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What if Thanatophobia was the other way around?

Rudjohns
Rudjohns Member Posts: 2,233

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: 9,170

    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: 5,883

    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: 7,050

    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: 290

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

  • crogers271
    crogers271 Member Posts: 1,951

    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: 491

    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.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,170

    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.

  • zarr
    zarr Member Posts: 1,036

    I think what could put Thana back on the map again as both an interesting and effective perk is to make it so that the action speed penalty also applies to vaulting actions. Apart from bugs, we've never had anything that slows down vaults, that would be a unique appeal.

    Alternatively, just go back to 5% per stack.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,170

    part of reason why i used to run the perk is to counter body blocking. ever since they removed the 4% healing bonus, i haven't ever considering running the perk. it is too useless.

  • LockerLurk
    LockerLurk Member Posts: 29
    edited January 1

    That wouldn't make sense because the point of Killer is to injure down and hook people. And as others have said it promotes tunnelling when done this way. It'd make more sense to just buff the perk and not have it work with Legion or Plague's powers the way it does.

  • KerJuice
    KerJuice Member Posts: 1,931

    The counter to both Plague and Legion is to play injured, which the majority of the player base fails to understand. So this perk idea (which I like) may have an adverse affect and hurt them- especially with the really good Legion and Plague mains who can consistently & quickly injure/infect survivors. They would get little value from it. In order to make it worth it, the handicap for being healthy would have to be a higher percentage so as to affect the early game like Corrupt Intervention.

    Instead of reversing Thano, how’s about we create a new perk with your description that way it can be paired with Thano. Values would need to be adjusted of course so the combo wouldn’t be crippling to get gens done.

  • Grigerbest
    Grigerbest Member Posts: 1,841

    Then it will be called: Healthyphobia.

  • DancewithmeKate
    DancewithmeKate Member Posts: 80

    That's direct buff to tunnelling.

    Also it will be free value because killer won't need to do anything to get free slowdown.

    This perk will be broken on killers like Blight, Nurse, Spirit.

    List goes on.

  • danielmaster87
    danielmaster87 Member Posts: 9,746

    But then body blocking and letting themselves get injured removes the penalty.