http://dbd.game/killswitch
The thana and botany knowledge buffs are misguided.
Title.
Thanatophobia is a perk that particularly excels on killers like legion and plague, but in general it rewards the killer for keeping multiple survivors injured. Increasing the penalty stacks to 5.5% though will only make it better on the killers it’s already best on (making it an even more obvious pick on them than it is already) and will be negligible on most others.
Botany is already a very good healing perk that just didn’t get used as much as it should have. 12 second heals were strong but didn’t feel unfair. It really doesn’t need to be buffed, at all, and especially not with medkits being as strong as they are. It also will now almost completely outclass desperate measures for healing.
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So let's buff Thana more so other killers will like it more as well.
I agree on Botany.
Post edited by Blueberry on1 -
I think Thana should work when a survivor is hooked/killed/sacrificed as well. Alternatively, you could add some sort of effect to Thana that makes deep wounds more dangerous to be in.
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Deep wound goes down when running, but very slowly
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Yeah, like make it decay at half speed if you're not actively mending yourself.
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I'd say more like a quarter, and only if the killer is outside a range
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Buffed Thanatophobia on Legion, Plague, Blight, Wraith and Nurse will be insta-wins now. What a stupid perk to buff.
Botany Knowledge was buffed so that when paired with nerfed Self-Care, it gives the same bonus healing. The problem is it makes Botany Knowledge required if you run Self Care. So solo-queue now has to run 2 perks instead of just one.
This whole patch is screwing over solo-queue. Good job Devs, glad I switched over to Killer.
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22% is nowhere near instant win. Though maybe against plague you'll have to actually cleanse.
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You have to remember all of this is cumulative. You have 10 extra seconds on gen speeds, 2.5% gen regression, 10% faster pallet/wall breaking, faster bloodlust, and 22% Thantophobia.
That's a 17% increase in Thanatophobia alone, which is already one of the best perks to pick on those killers. You're super-charging a great perk on certain killers that already out-perform all the other killers as well as stacking all types of killer bonuses. This patch is just plain stupid.
I'm not playing survivor with this craptastic patch. Can't wait to get kills given to me as Killer.
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...Why would solo-queue have to run two perks instead of one? If you only want to run one, why not Inner Healing or Circle of Healing, or Renewal for hooks, or Pharmacy, or just bringing a good medkit in yourself?
It's only two perks if you insist on bringing Self-Care. Which, if you don't want to bring two perks... don't bring Self-Care?
Solo-queue players also now have the knowledge that farming them is much less impactful, so I wouldn't say this patch screws them over. None of their necessary tools got nerfed outside of Self-Care which has a ton of alternative options anyway.
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I think we're seeing the developers struggling to understand how to address these complex interactions with eloquence.
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Botany knowledge is gonna be insane.
Thanat? It's like two percent. Who cares? Set up CoH and run botany knowledge. Not healing vs. legion is the correct strat only if you cannot heal fast enough. If you heal as soon as their back is turned then it's wise. They still have to find and stab you again as soon as they're done with whatever chase they're on.
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But then it comes too good on the killers that already profit from the perk a lot.
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I don't like the change either, but I don't think those extra 2% will make the big difference of giving those killers an insta win either.
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Even on its best killers (Plague and Legion) it is not too strong at all currently. You could even buff it more and it would be fine. Neither of those killers are too high on tier lists either so they could use the improvement.
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Maybe I misread the update, but thanatophobia was 5.5% and is now 22%, that's a 16.5% difference, not a 2% difference. That's also buffing the top end killers, who happen to use that perk the most. Nurse and Blight are both heavy users of thanatophobia.
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All of the perks you mentioned are worse than Self-Care use to be, hence the reason Self-Care is used so much as show by the percentage of use at high levels of play. And it's solo-queue that uses Self-Care.
It's a straight up nerf to solo-queue.
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Thanataphobia was 5% and is now 5.5%, for a total difference of 2% at 4 injuries.
Yes, the total slowdown will be 22%, which is not to be ignored. But the difference between 22 and 20% is not massively game changing by itself.
