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Thanatophobia perk rework

Digotoid
Digotoid Member Posts: 8
edited September 2022 in Feedback and Suggestions

I'd like to suggest a few options on potential changes to this perk, so it doesn't feel extremely oppressive (and especially worse to go against in solo queue) on just Legion and Plague.

On its own, Thanatophobia is a niche slowdown perk, but it gives M1 and other killers with barely/no mobility a way to slow down the game just a bit. However, this perk feels extremely oppressive on Legion and Plague, because of how easily they can injure survivors. For this reason, long-time players will naturally abandon healing and instead deal with a fat penalty to repairing gens - which is no doubt the most boring part of the game.

Legion in particular is probably the worst Thana user to go against. Hitting a survivor in Frenzy and leaving to frenzy other survivors takes minimum amount of skill and it's ridiculous Legion can get 20% penalty to gen speeds so easily if people don't spread out when Legion goes into frenzy, which is unfortunately often the case for non high-level survivors. Update 6.1.0 turned Legion with Thana into a mending simulator, a lot of players posted thoughts online about disconnecting against this by dealing with a DC penalty rather than sitting through a 20-30 minute match.


I suggest 2 possible changes to the perk:

1) Hex: Thanatophobia.

This is by far the easiest solution I've seen spread around here and there. Everything about the perk stays the same (or perhaps speed penalty numbers are adjusted a bit so it's a decent hex). Once perk's effects apply, it will be revealed to all survivors, just like Hex: Blood Favor. All survivors need to do once the perk is revealed, is to find the hex early and remove it permanently.

Or more technically difficult route:

2) Thanatophobia effect appliance rework.

This is specifically related to Legion's and Plague's killer power functions. Perk's effects apply only on Basic Attacks. Legion's frenzy hit should count as a Special Attack. Plague's 'sickness damage' score event should not count towards Thana and instead be its own damage interaction.

Post edited by Digotoid on

Comments

  • JoaoVanBlizzard
    JoaoVanBlizzard Member Posts: 556

    I understand you, this is a complicated subject, but the problem is that the community doesn't help each other and ends up making it difficult for good ideas to be approved, I have several ideas myself, but people respond more to criticize than to support each other's ideas , as if they were competing which idea is better than whom, you know?

    In my opinion, generator delay perks, like Overchage, thanato, pentimento, should only work when there are no survs on hooks, to prevent the killer from camping, and with the generators slow at the same time,

    this is a complex issue because there is a lot of opposition from the crowd, but Thanato was good the way it was before the buffs, you could combine it with other generator delay perks

    Thanato is not a problem for me, I think it's fair for killers to have something that slows down generators while chasing expert survivors,I think the "Call of brine" and "Overcharge" perks are more annoying, because they regress the generators to zero, and it's very annoying to have to remake a generator that was almost ready, an idea that I think I should have is that if a generator exceeds 25% of its progress, it does not regress below that.

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    Thanat doesn't do anything anymore, except for plague. D tier perk.

  • Digotoid
    Digotoid Member Posts: 8

    Yeah it's unfortunate, I was skeptical of putting it here in the first place for the 'competition of ideas > support ideas and/or build upon them' reason.

    It's a nice idea! I'm really not sure how camping can be addressed, or at least be addressed on killers with instadowns. Artist can't place crows next to a hook, so perhaps something like this can be applied? Haven't seen many ideas around that seem like reliable options.

    Yeah same here. All perks you've mentioned on their own are fine. Maybe some gen-regression perks (and therefore opportunities to apply their effects all at once on one gen) can perhaps be limited to a token system? Not all of them, for example Pop can just stay the way it is, but for example Overcharge can be applied only X amounts per game. Not a perfect solution but uses a token mechanic that's already in the game.

  • Zolfo16
    Zolfo16 Member Posts: 479
    edited September 2022

    Hex: Thana and 5% back? In my opinion it is a good idea.

    Otherwise the perk should scale in a different way.

    3% for every survivor wounded plus 8% extra if at least 2 survivors are wounded. The penalty is ONLY for gen reparation.

    Keeping survivor wounded is EXTREMELY DIFFICULT with this meta, 4 survivor wounded is basically impossible! It is difficult also for a legion! It is incredible thana was nerfed because was too strong with plague and now it is destroyed for everyone except plague with whom is EVEN STRONGER!

    P.s.: obv if thana would been changed the way i proposed the survivor will never stay wounded. You will have wounded only the chased one. It sill be a good perk for a killer that need to push survivors into healing.