Uh oh here comes the survivor mains!

Oh this is fun. Let's now complain about every killer perk that got buffed! They're about to post it all and they have started already. Thanatophobia was first, next will be Lethal Pursuer. The nerfs are going to be worse than the buffs are given to these perks. This just happened to Thanatophobia who nobody batted an eye when it was at 20% but when it got to 22% and everyone loses their mind. Now it's the most garbage perk in the game.

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Comments

  • @MrMori said:

    They should have just made it 4/8/12/16. Then it would be 107 seconds at max stacks. I don't personally mind the loss since I don't bother running slowdown but it'd be cool if it was at least niche to some builds where you can keep some survivors injured, rather than completely useless on most the cast since you have to keep all 4 injured to even get any value.

    Honestly, this was the solution right here. It's a fair compromise. Thana didn't need to be buffed to begin with since killers got basekit buffs and gen times were increased to 90 seconds.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/3115305#Comment_3115305

    Nine killer perk nerfs ontop of basekit killer buffs.

    0.3 seconds faster on some killer actions.

    +10 concurrent (not consecutive) seconds more on gens.

  • I still can't process people getting so worked up over Thanatophobia either way. It's not game changing from either perspective. As a surv it's gone from slightly annoying to mildly annoying and with this nerf to a near non-factor. I only really ever feel it if I'm on a non-cleansing team vs. Plague. But I suppose it's a matter of perspective.

    As a killer, I've never run it, because I have a whole list of things I think are a better use of a perk slot in pretty much every build.


    It takes the same amount of time to hit bloodlust 1 as before; the buff is to the next levels, which if they are reached means the killer is probably bad and will struggle to catch you regardless. I only ever hit BL 1, because if the surv is a good enough looper to push past that, I'm dropping chase before BL 2.

    Of the basekit killer buffs, the breaking/swing recovery speeds are the only things I feel makes a tangible difference, and even then it's slight.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3114917#Comment_3114917

    I just leave this image here.

    https://us.v-cdn.net/6030815/uploads/DAS33432YLUR/image.png

    With new Gen, the time extended from old Thana 20% is 110sec (450 to 560)

    And again, people not freaked out why 2% is the problem. The Devs' thought of buffing Thana was the problem.

    Thank you!

    I don't think some people understand the effects perks have as a whole. They only think of the flat % number change, not the overall effect it has. Which is the part that people are complaining about.

  • how about all the killer mains complaining about ds? over 5 whole seconds in the beginning which was originally countered by enduring to bring it down to 3, and it was always 1 time use and if missed you lose it, yet still killers complained and now look at the state its in, not even usable at the end of the game, and why should a perk, that is from a paid DLC bought with actual money, be restricted so hard? and not only that, healing speed has been nerf to hell on the one perk that is supposed to be for healing yourself (granted it did used to be insanely fast, that was fixed, didnt need another nerf with all the buffs to killer perks) and gen speed decrees wasnt really needed if killers would stop hook camping and go out to gens instead of letting survivors freely work on gens, wont matter how long the gens take if a killer is sitting at the hook, the gens will get done by the time the killer walks all the way back to the gen from the hook, use your brains, though i assume most of you that are in higher ranks dont sit at hooks, because you cant, because you know you will be punished for it, its the low and mid tier killers that think "because devs said" its a legit strategy they can do it, "can" and "should" are 2 very different words, if you want to stay in the lower ranks, by all means keep camping and tunneling, only low rank survivors will fall for it and play into it, while if you want to actually improve, hook and as long as you dont see or hear anyone near the hook after checking then go find someone else game isnt hard for killer unless you make it hard on yourself


    and all the complaining about swf, i dunno about the rest, but i always took swf as a challenge to improve, maybe im an oddity? but if people arent able to communicate in a game thats supposed to be based around 4 people surviving against a killer (aka, teamwork) does it not make more sense that those in a solo queue would be at a disadvantage with less information to go off of than any other team based game which generally would have voice chat built into the game (dont get me wrong im glad it doesnt because it would be a disaster, you only have to play games like csgo and f13 to realize that)

  • @Marigoria said:

    There’s a difference between % on top of 80seconds vs 90seconds.

    It’s always easy to see that difference when chases are shorter because killers got basekit buffs to chases and survivors got basekit chase nerfed.

    oh but survivors got basekit bt, thats good right? that stops tunneling an camping right?


    at least thats what the devs said was their intent for adding it, meanwhile whispering into killers ears "just wait 5 seconds, then swing" such a joke

  • It was buffed to 22% alongside 90 second gens.

    Thanat Legion and Plague were already insufferable, even prior to the buff.

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