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QoL Thanatophobia

It's fear of death not fear of pain. A dead survivor should always count towards it.

Comments

  • antgnstea
    antgnstea Member Posts: 869
    Today against a thanatophobia running killer I was thinking the same thing. Two of the injured were sacrificed and after sudden relief finally got the remaining gens. I thought it’s so good that doesn’t effect the dead ones. 
    But I feel like changes like that can bring unintentional abuse to game. It is different trying to keep them in injured state and kill them as fast as possible and have the permanent state.
    It could have dying light effect on gameplay which I don’t think needs anymore incentives. 
  • perotx
    perotx Member Posts: 77

    @antgnstea said:
    Today against a thanatophobia running killer I was thinking the same thing. Two of the injured were sacrificed and after sudden relief finally got the remaining gens. I thought it’s so good that doesn’t effect the dead ones. 
    But I feel like changes like that can bring unintentional abuse to game. It is different trying to keep them in injured state and kill them as fast as possible and have the permanent state.
    It could have dying light effect on gameplay which I don’t think needs anymore incentives. 

    Thanatophobia is weak enough to not even consider its effect when sacrificing a survivor. It is always better to end one survivor fast rather than leaving him alive and injured. Thanatophobia needs a buff, and this is the most logical thing about it to change, other than just buffing the numbers. Besides, if you, for example, combine Dying Light and Than, with the obsession sacrificed and three injured, the repair speed of the gens is reduced by 40%. That's only 3% higher than what it would do now. I think it's in no way overpowered or game breaking.

    P.S. This change isn't exactly QoL.

  • antgnstea
    antgnstea Member Posts: 869
    @perotx
    when I say dying light effect I didn’t mean as repair speed, but more like how dying light encourages tunneling. If you are the obsession on that match and happened to cross roads with killer, he will do anything to get you out first to make use of his perk naturally. And I don’t think a perk should not lead a specific play style. 

  • perotx
    perotx Member Posts: 77

    @antgnstea said:
    @perotx
    when I say dying light effect I didn’t mean as repair speed, but more like how dying light encourages tunneling. If you are the obsession on that match and happened to cross roads with killer, he will do anything to get you out first to make use of his perk naturally. And I don’t think a perk should not lead a specific play style. 

    I understand, I'm just saying that right now there is no point not to tunnel with than, because it's effect isn't very significant, and everyone knows that a 3 player game is MUCH easier to play than a 4 player. Also, if only 1 player is dead and 3 are healthy survivors only get 6% repair speed penalty, which is not enough to encourage hard tunneling. Besides, perks lead to a specific playstyle all the time, that's what they're for.

  • Entità
    Entità Member Posts: 1,583
    I agree with the OP and I made a detailed proposal: https://forum.deadbydaylight.com/en/discussion/46452/thanatophobia-buff