith.
0 -
No problem, was actually quite fun to see what the actual numbers of the perks were
0 -
It's worth noting that Surge and any other perk that causes a generator to explode renders the gen inadvanceable for 3 seconds, causing all survivors on the gen to be unable to progress it. Maybe put a little "*" on Surge with a "*=causes a generator to explode" footnote?
0