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Thanatophobia 2.6.0 update

#1 Would you rather have the values buffed as they are in 2.6.0

Or

#2 Had the values remain even after a sacrifice

While it is great seeing Thanatophobia get some love, the core problem with the perk remains. What many players, in my experience, complain about is that the affect of Thanatophobia does not apply after a survivor is sacrificed.

Making it one of the only perks that get worse as the game progresses, if you are playing a normal sacrifice them asap, not the old slug a bug type play style.

Really just curious as to fellow killer views, picking #1 or #2

Comments

  • PigMainBigBrain
    PigMainBigBrain Member Posts: 1,893
    1. This perk works incredibly well on multiple injuries if you actually know how to keep as many survivors injured as possible. I wouldn't take the old version or modified to keep its values if the values are garbage.
  • βLAKE
    βLAKE Member Posts: 544

    Haven't used the new Thanatophobia from the PTB yet. Is it any good or is it just as bad as before?

  • Mr_Myers
    Mr_Myers Member Posts: 422

    I like how they buffed it, but because of Legion it has become cancer vs them. I bet D/C rates will be even HIGHER now

  • thesuicidefox
    thesuicidefox Member Posts: 8,223

    I've been using Thana + Sloppy on my Spirit and Trapper with great success, and now after this buff my builds are even stronger. I hate using Ruin and avoid it where I can, so I'm glad Thana can be an alternative all by itself now.

  • ThatGuyFromThatPlace
    ThatGuyFromThatPlace Member Posts: 66
    edited March 2019

    I mean, everyone acts like it would be some huge big deal if the debuff was kept on sacrifice/death... But, Dying Light is 25% debuff... Thanatophobia is only 6%. Sure, it stacks... But, only when 4 survivors are dead, would it have a perma-debuff stronger than Dying Light... But, you see the issue there?

    It's always going to be weaker than Dying Light in terms of the slowdown, unless you have all 4 injured as of the PTB buffs, and without the PTB buffs, it will ALWAYS be weaker than Dying Light. Plus, Dying Light is also taking a survivor out of the game while it activates.

  • TrAiNwReCk
    TrAiNwReCk Member Posts: 246

    I can count on one hand the amount of times legitimately had all 4 survivors injured at once, making Thanatophobia feel like a perk in use, instead of a useless fraction.

    Having everyone injured when players know Thanatophobia is in use (thanks to icon prompts) is highly unlikely as players 9/10 want to heal up to lessen the slow the perk adds, even if minimal before the buff. Unless a crazy altruistic body blocking SWF group takes hits quickly chances are slim to none to ever get the full affect of Thanatophobia.

    I appreciate the feedback.

    Suppose I relate Thanatophobia with Fire Up. Both seem useless in their fractional form, but at least you get to use 100% of FIre Up if end game is reached. Thanatophobia hardly ever gets used to the full extent, not to mention after 1 sacrifice you'll never get to use the perk 100%.

    My thoughts, this is all opinion and interested in knowing others opinion.

  • Wolf74
    Wolf74 Member Posts: 2,959

    No matter what… Thana needs a huge buff desperately.

    The perk now is garbage.

  • TrAiNwReCk
    TrAiNwReCk Member Posts: 246

    Sorry for the reply format, won't show your entire comment i'm responding too.

    "Firstly, as stated by many others in the past, Thanatophobia effect persisting after a sacrifice would encourage camping.

    Secondly, it’s still slower for a gen to be repaired by 2 injured survivors with less of a debuff than 3 injured survivors with a greater debuff. Get where I’m coming from?

    so the debuff gets less as more survivors are sacrificed, but overall less survivors means less repair speed."

    my response

    To your Firstly, while camping (more like tunneling) seems like a good tactic for dying light to take affect. As many others know, if the killer is camping, you have full reign to do gens which defeats the purpose of camping only to secure the small amount of Thanatophobia.

    To your secondly, honestly I don't understand what you mean.

    The debuff of a perk shouldn't be less because overall survivor efficiency is less. Perks should keep their effect as long as the killer had to work to put said perk into affect.

    That is only my opinion. Thanks for your feedback.

  • TrAiNwReCk
    TrAiNwReCk Member Posts: 246

    I have no experience playing as legion myself, but seems that a few would agree with you for sure.

  • TrAiNwReCk
    TrAiNwReCk Member Posts: 246

    I think we are of similar opinion. Thanatophobia could be compared to Dying Light, but one that can vary throughout a trial.

    I don't see how Thanatophobia being permanent after death would constitute a camp fest as the survivors could bang out the gens (at least 3-4) fairly quick during the 2 minutes they camped the 1 survivor, less the survivor kills themselves . . which wouldn't be fun.

    Think a permanent application of Thanatophobia on death would be well deserved in most cases (not camping) though if anyone wants a permanent form of Thanatophobia slugging is still on the table I suppose.

    I appreciate the feedback.

  • TrAiNwReCk
    TrAiNwReCk Member Posts: 246

    @DudeDelicious I see your point, and it is valid. Probably on point with what the devs were going for with Thanatophobia.

    Suppose the frustration comes from Dying Light rewarding a permanent (for now) fairly big slow down in survivor progression, when Thanatophobia requires a constant injury to get even the smallest benefit.

    Probably would be too similar if it was permanent, but at least the application of the debuff would be progressive, not instant.

    In a game where time seems to be the deciding factor in most cases, and a perk meant to help in that area feels like it does a terrible job. Though it got some love, no complaints, only opinions.

    Thanks for the feedback!