buff thanatophobia
Back in the ptb when the pleague was being tested. you buffed thanatophobia to 6% for each injured/downed/hooked survivors, but reduced it to 4%, which is a big nerf to the perk compared to how it was before the nerf.
Yes now at 4 stack it is 16% instead of 15%, but other than this, this is a nerf,
1 injured 4% instead of 6%
2 injured 8% instead of 9%
3 injured 12% 12%
4 injured 16 instead of 15%
So pretty much it is "nerf nerf same buff" that's how the perk is now, could you instead buff it to 5% each?
so it's "nerf buff buff buff"??
5-10-15-20% vs 4-8-12-16%
the perk itself is already not used that much at all so this little buff would actually make it worth using in my opinion
i understand the numbers were changed to avoid a ultra slow heal meta, but the perk remains the same as it was before, almost unused, i only use it on pleague since survivors doesn't want to cure themselves so they always keep the 16% but on any other killer, not worth it.
5% instead of 4% would be really appreciated
Comments
-
I think that change it so the first and the second stack is more valuable than the 3th and 4th would be alright, just because they nerfed due to this it was too powerful on a legion.
0 -
simply because survivors wouldn't heal, now they do on legion since he has regular movement speed, but this perk really deserve a buff
0 -
It was such a strange change. They nerfed a perk that has long been considered garbage tier because it was too strong on ONE abusive killer, but now they've put that killer in the dumpster alongside thana without reverting its nerf.
5 -
I agree
0 -
NO! is boring for survs.
0 -
It was nerfed because theoretically healing took too long using selfcare when affected by BOTH Sloppy Butcher AND Thanatophobia AT FOUR STACKS.
That these killer perks combined together (again, 4 stacks) had less impact on healing speed than Selfcare alone was conveniently ignored in discussions.
2 perks as soft counter to selfcare apparently is too strong even if survivors get warnings and must not really be interested in healing anyways if they let thana stack that high.
0 -
And? Survivors have a number of perks that are incredibly boring to go against such as MoM, Adrenaline, BL, Sprint Burst, etc... Mind you that I'm simply saying they're boring to go against.
The point I'm making though is that you aren't going to get very far by just saying "No because it's boring" as that can get thrown right back at you.
Thanatophobia is widely considered to be weak because the impact it has on the game is minuscule. People also commonly complain about going against the same killers with the same builds so if you're looking for variety then how exactly would you buff Thanatophobia if it isn't by a number change?
Personally I think Thanatophobia should only apply to generator time and be worth 8.25% per injured survivor. That means with 4 survivors injured you slow the speed of generators by 33% which means 39 seconds would be added to each generator if nobody heals with no drawback to healing time. This means that it would encourage people to heal which would actually be just slightly faster than tanking out the thanatophobia debuff by 7 whole seconds if the survivor is running self-care.
Edit : This buff I suggested would also make botany knowledge a more valuable perk due to the fact that it allows you to heal people 33% faster.
5 -
@anarchy753 Legion can still easily leave a lot of survivors in injuries. It does need some sort of buff tho won't lie.
0 -
Hey, legion is not a trash killer. Yes they have nerfed his chasing ability but they have also buffed his ability to put the pressure on the survivors. Now he is stronger and the only issue he has is that, the cooldown and duration addons are way too good when compared to the other ones.
0 -
Haha, great joke.
He has about 6 different conditions that cancel frenzy and leave you powerless for 30 seconds.
Deep Wounds isn't even a threat any more, you can basically sit down, do a gen then mend afterwards and still not stress about it.
His one feature now is meant to be chaining attacks, but the speed with which he casually walks towards survivors in frenzy means that going the opposite direction to them makes it almost guaranteed frenzy will run out before he can land a hit.
Sitting under a pallet counters his power 100%.
Small loops almost flawlessly prevent frenzy from catching up.
He is the only killer with an ambush style attack that then cannot use any aspect of their power in the chase, in fact, worse than that, his power is an active punishment if activated when a survivor is anything but healthy.
0 -
Yes yes yes yes, I’ve been an avid user of thanatophobia and I don’t care what buff, just buff please. I did like the devs hinting at it causing increased debuffs to everything but healing (because they were hinting at another healing revisit back then when the thanatophobia change was considered) this would encourage healing and give the killer indirect time to apply pressure. I’d love this but for now any increase to this perk would make me ecstatic 😍
0 -
He has about 6 different conditions that cancel frenzy and leave you powerless for 30 seconds.
- Missed attack- your mistake
- Pallet stun- your mistake if you didnt traded hit in this scenario
Also, its 20 seconds.
"Deep Wounds isn't even a threat any more, you can basically sit down, do a gen then mend afterwards and still not stress about it."
If you allow injured survivors to not care about you being close, that's your playstyle. Remember, always be completely commited to a chase, even if its endless. /s
"His one feature now is meant to be chaining attacks, but the speed with which he casually walks towards survivors in frenzy means that going the opposite direction to them makes it almost guaranteed frenzy will run out before he can land a hit."
Thats why duration addons are good.
"Sitting under a pallet counters his power 100%."
You can bait pallet drop and hit someone throught it, or hit throught the pallet and with enduring (which is now meta for the legion) get out the frenzy quicker.
"Small loops almost flawlessly prevent frenzy from catching up."
You are just saying that all 115% killers are worthless with their m1 on a small loops and i can see you are still used to an old legion.
"He is the only killer with an ambush style attack that then cannot use any aspect of their power in the chase, in fact, worse than that, his power is an active punishment if activated when a survivor is anything but healthy."
Maybe because his power is no longer a chasing tool, like it used to be used. Instead now its only for what it was supposed to do, putting the pressure on a team of survivors, you hit 1 with ff and move to another one, boom 2/3 even 4 guys are out of the game for some time and so, there is no generator progress.
Also, with the cooldown addons (cold dirt, joes mix tape) you can use this power to close the cap between you and the injured survivor, cancel frenzy and hit them... just like you do with wraith invisibility and also with spirit fury and enduring, you can do this with pallets.
Well, its not punishment if survivor is injured and you hit them, you can see where the others are and then hit also them, so you applying more pressure on a team.
Legion is not a trash, his playstyle is just now different and so you have to adapt, which i admit, sometimes is hard.
And the only change that have to be done to the legion right now is to fix some of his addons... like pins, which are worthless.
0 -
I played this game for a long time and I don't know yet if killers want us to heal or not. Devs can't nerf survivors for healing and for not healing.
0 -
The only reason why the devs nerfed healing speeds is because they wanted to help give killers more tools to slow down the game by hitting a survivor and making them waste more time healing.
Unfortunately however this heal nerf would eventually go on to encourage the "no heal meta" where people just slap on adrenaline, never heal and just do gens in order to burn through the game as fast as possible and obtain a free heal as they realized that healing normally is just a huge waste of time especially if perks like sloppy butcher are being used. For this reason people are wanting the devs to punish survivors for ignoring a part of the game by never healing.
0 -
Thanatophobia is the kind of perk that could be really oppressive if it was too good, so I can understand their hesitance to buff it.
Saying that though, I honestly think making it 5% at tier 3 instead of 4% would be a good buff that I would support.
0 -
@suffering23 Wrong, I find survivors working on generators injured at the purple ranks
0