Small buff to Thanatophobia

Hi,

I would like to suggest and discuss a buff to Thanatophobia. The effect is really strong but the numbers are really low. I suggest to increase a bit the numbers to make a more viable perk.

It would be a way to punish survivors that take the """""risk""""" of repairing while injured (dead hard allows that).

What about a 5% for each injured survivor.

Comments

  • I think it's mostly fine as is, just make it so that dead survivors count towards the slowdown

  • @Snowbawlzzz said:

    I think it's mostly fine as is, just make it so that dead survivors count towards the slowdown

    Exactly. It's ######### that perks punish you for success.

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1479121#Comment_1479121

    Exactly. It's ######### that perks punish you for success.

    But you're technically not injured if you're dead. :thinking:

  • Remove Legion and maybe.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1479123#Comment_1479123

    Well, look at it this way. If you're having success, you probably don't need the perk.

    Cool so just disable decisive once a couple of gens go off?

  • If we had some kind of perk lock method, either by category or by perk cost, we might have seen that 24% max thana buff go from PTB to live.

    But one of things they wanted to address with the Ruin rework was how well slowdown perks stack/synergize. It's why Ruin and Pop don't work together anymore.

  • What if Thana had decreasing returns? 6% for 1 person, 11% for 2, 15% for 3, 18% for 4? As it stands, when you look at the actual numbers, you're better off running Pop and only using it once. It is one of the most overblown perks in the game. The only time it has a measurable effect is when it's got 3-4 tokens and the survivors are split up, and that's a tall ask to begin with even ignoring that the effect is still rather small in that scenario. But maybe a bigger reward for 1 or 2 injuries might actually make it work better.

    Edit: I should clarify, those numbers are total slowdown, not the amount of slowdown each person adds. 50% slowdown total? I'm not THAT malevolent.

  • @Veen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1479123#Comment_1479123

    But you're technically not injured if you're dead. :thinking:

    Nothing about the definition of injured requires you to be alive. In fact, id argue death is the ultimate injury.

    Screenshot_20200727-092055_Chrome.jpg

    @VonCrow said:

    Hi,

    I would like to suggest and discuss a buff to Thanatophobia. The effect is really strong but the numbers are really low. I suggest to increase a bit the numbers to make a more viable perk.

    It would be a way to punish survivors that take the """""risk""""" of repairing while injured (dead hard allows that).

    What about a 5% for each injured survivor.

    @Snowbawlzzz said:

    I think it's mostly fine as is, just make it so that dead survivors count towards the slowdown

    @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1479121#Comment_1479121

    Exactly. It's ######### that perks punish you for success.

    What if the numbers stay as they are now but dead people count as 5% 😃

  • @MadLordJack said:

    What if Thana had decreasing returns? 6% for 1 person, 11% for 2, 15% for 3, 18% for 4? As it stands, when you look at the actual numbers, you're better off running Pop and only using it once. It is one of the most overblown perks in the game. The only time it has a measurable effect is when it's got 3-4 tokens and the survivors are split up, and that's a tall ask to begin with even ignoring that the effect is still rather small in that scenario. But maybe a bigger reward for 1 or 2 injuries might actually make it work better.

    Edit: I should clarify, those numbers are total slowdown, not the amount of slowdown each person adds. 50% slowdown total? I'm not THAT malevolent.

    This kind of thinking is better. Thana right now has the problem that Dying Light has, its useless for killer when you need it and oppressive for survivor when you dont.

    Take Thana on Trapper and be chasing 1 injured person and thana does nothing. Meanwhile you go up against a top tier Nurse who is slaughtering everyone and has all 4 injured and thana is just adding insult to injury.

    Like how dying light does nothing at the start of the game and by the time you have enough tokens for it to be effective theres only 2 survivors left and you’ve won the game anyway and the slowdown just forces them to give up even trying and hide for the hatch.

    I agree with your idea that these perks should be a bit stronger for 1 survivor and a bit weaker for 4 survivors.

  • Imo bump it to 6 or 7% per injured survivor but it no longer effects healing.

    This makes it less annoying to counter but punishes harder if you just ignore it and try to "gen rush" as fast as possible.

  • They already tried to buff the numbers in a PTB but scrapped the idea because it made the perk way too strong.

  • Counting dead survivors would be too oppressive. The perk is there to make survivors heal. Personally I think a general reduction in efficiency due to being injured should be present anyway with thana making it apply across the whole group.

  • @ClickyClicky said:

    Remove Legion and maybe.

    Bruh.

  • I don't think that you need to count dead survivors in the Thantaphobia penalty. Survivors are already receiving a penalty in the fact that you removed a teammate from the map. That seriously cuts down options and repair speed. I agree that it would be too oppressive on a team.

