why thanatophobia had to change?

This perk was much better in its old state as it also affected healing speed and also helped a lot of killers who relied on hit and run strategy.

I remember I used to love using this build sometimes: thanatophobia, dying light, sloppy butcher and nurses calling just to see the survivors taking decades to heal playing as ghost face.

good times, some things didn't need to change.

Comments

  • MikaelaWantsYourBoon
    MikaelaWantsYourBoon Member Posts: 6,564

    It was one of the pointless nerf. It still good perk but it never deserved any nerf, it was fine.

  • JonahsTablet
    JonahsTablet Member Posts: 762

    Freddy players would definitely agree with you. But in all seriousness, I think the perk is actually in a pretty neat spot, I like running it on Billy to force healing, and it works well with the broken status effect.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    yeah but now it is awful. If you hated the perk so much, you should equipped a healing perk to counter it. COH in modern day counters so hard. Their change basically killed the perk.

  • brokedownpalace
    brokedownpalace Member Posts: 8,823

    The perk is better now.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    if by healthy design is suppose make the perk worthless than yes it is healthy design. how exactly is the killer suppose get 4 stacks of thanotophobia if the perk does not keep people injured.

  • th3
    th3 Member Posts: 1,885

    It's not meant to keep people injured, its aimed at making survivors take time to heal. Penalizing the survivors for performing the action which was encouraged by the perk isn't a good design choice for said perk.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    survivor in general already heal by default. No killer needs a perk for that.

    The perk's purpose is to keep survivor injured and force them to work through generator slowdown. it is gen defense perk. now the perk counter itself because survivor can always heal before doing generator effectively giving almost no game delay. The 20 seconds of generator slowdown only occurs if a survivor fully worked through debuff on generator from 0 to 80. If everyone constantly healing, you get no value out of the perk because your always stuck at 0/1 or 2 stacks at most and those stacks do nothing because nobody works on generators before healing. dead perk.

  • Brokenbones
    Brokenbones Member Posts: 5,703

    Survivors healing IS game delay though. It's time spent not slamming gens

    If survivors don't heal and just do gens then you are in a much worse situation, that's why thanataphobia punishes that playstyle by making it take longer. Why do you think not healing was the meta for so long? It wasted too much time.

    Not healing is how killers snowball/secure their hooks on people via camping or force trades.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    "Not healing is how killers snowball/secure their hooks on people via camping or force trades."

    You just answered why you do not need perk. The perk is useless. The old version allowed you to snowball better through injuries and force hook trades easier by keeping people injured. Now nobody stays injured so the perk never does anything because killer cannot keep multiple people injured.

    "not healing was the meta for so long? It wasted too much time."

    not healing was meta because safe pallets can substitute health states. Old god window played a part in it as well. It was faster do generators than heal. It is still possible in modern day in most maps but there no real reason to risk being injured if you can heal. thanophobia is punishing a strategy that no longer exists.

  • Brokenbones
    Brokenbones Member Posts: 5,703

    It affecting heal speed wouldn't change anything in todays meta but I'm glad it doesn't because the counterplay to a perk also being affected by the same perk is nonsensical. It'd be like having a boon perk that makes snuffing it take twice as long; makes no sense.

    The only killers thana is good on right now forces you to either not heal (Plague) or makes it not worth it (Legion). It was bad when it affected healing and it's still not great now. It's a supplement perk you run with other things, it always has been and probably always will be

    Also the reason many people don't heal and can afford to not heal is Dead Hard and to a lesser extent Adrenaline.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,917

    It made no sense for it to affect healing. It was a lose-lose; you’re encouraged to heal to avoid its penalty, but you were penalized anyways for healing. It needed to change, and they increased the penalty and added a cleansing penalty to make up for it.

    The only thing I’d change about it is to also include blessing since imo it doesn’t make much sense for it to affect cleansing but not blessing. But other than that, the perk is in a good spot right now.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513
    edited March 2022

    "Also the reason many people don't heal and can afford to not heal is Dead Hard and to a lesser extent Adrenaline."

    I would say Iron will and dead hard. Spine chill as well but lesser extent.

    "It affecting heal speed wouldn't change anything in todays meta"

    I agree it wouldn't do anything today meta because a specific healing perk is being used. how is nonsensical to not reward the killer for split pressure? If there no reward for injuring multiple people or hooking other players than you can just expect every killer player to hard-tunnel and hard-camp which IS popular.