Thanatophobia would be one of the best perks in the game......if

It didn't suck...

Sloppy butcher is 50% healing speed from mangled....
So why is Thanatophobia only 15% assuming everyone is slightly bruised?
This perk would also be perfect for my pig, as well as other killers if you'd just combine this perk with sloppy butcher or delete sloppy and improve thano. For instance, why not combine the two to where sloppy gives something besides mangled, or its own debuff.
For instance, new sloppy butcher or Thano

1 injured, dying, dead, or hooked survivor = 15% reduced action speed.
2 injured, dying, dead, or hooked survivor = 25% reduced action speed.
3 injured, dying, dead, or hooked survivor = 35% reduced action speed.
4 injured, dying, dead, or hooked survivor = 50% reduced action speed.

Frequency of bleeding increases per token. Targets under the effect of Thanatophobia cannot be mangled.

As it stands now Thano does next to nothing, and this would encourage survivors to actually look at each other less like points, and try to keep each other alive. Everyone talks about the speed of the game and gen rushing, Hex ruin is....easily exploitable and usually dies in 30 seconds of the match start.

Comments

  • Numbers too much large and makes dying light not worth it. It's simple, -6 or -8 for each injured, hooked, dead. You're trynna make thanata super op. Or too strong since op is thrown around too much. Than affects everything, not just heals like sloppy. Dying light is 25% but requires focusing on one survivor, they have trade offs to prevent them from being too strong. I get what you're trynna do but it's too extreme. Even 9% each like an anti leader is good. Devs are thinking bout increasing heal time so keep that in mind. 
  • Thanatophobia will be a trash perk as long as Self Care doesn't get a proper balancing.

  • @Dabrownman1812 said:
    Numbers too much large and makes dying light not worth it. It's simple, -6 or -8 for each injured, hooked, dead. You're trynna make thanata super op. Or too strong since op is thrown around too much. Than affects everything, not just heals like sloppy. Dying light is 25% but requires focusing on one survivor, they have trade offs to prevent them from being too strong. I get what you're trynna do but it's too extreme. Even 9% each like an anti leader is good. Devs are thinking bout increasing heal time so keep that in mind. 

    Dying light is extremely situational, considering you have to pretty much go through a series of steps before it even becomes active, which is why most killers don't run it without a mori. If they even run it at all.

    You have to spend time tunneling the obsession > Down them > hook them > let them get off the hook > tunnel them again > down them > then mori <------------And thats assuming you find them in the first place and even after all of that you still only get 25% which is still stronger than Thanatophobia which encourages the opposite of tunneling and camping and popping an early mori. Also by this time several gens will have been done already.

    Thano does not effect trap disarm timers, toolbox searching, or jigsaw box searching, so no it doesn't effect everything. And if you take into consideration the actual bonus on speeds from toolboxes, med kits, leader, no one left behind, botany, autodidact, and We'll make it, and the fact that dying light buffs the obsession by itself..... the numbers from perks like Thano, Mangled, and even Dying light are meaningless....except maybe mangled but thats the only one worth anything but its not specific to sloppy butcher, plenty of killers have access to that status effect.

    Oh and one more thing, the current thano doesn't even apply the debuff if the person is dead, you lose effectiveness on the first death.

  • @Dabrownman1812 said:
    Numbers too much large and makes dying light not worth it. It's simple, -6 or -8 for each injured, hooked, dead. You're trynna make thanata super op. Or too strong since op is thrown around too much. Than affects everything, not just heals like sloppy. Dying light is 25% but requires focusing on one survivor, they have trade offs to prevent them from being too strong. I get what you're trynna do but it's too extreme. Even 9% each like an anti leader is good. Devs are thinking bout increasing heal time so keep that in mind. 

    Dying light is extremely situational, considering you have to pretty much go through a series of steps before it even becomes active, which is why most killers don't run it without a mori. If they even run it at all.

    You have to spend time tunneling the obsession > Down them > hook them > let them get off the hook > tunnel them again > down them > then mori <------------And thats assuming you find them in the first place and even after all of that you still only get 25% which is still stronger than Thanatophobia which encourages the opposite of tunneling and camping and popping an early mori.

    Thano does not effect trap disarm timers, toolbox searching, or jigsaw box searching, so no it doesn't effect everything. And if you take into consideration the actual bonus on speeds from toolboxes, med kits, leader, no one left behind, botany, autodidact, and We'll make it..... the numbers from perks like Thano, Mangled, and even Dying light are meaningless....