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Not really, they just provide their value in different areas. Pharmacy is also easily on par with Self-Care, especially now that it's getting buffed in the next patch.
But alright, you want one perk and you want it to have comparable value to old Self-Care. I got one for you: Built to Last. Bring that and a good medkit, and you're set.
Survivors have a ton of options for healing, even in solo-queue. But sure, if you want to use Self-Care, nobody's stopping you- you'll just need to dedicate two slots to stubbornly insisting on using the same old perk for another six years of the game's life, instead of updating your loadout entirely. That option is still there for you.
The point is for you to look at your options with fresh eyes now. Start from scratch and ask yourself what value you want, and which options would provide that for you most effectively. Ideally, that option won't be Self-Care anymore.
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I'm playing Killer exclusively right now.
So, what I'm saying is this nerfs solo queue and does nothing to SWF. None of the options you mentioned bring the same value as Self-Care does for solo queue. Solo queue needs a way to heal by themselves because solo queue players are unhooked and left to fend for themselves. In SWF, your teammates will follow you and heal you or heal you at the hook.
But alright, you want one perk and you want it to have comparable value to old Self-Care. I got one for you: Built to Last. Bring that and a good medkit, and you're set.
Self Care requires 1 perk, then you are allows to choose whatever item you want. For solo queue, you have to have a self healing perk, Self Care is the most slot efficient. SWF doesn't even need a self healing perk.
Survivors have a ton of options for healing, even in solo-queue. But sure, if you want to use Self-Care, nobody's stopping you- you'll just need to dedicate two slots to stubbornly insisting on using the same old perk for another six years of the game's life, instead of updating your loadout entirely. That option is still there for you.
Yes, but all those options are worse than Self Care for solo queue.
Pharmacy is also easily on par with Self-Care, especially now that it's getting buffed in the next patch.
For solo queue, Pharmacy is no where on par with Self-Care. If Pharmacy is the best new healing perk for solo queue it means that multiple solo queue players will use it, meaning you won't have enough chests available for it to be a good healing perk.
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Main problem I see with the Botany Knowledge boost is it now makes perks like Autodidact completely pointless.. Botany was already pretty strong as it was, and I enjoy Autodidact for the fast heals.. but sometimes you don't get a single skillcheck the entire heal.. Botany cutting any healing by half is going to make me not want to use Autodidact as my main healing perk anymore since it'll be way more reliable than Autodidact.
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You keep very confidently repeating that Self-Care is the best self-healing perk for solo queue, and I'm still not quite believing it. I also question that you need a self healing perk at all-- I would agree that it's the safer bet, but you do still get healed by teammates in solo queue, you simply can't rely on it happening at crucial moments. Frankly, the need for self healing is 100% covered by a good medkit if you don't have good self healing perks available to you; anything else is a safety net, not required.
Let's tackle your first point here for a moment- Self-Care requires 1 perk then allows you to choose whatever item you want. Should it? Should you be able to heal that efficiently on your own? If nobody can heal themselves that efficiently, surely that means that everyone else is going to also be looking for teammates to heal them, or bringing more altruistic healing perks like CoH?
Your last point is flawed, by the way. Not everyone uses the single most effective perk, and not everyone plays in solo-queue, so the number of chests matters less. Not to the point where it's irrelevant, but it doesn't automatically disqualify what is clearly a very good self-healing perk.
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With how slow self-care is, if I wanted my teammates to heal me, I'd probably bring the reverse-Empathy perk (forgot the name of it, can't be bothered to look it up.. one of the most recent perks, others see your aura when you're wounded) and hope someone comes heal me at one point.
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The problem is it doesn't need to be any more powerful on the killers it's already best on.
It should either get reworked, or left as it is imo.
Yep. 33% made it good but still offered a reason to run other healing perks. 50% also means that combining it with COH effectively gives you back release COH since you'll have a total bonus of 100%.
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Why even use self care? Ideally you only heal 2x anyway. And that can be done via CoH, a teammate or medkit
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As if thana ever stays on 4 stacks.
It also regulates itself with it not counting dead survs.
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