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What if Thanatophobia was the other way around?

Rudjohns
Rudjohns Member Posts: 2,216

Instead of penalty for being injured, it's a penalty for being healthy?
With a quick change in the values, maybe a flat out 5% for each survivor
It would look like this

  • Each healthy Survivor afflicts Survivors with a stack-able 5 % Action Speed penalty to Repairing, Sabotaging, and Cleansing, up to a maximum of 20 %.

It promotes survivors staying injured and becoming an easier prey
It also helps the problem of the first gen popping way too fast at the beginning of the match
It addresses a lot of issues with Legion and Plague

Comments

  • Devil_hit11
    Devil_hit11 Member Posts: 9,082

    i am not going disagree. i am saying the perk rewards a hard-tunneling play-style. i wouldn't mind to use a perk that buffs hard-tunneling. that is almost perfect for the killer it comes on. Nurse.

  • Nazzzak
    Nazzzak Member Posts: 5,846

    It'd be too much a new player stomper. Experienced players are okay playing injured (see popularity of old MFT), but new players aren't. Plus with how bad matchmaking can be, it would make solo q even more miserable because you still get that one or two every so often that will always be healing up, regardless of what MMR level you're at.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,012

    I don't think that's a good idea, as others have already pointed out that just promotes hard tunneling and would feel pretty bad on the survivor side.

    I do think Thana is not in a good spot right now and needs a change, but not this. It needs to matter more when 2-3 survivors are injured but a lower maximum penalty at 4 injured so it's less oppressive on Plague

  • Equinox_One
    Equinox_One Member Posts: 230

    It's a cute idea, but would probably be too strong on instadown killers or too weak on everyone else.

  • crogers271
    crogers271 Member Posts: 1,915

    Game concept: Perks that just put a penalty on the other side from the start just don't feel right if there isn't some action that it necessitates in response.

    'I'm slowed down off the start of the match how do I change my playstyle' - 'Just keep playing normally' doesn't feel right.

    Balance: As written, the perk would give substantial early game slowdown. That is the most important time of slowdown in the game for the killer so it would be a really powerful perk.

    Conflict: What if the killer ran this and Thana? You're basically just giving permanent slowdown with no counter.

    If you made it a hex perk, maybe. Then survivors could elect to try and either cleanse the perk or play injured.

    Your could also transition it to an idea to penalize a survivor when they heal, but we already have this in Gift of Pain.

  • Turretcube
    Turretcube Member Posts: 487

    Will say, it does solve the issue of Legion/Plague's always running it while making it useful for every other killer, but it then becomes somewhat the inverse as every killer would run this for the free slowdown it would provide and the advantage of having survivors staying injured to avoid the slowdown.

    The reason staying injured against Legion work's is because Legion has no power to end a chase without hitting 4 survivors in a chain on a time limit, staying injured against the majority of other killer's is just a bad idea as they have abilities to end chases faster than Legion.

    Thanatphobia outright just needs to be reworked, there''s no way to make the current version, where slowdown is applied based on injure states, work in a balanced manner without it becoming oppresive or overly effective through certain killer's.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 1,893

    I mean, the entire reason it was required was because it was too much value, and too easy to keep survivors injured when it first got changed. And not just that, but it also worked at nearly full value even when one survivor was dead and tunneled out.

    A 90 second gen took 115 seconds with 4 stacks, and 3 stacks was still 107 seconds. That's a metric ton of value already. The two weeks after 6.1.0, it was in every game, just like thrill for a couple weeks recently.

    It's even easier for killers to keep people healthy, especially when tunneling, and the same problem exists in your version. And they nerfed healing in several ways as well, so I guess I shouldn't be surprised that after healing is dumpstered we're seeing recommendations where the counter is to heal suddenly.

    This perk is only considered "trash" because they added an anti tunneling feature to it: you basically stop getting value once one survivor dies. Which, imo is a testament to how big a problem tunneling can be (or at least the mindset that "you can only pay the game by tunneling" is too prevalent)

  • Devil_hit11
    Devil_hit11 Member Posts: 9,082

    my thoughts is that thana got nerfed because over-reaction for one. the other reason is that BVHR/Survivors don't want to reward the killer for applying split pressure.

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,347

    As others have said, this would really promote tunneling. It is easy to keep 3 people healthy and have a 15% Debuff to repairing while only chasing one Survivor. It would really raise the question why even using this Perk and going for different Survivors. Or even, why not just tunneling (which is already the most efficient strategy) AND running your version of Thanatophobia, to make tunneling even better.

    Also, I think that healing other Survivors is expected from Survivors and part of the regular gameplay - you should play the game that way. And punishing players for playing the game correctly is wrong.