    My point of bringing out dying light is to show that for the 25% there is a price. Why should thana be so much stronger and easier than dying light, that mechanically is horrible. Since it isn't just hurt it isn't bad but but it makes it useless if no one is hooked, dead, dying. Lower the numbers but make it work even when injured. So being either really strong or nonexistent is bad if it's not permanent like dying light. 
  • If an injured survivor is running you around it's a dead perk, rather be 9-10 and affect injured, hooked, dying, dead. So you can still have utility and slow the game down when someone comes off the hook.
  • Why Thana shoud be "stronger" (in term of numbers)?
    Because survivor do not stay injured for long.
    Anybody and their mother is running Self Care and you can't keep more than one injured for a significant amount of time.

    And Dying Light sucks balls, because 4 gens will already be done, before it will even show ANY effect.

  • Wolf74 said:

    Why Thana shoud be "stronger" (in term of numbers)?
    Because survivor do not stay injured for long.
    Anybody and their mother is running Self Care and you can't keep more than one injured for a significant amount of time.

    And Dying Light sucks balls, because 4 gens will already be done, before it will even show ANY effect.

    For some killers, some killers can get dying light off quickly, and there's remember me for the late game. Also look at the numbers, they don't apply to injured survivors according to post, but dead. I'm saying buff the numbers to 10% reduction and keep a reduction permanent for dead survivors, nothing too drastic. For slowing down the game, there's always going to be an issue of that unless the add other objectives. The fix isn't to make thanata better or worse, the fix is adding mandatory objectives besides gens and gates for survivors. 
  • The OPness of SC prevents thana to be useful, thats the real problem

  • @Dabrownman1812 said:

    My point of bringing out dying light is to show that for the 25% there is a price. Why should thana be so much stronger and easier than dying light, that mechanically is horrible. Since it isn't just hurt it isn't bad but but it makes it useless if no one is hooked, dead, dying. Lower the numbers but make it work even when injured. So being either really strong or nonexistent is bad if it's not permanent like dying light. 

    Honestly, dying light deserves its own thread. The skill is made to slow down the game....but....you don't actually slow down the game with it until you kill people....which may not happen until mid game or until you only have 1 gen, at which point the perk has taken up a slot and did nothing for you the entire game. That perk needs help too, and if I could I would make it so it works the opposite. Or worked on a token system to where you could get benefit from it by hitting the obsession. And you gain tokens per hit on the obsession 10, 15, 20, 25. If the obsession dies you lose all 25%. When they're alive though they still have bonus healing speed.

    And even if you tweaked the numbers of Thano to match 25% it would still be more effective than it is now, where you are likely to have 6% the entire game because it doesn't count dead survivors.

    1 injured, dying, dead, or hooked survivor = 10% reduced action speed.
    2 injured, dying, dead, or hooked survivor = 15% reduced action speed.
    3 injured, dying, dead, or hooked survivor = 20% reduced action speed.
    4 injured, dying, dead, or hooked survivor = 25% reduced action speed.

    Frequency of bleeding increases per token. Targets under the effect of Thanatophobia are mangled.
    Mangled reductions do not stack with other reductions.

    ^ It would still be better than the current Thano that does literally nothing....

  • @Dabrownman1812 said:
    Wolf74 said:

    Why Thana shoud be "stronger" (in term of numbers)?

    Because survivor do not stay injured for long.

    Anybody and their mother is running Self Care and you can't keep more than one injured for a significant amount of time.

    And Dying Light sucks balls, because 4 gens will already be done, before it will even show ANY effect.

    For some killers, some killers can get dying light off quickly, and there's remember me for the late game. Also look at the numbers, they don't apply to injured survivors according to post, but dead. I'm saying buff the numbers to 10% reduction and keep a reduction permanent for dead survivors, nothing too drastic. For slowing down the game, there's always going to be an issue of that unless the add other objectives. The fix isn't to make thanata better or worse, the fix is adding mandatory objectives besides gens and gates for survivors. 

    I missed injured....good point...

  • @Dabrownman1812 said:
    Wolf74 said:

    Why Thana shoud be "stronger" (in term of numbers)?

    Because survivor do not stay injured for long.

    Anybody and their mother is running Self Care and you can't keep more than one injured for a significant amount of time.

    And Dying Light sucks balls, because 4 gens will already be done, before it will even show ANY effect.

    For some killers, some killers can get dying light off quickly, and there's remember me for the late game. Also look at the numbers, they don't apply to injured survivors according to post, but dead. I'm saying buff the numbers to 10% reduction and keep a reduction permanent for dead survivors, nothing too drastic. For slowing down the game, there's always going to be an issue of that unless the add other objectives. The fix isn't to make thanata better or worse, the fix is adding mandatory objectives besides gens and gates for survivors. 

