Thanatophobia should be default in the game
Injured survivors who refuse to heal, should have a penalty on repairing gens. This way we dont see 5 min matches on the so called gen-rush.
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They're injured, they will go down in one hit. If you're unable to take advantage of the situation that's on you not on the survivors who refuse to heal
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tell that to an M1 kiler without map control, also you can only chase 1 at a time!
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An m1 killer can always slug. It's a surefire way to get huge map pressure.
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If you don’t like injured survivors going unpunished then run perks to punish them or play killers like one or deathslinger who punish it
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Why heal yourself when you can do a sick Adrenaline play, or you've just come off the hook and have Decisive Strike, and you know the rest of the gens are likely to finish within 60 seconds anyway, and if not Borrowed Time could save you anyway.
I agree that survivors should be penalized for being Injured more than they currently are. That would also make Killer's more likely to chase healthy survivors (i.e. reduce tunnelling), more than the only current motivation which is to not be called a tunneller and risk making someone unhappy.
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Honestly i kinda agree.
Injured survivors should get a 25ish% decrease in action speed. And for every survivor dead all the others get a 25ish% bonus in action speed.
Fix for both gen rush and tunneling and promotes the 12 hook playstyle that is the most fun if time wasen't that against killers.
Numbers would probably need some tweaking but overall i would really like to test this someday
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Imagine if injured survivors could actually RUN FASTER (I dunno, adrenaline kicks in with the fight or flight instinct), but they could perform all useful actions slower. No more tunneling.
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Ruin, NOED, Pop and Thana should all be base kit.
The ability to run, unhook and open exit gates should be perks for Survivors.
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So you think having thana base kit would stop 5 mins games? Hate to say it but if the killer isn't applying enough pressure the game will still end in 5 mins.
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I like the comp rule in a tourney Otzdarva participated in: if 3 or more gens are still yet to be completed, you cannot repair generators while injured.
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aaaand just like that you would see ######### tons of medkits in every lobby.
No thanks
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Well it would be at least half a minute longer if at least 2 survivors are injured for much of the trial, also maybe they'd spend more time healing which again would slow down the gens.
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I think it would just be better doing something more practical, especially for the early game. Feel like this would just be a band-aid fix.
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Yes! This would help me so much. Thats the only perk that helps keep my games from shooting through. You know?
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Okay then Prove Thyself should be default for survivors.
Not everyone is terrified to play this game. It's a give and take. I don't waste time healing, but you only have to hit me once to down me.
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You clearly dont play killer. FYI you can only chase 1 at a time!
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Still beats the every DS + toolbox in every game we have today!
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Also no more downs ever because even a 10% movespeed boost would make downs practically impossible on most maps.
Being injured is intended to make it much easier to kill you, not harder. Tunneling is an intended gameplay feature with innate counterplay in the form of A: it causing a lack of map pressure, and B: the killer suddenly having to go do something else after getting the hook or losing.
The penalties for being injured are: 1 hit away from down, leaving a trail that makes many evasive tactics not work, being unable to safely do many pallet jukes, making noise, and survivors not being able to use the injury speed boost to massively extend a chase between two safe zones. If the killer can't penalize staying injured, then yeah they kinda aren't the best killer and deserve to lose.
Being injured is already plenty bad, its just most survivors don't heal because killer just lacks a lot of threat in chases right now, so nothing you do will really incentivize survivors to heal if they aren't actually worried about spending a lot of time in contact with the killer, which they just aren't.
Killers probably need more stall in their base kit mind. Its just that thano is also low key a bad design for a few reasons: It punishes teams for having bad teammates, it is a 'binary' mechanic because either its worth it to heal or its not and when its not (which it currently isn't) people just don't change their behavior and its a very minor invisible slowdown, and it depends heavily on the killer already applying enough pressure they sorta don't need it (which is fine, win more stuff is a thing, but its too minor of an effect to be worth building around to 'earn'). Outside of weird niche builds it is tuned to be bad, which is a good idea.
If the killer gets any innate regression perk, it should absolutely be Pop, or some weaker version of pop.
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Having bad teammates is where the rng comes in, if your teammate(s) suck at something, its up to you to step up to something else. So it balances out
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Right, and that is normally the case.
But the entire problem with Thano is that it actively makes it harder for anyone who isn't the bad teammate to do anything. Normally bad teammates are a self contained problem. Thano makes it your problem, which is a bad experience in SWF.
Other perks have similar issues (like BBQ), but that mostly self corrects by playing around it. You kinda just can't play around thano, it doesn't even really affect the game as much as your emblem rate because often as a solo if things are going badly you are counting on lightbringer, some small evader or benevolent, and then the hatch. Real feels bad.
Killers have a LOT to complain about, but Thano needing to be base kit is just a bad take for many reasons (staying injured isn't actually a problem because good killers will make the survivors pay way more time than the 30 effective gen seconds it takes to get healed by a friend or 15 with a kit, it doesn't solve any actual problems killers have like a lack of ways to meaningfully slow the game in their base kit to allow more build diversity or to make them winning chases feel actually good rather than just satisfactory, it wouldn't feel good for survivors in the solo experience, and SWF literally would laugh at this nerf).
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medkits are the strongest items so I disagree. They can reset survivors and make killer lose a lot of pressure. In mid-game most survivors decide to stay injured which also makes them go down on one hit however a medkit can prevent that and extend chases which is waste of time for killer.
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If I didn't play killer I would agree making thana base kit would be an excellent change 😂😂
You must think Ruin is a terrible perk if me talking about applying pressure doesn't make sense to you lol remember they can only chase 1 at a time.
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