Should a Thanataphobia-like debuff be baseline?

But only for gen speeds? It's been suggested before but was thinking mainly about how spreading out doesn't reward you. And killers have taken to tunneling one poor guy because if they can secure one kill then the rest fall easier.

If you let that guy on the hook run off, there's no guarantee they won't just hop back on a gen. There are perks that reward being injured, and even more so when paired with other teammates. Killer is alone always. Birbs don't count. They're chaotic neutral.

And similarly there's no downside to simply letting your teammates take all the heat while you genjockey. So tunneling favors immersive players.

How about 15% gen debuff while injured? I mean you're holding your guts in while working on complicated machinery. Also puts more emphasis on healing when you could ignore it a lot more with your injured build.

Comments

  • 4% slower repair speed for each remaining totem at the trial.

    Survivors receive a sound notification for each cleansed totem.

    :)

  • The problem is there are slow down perks already, Dying Light, Pop, Thanatophobia, Sloppy, Surge and Corrupt. Adding base debuff like this would be an extreme buff to all of these perks.

  • @mouse0270 said:

    The problem is there are slow down perks already, Dying Light, Pop, Thanatophobia, Sloppy, Surge and Corrupt. Adding base debuff like this would be an extreme buff to all of these perks.

    If it became baseline, then the perks would be adjusted regardless. Dying + Than they could either cap the effects percentage or make Dying only affect action speeds, and Than affect uninjured survivors like it already does.

    Oh right, to clarify the original post was only for each injured survivor on an individual basis. It wouldn't spread to the rest of the team. So Thanataphobia would still have a niche.

    Pop relies on hooking survivors first. Surge and Corrupt, literally nothing changes?

    @Maníaco_da_garrafa : Totems are an endangered species sir. I'd prefer them not to be the center of your genocide campaign.

  • @Tactless_Ninja said:

    https://forum.deadbydaylight.com/en/discussion/comment/1133915#Comment_1133915

    If it became baseline, then the perks would be adjusted regardless. Dying + Than they could either cap the effects percentage or make Dying only affect action speeds, and Than affect uninjured survivors like it already does.

    Oh right, to clarify the original post was only for each injured survivor on an individual basis. It wouldn't spread to the rest of the team. So Thanataphobia would still have a niche.

    Pop relies on hooking survivors first. Surge and Corrupt, literally nothing changes?

    @Maníaco_da_garrafa : Totems are an endangered species sir. I'd prefer them not to be the center of your genocide campaign.

    The point was the devs, are trying to prevent people from stacking slowdown perks to increase their chances of 4k-ing. They said something similar to this as to being one of the reasonings for the ruin change during their dev stream.

    Before asking if the game needs to be slowed down, keep track of how many kills per game you go over 100 games (realistically this is about a months worth of games, if you want quicker results try 30 games) and see how many kills you get on average. If you are averaging 2 kills per game, then technically you are where the devs want you to be.

    If you are not averaging 2 kills per game, then it means you are either very very very unlucky with your matchmaking or are playing against survivors above your skill level.

  • @mouse0270 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1133937#Comment_1133937

    The point was the devs, are trying to prevent people from stacking slowdown perks to increase their chances of 4k-ing. They said something similar to this as to being one of the reasonings for the ruin change during their dev stream.

    Before asking if the game needs to be slowed down, keep track of how many kills per game you go over 100 games (realistically this is about a months worth of games, if you want quicker results try 30 games) and see how many kills you get on average. If you are averaging 2 kills per game, then technically you are where the devs want you to be.

    If you are not averaging 2 kills per game, then it means you are either very very very unlucky with your matchmaking or are playing against survivors above your skill level.

    4k'ing is a killer dominated match. The point of saying 2k was drawing a line in the sand on where they stand. If we don't take that at face value then they really mean something more like 6 hooks a match. They probably didn't say hooks because of all the variables at play like dying first hook or bringing in a mori.

    Ruin, if you ever played survivor, had a lot more points to it rather than just slowing the game down. It disabled multiple people on a single gen, enabled gen tapping as a workaround, and effectively made games for lower skill levels unwinnable. Oh and it made totems much harder to keep up as everyone at high levels learned their spawns and destroyed them immediately, making the killer lose a perk seconds into the match. Two if they had NOED. Then they would DC like babies.

    I don't know what their plans are for the normal slowdown perks but the concern probably is too much passive pressure. If you stack too much against one side, then it becomes hopeless and they stop playing. Killer will go into a corner, survivor dies on first hook.

    If there is not enough pressure, then we get a situation like we're in now where it's simply too easy to escape.

  • You guys have to stop with 'We have to create a perk to...' They need to CHANGE the gameplay , add more objectifs , slow down the gens progression etc... BUT they dont listen to us ... Thanks to Mathieu cote i guess

  • Some streamers try to throw out this idea as well. The natural balance would be to re-buff self care. Also, 4% slow down doesn't prevent tunneling nor does tunneling make winning easier.


    With a team of somewhat competent survivors, 2 (minimum) will escape a killer who tunnels. That's an EZ match. "Hold M1, get out of trial."

  • @TTVfbYTigTW said:

    Some streamers try to throw out this idea as well. The natural balance would be to re-buff self care. Also, 4% slow down doesn't prevent tunneling nor does tunneling make winning easier.

    With a team of somewhat competent survivors, 2 (minimum) will escape a killer who tunnels. That's an EZ match. "Hold M1, get out of trial."

    Self care was nerfed because people were being too self centered. It's called selfish care for a reason.

    When injured, people group up together anyways. They either work together to finish a gen, or heal, or heal then gen, or gen then heal. If they get a natural debuff to gen speeds they might prioritize healing over gen, which would naturally slow the game down as well as shake up the meta.

    Game design is about manipulating player behavior.

  • @Tactless_Ninja said:

    https://forum.deadbydaylight.com/en/discussion/comment/1135343#Comment_1135343

    Self care was nerfed because people were being too self centered. It's called selfish care for a reason.

    When injured, people group up together anyways. They either work together to finish a gen, or heal, or heal then gen, or gen then heal. If they get a natural debuff to gen speeds they might prioritize healing over gen, which would naturally slow the game down as well as shake up the meta.

    Game design is about manipulating player behavior.

    Self care used to take 20 seconds, medkit heal/other survivor healing took 10 seconds, and we'll make it took like 5 seconds. Self-care isn't a "selfish" perk (clever?) - it can be used to the benefit of a team (in solo queue), if it's used at the right time. So, if you were going to introduce free thana for killers, then you would have to introduce free self-care for survivors, and it would have to be buffed. Doesn't make sense.

  • @TTVfbYTigTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/1135410#Comment_1135410

    Self care used to take 20 seconds, medkit heal/other survivor healing took 10 seconds, and we'll make it took like 5 seconds. Self-care isn't a "selfish" perk (clever?) - it can be used to the benefit of a team (in solo queue), if it's used at the right time. So, if you were going to introduce free thana for killers, then you would have to introduce free self-care for survivors, and it would have to be buffed. Doesn't make sense.

    The benefit was that someone would heal themselves freeing up another person to do gens. This was constant pressure on gens and as a result they were done faster.

    Currently it's faster to heal your teammate yourself. And this Thanataphobia-like debuff doesn't impede action speeds like healing. So the change here is the frequency for the need to heal versus before when it was largely unnecessary.

    The intention is to reward the killer for spreading out. If they injure someone and continue chasing them, there's no generator speed debuff.

    If the killer is spreading out, and everyone is getting debuffed, the survivors will need to work more closely together to win.