    Also 10% is lower than the current 15%.... thats an overall nerf because the stages before that would be in weak incriments of like 3, 5, 7, 10..... that would literally do nothing against the speed perks survivors already have. One yellow toolbox might completely negate that, and thats not counting add ons.

    I would also note, that whoever the unlucky bastard is to get mori'd within the first 2 minutes of the game...its not fun. Not fun for the survivor to get into a game and pretty much be denied points from the jump. Yeah some killers can do it, but if you're running an ebony mori to pull it off....what the hell is the point of slowing down the game? You can just kill everyone and be done.....

  • If you want Thanatophobia to be good, you need to go for broke on the "Anti-Healing" thing like I do on my Clown. Thanatophobia, Coulrophobia, Distressing, and Ruin with Sulfuric Acid Vial and whatever secondary add-on that suites your fancy.

    I went back over a person's stream to see their PoV after all was said and done. One of his viewers commented how it would've taken them 35 seconds to heal someone else a single state of injury. Possibly even more.

    If you want Thana to be good, you need to build around it.

  • @Khroalthemadbomber said:
    If you want Thanatophobia to be good, you need to go for broke on the "Anti-Healing" thing like I do on my Clown. Thanatophobia, Coulrophobia, Distressing, and Ruin with Sulfuric Acid Vial and whatever secondary add-on that suites your fancy.

    I went back over a person's stream to see their PoV after all was said and done. One of his viewers commented how it would've taken them 35 seconds to heal someone else a single state of injury. Possibly even more.

    If you want Thana to be good, you need to build around it.

    That build only applies to healing though, as far as other actions go, it doesn't stop gen rushing. And doesn't slow the pace of the game down in that aspect at all. You can still put 2 people on a gen and get it to 50% in 20 seconds....

  • Thanatophobia should be a linear stack of 6% per survivor injured. Currently, it's 6% for the first and 3% after that. That mean that 2 injured now would equal 3 injured before, and 3 injured now would be greater than 4 injured before.

    However, the devs mentioned some things about increasing base healing times in the recent Q&A. If they did this, TP would become a lot stronger than it is now.

    I also found that if you combo it with Sloppy Butcher and Courlophobia that it becomes quite effective at slowing the game because it affects gens AND heals. While the gen time is a bit trivial, the extra time they spend healing is less time doing gens. A friend and I tested these 3, and with just 1 person injured normal Self Care takes 58 seconds. With a purple medkit and good add-ons, it took him about 25 seconds which is the same as normal Self Care. Survivors would be forced to gang up on heals if they want heals, which means less time on gens.

  • @Dabrownman1812 said:
    Wolf74 said:

    Why Thana shoud be "stronger" (in term of numbers)?

    Because survivor do not stay injured for long.

    Anybody and their mother is running Self Care and you can't keep more than one injured for a significant amount of time.

    And Dying Light sucks balls, because 4 gens will already be done, before it will even show ANY effect.

    For some killers, some killers can get dying light off quickly, and there's remember me for the late game. Also look at the numbers, they don't apply to injured survivors according to post, but dead. I'm saying buff the numbers to 10% reduction and keep a reduction permanent for dead survivors, nothing too drastic. For slowing down the game, there's always going to be an issue of that unless the add other objectives. The fix isn't to make thanata better or worse, the fix is adding mandatory objectives besides gens and gates for survivors. 

    Also 10% is lower than the current 15%.... thats an overall nerf because the stages before that would be in weak incriments of like 3, 5, 7, 10..... that would literally do nothing against the speed perks survivors already have. One yellow toolbox might completely negate that, and thats not counting add ons.

    I would also note, that whoever the unlucky bastard is to get mori'd within the first 2 minutes of the game...its not fun. Not fun for the survivor to get into a game and pretty much be denied points from the jump. Yeah some killers can do it, but if you're running an ebony mori to pull it off....what the hell is the point of slowing down the game? You can just kill everyone and be done.....

    What I meant was 10% per survivor, so it would go up to 40% if all survivors are at least injured. Dying light is weak and freddy and meyers can pull it off the fastest with a mori. Thanato's strength shouldn't be with super high numbers, but with enough of a hindrance that people are forced to heal. The intent was for it to be combined with nurses, what would be nice I admit is if thanato and sloppy made you recover from the ground slower.
  • @PigMainBigBrain said:
    THANATOPHOBIA WOULD BE ONE OF THE BEST PERKS IN THE GAME......IF It didn't suck...

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    Bruh...
    That goes for 30 of the Killer Perks already.