The easiest way to buff the most problematic ptb things atm.

Thanataphobia

Make thanataphobia effect the actual injured survivor, as if they had full stacks of thana. (Ie, if a single survivor is injured that survivor will feel the full 20%, and all other survivors will feel the 5%) this makes it so that, for each survivor injured, it would be maximum priority to heal. in doing so, when using thanataphobia, it could have a secondary downside (because hitting a single person would now grant the full 20% debuff to that person) if all alive survivors were injured their aura's would be revealed to one another.

Wglf

Make stacks be granted from doing a generator/healing a health state. Currently the reason bbq allows for such easy stack gain, is not just surrounding its useage around only doing one thing (hunting and killing survivors) but because it surrounds all objectives the killer does - the killer wants to hook and down multiple survivors, and being granted on the first hook a survivor gets, is something thats rather encouraged, and even encouraged on the survivor side (because your first hook isin't exactly as detrimental as your final hook, and can activate perks)

Making it work when healing a survivor grants more opportunitys to quickly gain stacks (potentially two perk unhook) and making it work on generators, would make this perk, far far less farmy to use. one could even take off the generator stipulation, and make it so that ANY player being unhooked, by anyone, so long as it is a safe unhook, gives a stack. If the unhook is safe, but you can't get to it and are instead looping a killer, or doing a generator, your still effectively playing the game correctly, your just not doing that objective over another.

making it work on pallet saves/flashlight saves (of which it already did) just promotes gameplay that isin't doing the objective. which bbq and chilli does.

Mindbreaker

Mindbreakers effect is currently underwhelming, and the buff to the ptb does mitgiate some of it. but it dissapearing upon 50% of a generators progress makes the perk very hard to utelize. pushing the generator percentage up towards 70% of a generators progress, would make it pair wonderfully with perks such as tinkerer etc, whilst still allowing for people to recover exhaustion towards the end of a generator.

Technician

It doesn't really need the increased regression on missed skillchecks. its already a teachable perk that requires someone having to level charecters up, and actually get to in order to utelize, and is at its current state only really decent against doctor. Making skillchecks just.. not appear, would be a far better change, and can already be done as we have a toolbox addon that does this. this makes great skillchecks impossible to get (making you unable to get extra 1% progression) but allows for them to also buff the silent aspect of this perk, and allow for players to be quieter on generators.

Comments

  • The problem with your Thana idea is it unfairly punishes survivors that have no immediate way to heal, particularly solos.

    If they don’t have a medkit, self Care, or Bond to find someone else, an instant 20% debuff is pretty BS.

  • 1) Wrong section https://forum.deadbydaylight.com/en/categories/4-3-0-ptb-feedback

    2) Thanatophobia would be "better" in that case and would even be worth testing on PTB ... 5% instead of 4% per stack is super underwhelming and barely an inconvenience in current PTB - they went far to cautious with that "buff"

    3) Mindbreaker actually removed that 50% gen progress requirement completely in current PTB without being reflected in the patch notes. Tested it myself "CAN 99.9% confirm that it works even after 50% of the gen is progressed on PTB at the moment.

    Also confirmed it with the survivors after the match who said they were exhausted when they tapped a gen that was already progressed to about 75% that I intentionally left alone, unless these guys I talked to in post game then on their stream chat decided to just outright lie."

    Untitled Image

    vs Current Live version for context

    Untitled Image

    4) Still have to test this out on PTB but unable to really get feedback from it without a buddy playing killer against me... haven't convinced anyone to get the PTB downloaded yet though

  • @ZCerebrate said:

    1) Wrong section https://forum.deadbydaylight.com/en/categories/4-3-0-ptb-feedback

    2) Thanatophobia would be "better" in that case and would even be worth testing on PTB ... 5% instead of 4% per stack is super underwhelming and barely an inconvenience in current PTB - they went far to cautious with that "buff"

    3) Mindbreaker actually removed that 50% gen progress requirement completely in current PTB without being reflected in the patch notes. Tested it myself "CAN 99.9% confirm that it works even after 50% of the gen is progressed on PTB at the moment.

    Also confirmed it with the survivors after the match who said they were exhausted when they tapped a gen that was already progressed to about 75% that I intentionally left alone, unless these guys I talked to in post game then on their stream chat decided to just outright lie."

    https://us.v-cdn.net/6030815/uploads/UR7KJKA0QH1E/image.png

    vs Current Live version for context

    https://us.v-cdn.net/6030815/uploads/QVGRDUOOPIRS/image.png

    4) Still have to test this out on PTB but unable to really get feedback from it without a buddy playing killer against me... haven't convinced anyone to get the PTB downloaded yet though

    Weirdly wasn't giving me access to the ptb 4.3 feedback section but it seems to be working now as i just checked (if a mod could move this discussion there that would be great)

    That being said i wasn't aware of the mindbreaker change, hadn't had an opportunity to test that explicitly yet, though i actually think this perk will fair a lot better in matches now.

  • @ZCerebrate said:

    1) Wrong section https://forum.deadbydaylight.com/en/categories/4-3-0-ptb-feedback

    2) Thanatophobia would be "better" in that case and would even be worth testing on PTB ... 5% instead of 4% per stack is super underwhelming and barely an inconvenience in current PTB - they went far to cautious with that "buff"

    3) Mindbreaker actually removed that 50% gen progress requirement completely in current PTB without being reflected in the patch notes. Tested it myself "CAN 99.9% confirm that it works even after 50% of the gen is progressed on PTB at the moment.

    Also confirmed it with the survivors after the match who said they were exhausted when they tapped a gen that was already progressed to about 75% that I intentionally left alone, unless these guys I talked to in post game then on their stream chat decided to just outright lie."

    https://us.v-cdn.net/6030815/uploads/UR7KJKA0QH1E/image.png

    vs Current Live version for context

    https://us.v-cdn.net/6030815/uploads/QVGRDUOOPIRS/image.png

    4) Still have to test this out on PTB but unable to really get feedback from it without a buddy playing killer against me... haven't convinced anyone to get the PTB downloaded yet though

    If mindbreaker works for the entire progress of gen then it is a wonderful perk for stealth killers.