http://dbd.game/killswitch
Thanatophobia 2% VS Resilience 9% + Prove Thyself 15%
What´s the point? You are a killer, you hit a survivor, you made your goal, what do you get? 2% penalty to gens speed.
You are a survivor, you get hit, you failed... Tha killer got you... You are punished? No... Take this 9% against my 2%...
If the killer hit all four survivors you have 20% (8 + 12 bonus), if all four survivors get wounded what they get? 9% FOR EACH ONE! Total: 36%, if survivors have a Prove Thyself bonus increase to 15%.
I´m not including all other gens speed perks or Brand New Parts and toolboxes.
It´s not fair.
Comments
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I wish I could use my other 3 perks for Gen slowdown. And not being force to use Thana only.
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survivors got thana nerfed just because "red bar = bad" even back when thana was 20% and 5% for each injure was still countered by toolboxes and resilience + prove thyself....but no one wanted to run other perks outside of the meta soo they did massive complains about it and there you go.
it was more of a problem with plague tho...(yeah 8 seconds extra to a gen was soo MUCH to some people)
funny enough dejavu is gonna get buffed which is 6% now...against the lame values of thana this is just sad on many levels...
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While I agree that Thana should be have its nerf reverted (back to 5% per injured Surv), you have the math wrong here for your assertions. If you want to claim Resilience gives 36% (9% each), you also need to acknowledge Thana is giving 80% (20% each). Similarly if you want to make the claim risky/loss perks shouldn't exist, does that mean Deadlock and NOED need to be deleted alongside Resil?
Resilience is fine since it encourages a risk alongside a reward. The only problem I have with it is 99%ing heals. That could be fixed by Resilience only giving the bonus based on how filled the heal bar is. You get 9% at 0% healed, 4.5% at 50% healed, and 0.1% at 99.9% healed.
Edit: Also with Prove Thyself it isn't a true 15% speed boost, it is a partial negation of a basekit slowdown. Normally you get penalized an additive 15% per other Surv on the gen. That means 2 work at 85% speed, 3 work at 70% speed, and 4 at 55% speed. Prove Thyself gives a multiplicitive 15% per other Surv on the gen. This means 85% is multiplied by 1.15 to 97.75%, 70% is multiplied by 1.3 to 91%, and 55% is multiplied by 1.45 to 79.75%. In each case, you still work slower than soloing gens, and preventing the killer from getting pressure on multiple Survivors by disrupting a single gen. The only time this is truly meaningful is a final 3gen with 2 people poking each side. This makes the ~53s gen take ~46s instead. A mere 7s. Heck, a brown Toolbox gives 8s of gen time. So that means a Brown Toolbox saves more time than PT in the majority of cases.
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Thanataphobia gave killers a reward for injuring all the survivors, and penalized survivors for not healing. It was an earned effect.
Survivor gen speed buffs are passive, given to them with no player input required, and the killer can do nothing to stop or limit the effects (other than chasing them off the gen, in which case the speed is 0 either way).
Thanataphobia got nerfed. Survivor gen speeds did not.
It's pointless to complain about disparities that wide. They're made with intent, not accident.
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Time it takes for 2 survivors to do a gen: ~53 seconds
Time it takes for 2 survivors to do a gen with prove and resilience: 42.69 seconds
Time it takes for 2 survivors to do a gen with prove and resilience while thana is full power: ~53 seconds.
Slowdown inheritelly is stronger then speedboost cause of math. Just because they have the higher number doesn't mean they have the highest benifit.
Also you kinda forgot thana aplies it's slowdown to everyone not only one survivor like resilience does.
Thana is extremely mediocre and still in your example counters 6 survivor perks when fully active (4 resilience + 2 proves)
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Thana has been a bad perk ever since the (unwarranted) nerf. I don't think anybody is going to deny that.
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You don't lose a slot if you don't use thana.
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If the killer hit all four survivors you have 20% (8 + 12 bonus), if all four survivors get wounded what they get? 9% FOR EACH ONE! Total: 36%, if survivors have a Prove Thyself bonus increase to 15%.
That doesn't work like that.
Thanatophobia applies to all survivors at the same time, resilience only on the survivor that has it equipped. If all four survivors bring Resilience, they all get 9%.
But either you count Thanatophobia AND Resilience for all of them, or you count neither for all of them.
IE: Thanatophobia will slow each survivor by 20%, which means it's a total slowdown of 4 x 20% = 80%.
OR: Resilience boosts repair speed by 9%, but Thanatophobia slows it by 20%, so it's a total of 9-20= -11% repair speed.
Additionally, Prove Thyself does not increase repair speeds, it just removes the co-op penalty.
