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The way bhvr thinks
Bhvr: makes a meta shakeup
2 weeks pass
Bhvr: revert the changes Thana has grown in popularity.
Why even do a meta shakeup then, if u don't give time to a meta to emerge. The problems is not Thana (except for legion/plague). The problem is that people didn't learn how to play without clutch perks yet so they fell frustrated + Solo q is terrible, and instead of changing perks u guys should be adding a info hub on solo q, or doing at least some qlof improvements
Comments
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Because a lot of changes, like the base changes, probably need more time to see how they're working out. On the other hand you don't need months of data to see that thana legion is a grim experience.
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Problem is, Thana legion still as good as it was, the only problem is that the perk is dead to every other killer
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The problem is not really that they thought to make a balance fix for Thana because of its effects on Legion and Plague.
It's that the balance fix literally makes it strong literally only on Legion and Plague.
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thana legion is definitely not as good as it was. You always have at least one teammate in solo who insists on healing after every frenzy hit. SWF can easily keep one person healthy at pretty much all times. The maximum amount of slowdown was reduced. Once a survivor is dead it'll never go above 6% again. It's been hit hard.
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The only thing that changed for Legion players is, that they´ll keep survivors even more injured. Means less actual downs and way more mends.
Those are going to be really loooooong matches.
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Thana got nerfed because survivors didn't want to split up and run away against a Legion. That's literally the counterplay and it makes Thana on Legion a joke. As for Plague, cleansing at corner fountains and hiding during her corrupt purge works just fine.
I've been playing since 2018, before those two killers were even added, and the correct way to play has always been to avoid (or at least, avoid being hit by) the killer. Now because of some crybabies, a mediocre slowdown perk gets nerfed into the ground. Utterly ridiculous.
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The usual counterplay of staying away from other survivors will help with that, if they're regularly able to get all survivors in frenzy, so 3 injures and a down, they would probably be winning without perks.
If they want to drop everything to scour the map for the healthy survivor every time they heal that doesn't sound like a particularly long game at all, more just throwing
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Until it reaches the status of a 3 gen. Since the survivor who is far away will most likely repair those gens.
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That's the thing though Mandy and others have said they don't want to do knee jerk reactions anymore and want to take time to see how the data goes......guess what....they knee jerked Thanta and now only Vommy Mommy really can get use out of it and all other Killers that could benefit from it ie M1s now can't use it because it's trash for them
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Okay yes, I can still see it being strong in that scenario. I don't know if that's enough to justify running it for many players though. 3 gens also happen more often from survivor carelessness than the killer forcing it, and even with full thana stacks a 3 gen with 4 survivors alive is far from a guaranteed winning position for the killer.
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Yep, the upcoming patch is a nerf for killers, solo survivors and a buff for SWF.
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It is nerf? You are joking right.
MoM nerfed.
PR buffed.
Only Thana nerfed. You need to adept.
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MoM + OoO = old OoO. SWF will feast on always knowing where the killer is.
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A change to Thana was inevitable. They didnt calculate how much more gen time Thana will add with those extra 10s. Without those 10s nobody would play a 2% buffed Thana other than Plague and Legion. But guess what? Before 80s gentime and now 110s is a huge difference.
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To be fair, they already can.
The developers changed OoO because it was deemed "unfair", but the information the perk provided was only slightly more precise than what a 4-man SWF already has by default (if they want to really take advantage of it, which most do not).
So, even if those changes go through, the strength of SWF will not change much. Old OoO has always been possible to defeat.
So will this combo.
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Patch just went live.
We´ll see how it affects SWF.
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Okay.
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At the cost of 1 survivor never, EVER touching a gen/totem/survivor/gate
It's a strong combo, don't get me wrong, but it has a big drawback if you want to keep it active
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Runners usually never touch gens.
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Stop chasing the runner then?
Plus, MoM's aura reading works only if the survivor is further away than 16 metres from the killer, so usually not while in chase
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I would agree with the OP if Thanatophobia was a weak perk before, but...I don't think it ever has been? As far as I know it's been pretty strong, not overpowered but still very worthwhile, and if the other changes they've made have unexpectedly made it difficult to deal with in certain situations, I think it makes sense to change it.
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Exactly. Thats why the runner will always know where the killer is and tell the team.
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But he has to do nothing all game since he's not being chased
There are two options for the "runner":
1- Be in a chase, in this case MoM stay active, but hardly shows the killer's aura
2- Don't be in chase and tell the others where the killer is, in this case they cannot do ANYTHING to keep MoM active
In scenario 1, MoM is clearly useless apart from tanking one hit (normal usage of the perk)
In scenario 2, sure it's a strong combo with OoO, but they are doing nothing to progress the game
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The runner could equip a Flashlight and annoy the killer by getting flashlight saves until said killer goes for the runner. In any case, the rest of the team can play relatively save.
Old OoO was an issue because of that. On the stats it didn´t look strong, because of the low escape rate. However it immensely helped SWF.
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Eh, flashlight saves are easy to deal with, and it's still a survivor that is not on gens
Old OoO allowed someone to sit on a gen AND help the team by snitching, or stay in chase "forever" because they were able to see the killer's aura, it's not the case anymore even with MoM+OoO
Idk, I think it's going to be strong but it shouldn't be an issue
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Not to mention, Thana is now being stacked with other regression perks.
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That was the point IMO. It's tailored to Plague and Legion for good reason.
On Plague, it punishes the Survivors for never cleansing, and thus denying Plague half her power. The developers worked hard on making the Cleansing mechanic, for an interesting "pros vs. cons" power struggle between Plague and Survivors. However, it never got used cause Survivors just ignored being sick. Plague players only ever got to use half her kit most matches. What was the point of even having that mechanic in the game, when it never got used? Sure it's the old story of "The developers changing a perk to band aid fix a flawed mechanic", but it works nicely.
For Legion, it was sorta the opposite. Most Legion players ignored they even had a power half the time, because it was a useless time waste. Sure it made Mending Simulator, but all it did was make the game take longer, without having any meaningful effect for both sides. Legion couldn't down and hook with it, Survivors had to mend. Both sides just ended up wasting time with no progress.
For Plague, it's a way to make Survivors actually deal with everything Plague has to her.
For Legion, it's a reason for Legion to actually use their power and it have meaning.
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