What was reasoning behind the thana change?
The reason thana was buffed many times in the past was because it just wasn't used on many killers. Patch 2.6.0 made it so thana had 4% slowdown on action speeds for each injured survivor.
Later it got buffed to 5%, and with the recent patch it got buffed to 5.5% alongside a gen speed increase which indirectly buffed it by a LOT.
I can't really think of any other reason for these thana buffs happening other than the perk being weak on killers that aren't incredibly good at injuries (the main 4 being nurse, blight, plague, and legion)
But now with the recent change, it's much worse on any killer that ISN'T good at rapid injuries (especially when circle of healing and med kits remain unnerfed). And it still is almost as good on Legion and plague.
One good thing about this change is that it does make it significantly weaker on nurse and blight, it was far too good on them. But did it really need to be made significantly weaker on every other killer that can't rapidly injure? Especially since thana in the past has been buffed presumably because of it being weak on said killers?
The base % should be reverted to 3/3.5/4% for each injured survivor. This is still better than pre 5% thana because of the longer gen times.
Idk the changes just seem contradicting.
Comments
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I like how there is now a counterplay which also benefits to the two killers who run this perk best and most. Legion and Plague. You now have to heal / cleanse to remove the debuff. Thana was overbuffed last patch.
However It's bit sad that Its useless on any other killer than these two.
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An easy fix to thana would be a slight nerf to max slowdown, alongside frontloading the value. Make each subsequent injure slowdown for less, but start out slowing more.
For example:
* 1st injure - 7% slowdown - total 7% slowdown
* 2nd injure - 5% slowdown - total 12% slowdown
* 3rd injure - 3% slowdown - total 15% slowdown
* 4th injure - 1% slowdown - total 16% slowdown
This means most killers can achive in 2 injures (fairly doable) what used to require 3, however the overall effect for killers like legion and plague are lessened. Another advantage of this is that healing is even more encoraged rather than powering through as the individual injures matter more.
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Agreed.
And the funny part is, this was what OG thana was.
Idk why they changed it.
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The heck? It used to do that? Why the heck did they change it in the first place?
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2 things I like about the thana change, assuming legions and plagues actually still run it which I'm skeptical about
1) Solo teammate who insists on constantly healing against legion or cleansing against plague is actually achieving something for the team, even if entirely by accident.
2) if a teammate DCs or lets go or is tunnelled out at 4/5 gens the rest of us no longer have the pleasure of doing the rest of the gens in a game that's already probably lost 15% slower, plus whatever other slowdowns they have.
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- Agreed but cleansing against plague to remove thana is never worth it
- If a team mate quits that early you have lost anyway against any killer unless that player is very bad.
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1) I do consider cleansing against plague worth it in some situations, depending on what teammates are doing, fountain locations, how the killer is playing...dropping a debuff from 20% to 6% would definitely be worth considering
2) You probably have lost at that point yeah, which makes large slowdowns afterwards extra depressing. Long periods of holding M1 on gens aren't exactly fun anyway, but doing so when there's not really any hope of survival is worse
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No it won't players will still never cleanse with Vommy Mommy because they don't want to give the power of the red to her....I had a match where all survivors refused to cleanse and at EGC I asked why...they said we didn't want you to have use of your power.....
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Oh man, that version makes way more sense.
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This is much better. The big jumps should be at 2 and 3 survivors, with 1 and 4 survivors being a small jump.
Requiring all 4 survivors to be affected at the same time for the biggest jump, would have such a small effective uptime on anyone besides Plague, that the biggest jump can be discarded from any math calculations regarding how good the perk is.
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overusage, and too many damn legions
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I think this patch kind of highlights the need for BHVR to place changes on a PTB, or at the very least guys, ask your fog whisperers for feedback. It did not take long for the community to immediately be capable of understanding why some of these changes either make no sense, or just plain don't help. I know that this community can be difficult to use their opinions and knowledge to balance the game, but like.. I dunno.
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that version includes healing debuffs. changed it because according to them, it was a lose/lose and its unfair for killer to get rewards for spreading injuries on across entire survivor team. you know.. to not promote tunneling one survivor out of the game from 1 stack.
if they're really upset that legion and plague use it, then just make it affect only healing, so people that use sloppy butcher as game-slowdown can use it to make their sloppy butcher better. it won't affect gens, it won't do anything for plague since broken and -healing has no synergy and people follow their words of wisdom to not heal against legion and rush gens against feral frenzy.
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I would imagine that the reasoning is that they wanted to curb how obnoxious Thana can be on Legion and Plague, which this change would achieve- it's not "almost as good", it's significantly nerfed.
It may not be any more useful on other killers (in fact, it's honestly gonna be worse for other killers), but adding clear and potent counterplay to Thana Legion/Plague is still a good move. I choose to view this as a bandaid fix until Thana can be completely overhauled, personally, though I have no idea if BHVR agrees.
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Why are you still playing if a team mate instantly quit?
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