Thanatophobia Buff
It should give you a flat 6% increase to repair/sabo/heal per survivor injured. Currently, you get 6% for the first injured survivor and +3% for every additional injured survivor. It means that to double the effect of 1 injured survivor you need to injure 3. Making it a linear increase would make it a lot more viable alternative to Ruin.
Comments
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I could be wrong, but I think they are trying to keep it from being way to strong. Pair Thanatophobia with Hex Ruin, and it is very strong, and then have a no mither in there and the survivors are seriously hurting. (BTW I am a survivor main and I HATE when I look up and see someone running no mither. I just want to slap them)
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@Russ76 said:
I could be wrong, but I think they are trying to keep it from being way to strong. Pair Thanatophobia with Hex Ruin, and it is very strong, and then have a no mither in there and the survivors are seriously hurting. (BTW I am a survivor main and I HATE when I look up and see someone running no mither. I just want to slap them)But as a standalone perk it's not at all that great. Even when you pair it with Ruin it's not that great.
6% of a gen is a measly +4.8s with no other buffs/debuffs. For healing with SC it adds just +1.44s. That's nothing. If the effect doubled for each survivor you hit, and if you had 4 injured then you would get a -24% debuff, which comes out to +19.2s for a gen and +5.76s for heals. Considering that you need to injured 4 people to get that strong of a debuff it's actually not that great. Chances are you can only juggle 2 injured survivors at any given time, adding +9.6 gen and +2.88s heals on average. These figures are baseline too, meaning if they have a toolbox/medkit it will be faster.
What I'm saying is if it were a -6% debuff per survivor TP would be much better but definitely not too strong. Currently a -6% for the first and -3% for each thereafter is just not at all worth it in the long run.
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I see nothing wrong with Thanatophobia when Dying Light is a perk in the game. Nothing is shittier than loading in, being the Obsession (I don't use any Obsession perks), and then getting tunneled and camped/mori'd.
I'd rather see Thanatophobia made baseline in its current form, or receive a slight buff. Also, the debuff should probably become permanent if the survivor dies.
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I think they should rework the perk because honestly the percentages suck! This perk is some what good if you are up against 4 no mithers and even then it sucks!
I heard back when the perk came out it used to be for dead survivors too but people said it was “too powerful” so they took that away0 -
Thanato could use a buff since dying light keeps things at minus 25% permanently. 6, 10, 14, 18% per injured and permanent debuff for a dead survivor at -6
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Thanaphobia used to stay in effect after survivor's died, but they removed that.
I think it could stand to take a minor buff to make up for that.
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What if they reworked it where.. altruistic actions are reduced by a certain % so healing and saving.. and while working a gen/healing there is a certain % of it blowing up and the person screaming in pain... just an idea0
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@Eninya said:
I see nothing wrong with Thanatophobia when Dying Light is a perk in the game. Nothing is shittier than loading in, being the Obsession (I don't use any Obsession perks), and then getting tunneled and camped/mori'd.I'd rather see Thanatophobia made baseline in its current form, or receive a slight buff. Also, the debuff should probably become permanent if the survivor dies.
DL is a different kind of perk though. TP rewards the killer for injuring survivors, DL rewards the killer for killing the obsession. I personally enjoy using TP because it has a psychological effect on survivors to make them more altruistic, but when it comes to it's impact on the speed of the game it's very negligible otherwise. If it were something all survivors have to take seriously, instead of something only less skilled survivors take seriously, it would be a lot more viable.
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@thesuicidefox said:
DL is a different kind of perk though. TP rewards the killer for injuring survivors, DL rewards the killer for killing the obsession. I personally enjoy using TP because it has a psychological effect on survivors to make them more altruistic, but when it comes to it's impact on the speed of the game it's very negligible otherwise. If it were something all survivors have to take seriously, instead of something only less skilled survivors take seriously, it would be a lot more viable.
The new Sloppy Butcher is a better Thanatophobia in nearly every way. It won't affect gen repairs, but it makes splitting your hits far, far more effective than Thanatophobia, as survivors will universally heal before attempting repairs or saves.
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@Eninya said:
@thesuicidefox said:
DL is a different kind of perk though. TP rewards the killer for injuring survivors, DL rewards the killer for killing the obsession. I personally enjoy using TP because it has a psychological effect on survivors to make them more altruistic, but when it comes to it's impact on the speed of the game it's very negligible otherwise. If it were something all survivors have to take seriously, instead of something only less skilled survivors take seriously, it would be a lot more viable.
The new Sloppy Butcher is a better Thanatophobia in nearly every way. It won't affect gen repairs, but it makes splitting your hits far, far more effective than Thanatophobia, as survivors will universally heal before attempting repairs or saves.
I'm not disagreeing with you about SB, but that doesn't mean that TP should stay the way it is.
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