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Thanatophobia change has been announced

Brokenbones
Brokenbones Member Posts: 5,173
edited August 2022 in General Discussions

Direct quote:

"Following the Mid-Chapter Update, Thanatophobia quickly rose in popularity, and it’s easy to see why. Between the increased numbers on the perk itself and the longer baseline generator repair times, Thanatophobia now slows down generators pretty significantly. Particularly with Killers who have an easier time keeping multiple Survivors injured (e.g. Legion, Plague, etc.), this could make Thanatophobia feel a little oppressive, especially when paired with other slowdown perks.


To address this, Thanatophobia will be receiving a rework in the 6.1.2 Update: Each injured, dying, or hooked Survivor will now provide a 1/1.5/2% action speed penalty. If all four Survivors are either injured, dying, or hooked, Thanatophobia grants an additional 12% penalty to Survivors’ action speeds.


This change will make Thanatophobia nearly as potent as before if all Survivors are injured but will require more effort on the Killer’s part to get full value.

So essentially

1 surv injured = 2%

2 surv injured = 4%

3 surv injured = 6%

4 surv injured = 20% (12 + 8)

I think this is a healthy change personally


Source: https://forum.deadbydaylight.com/en/kb/articles/344

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Comments

  • Chilli_man2400
    Chilli_man2400 Member Posts: 2,919

    Also they buffed mettle of man and nerfed Dead man’s switch. Pain resonance was buffed

  • PaintedDeath
    PaintedDeath Member Posts: 492

    Where was this quote?

  • jesterkind
    jesterkind Member Posts: 7,858

    I'd still personally like to see Thanataphobia completely reworked, but this ought to stop it from being obnoxious- the same killers are gonna want to use it, that's not changed, but at least they have to commit to injuring everyone before they'll get anything that noticeable.

    I'm alright with this, it seems like a perfectly acceptable response to the problem.

  • Araphex
    Araphex Member Posts: 696

    Is this enough to make survivor mains happy or do they need the game to be TOO easy? Already seeing them continue to complain on other social media platforms. I'm just glad the devs aren't making knee jerk changes that go overboard. It really should be enough to show that they are working to solve the problems players are having. I'm okay with these changes.

  • Rudjohns
    Rudjohns Member Posts: 2,182

    Okay, I like this. Its perfect for Plague. With legion will still be a little annoying but no even close as it was before. Now it encourages you to heal up. On paper it looks fair but we need to see in practice.

  • Brokenbones
    Brokenbones Member Posts: 5,173

    At least the counterplay to this is a bit more potent now

    You can cut it's effective amount in half by having just 1 survivor healthy. That's the most important part of this change I think

  • Juicyman
    Juicyman Member Posts: 141

    It's now only decent on the two killers it was already good on, while worthless for the others, not a good change although I guess the idea was to not make it a safe default.

  • Brokenbones
    Brokenbones Member Posts: 5,173

    Still though, it's a decent nerf to those two using it as well

    Think about it right

    if 4 survs are injured with this, gens will take 112.5 seconds roughly

    But if just 1 survivor heals, that will be cut in half making gens only take 95 seconds

  • Tsela
    Tsela Member Posts: 524

    I personally don't think it's a good idea. It will be practically worthless on most killers.

    If they feel the need to change it, probably nerf the percentage in the way they want while keeping it a fixed ammount for each injured players

  • Rudjohns
    Rudjohns Member Posts: 2,182

    Mettle of Man is only useful in saboteur builds, I feel like it

  • jesterkind
    jesterkind Member Posts: 7,858

    I think they did fix the issue, personally. This way, the amount of slowdown the killer gets is dramatically less if even one survivor heals up, meaning that it's not an uphill battle to undo the effects of Thanatophobia against a quick-injure killer.

    Legion and Plague may be able to injure everyone quickly, but on live servers one survivor healing takes 5.5% off their total slowdown. With this change, it takes 14% off their total slowdown in one heal. That's pretty significant counterplay.

  • Viskod
    Viskod Member Posts: 854

    Hardly.

    Now all it takes is for one survivor to get healed and it dumpsters the reduction from 20% to 6%.

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,790

    Thana is now a placebo perk for Legion. The big bonus requires all 4 survivors to be alive, and if one person is uninjured, then the slowdown is marginal.

    The survivors I am matched up with usually hard split when I’m using feral frenzy, and I feel lucky if I can hit 2 people with the same frenzy (and I often get only 1 survivor per frenzy).

  • amazing_grace
    amazing_grace Member Posts: 734

    I completely agree with you. I kind of am disappointed with this change because I'd rather they have it the opposite way.

    Have the perk be viable for more killers than just the 2 it was annoying on. Have it so that there is a higher action speed penalty for only 1-2 survivors injured than all 4 survivors.

