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Thanatophobia : No Longer Garbage Edition

kizuati
kizuati Member Posts: 1,386
edited August 2022 in Feedback and Suggestions

THE GOALS OF THIS REWORK

Make this perk not useless on Killers besides Plague & Legion.

Do not make it too useful on specific killers.

Dont allow opressive stacking with other perks.


Thanatophobia

Their courage fades in the face of their undeniable mortality.

For each injured,hooked or dying survivor,gain a stack up to the maximum of 2.

Once Thanatophobia gains it's first stack,the perk activates and caps any healing speed,be it any self-healing speeds at 80% and altruistic healing speeds at 150%.

For each stack survivors suffer from a 4% penalty to vaulting,unhooking,healing and totem cleansing/blessing speeds.

Thanatophobia's second stack afflicts survivors with a 3/5/7% speed penalty to doing generators. This penalty exclusively overrides any other penalties,so any Survivor afflicted by Thanatophobia's generator speed penalty,will always be afflicted only by the perk's penalty.

WHAT DOES THIS REWORK ACHIEVE?

So what does this achieve? Thanatophobia is now a decent chase perk,which also strongly,strongly counters boons and heals that are generally too fast. Once you get a second injure,the gens slow down,but as it doesn't stack with Gift Of Pain/Pentimento,etc. this perk is a bad pick on killers that are trying to stack slowdown perks.

This also makes this perk viable on more Killers as it's most important part is achieved at one stack,so you can keep strong medkit users at bay,leading them to seek out their teammates for swifter heals,thus leading to survivors stacking up and giving you an easier time pressuring them.

In this rework the gen slowdown part is quite secondary and isn't meant to be completely neglible,but not to be an extremely noob-stompy 165000s gen perk. This in my opinion,fixes,pretty much everything bad about the perk and the survivor counterplay to it is quite interesting in my opinion,as people stacking up can allow for a lot more snowball potential.

Post edited by kizuati on

Comments

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    So it's basically -7% gen speeds, while capping healing at 80% speed self heal, 150% other people heal.


    You understand this does absolutely nothing, yes? It's furtive chase tier. 7% is inconsequential and 80-150% healing speed is still extremely fast. On top of overriding penti for some bizzare reason. No one would run this.

  • kizuati
    kizuati Member Posts: 1,386
    edited August 2022

    I dunno,I would defo run this. I think you're not encountering as many medkits as a lot of people do or don't realize how powerful they are.


    This will make medkits, much,much slower when used for self heals, essentially negating green medkits. We'll make it and juiced medkit setups on other survivors are basically negated with this.


    The slight vault speed reduction is also pretty nice,it will give you a small edge in some chases.


    Also I think you missed out on the gen slowdown being secondary.

  • SekiSeki
    SekiSeki Member Posts: 516
    edited August 2022

    Autodidact metaaaaa

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    The gen slowdown is secondary to you maybe, but it's the most important part of the perk. Survivors are not constantly healing, it is not their objective. What they are doing constantly is gens.

    It's effectively -20% heal speed when self healing. Basically disabled by having a teammate heal you. Pointless.

  • kizuati
    kizuati Member Posts: 1,386

    If they're constantly doing gens injured then you can just punish that,lmao. If they're stacked up healing to try and use their medkits or healing perks (which 99% of survivors use as it's the meta) then you can punish that too.