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Thanatophobia rework

Would you consider a rework on Thanatophobia so it stays active when a player dies, it would help this perk add pressure and it would stop the killer losing out on the full capabilities of this perk. I think this would be a great change for this perk.

Comments

  • perotx
    perotx Member Posts: 77

    Agreed. It makes no sense for it stop working after a player dies + it does need a slight buff.

  • NMCKE
    NMCKE Member Posts: 8,243
    Steafanmc said:

    Would you consider a rework on Thanatophobia so it stays active when a player dies, it would help this perk add pressure and it would stop the killer losing out on the full capabilities of this perk. I think this would be a great change for this perk.

    I can agree agree with this since the perk itself doesn't have much of an effect anyways so you got my upvote!
  • Kind_Lemon
    Kind_Lemon Member Posts: 2,559
    Does anyone know if thanataphobia unintentionally affected window vault speed and pallet vault speed in the past?
  • NoShinyPony
    NoShinyPony Member Posts: 4,570

    @Steafanmc said:
    Would you consider a rework on Thanatophobia so it stays active when a player dies, it would help this perk add pressure and it would stop the killer losing out on the full capabilities of this perk. I think this would be a great change for this perk.

    If I recall correctly, it used to work on dead survivors a long time ago.

    Do you think your version of Thana combined with Dying Light could still be balanced?

  • Deadeye
    Deadeye Member Posts: 3,627
    edited January 2019

    I would also upvote for the change, as Thanatophobia is still regarded as one of the most useless perks.
    Probably Legion is the only one that can really benefit from it, but as low-tier killer it might be not the worst to buff this perk. I'd even think about adding gate opening speed or other stuff to Thanatophobia.

    In addition, if I think of other perks, they normally are stronger if they affect end game and weaker if they affect the whole game. Thanatophobia is one of a few that has no effect in the beginning, becomes less effective with each finished healing action and becomes less effective with each kill.

    Regarding the Dying Light combo, I'm not sure if it would be too bad. Sure it can be heavy in end game, but you need to achieve a lot of conditions to maximise the effect of both perks and I think this is more relevant in end game and therefore OK for the whole game effect. But I can't really estimate the effect of the added percentages. So, a good question

  • DemonDaddy
    DemonDaddy Member Posts: 4,167
    Even just a value increase as survivors just received some large % increases themselves.
  • Steafanmc
    Steafanmc Member Posts: 34

    @NoShinyPony said:

    @Steafanmc said:
    Would you consider a rework on Thanatophobia so it stays active when a player dies, it would help this perk add pressure and it would stop the killer losing out on the full capabilities of this perk. I think this would be a great change for this perk.

    If I recall correctly, it used to work on dead survivors a long time ago.

    Do you think your version of Thana combined with Dying Light could still be balanced?

    Yes as im pretty sure they changed everything now so those effects don't actually stack anymore, so if you were running those two perks together once dying light is activated that would take over for Thana

  • White_Owl
    White_Owl Member Posts: 3,786