    IMO, Thantaphobia is fine where it is.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1479192#Comment_1479192

    I like the idea of decreasing returns, but you're definitely not better off running Pop and using it once. For the sake of making the math easier, let's say all actions are completed with 8% slowdown. Let's also assume every gen is done solo and they never regress (i.e. survivors never fail a skill check, you never kick a gen, and you're not running Ruin or Surge). In that case you'd save about 35 seconds from the gens alone. Let's also assume that each survivor gets healed by a teammate once over the course of the match, and two survivors heal with Self Care once. You'd save about 18 more seconds from that. Let's assume no hooks are sabotaged during the trial. So, overall, that's about 53 seconds, which is closer to three full Pops (20 seconds max per Pop).

    The effect is even stronger if you're running other slowdown perks. The slower the game is and the more you're able to regress generators throughout the match, the more actions survivors need to do under the effects of Thanatophobia and the more it benefits you over the course of the match. However, I'd expect that only a few killers will be able to keep people injured well enough to get good benefit from this perk. Legion, Plague, or top-tier killers running Sloppy.

    Don't ignore basic gameplay. Survivors don't split up and do gens against Thana unless they are braindead, they don't stay injured, and when multiple survivors are injured they usually aren't doing gens, but healing or chasing. In terms of actual progress slowdown, you're better off assuming 1 stack throughout the entire trial.

    And, given that SC is in the mix... Guess what, you're going to win because of that alone. No Thana needed. That is an insane amount of slowdown right there. Not to mention the fact that if all of the gens are finished, you almost certainly lost and the slowdown (which gets split up across all 5 gens) didn't help in the slightest.

    Thana sounds good on paper, especially when you are being that generous, but when you actually take the perk off and run literally nothing in its place, the difference is almost imperceptible.

  • Death should apply. It’s fine other than that.

  • Although I agree that having dead survivors count towards the perk is a good buff, I don't see anyone mentioning how terrible Thana is as a perk. I have no idea why so many people run it.

    With everyone injured, gen repair times are increased by a mere 12 seconds, less if more than 1 person is repairing. And heal times are increased by a W H O P P I N G 2.5 seconds.

    The penalty to action speed is too small to make any meaningful difference. Even when playing as a killer that can keep people injured like legion or plague.

  • If death keep the debuff, its really encourage Killers to go tunneling.

    Beside, the number is meant to be x4 than they should be. 16% total if 1 injured, up to 64% if 4 injured. Thats alot

    Thanatophobia is commonly referred to as the fear of death. More specifically, it can be a fear of death or a fear of the dying process

    My idea is (welcome to give ur opinion):

    An injured Survivors get 16% debuff. It will be likely to force that Survivor to find another healthy one to heal them, rather than self heal

    The different will be, if there are 2 injured Survivors, all survivors get 8% debuff, any of them can heal each other with the same 8% debuff speed. My idea make 2 injured Survivors healing each other at 16% debuff speed.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1480579#Comment_1480579

    It's actually usually the right play to split up and do gens against Thanat. Usually the killers running it are exceptionally good at keeping people injured, like Legion. Trying to group up and heal through will just make your team waste more time than powering through the gens. If you can only average one stack of Thanat throughout the trial you're probably using the wrong perk, getting outplayed, or both.

    Self-Care also isn't nearly as bad of a perk as people like to say, since 1 person * 32 seconds is effectively the same as 2 people * 16 seconds, not counting any coop action slowdown from you two doing a gen together after the heal is finished. I think the perk just gets a bad rap because people like to run to random corners of the map and heal themselves through Sloppy instead of just playing the game. It's definitely a bad idea to heal through 4 Thanat stacks with it unless if it's absolutely necessary, especially against killers that are good at keeping teams injured, but there are still going to be times where it makes sense.

    Whether or not all of the gens are finished isn't really too relevant. Either the survivors never finish all gens, in which case the worst possible outcome is a hatch escape, or they do, and you get max benefit out of this perk. I don't but the "you almost certainly lost" if the survivors power the gates. If Thanat buys you an extra 50 seconds, that could be enough time for almost two hooks, and that could make a huge difference in how many survivors you're able to kill. It could also help more than just the direct slowdown would suggest; Thanat could give you extra Pops over the course of the match, for example, if there's even one case when survivors aren't quite able to finish a nearly-completed gen before you reach them.

    Might there be a better perk than Thanat, though? Totally! It depends on your killer and your build. But if you're playing forever Freddy, or Legion, or something of that nature, you're probably going to get a lot of mileage out of Thanat. I think it's in a good position right now. It can be used effectively by some killers and in certain builds, but it's also not strong enough to be overwhelming.

    The part of this that amused me the most was you trying to defend Self Care by pointing out that, in the time it takes for 1 person to heal, 2 people could have healed and gone on to work on a generator!

    A close second was you failing to understand the reason to group together. Spoiler: Gens have less slowdown applied AND less opportunity to use Pop. Not to mention that you can always just heal one another, with only 2 exceptions that are... Well, exceptions.

    And third was your assumption that you got maximum value out of a perk that didn't even prevent the one thing it's designed to prevent. Honestly, if you are going to review a perk, that is the precise opposite of "maximum value".