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Was thanatophobia really worth killing?

sanees
sanees Member Posts: 627

As for me, thanataphobia, on a par with ruin, was a perk that encouraged an active game and punished the camp, because while you are standing at the hook, the perk is practically useless

before 6.1, thanataphobia was low tier perk, after it was buffed from 5-20 to 5.5-22

after which the developers said that now the perk is too strong and made it 2-8 (and + 12 with 4 wounded survivors)

Was the perk that encouraged injure everyone instead of tunneling 1 really supposed to be killed?

Was thanatophobia really worth killing? 39 votes

Yes
25%
bm33IthiriaCodeDBCLAR1TYyyEntitled_survivorChiky[Deleted User]FMG15genipreysmania_ 10 votes
NO
74%
GibberishBlueberryDimekRaptorrotasFeryGENChordycepsmusstang62MrPenguinGlamourousLeviathan[Deleted User]BenOfMilamSlamitieTeabaggingGhostfacebenkiViktor1256AurelleVeinslayGressxni6_not_requested49 29 votes

Comments

  • Entitled_survivor
    Entitled_survivor Member Posts: 828
    Yes

    Thanat is an odd one,,,on any killer other than legion / plague it was meh,,but on those two it was obnoxious to deal with because the best thing you can do vs those two is to stay injured / broken

  • HugTheHag
    HugTheHag Member Posts: 3,140
    NO

    I literally cannot comprehend how a .5 difference made it go from 20% to 22% to 8% (+12 but it rarely happens unless you play Plague or Legion).

    Lots of noise for a barely buffed perk which was clearly not used that much before.

    I mean, I never used the perk (even as a Legion main, people heal so much against me that Nurse's served me better) so I'm not super sad to see it gone from my survivor games, but I do feel it was done dirty in a rushed nerf. In this way, Thana was the scapegoat that was sacrificed to make the 6.1. outrage die down a little.

  • Blueberry
    Blueberry Member Posts: 13,671
    edited January 2023
    NO

    Them nerfing Thana made no sense at all. Even in its last form it was only “worth running”, mind you still not nearly as good as all current or previous slow down meta so it still wasn’t the optimal choice, it was just good enough to run without thinking it was a meme build. And that was even on its best killers (plague and legion), on the rest the roster it was just barely passable. Now it’s straight up terrible, like literally meme level of bad even on plague or legion. It was good design as well as it encouraged the killer to split pressure instead of tunneling someone. Needs its nerf reverted yesterday, the hit and run meta is already dead as is from CoH anyway. We want meta/strong perks that encourage split pressure instead of focusing one person.

  • Aurelle
    Aurelle Member Posts: 3,611
    NO

    It's still problematic on the two killers that were causing problems with it in the first place (Plague and Legion), so there was literally no point of changing it.

  • Ithiria
    Ithiria Member Posts: 236
    Yes

    It's kind of ironic that it was nerfed because it's problematic on two killers


    And the solution they chose was to make it only viable on those two killers.


    They would never go for this, because it's a silly solution, but adding a line "this perk cannot be equipped on the Legion or the Plague" and buffing it would be satisfactory to me lmao.

  • sanees
    sanees Member Posts: 627
    edited January 2023
    NO

    one could go easier, thanataphobia only works from m1 thus the plague and the legion would not be so super effective with it

  • GlamourousLeviathan
    GlamourousLeviathan Member Posts: 1,043
    NO

    While I do think that pre nerf Thana may have been overturned (mainly because users often stacked with Pentimento and Dying Light), the nerf went a way too overboard.

  • FeryGEN
    FeryGEN Member Posts: 629
    NO

    Im Killer main, but I started out as a Surv Main. And I believe, like the developers, that killing should not benefit the killer, other than reducing the number of workers

  • xni6_
    xni6_ Member Posts: 505
    NO

    wasnt worth killing but a nerf was necessary

    for some reason while upping gen times they buffed thanas slowdown (5% of 80 per injure to 5.5% of 90 per injure)

    like when they made gens take longer they shouldve tuned down thana so its value didnt change

  • Blueberry
    Blueberry Member Posts: 13,671
    edited January 2023
    NO

    People vastly overestimate how strong it was on plague and legion. Was it good? Of course. But it was not too strong on them, it still wasn’t even as good as the current gen regression meta, it was just good enough to be a separate option to choose from. Just seeing the red regression bar makes people feel like it’s doing way more than it is. When they nerf killer synergy like this it just ends us up with every single killer running the same regression perks. That variety we had was a good thing.

  • FMG15
    FMG15 Member Posts: 456
    Yes

    Thana was one of the most annoying perks in the game and with a certain build on a killer like Plague or Legion just oppressive. Thank god that perk is dead.

  • not_requested49
    not_requested49 Member Posts: 1,979
    NO

    It still is oppressive though, especially on plague with dying light (since healing will not do anything and you want them to unhook each other for stacks)

    Their solution to nerfing the perk so it's not oppressive when used on Legion or Plague was to make it only viable to use on Legion or plague

  • BenOfMilam
    BenOfMilam Member Posts: 911
    edited February 2023
    NO

    Thana was nerfed because it combo'd with Pentimento for three minute gen times.

    Every stack of 5.5% Thana made gens take roughly 5 to 6 seconds longer:

    90 -> 95.2 -> 101.1 -> 107.7 -> 115.3

    That plus Pentimento's 30% gave you:

    128.5 -> 139.5 -> 152.5 -> 168.2 -> 187.5

    Pretty absurd, right?

    Penti + Modern Thana gives you:

    128.5 -> 132.3 -> 136.3 -> 140.6 -> 180.0

    Even just a single stack on 5.5% Thana while Penti was up gave you a WHOPPING 11 second slowdown just for having a single survivor injured.

    Thana was actually fine, 25 seconds of extra gen time with four survivors injured is comparable to other slowdown perks. Penti was the real problem child, since it made Thana exponentially worse. Even then, the Penti + Thana combo is still pretty brutal.