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Why didn't we just revert thanata buff
So I stead of reverting it back to its 20% or even its old 18% it was made to be 12% why
After re reading the perk i realized what I said was wrong nvm
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No, you get EXTRA +12% if you have all people damaged, so it's the same value but now you can remove most of the power of that perk if just one person heals. I think it's good. Finaly, Thana nerf. It's still playable perk but only on Plague and Legion and there is counterplay to it.
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It's not 12%. It's 2% per survivor and a bonus 12% if all four are injured.
1 injured = 2%
2 injured = 4%
3 injured = 6%
4 injured = 20%
I agree with you it's a weird change, but wanted to at least show the accurate math.
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It’s not 12%, it’s an extra 12% bonus on top of the 8% if all four are injured, dying or hooked. So 20% if everybody is hurt, 2-6% if only 1-3 people are.
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It's back to 20%, but only if all Survivors are injured.
Its essentially useless on everyone but Plague
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Or Legion
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Not really.
Having 1 person healthy against Legion is easy, which basically nullifies Thanataphobia
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Why do I feel I've missed some news?
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Imo it should be a flat 3% per stack as this would put it back to where it was with 80 second gens at 4 stacks. 102 seconds for a solo gen vs 115 currently.
And it wouldn't be useless on all but 2 killers...
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Correct. And even if the stars align and all 4 survivors are injured, if just 1 person heals, then the big bonus goes away again. Unless all the injured survivors are broken, I don’t see the big bonus happening long enough to be useful.
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Thats impossible! According to the countless examples on this very forum. All survivors are always injured and only 1 of them has to repair gens. All 5 of them alone.
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They just don't get it. I don't understand if they're trolling, cognitively dissonant, or simply incompetent.
They literally said:
"Thanatophobia now slows down generators pretty significantly. Particularly with Killers who have an easier time keeping multiple Survivors injured (e.g. Legion, Plague, etc.)"
Then they proceed to rework the perk to intentionally have the same effect as before if all survivors are injured/not healty state. Guess who are the two killers who are very good at that. Yeah.
Most complaints focused on those two killers specifically. So, the effect of the change is that only the OTHER killers will stop using it if they don't run anti heals, Plagues will just not give a damn, and Legions will run mangled or broken add-ons and go about their business.
Pretty good job so far.
P.S. and they nuked MoM lmao.
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It probably went too far, now it's useless on anyone that isn't plague or legion. They should probably do:
3.5% per survivor + a bonus of 6% when all injured.
1 injured = 3.5%
2 injured = 7%
3 injured = 10.5%
4 injured = 20%
Basically, the point of thana is not to actually slowdown the game directly, but to force survivors to heal before they do gens, otherwise it is slower. It needs to be such that, healing is more efficient then not doing the gen. At 6%, only 1 survivor needs to heal and you only get a grand total of 5.4 seconds needed on a gen.
Either that, or rework it to only give the injured survivor a bigger downside but allow them to heal themselves or be healed at increased speeds to encourage them to heal instead of work gens.
I think the main problem though is, people see "22% gen repair penalty on 90 seconds is sooo much!!!) But really it's not. On 90 second gens, you are looking at 19.8 more seconds. The reality is, you rarely are all 4 injured. The problem is that people never heal against legion or plague, which is a big problem with their design basically. You should want to heal, and not healing and basically denying 2 killers half the point of their power is terrible design.
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