16% is barely anything at all, its not even a good perk alone, and making it a Hex would put it up near the weakest perks in the game, especially considering it has a counter.
Going to be honest, you should acknowledge the guy that has the Ghostface pfp because he is right.
If it was a complete separate perk from Thanatophobia, numbers got increased a bunch and adjusting it so that the first injury isnt as punishing as the latter ones, then maybe.
Why would you make one of the worst slowdown perks in the game into a hex perk? At max stacks it's 16% slowdown. That's about 8 seconds of (solo) gen time, 3 seconds of heal time... Oh yeah, and there's no reasonable way to keep everybody injured except as plague. And even then you don't heal, you cleanse, which Thana doesn't affect.
Since the perk is counter by healing up. Well Botany knowledge comes to mind. A survivor perk that makes healing 33% faster. So even at max Thanatophobia, the survivors can still heal up faster. Making the effects of thanatophobia seem very minor.
Sorry but nerfing Thana is not necessary. We can counter it by healing, or just push through on the gens. Really isn't an issue for a perk that only does a certain percentage of slowdown effect.
Thanatophobia needs to keep working when someone dies. If you're afraid of death and somebody actually just died, you're not like phew that's over, now I can concentrate.
I'm going to take you seriously here and simply state this:
If Thanataphobia WERE to become a Hex perk, then simply put, there would be a massive increase within the numbers and the effect used on the perk. As it stands, 4% per INJURED survivor is not a lot. You can slow down progression on a few things with enough time to get to the target, but it is rarely felt. Same with a perk such as Dying Light.
It is also generally countered by healing, and extremely outdone by perks such as We'll Make It and Botany Knowledge.
ah yes another survivors that loses game and blames perks being too op,keep the posts coming,at this point no one gonna take survivors seriously anymore since their complains are a joke
To constitute being a hex, it would need to be changed to where you gain a token every time you injure someone, up to a max # of tokens. Percentage of slow down per token.
Before you attack me, please read all of it! Thank you.
Every Killer runs this perk, but it's not THAT great, unless you're using Legion or some other Killer that moves around the map quickly. Sure, it does slow the game down, but I think it could be even better. Maybe it could be a different version of the old Ruin.
I was thinking, what if we turned Thanatophobia into a Hex perk (I always thought it would fit it better, since the icon for it is a bunch of skulls), but made it much stronger in terms of it's ability. Instead of it giving 3% / 3.5% / 4% reduced action speed for each injured Survivor there is, make it 4% / 4.5% / 5% or even higher (9% / 9.5% / 10%?), for a total of 16% / 18% / 20%.
Why would this be a good thing?:
As I said, it could be like the old Ruin. As a Survivor, you have to find a totem otherwise repairing generators would be slow for the entire game, as long as someone is injured.
" Well yeah, but the Survivors can just find this instantly and- " Not so fast. To make it better, the Hex Totem would only be placed down at a location if the Killer injures a Survivor. Said Totem would spawn as far away as possible from the Survivors. This way the Survivors can't instantly find it and it will slow the game down drastically if they don't cleanse said totem.
The Survivors would only get a notification of this totem existing, if they are repairing a generator.
Why would it be a buff?:
The ability would be much stronger than it already is.
Why would it be a nerf?:
It would be turned into a Hex perk.
I would like your honest thoughts on this. I personally think this would be fair for both Survivors and Killers. If you have any ideas on how to make it better, or if you suggest that you don't want it to be changed at all, you are free to suggest it in a reply!
Your late for your april fool and if you are serious i think you need to learn to play both side a bit more because the only time i can feel tana do some job is when all 4 survivor are injure before this perk do ######### and everytime you kill someone the perk is less effective so in a way the killer get punish for using this perk lol and you should say why you want a bad perk to be nerf
Uh we want to nerf an already nearly useless perk? Okay go for it, almost no one uses it anyways so not like it will be missed >.>
Tell that to my Doctor when I have you crying after being hit.. Thana, Dying Light(7+ stacks), Coulrophobia and Sloppy have you healing at a -86%, repairing at -36% and begging for mercy.
Why would you make one of the worst slowdown perks in the game into a hex perk? At max stacks it's 16% slowdown. That's about 8 seconds of (solo) gen time, 3 seconds of heal time... Oh yeah, and there's no reasonable way to keep everybody injured except as plague. And even then you don't heal, you cleanse, which Thana doesn't affect.
Tell that to my Doctor when I have you crying after being hit.. Thana, Dying Light(7+ stacks), Coulrophobia and Sloppy have you healing at a -86%, repairing at -36% and begging for mercy.
You're clearly memeing, but in all seriousness I think you could make it work but you'd have to change the perk.
"Everytime a survivor is hit with a basic attack while healthy, you gain a token. Each token will apply a 5% decrease to gen speeds up to a maximum of 6/7/8 tokens. The effect is dispelled once the hex totem has been cleansed"
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Comments
Yes.
Or you could you know, heal
You are since thana by itself ain't good also outside of 2-3 hex perks hex perks are garbage
I'm not gonna acknowledge that because you have a ghostface PFP.
16% is barely anything at all, its not even a good perk alone, and making it a Hex would put it up near the weakest perks in the game, especially considering it has a counter.
