Developer Update...

Thanatophobia

"Each injured, dying, or hooked Survivor will now provide a 1/1.5/2% action speed penalty. If all four Survivors are either injured, dying, or hooked, Thanatophobia grants an additional 12% penalty to Survivors’ action speeds."

This is overall just a really good change, it makes working for Thanatophobia value worth it rather than just getting large passive value with only 1 or 2 injured survivors. I still feel like the perk will be good on Legion and Plague since they have the ability to keep people injured a lot easier than other killers, but it now has counterplay since all the survivors really have to do is keep a single person healthy. Bringing in medkits (for Legion) or over-cleansing (for Plague) seem like really good counterplay to deal with the new Thanatophobia and helps make it's effects less potent within a match.

(Also for those who dont know, if all fountains are used to cleanse, Plague will automatically gain Corrupt Purge but all fountains that were corrupted will return back to normal, this is "over-cleansing", since you cleanse enough grant Plague who power but deny multiple applications of their power in the process.)

Mettle of Man

"Taking 2 protection hits will now activate Mettle of Man, granting the Endurance status effect. While the Endurance effect is active, your aura will be revealed to the Killer when they are further than 12/14/16m away. Like other Endurance effects, performing a Conspicuous Action will cause it to deactivate prematurely, and it will not protect you from entering the dying state if you already have Deep Wounds."

I still feel like Mettle of Man stacks should be obtained by other means, taking protection hits is nice, but still a very niche scenario.

If I remember correctly, Mettle of Man (PTB involving the MoM nerf) had an additional effect where stacks were gained from unhooking survivors. I feel like with We're Gonna Live Forever being changed and not many people running it, Mettle of Man can still gain that effect to heavily encourage teamplay from the survivor's end of things.

I also feel like this will create situations in which the survivor can easily get Mettle of Man (to also help deal with the fact that losing MoM is a lot easier, and also since you cannot stack it's Endurance either, it help balances out how much easier it is to gain).

Scourge Hook: Pain Resonance, Merciless Storm, Dead Man's Switch

"Since this new version allowed the Survivors to continue working on the generator, Merciless Storm would continue spawning an excessive amount of skill checks (nearly 40!) after the generator regresses.

To remedy this, we are restoring Pain Resonance’s generator interruption, though the Killer will still not receive a notification. This will cause Merciless Storm to no longer combo with Pain Resonance.

That said, this would bring back the combo of Pain Resonance and Dead Man’s Switch. Therefore, we’ll be reducing the duration of Dead Man’s Switch to 20/25/30 seconds in order to make the perk combo less oppressive than it previously was."

Im not too sure how to feel about this. Merciless Storm was never really an insane perk, and only really saw use on very niche killers/builds. Overall I think it would have been better just to fix/change Merciless Storm, since making survivors get off a generator from Scourge Hook: Pain Resonance (without the notification from SH:PR) literally just reverts what they did.

With SH:PR and Dead Man's Switch, if a survivor gets off a generator, it becomes blocked, and while the duration that the generator is blocked for has been reduced, it doesnt change the fact that the killer can still see the aura for the blocked generator. There is quite literally no point to not have the noise notification for SH:PR, if the killer is going to know your location anyways.

Also, this really does promote camping more than before. Any player can run SH:PR and DMS, hook a survivor on a Scourge Hook, and just sit in the front of the hook, and the time wasted from SH:PR and DMS is great enough to delay survivors a lot. Thanatophobia got nerfed/reworked, so anyone who just camps each survivor from first hook until death is just going to use this combo again.

Future Fixes

Clown is going to be fixed, he had an issue where they would have permanent Haste from the Afterpiece Antidote and the developers have resolved this issue.

Orange Glyphs are being changed due to it having negative effects on those with motion sickness, or just overall bothering those who do the challenge.

Matchmaking Incentives will not be fixed in the upcoming patch but will instead be working by the 6.2.0 PTB.

Clown being fixed is obviously good. Orange Glyphs being changed to help those with motion sickness is also nice. And while I was hoping for Matchmaking Incentives to be back up by the patch, Im at least glad we have a rough estimate as to when it's going to fixed.

Thoughts And Opinions

The developers seem to be listening to community feedback (at least to some degree), and before people say "they ignored this" or "didnt do this", there is only so much the developers can do within a short amount of time. I do feel like there were some oversights with SH:PR and DMS, and Im really hoping that gets addressed in the future. Overall Im kind of happy with the changes, cant wait to see what is in store for the future.

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