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Small buff to Thanatophobia

VonCrow
VonCrow Member Posts: 389

Hi,

I would like to suggest and discuss a buff to Thanatophobia. The effect is really strong but the numbers are really low. I suggest to increase a bit the numbers to make a more viable perk.

It would be a way to punish survivors that take the """""risk""""" of repairing while injured (dead hard allows that).

What about a 5% for each injured survivor.

Comments

  • anarchy753
    anarchy753 Member Posts: 4,212

    Exactly. It's ######### that perks punish you for success.

  • Veen
    Veen Member Posts: 706

    But you're technically not injured if you're dead. :thinking:

  • ClickyClicky
    ClickyClicky Member Posts: 3,536

    Remove Legion and maybe.

  • anarchy753
    anarchy753 Member Posts: 4,212

    Cool so just disable decisive once a couple of gens go off?

  • WeenieDog
    WeenieDog Member Posts: 2,187
    edited July 2020

    If we had some kind of perk lock method, either by category or by perk cost, we might have seen that 24% max thana buff go from PTB to live.

    But one of things they wanted to address with the Ruin rework was how well slowdown perks stack/synergize. It's why Ruin and Pop don't work together anymore.

  • MadLordJack
    MadLordJack Member Posts: 8,814
    edited July 2020

    What if Thana had decreasing returns? 6% for 1 person, 11% for 2, 15% for 3, 18% for 4? As it stands, when you look at the actual numbers, you're better off running Pop and only using it once. It is one of the most overblown perks in the game. The only time it has a measurable effect is when it's got 3-4 tokens and the survivors are split up, and that's a tall ask to begin with even ignoring that the effect is still rather small in that scenario. But maybe a bigger reward for 1 or 2 injuries might actually make it work better.

    Edit: I should clarify, those numbers are total slowdown, not the amount of slowdown each person adds. 50% slowdown total? I'm not THAT malevolent.

  • ClickyClicky
    ClickyClicky Member Posts: 3,536

    This kind of thinking is better. Thana right now has the problem that Dying Light has, its useless for killer when you need it and oppressive for survivor when you dont.

    Take Thana on Trapper and be chasing 1 injured person and thana does nothing. Meanwhile you go up against a top tier Nurse who is slaughtering everyone and has all 4 injured and thana is just adding insult to injury.

    Like how dying light does nothing at the start of the game and by the time you have enough tokens for it to be effective theres only 2 survivors left and you’ve won the game anyway and the slowdown just forces them to give up even trying and hide for the hatch.

    I agree with your idea that these perks should be a bit stronger for 1 survivor and a bit weaker for 4 survivors.

  • Blueberry
    Blueberry Member Posts: 14,472

    Imo bump it to 6 or 7% per injured survivor but it no longer effects healing.

    This makes it less annoying to counter but punishes harder if you just ignore it and try to "gen rush" as fast as possible.

  • Artick
    Artick Member Posts: 623

    They already tried to buff the numbers in a PTB but scrapped the idea because it made the perk way too strong.

  • pseudechis
    pseudechis Member Posts: 3,904

    Counting dead survivors would be too oppressive. The perk is there to make survivors heal. Personally I think a general reduction in efficiency due to being injured should be present anyway with thana making it apply across the whole group.

  • Samwise444
    Samwise444 Member Posts: 196

    I don't think that you need to count dead survivors in the Thantaphobia penalty. Survivors are already receiving a penalty in the fact that you removed a teammate from the map. That seriously cuts down options and repair speed. I agree that it would be too oppressive on a team.

    IMO, Thantaphobia is fine where it is.

  • MadLordJack
    MadLordJack Member Posts: 8,814

    Don't ignore basic gameplay. Survivors don't split up and do gens against Thana unless they are braindead, they don't stay injured, and when multiple survivors are injured they usually aren't doing gens, but healing or chasing. In terms of actual progress slowdown, you're better off assuming 1 stack throughout the entire trial.

    And, given that SC is in the mix... Guess what, you're going to win because of that alone. No Thana needed. That is an insane amount of slowdown right there. Not to mention the fact that if all of the gens are finished, you almost certainly lost and the slowdown (which gets split up across all 5 gens) didn't help in the slightest.

    Thana sounds good on paper, especially when you are being that generous, but when you actually take the perk off and run literally nothing in its place, the difference is almost imperceptible.

  • Ghouled_Mojo
    Ghouled_Mojo Member Posts: 2,286

    Death should apply. It’s fine other than that.

  • SirCracken
    SirCracken Member Posts: 1,414

    Although I agree that having dead survivors count towards the perk is a good buff, I don't see anyone mentioning how terrible Thana is as a perk. I have no idea why so many people run it.

    With everyone injured, gen repair times are increased by a mere 12 seconds, less if more than 1 person is repairing. And heal times are increased by a W H O P P I N G 2.5 seconds.

    The penalty to action speed is too small to make any meaningful difference. Even when playing as a killer that can keep people injured like legion or plague.

  • C3Tooth
    C3Tooth Member Posts: 8,266
    edited July 2020

    If death keep the debuff, its really encourage Killers to go tunneling.

    Beside, the number is meant to be x4 than they should be. 16% total if 1 injured, up to 64% if 4 injured. Thats alot

    Thanatophobia is commonly referred to as the fear of death. More specifically, it can be a fear of death or a fear of the dying process

    My idea is (welcome to give ur opinion):

    An injured Survivors get 16% debuff. It will be likely to force that Survivor to find another healthy one to heal them, rather than self heal

    The different will be, if there are 2 injured Survivors, all survivors get 8% debuff, any of them can heal each other with the same 8% debuff speed. My idea make 2 injured Survivors healing each other at 16% debuff speed.

  • MadLordJack
    MadLordJack Member Posts: 8,814

    The part of this that amused me the most was you trying to defend Self Care by pointing out that, in the time it takes for 1 person to heal, 2 people could have healed and gone on to work on a generator!

    A close second was you failing to understand the reason to group together. Spoiler: Gens have less slowdown applied AND less opportunity to use Pop. Not to mention that you can always just heal one another, with only 2 exceptions that are... Well, exceptions.

    And third was your assumption that you got maximum value out of a perk that didn't even prevent the one thing it's designed to prevent. Honestly, if you are going to review a perk, that is the precise opposite of "maximum value".