Thanatopobia - How to make it good!
I know there's a lot of threads about the developer's decision to nerf Thanatopobia, a perk that's been collecting dust for ages due to its weak strength. Well, if we want to make the perk better, we first need to understand why the developers almost reversed the buff.
Thanatopobia, the developer's worst nightmare: Thanatopobia has one problem, increase the numbers too much and you'll have a better Sloppy Butcher (especially when you combine it WITH Sloppy Butcher). Let's admit it, if they kept the current Thanatopobia, healing would take "almost" a generator worth of time to complete and would encourage survivors to better spend that time on rushing generators. Yes, you can argue that they are permanently broken while they rush generators but at the same time, survivors been adapting to this no-heal meta for a while so this is nothing new to them!
Thanatopobia, the right way to go about it (Buff): Instead of having Thanatopobia effect everything, how about we make Thanatopobia effect ONLY repair speed? Not healing speed.
Thanatopobia:
Survivors are demoralized when they see their peers getting closer to death. For every injured, dying, or hooked survivor, all survivors will suffer a 6%/7%/8% repair speed decrease. If there's no healthy survivor remaining in the trial, all survivors will have their great success zones replaced by good success zones.
Why does this work?
Following the developer's reasoning on why they recently changed Decisive Strike, I changed the perk help solve a problem the community sees: No-heal rush meta. Survivors are encouraged to heal since staying injured can cause generators to take longer than normal. Although the increased generator time can be a bit much when every survivor is not healthy, I balanced the perk around having 2-3 survivors being injured, dying, or hooked.
Yes, the numbers can be a little too much but this should give you the general stance of what the perk SHOULD do. I'm open to civil feedback, as always!
Comments
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I think if they keep the buff and remove the healing speed from the list great
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Something like this? https://forum.deadbydaylight.com/en/discussion/43929/thanatophobia-buff-idea#latest
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Let me ask you a question.
How many No Mither guys have given you any trouble? None, right?
That's what not healing a health state does, it makes you useless; you make noise, you leave blood, you go down instantly.
If everyone starts using Adrenaline (which is something that already happens) just use NOED. Do you really think they'll make it out alive if they have to find all totems and do all the gens while injured? Also, how would they counter killers like Myers, Freedy, Spirit, Wraith when their power is based on getting the first hit for free? Not to mention that DS wont be a problem anymore...
I still think that 24% healing debuff should go live...
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You're not a free down when you're injured, the killer has to find you and win a chase against you. Not to say that survivors who rush the generators while injured will likely equip Iron Will/Dead Hard to alleviate the fact that they are injured. Believe me, I can loop killers for a good minute while injured and I'm terrible at chases.
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I like this idea!
Also, E.T.?
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You said it yourself, the killer has to win a chase against you, meaning there is only 1 chase instead of 2 because you are 1 hit away from being downed. Why do you think Myers power is so good when you activate it?
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I don't understand why people havent started using pharmacy tbh. It literally cuts healing time in half at the cost of not being infinite.
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With a 24% speed decrease, and survivors only taken 1 hit to go down so shorter chases, thanataphobia countered the gen rush while injured strategy.
Also the idea of thanat is to make survivors heal in the first place so it doesnt get that far. E.g. if 2 survivors are injured well then you better focus on healing up before anyone else gets injured.
It might have been too strong on some killers though. Legion, Nurse, and Billy. As those 3 can pressure survivors enough that they dont have time to heal.
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Being injured when you're exposed is pointless, you're already a 1-hit down so why worry about his EW3?
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If you dont want to heal up then good luck playing against a 115% movement speed killer that has a 16m TR most of the time (without Monitor & Abuse)
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Terror radius isn't a threat to me, most survivors including me will check my surroundings 24/7. Survivors have counter play, it's called just being smart about things really.
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