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Potential solution to make Thana more viable
Thana is only viable on Legion and possibly Plague after the nerf, due to their sheer ability to keep multiple people injured, usually allowing to not have a single healthy survivor for a little bit. On other killers it's usually just swinging between the weaker 2-6% penalty, which barely makes a difference even while doing gens, as -6% repair speed requires three survivors to be injured/hooked/slugged and yet extends repairing a gen from zero by 5.7 seconds (literally a reverse Deja Vu)
The current version is great for preventing it from being too oppressive with the full -20% penalty (+22.5 seconds on a full gen) when someone is tunnelled out, however this effect could be preserved while making it more viable for other killers throughout the game. My suggestion is giving it the Pain Res/Grim treatment and partially base it on unique hooks:
1) First idea, more potent while 1 person is injured:
All Survivors suffer permanently from a 2% penalty to repair, cleansing/blessing and sabotaging speeds for every Survivor that has been hooked at least once.
They additionally suffer from a 2/4/6% penalty while there is at least one injured, dying or hooked Survivor, up to a maximum of 10/12/14%.
2) Token-based idea, more rewarding for keeping multiple people injured:
Thanatophobia gains 1 Token, up to a maximum of 6/7/8 Tokens, for the following:
- Each Survivor that has been hooked at least once
- Each currently injured, dying or hooked Survivor
All Survivors suffer from a 2% penalty to repair, cleansing/blessing and sabotaging speeds for each Token, up to a maximum of 12/14/16%.
That way, Thana would be a lot more consistent on pretty much all killers and rewarding for hooking different people, which is perceived as healthy for the two previously mentioned perks. The only potential danger I currently see with this idea is the perk's strength on S-tier killers that could arise
Comments
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gift of pain is thana perk as a hook perk. Thana is better off being an anti-heal perk that helps sloppy. The anti-gen aspect of the perk is good but it is ultimately too oppressive for casual dbd games.
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Thana got nerfed nearly immediately because the value was too easy for killers to get and was too hard to counter for survivors. Even with one survivor tunneled out of the game completely, thana still gave nearly full value, and that was with circle of healing in the meta.
Thana was in every single game for those two weeks before the nerf. It does not need a buff.
It currently rewards killers for spreading pressure, and had already been buffed by several healing nerfs, making maps smaller and pallets weaker.
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Perks can't be good because of "casual" games? What does that even mean? Gift of pain has a completely different function.
There's no reason that a perk should only be viable on precisely two killers. It's dumb. OP's proposal is perfectly reasonable.
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Pretty sure everyone was bewildered when BHVR megabuffed thana out of nowhere. Then they subsequently gutted it and left it alone ever since. There's some middle ground to be had.
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It got overbuffed before, but right now the perk is terrible. It’s an obvious choice for Plague, an okay pick on Legion, but pretty bad on everyone else.
If anything I think the maximum penalty should be a little lower (I think Plague gets a little too much value out of it still) but it should be a little stronger if you have 2-3 people injured (maybe not for only 1 injure though).
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I think Thana's design is just garbage to begin with. As you said, for Plague and Legion it's like an S-tier perk, and for everybody else, it's absolute garbage, because very rarely 4 survivors will stay injured forever, and even 6% ain't s**t. A better change of the perk imo is to completely redesign it, so it's viable for all killers, not just some. Instead of injure for example, make it give stacks like No Way Out or Grim Embrace hooks. You can buff the penalty even, but add conditions to it.
For each unique survivor hooked, all others suffer from 5% speed penalty to all actions, up to a maximum of 20%. That way it reward killers for not tunneling, and it will be a healthy perk. If that's too strong, you can add an extra condition to it: If a survivor is sacrificed, the perk disables. If it helps you slow down gens enough until you kill a survivor, it already has done it's job, you'll have less gen progress for the 3v1, and you've earned that because you didn't tunnel someone straight away. And if you DO tunnel someone straight away, you'll only get the 5% benefit which is nothing, and then the perk disables, so you've wasted a perk. That I think would be a good and healthy change to Thana - viable for all killers, giving good value for fair play.
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Make it work like before to where you don’t need all 4 injured to be relevant but just lower the % overall. TBH though I don’t know what game we were playing differently but even at its strongest Thana has never been OP or even meta for that matter. At its best it was good enough to consider over the current slow down meta of the time but it definitely wasn’t better. People exaggerate how common it was too, at that time you still didn’t see it much. It’s best users legion and plague weren’t OP with it either.
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Just bring it back to like 4 or 4.5% per injured survivor without the 'bonus' when all survivors are injured. They buffed it to 22% at the same time they increased gen times by ten seconds which is why it got nerfed to where it is now. It's near useless if even 1 person is healthy.
Worth pointing out that this is one of the few slowdown perks that isn't attached to a DLC character, so buffing it would help newer players who have yet to acquire any DLC content.0