Thanatophobia reworks you'd like to see
An idea I'd like to propose as a change to Thanatophobia is as follows:
Thanatophobia
Your prey know your power and become more inefficient through fear each time you catch them.
- As long as someone is injured, dying, or hooked, each individual time a survivor is hooked, that survivor receives a stackable 5/7/9% reduction to action speed in Cleansing, Generator Repair, Healing, Opening Exit Gates, and Searching.
It's a rework that incentivizes injuring and hooking different survivors multiple times rather than camping to death on one hook. Thanatophobia seems underwhelming and underdeveloped as it stand now after having the "dead" survivor removed from the penalty recognizer.
Edit: Removed penalty to survivor vault speed in order to not make tunneling easier. Also, don’t forget to post your own ideas for Thanataphobia reworks if you have them!
Comments
Great idea!
So it's a perfect buff. Right now hooks are mostly pointless except for the third.
I feel like this would also combat slugging, which for me is more annoying than being camped. i can at least get struggle points when im camped lol
Edit: I meant no reason to 2 hook everyone before killing anyone
Leave it as it is, but add "dead" to the affected status
This was how the original perk was, and then because of its steamroll potential with no counter, "dead" was removed from the penalty decider.
the problem I see with it is in the current meta almost every survivor runs self care and this is where it gets the drawback . if they realy want to make it anti camp make it more like bbq . where every hook get a passive stack though the % would have to be low otherwise it would become op .
personally it would need a total rework imo to be really viable and anti camp . make it trigger hard skillchecks more often based on the amount of hooks , this way a survivor stands the chance of triggering a notice for the killer and giving him a direction to run not to mention the generator taking a hit as well . So basically instead of it being see all auras outside a certain range , anyone working a gen/selfhealing/sab gets a hard skillcheck . it allows survivors the ability to avoid it why allowing killers a anti camp tool without a guaranteed aura read .
+1. Couldn't have put it better myself.
https://forum.deadbydaylight.com/en/discussion/16907/injured-state#latest
This was already addressed in your other thread where you got much more detailed feedback about injured states.
https://forum.deadbydaylight.com/en/discussion/21829/injured-state-needs-to-be-more-than-just-a-warning#latest
True and I forgot to add in that you could link to the prior post and say this was the original idea and the feedback has been incorporated into this thread.
What do these posts have to do with the proposed rework?
That should be obvious since @DarkWo1f997 responded to my post and said as much as I did. But since you didn't understand why let em explain it.
It gives people context on what the op was thinking and how they took the feedback they were given so that people don't ask and or give the same feedback as before.
cool. Keeping people informed is always a good idea.
(to everyone not powerbats, the saying goes: "better late than never")