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Don't spread lies. Thana got nerfed because it was stupidly buffed in patch 6.1.0, when it had already recently receive a buff, on top of the fact that it was already getting shadow buffed because gens times were getting increased too in that same patch.
4 stacks of thana during 6.1.0 would mean a single gen would take 115 seconds (that's way more than 8 seconds extra), and considering it could be easily stacked with other slowdown perks it would easily make games last forever, especially on Legion and Plague.
Was the rework effective? No of course not, because now thana is still only viable on legion and plague. But let's not pretend it would not have been a problem
Post edited by egg_ on11 -
Thana was rightly nerfed but it didn't deserve the sledgehammer they took to it.
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that was without PERKS , perks exist mah guy , just resilience by itself reduces that number by a considerable amount , you are telling me that survivors do not run prove thyself + resilience pretty often this days?.....or even back them?....
also I literally mentioned those 2 gen repair speed perks for a reason when talking about the 8 seconds extra to a gen.
and the only reason why the game were lasting more and people were dying more often was because people were refusing to change loadouts and they were always giving up like they do this day still , thats just Solo Q right there.
I remenber playing a lot during that time i can assure the only reason why i was loosing against thana players was because teammates were terrible at knowing when to repair than messing around doing nothing and giving the killer free stacks of thana by taking hits ALSO broken medkits heals were a thing back them but nah lets ignore that right , survivors cant adapt 🤔
if you think the perk currently is viable on legion ...bruhh dude just 1 guy needs to always heal in the entire team to avoid the slowdown (6% on 3 people injured is just terrible) unlike plague which survivor are forced to stay injured or giving her range attack + the perks doesnt help you to track or anything is just lame slowdown which can be replaced by a chase / aura / another better slowdown perk.
Thanatophobia applies to all survivors at the same time, resilience only on the survivor that has it equipped. If all four survivors bring Resilience, they all get 9% (11% of slowdown at most for everyone) -totally thana was Uncounterable
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Just use Scourge Hook : Grift of Pain.
Sloppy & Thanatophobia in a single perk.
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Ah yes, Math. The strongest dbd killer
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by "stupidly buffed" you mean +0.5% per injured survivor?... Really?
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They can change it to 4% per survivor and when 4 survivor are injured it will be doubled (24%) and no! Its not broken cause the curently Thana gives you 22% when all survivor are injured also 2% more but otjerwise 4-8-12%
Not meta, not broken, not too bad, its useful on all killer and not only on Plauge and Legion
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Want to state I hate that argument, the o they made a mistake they should be punished. Don't you killers have few perks like NOED that basically mean the same thing. You messed up but heres a second chance?
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thana sucks. we know.
Besides, for the 24% bonus combo you need another survivor with prove near you while you are injured with resilience. Takes 2 people with 2 specific perks.
Thana is just one perk. I think it should be a 10% bonus per surv, because even when it was 5 it wasnt great.
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If thana was 10% per survivor gens would take 150 seconds if everybody is injured...
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LMAO YOUR RIGHT OOPS. Ran the numbers HOLY. If it were 7.5%, it would add 36s if everyones injured. Seems fair enough considering healing is all it takes to nullify it.
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Yes, really, because if you read the rest of my message I said "it had already recently been buffed + it was getting a shadow buff because of the increased gen times in that same patch"
Is this difficult to understand?
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Thanatophobia would have been fine being nerfed to 4% per survivor for 16% total. Would have accounted for the shadowbuff caused by gen time increases, and would still be more effective than it is now.
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Its funny that you start your post with "that was without PERKS" (only real with capslock) and then pretend that the Killer only ran Thana and no other Slowdown-Perk.
Gens should not take up to 3 minutes when you stack Slowdown. This was one of the reasons Thana was nerfed. Not effective, as already stated, but justified.
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Maybe pre-healing nerf. Not now.
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I wish they revert thanatophobia to its original perk. 4% healing decrease and 4% for generators per injured survivor up to 16%. I kinda miss using the perk as killer.
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Only self healing got nerfed, altruism is stil fine. Why do ppl keep acting like the ptb went through-
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Because they did implement several nerfs from that ptb.
The medkit nerfs went live, the add-on changes too, self healing was removed from circle, and penalties were added so that most forms of self healing were still hit by the extra healing time.
They realized the global +8 seconds to base healing across the board had far too many secondary consequences (like bleed out recovery) and didn't do that directly. They just targeted self healing with that part instead with penalties.
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prove doesn't give any extra repair speed, it just negates the speed penalty. but i agree that thana isn't great, it is good on just plague only because it gives survivors a reason to cleanse.
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Heal slowdown won't happen due to Hemmorage, Mangled already doing 25% and the selfhealing slowdown.
It's amazing how utterly worthless Thana has become with it's injure 4 people condition.
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