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Thanatophobia Rework
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Comments
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thanatophobia is useless, you need everyone injured just for it to have any meaningful effect at all. And then that will probably only be happening for like, 20s and for 16 of those they'll be healing making the 20% kinda useless.
i dislike this rework idea because it gives easier chase for not really doing much. So if I've got a guy on hook and I just hit a different one, I just catch up 15% faster? i just dont like messing with movement speed.
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Tbf, Thana is useful on Legion and Plague, both can keep survivors injured fairly easily, if they Cleanse, they make Plague considerably more dangerous, and healing is a waste of time against Legion due to how easy they injure.
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That would be way too strong for similar reasons as to why Made for This is too strong. While it would definitely help counter MFT as you pointed out, it's still indefinite (in this case, negative) movement speed for only the requirement of injuring survivors which is not enough of a restriction. And if a survivor isn't running MFT then they're just slower almost all the time with no other real counter.
Thana definitely needs changes but this is not it. Haste and Hindered effects need to stay niche and/or be limited to short durations and I also think their existing ability to stack should be removed.
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Post edited by Jhei on0 -
2 is 15% of 15. Your speed advantage on the survivor is increased by 15%, you gain distance 15% faster etc etc.
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Post edited by Jhei on0 -
Yeah guess so. Bottles slow you by 15% so he does gain distance 100% faster. He doesnt literally move double speed... he just doubles the advantage of speed, effectively gaining distance doubly quickly. Throw on a yellow bottle and you gain distance a whopping 166% faster. Its a very powerful effect, sucks its completely negated by shift+W.
Unlike this thana idea that has 0 counterplay whatsoever. I think my math was a little off, one injury equates to a 7% quicker distance gain.
Throw on sloppy butcher and some other hitnrun stuff and thats and easy win. With sloppy 2 or 3 should be injured at all times if you are doing it right, unless you are up against a very coordinated SWF or something. But that essentially means every chase is 14-21% faster. Doesnt seem fair to me.
Its the same argument for why MFT is overpowered, its very easy to get for a massive effect. granted 1% isnt all that much, and is only minimally impactful... with hit and run you can ensure a massive boost to your chase consistently with little counterplay.
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Post edited by Jhei on0 -
Thana would much better be served by reverting the nerfs and setting it back to 5% per Surv, or 5/10/15/20 total.
Alternatively if they want to keep the looming threat of more people injured is more deadly, they could change it so the numbers aren't backloaded. The method I suggested when it was first being proposed to be nerfed was each Survivor providing 2% more than the previous Surv, or 2/4/6/8, summing to 2/6/12/20 total. This way it still ends on 20% at 4 injured Survivors, but allows for a smoother transition. Technically this means the perk provides 2/3/4/5% per injured Surv, with each bracket being the amount of Survivors injured. If the problem was perk tiers, it could use this 2/3/4/5 with 1/2/3/4 at tier 1, and 1.5/2.5/3.5/4.5 at tier 2.
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Anyone who has the ability to delete this thread, please delete it. I cannot do so myself and it is not productive or beneficial to the feedback and suggestion forum.
Post edited by Jhei on0 -
Yeah, the only reason I can fathom for them butchering the perk was internal numbers used by facecampers or something. Old Thana with 1 stack on 90s gens basically bumped them up to 95s gens, and combined with Deadlock and No Way Out, it basically ensured a free 3k from facecamping, or even proxy camping in positions to still prevent rescues like the long legs on Crotus Penn and Groaning Storehouse.
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Anyone who has the ability to delete this thread, please delete it. I cannot do so myself and it is not productive or beneficial to the feedback and suggestion forum.
Post edited by Jhei on0