Going to be honest, you should acknowledge the guy that has the Ghostface pfp because he is right.
I think the numbers should be honestly to be at 4/5/6/% for each injured survivor, but it would not affect the healing speed.
If it was a complete separate perk from Thanatophobia, numbers got increased a bunch and adjusting it so that the first injury isnt as punishing as the latter ones, then maybe.
Why would you make one of the worst slowdown perks in the game into a hex perk? At max stacks it's 16% slowdown. That's about 8 seconds of (solo) gen time, 3 seconds of heal time... Oh yeah, and there's no reasonable way to keep everybody injured except as plague. And even then you don't heal, you cleanse, which Thana doesn't affect.
Nerf thana is like "nerf clown"
Since the perk is counter by healing up. Well Botany knowledge comes to mind. A survivor perk that makes healing 33% faster. So even at max Thanatophobia, the survivors can still heal up faster. Making the effects of thanatophobia seem very minor.
Monstrous shrine should be a hex perk
See how ridiculous that sounds? That what you sound like right now.
Um..I'm going to go with no....
It should not.
Could you make an argument as to why you think it should be?
Sorry but nerfing Thana is not necessary. We can counter it by healing, or just push through on the gens. Really isn't an issue for a perk that only does a certain percentage of slowdown effect.
Thanatophobia is the worst antiheal perk in the game, its literally just a cosmetic for the progression bar
And without any sort of way for you to say anything behind why you want to make this perk a hex I am gonna assume this is bait.
Thanatophobia has such small numbers that I am pretty sure they add milliseconds to anything they effect.
In theory, if they did turn it into a Hex Perk the devs would increase the % numbers significantly. Food for thought.
It's a joke
Or.
OR
Make it not useless?
Thana needs to be coupled with a power or other perk, otherwise it's nearly negligible. It's a weak perk.
Thanataphobia needs a buff.
Thana is akin to Freddy's dream state, but requires to first be injured. It's weak.
Well he isn't wrong. Heal or git gud and power through it.
Also imagine judging someone by their PFP LMAO.
Sorry, but personally. I wouldn't like it if it became a Hex perk.
Thanatophobia needs to keep working when someone dies. If you're afraid of death and somebody actually just died, you're not like phew that's over, now I can concentrate.
Make DS a survivor hex
Lol
I'm going to take you seriously here and simply state this:
If Thanataphobia WERE to become a Hex perk, then simply put, there would be a massive increase within the numbers and the effect used on the perk. As it stands, 4% per INJURED survivor is not a lot. You can slow down progression on a few things with enough time to get to the target, but it is rarely felt. Same with a perk such as Dying Light.
It is also generally countered by healing, and extremely outdone by perks such as We'll Make It and Botany Knowledge.
ah yes another survivors that loses game and blames perks being too op,keep the posts coming,at this point no one gonna take survivors seriously anymore since their complains are a joke
To constitute being a hex, it would need to be changed to where you gain a token every time you injure someone, up to a max # of tokens. Percentage of slow down per token.
Adrenaline should activate when YOU are finishing the last gen to recieve the insta-heal. Not finishing the last gen will only grant the Sprint Burst.
I suggested this once already, except I also buffed it, not just simply "made it a Hex".
Check it out, if interested.
Your late for your april fool and if you are serious i think you need to learn to play both side a bit more because the only time i can feel tana do some job is when all 4 survivor are injure before this perk do ######### and everytime you kill someone the perk is less effective so in a way the killer get punish for using this perk lol and you should say why you want a bad perk to be nerf
This thread is a joke....
Damn, I knew thana was a mindgame perk only, but I did not know its mindgame was so strong people would actually ask for a nerf lol
Sprint Burst should only activate once per trial
Why hasn't this discussion been moved to the "Feedback and Suggestions" page yet?
I've seen BETTER discussions moved in seconds.
@Rizzo90
Uh we want to nerf an already nearly useless perk? Okay go for it, almost no one uses it anyways so not like it will be missed >.>
Tell that to my Doctor when I have you crying after being hit.. Thana, Dying Light(7+ stacks), Coulrophobia and Sloppy have you healing at a -86%, repairing at -36% and begging for mercy.
If you make thana gain stacks for each hit you land on a survivor, it would be worth a totem perk yes. State now: Never
Ehm... 12.8 seconds on a gen. That's quite a bit.
Click bait?
These forums, i swear... Sad thing is you can't even be sure it isn't a bait anymore.
I miss that 24% debuff from back in the day.
Why do you want it to be a hex? So when you claim it's OP we can say "Shoulda cleansed da bonez"?
It used to work with dead survivors. Now when a survivor dies the perk gets weaker.
A Nurse's Calling as a hex perk, anybody? How about Sloppy Butcher?
I thought slow healing effects didn't stack.
You're clearly memeing, but in all seriousness I think you could make it work but you'd have to change the perk.
"Everytime a survivor is hit with a basic attack while healthy, you gain a token. Each token will apply a 5% decrease to gen speeds up to a maximum of 6/7/8 tokens. The effect is dispelled once the hex totem has been cleansed"
...Yes or no?