    They just made the perk a worse version of what it was pre-patch and it's still annoying on killers like legion and plague. Plague isn't so bad anymore tbh, just legion it will be insufferable on still.

  • Mister_xD
    Mister_xD Member Posts: 7,669

    Honestly, I wouldn't call the MoM changes a flat buff.

    Yes the required amount of protection hits has gone down by one, but therefore you now get your aura revealed when further than 16m to the Killer, you lose your Endurance when doing any conspicuous action and I assume due to it applying the normal Endurance status effect now you will receive the Deep Wound status effect uppon the Perk activating, removing its synergies with Perks such as Borrowed Time and Dead Hard.

    Pain resonance was also not really a buff, they just removed one Perk synergy and replaced it with a different one, while simultaneously nerfing that Perk as well.

  • Crowman
    Crowman Member Posts: 9,518

    Sabotaging is a Conspicuous Action so it would deactivate the perk and if you take 2 protection hits while a killer is carrying a survivor to a hook, that's usually enough for them to break free.

    MoM is basically now only useful as a breakout build. Where you follow the killer while they carrying the survivor and take protection hits so the survivor can break free. Anything outside of that is nerfed because the conspicuous actions.

  • Xendritch
    Xendritch Member Posts: 1,842

    I think it's a good change, if you're countering legion effectively you should never all be injured at the same time so overall I think thana gonna be kinda trash now. Which meh but also better than what we have rn.

  • Rudjohns
    Rudjohns Member Posts: 2,182

    Oh, I mean it WAS, sorry, since you were talking about how rare the perk was. I used a few times with Breakout and toolboxes for sabotaging. Now it can't even be used for this.

  • Tsela
    Tsela Member Posts: 524
    edited August 2022

    correct. on one hand you need to keep 4 people injured, just for this perk to be worth taking, on the other hand it's almost entirely disabled once somebody dies. You aren't able to injure 4 people anymore. So probably a fixed ammount per injured player is still the better approach, because otherwise it's a practically worthless perks for most killers, and for the rest it only might work until somebody dies. or not at all if they aren't able to find a 4th survivor to injure fast.

    So if they want to nerf it, they might want to nerf the percentages of Thanatophobia, instead of making it so weak for any situation. Probably people will switch to other perks, no matter which killer they play

  • Wewantjason
    Wewantjason Member Posts: 288

    Great. So now it’s just useless. Two injures or theee being average means 4-6 percent decrease that’s useless. Once again killers finally get a little bit of love and survivors ruin it


    so if the survivors all protested by rage quoting and dying On hook when do killers start protesting and not playing ?

  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,934

    Thana is dead imo except on plague. Legion now you just need 1 survivor to heal up and it mitigates most of the penalty. Not worth it.

    I think Mettle of Man change is a nerf. Sure you need 1 less hit but you have to not progress the game in order to use it once it’s ready and the killer can see that you have it since they see you before you use it now, not after. Horrible rework imo.

    I don’t really see why pain resonance + storm was a problem, but okay.

    DMS is also pretty bad now on most killers. But I’m happy camping as artist w/ it won’t be as strong anymore so I don’t really mind too much.

  • IronKnight55
    IronKnight55 Member Posts: 2,970

    Thank you!!! At least they are listening. I'm hoping more changes are on the way.

  • UnknownKiller
    UnknownKiller Member Posts: 3,024

    What I read in all those explanation If you cry you get it.So im gonna cry about thana nerf.

  • Crowman
    Crowman Member Posts: 9,518

    It's still easy enough to counter on Plague due to the fountains, but at least Thana Plague can force survivors to feed her corrupt purge.

    But overall, Thana is basically dead. MoM is basically dead. DMS is bad on it's own, but okay when paired with PR.

  • hailxsatanxeveryxday
    hailxsatanxeveryxday Member Posts: 913

    Thana joins Ruin and Corrupt in the garbage pile. If I were one of the killers running it every match, I'd be pretty mad.

    Before 6.10, Thana was A-tier in a handful of builds on a handful of killers, but there were better perks in most situations. After the update, its (tiny) buff combined with the increased generator times made it A-tier on any gen regression build. Couldn't they just have found a spot in the middle?

    Plus side, everyone will be healing like crazy once they see Thana, which means it'll synergize with Nurse's better than it did before.

    And at least PR is stacking with DMS again. I never ran that combo much in the first place, and I'd rather have a notification, but whatever. Never saw the PR/MS combo in the wild, and it seems like it'd be hard enough to pull off that it didn't need a nerf.

    Congrats on my boy Clown coming back from the dead.

  • dugman
    dugman Member Posts: 9,713

    They nerfed Mettle of Man, the buff was to make up for the nerf.

