Thanatophobia talk.

OMagic_ManO
OMagic_ManO Member Posts: 3,278

Is Thanatophobia good perk to use? I use it all the time and does it really slow down game progression? Perks like this and Fire Up are good within themselves but are executed badly since you need to have excessive work done to make the perk have any effective use.

Comments

  • artist
    artist Member Posts: 1,520

    no. all it does is make a survivor's bar red. plenty of other perks that are actually worth the perk slot

  • Chaotic_Riddle
    Chaotic_Riddle Member Posts: 1,953

    Compared to perks like Ruin, Overcharge, and even Pop Goes? In it's current state, even Pop is somewhat better, so until it's addressed that it needs another buff, it's just not as good as it used to be.

  • Vlieger
    Vlieger Member Posts: 326

    The perk itself does very little against good survivors.

    If you are against bad survivors the main benefit you get from it is the survivors will go run off to a corner and self care and waste a bunch of time.

  • Frozenscum
    Frozenscum Member Posts: 393

    Thanatophobia could be token-based, I use it myself instead of Ruin coupled with Sloppy, but having it stack tokens and keep pressure on survivors could be so much better. Most of times ppl go for heals to get rid of Thana debuff, and it takes time and slow down gen rush.

    On other hand - if Thana will be token-based, and survs will have no ability to get rid of perk, they will just repair through Thana's debuff. Which takes less time then heal overall.

    But, I run Thana on Freddy and Doctor, both can easily find you and Freddy can land first hit pretty easy, so ppl waste their time for heals.

  • Kagrenac
    Kagrenac Member Posts: 773

    If they made healing unaffected then it could be buffed to much larger numbers.

    With healing as pointless as it is in this Meta; the last thing the game needs is an even longer heal time.

  • CallMeSpidey
    CallMeSpidey Member Posts: 625

    It needs a buff.

  • OMagic_ManO
    OMagic_ManO Member Posts: 3,278

    If they want to keep Thanatophobia as it is, it would be much more useful at 5% or 6% per Survivor hit.

  • TWiXT
    TWiXT Member Posts: 2,186
    edited May 2019

    Once it reaches its maximum de-buff it adds about 10 seconds to gen repair, but as soon as survivors see that it's working against them, they tend to prioritize staying healthy in order to avoid the de-buff. Not many killers can actually injure all 4 survivors at a time unless all 4 of them are in the same area, so the majority of the time survivors only suffer half of the de-buff (2 injured) at most, which only adds 5 seconds to gen repair. Also when you kill 1 survivor you remove the chance to apply the full de-buff permanently from the game for the remaining survivors. It's also completely counter-able with Healing aid perks like Botany Knowledge, Autodidact, and We'll Make It because their buff to healing speed completely surpasses the de-buff of Thanatophobia. It's for these reasons that when it was temporarily buffed in the Plague's PTB to apply a max of 24% de-buff, that it was actually kinda useful, but again getting all 4 survivors simultaneously injured and applying the max de-buff was a very rare circumstance, and it really shouldn't have been reverted.

    As it is right now, its more of a psychological attack perk. You want survivors to consistently spend time healing? You want to encourage them to use the fountains when playing Plague? You want to get more use out of Sloppy Butcher or Nurses Calling? Then go ahead and equip Thanatophobia. Otherwise, its not a very useful perk.

  • Eninya
    Eninya Member Posts: 1,256

    Sloppy Butcher is better, especially if you like to slug at points in your games.

  • OMagic_ManO
    OMagic_ManO Member Posts: 3,278

    Okay, lesson learned, Thanatophobia is useless unless I want to find them with Sloppy and Nurse's Calling.

  • tt_ivi_99
    tt_ivi_99 Member Posts: 1,463

    Right now It isnt.

    We have given feedback on how to buff it: Make it so that it doesnt affect healing speed but It affects gen speed and keep the stackable 6% until 24% just like in the middle chapter update of Legion.

    We can only wait now...

  • Hag.is.Dtier
    Hag.is.Dtier Member Posts: 1,398

    It would be if the devs went with the buffs but apparently it was to powerful when stacked with sloppy butcher, yet survivors stacking second chance perks is balanced.....

    Such a shame because it would have been godlike on Hag.

  • OMagic_ManO
    OMagic_ManO Member Posts: 3,278

    @Cursed_hatchet

    Preach, sister/brother.

  • Dwight_Confusion
    Dwight_Confusion Member Posts: 1,649

    At tier III the perk is 4-16% slow down.

    Meaning if 1 person is running Leader or Prove Thyself it basically kills the perk. As 2 people with Prove Thyself are getting 10% bonus. And if you had all 6 people injured you're getting a 6% slowdown.

    You'll rarely get all 4 injured at the same time. It's a decent perk, but isn't worth using over sloppy butcher.

    Tier III should be 5/10/15/20 at least. That is me being objective and nice. Having all 4 injured is still weaker than dying light. (if you get the obsession killed)

    So logically Thana should be 25% slowdown on action speeds when all 4 are injured. So 10, 15, 20 and 25% for each injured. That would make a strong perk for killers. And slow down gen rushing a bit.

    Everyone acts like buffing a perk like this would "make killers op" which is insanity. It would make more people bring med kits, or self care for sure. It would also make killers take out noed, nurses or sloppy. I mean. It's not like we'll get the perk built in.

    Some people would act like a buff to this perk would make it built in as a 5th perk slot or something. That is the reaction killers would get. It's just insane.

    Imagine, my proposed changes, with sloppy, nurses and ruin. Would be great.

    On average you're just going to have 2 people injured at the same time anyways... so it will be a 10% debuff to action speeds. Prove Thyself counteracts that. And leader helps a lot as well.

    It would take a average perk at best, and make it strong.