Thana change
Thana should affect gates opening time and some other things as well if there are such exist. Theres no reason it should not as resilence affects everything survivors do. Even vault speed.
Comments
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One change I've always thought would be great is it changes from 3/3.5/4% to 8/9/10% but it only effects survivors that are injured.
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That would be too strong. The current 4% is fine . It was like 10% before but it didnt go live because it was op.
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I think of it effected everyone regardless then it would be op, but if one person was injured, that 10% would only effect that injured player.
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Not bad but then you removing possibility to have 16% debuff effect.
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Consider the best case scenario though... a Legion managed to Frenzy hit everyone in the game and they're running Defaced Smiley Pin which mangles survivors hit by FF who are highlighted by Killer Instinct. That means that all 4 survivors have -40% repair speeds, 1 has -40% healing and 3 of them have -60% heal speeds for 60 seconds.
Those numbers are straight up bonkers. You could theoretically remove the stacking for each injured person but then that removes Thana as one of the few global slowdown perks that still exists. Actually making it only effect injured people also does that. So... just in general I dislike your idea because it completely shifts what Thana does.
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It wasn't even OP, they were just afraid of how much it would stack with increasing heal speeds (not even any other speeds, the concern was apparently about healing alone)
Would have been a painfully obvious fix to just make it something like 10% on everything but healing, which is 5% instead, but why do that when you can just keep it as garbage tier that only a few killers can attempt to make useful in very focused builds? 🤔
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It wasnt even 10 % if im not wrong it was more. Focused builds can decide the outcome if played out right.
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"X is overpowered? just take Y bro!" is the number one answer to any balancing issue in this game. Hell, even colorblindness or auditory problems don't get accessibility options, they get to take up perk slots or even addon slots. With only 4 and 2 slots respectively, it becomes incredibly difficult to actually make viable builds outside of a small pool. Its not that synergy can be too strong, its that synergy is too necessary.
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is too necessary to give you huge advantage ? Its worth it and can decide the outcome pretty much easily.
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The time it takes to heal often outweighs any benefit it would grant. All it does at its current numbers is heavily discourage self care, which is already not very good efficiency wise, or have very specific power interactions with killers like the plague who heavily discourage players from healing anyway so theyre very likely to keep the full benefit for a decent amount of time. Meanwhile perks like We'll Make It pretty much laugh at it.
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We ll make it laughs at it. Really.
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"For each Survivor you rescue from a Hook, gain an additional 100 % speed increase to healing up others for 30/60/90 seconds."
vs
"a stack-able penalty of 3/3.5/4 % to their Repair, Healing and Sabotage speed up to a maximum of 12/14/16 %."
so at best, We'll make it is +97% healing speed for its duration, and at worst it is +84%. Oh, and it lasts its entire duration, not just until that person is healed. Also doesn't permanently lose potential once another player dies or anything. Plus, every time it moves a player from the injured pool, it just gets an even bigger bonus for its duration!
but I mean, 3-16% is cool too I guess.
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