  • Crowman
    Crowman Member Posts: 9,518

    Corrupt is still good on killers who can take the advantage of the 2 minutes to set up.

  • serpentk1ng
    serpentk1ng Member Posts: 18

    This change would be fine if heal speeds were nerfed alongside it. Plague and legion are the only two that might get value from this perk now, because survivors can just grab a medkit, sit in their infinite circle of healing, and just heal up in 10 seconds, completely nullifying the perk. 6% slowdown is nothing, and you'll never keep the 20% for more than a few seconds unless playing against absolute beginners.

  • Chilli_man2400
    Chilli_man2400 Member Posts: 2,919

    I’m just realizing it now holy #########. This is one time they need to scrap and rework the perk cause In it’s current form it’s either to weak or to ######### strong

  • VoidOfMe
    VoidOfMe Member Posts: 416

    that's a lot if you compare to some survivor perks that adds 1-2% for gen repair like the david tapp one lol

  • Tsela
    Tsela Member Posts: 524

    so a fixed percentage nerf instead of this would be better. or make it something like it should work only when survivors are injured by basic attacks like Sloppy Butcher for example. That would nerf the legion's ability to make so much use out of it for example. But as it is, I don't think it's a good idea because at least on paper it looks like it will become completely worthless.

  • DBK1
    DBK1 Member Posts: 66

    Why are you pretending like Legion can't force a broken status after a survivor mends.

  • Aneurysm
    Aneurysm Member Posts: 5,270

    "Thana is still just as bad, cutting its time in half does nothing "😭

    "The survivors win again, killers have to go on strike"😭

    Never change, forums

  • Dukeligos
    Dukeligos Member Posts: 3

    As someone who plays Plague a lot, I like the direction of the Thana change. I always brought it if I wanted to incentive people to cleanse.

    I now have a hard time seeing survivors resist removing that extra 14% (2% for the 4th injury and the 12% for having all 4 injured) by having at least one person cleanse. It may be weak if one survivor stealth all game and never get infected, but it's something I can work around somewhat. The most boring Plague games are those where the survivors refuse to cleanse all game.

    Though I probably would increase the extra penalty for having everyone injured. It's very easy for the survivors to have 1 person healthy at all times and considering how weak the perk is without having everyone injured, I think that it should have a bigger payoff if you pull it off.

  • hailxsatanxeveryxday
    hailxsatanxeveryxday Member Posts: 913

    I didn't run it on anyone but Trapper before, and I don't run it on anyone but Trapper now, but there's no denying the rework knocked it down several tiers.

  • serpentk1ng
    serpentk1ng Member Posts: 18

    I know it might be hard to read, but about 15 words in, I mention that legion is one of the only two killers that can use this perk effectively.

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    They killed it. 6% for having three survivors injured? That's nothing.

  • Brokenbones
    Brokenbones Member Posts: 5,173

    You aren't 100% forced to be broken

    That addon only applies if you self mend, you can 99 a self mend and get a teammate to finish it and you will not be broken.

  • Tsulan
    Tsulan Member Posts: 15,095

    Because... somewhere out there, there is a player who uses MoM to the fullest and his escape rate is off the charts.

    You know, like that one Twins main that single handedly dragged their kill rate up.

  • DBK1
    DBK1 Member Posts: 66

    You're right. My fault. Read it wrong like an idiot. How? idk

  • Wewantjason
    Wewantjason Member Posts: 288
    edited August 2022

    This rework is trash. Literally useless on anyone but plague. Why can’t anything ever be balanced?

    you don’t want Camping and tunneling every game? Idk what you people expect. Just keep taking the slow down perks from killers then cry about having to tunnel someone out to slow the game down yeah that makes sense


    good job survivors. You whined and cried and now thana is gone. If you don’t think that’s not going to make the tunneling and camping worse you’re stupid. What are we going to do with this trash perk now? Gens are going to go fast again which means MORE tunneling.


    Atleast it’s not being nerfed as bad mettle of man. Single dumbest nerf I’ve seen in any game ever. Yeah let’s have a survivor force multiple protection hits, they can’t heal themselves because it’s a conspicuous action, so they need ANOTHER survivor to not do gens and heal them one for hit once twice for hit two, AND they themselves can’t contribute to the game to keep it active


    MoM is basically the worst survior perk in the game now. It actually only works if the team is throwing . What kind of stupid idea is this garbage?


    thana is going right back to being used on only two killers. I have to take it off dredge blight spirit and go right back to the same meta build I had before with pop. Great job.


    every game is already back to ds and dead hard, just being used differentiu


    every game will be right back to pop, pain res,


    like this entire patch is just slowly going to revert to the old meta. This is stupid. It’s just becoming the old meta with off the record and more longer gen times