I really think Thanotophobia is more reliable than Ruin.
It lasts pretty much all game and applies to healing as well so you always get the benefit. I feel like Ruin only has an impact when it stays on the map and doesn't get busted in the first minute and it' seems heavily rng and map reliant.
Comments
Thanatophobia? Is that the perk that turns the repair bar red?
Thanatophobia is more reliable since it isnt a hex and cant be taken away...
Sloppy is better then both
Besides Legion, I can't think of any other killer to use Thana with.
One the other hand, if Thana would get buffed, it could be become too strong when combined with certain other perks. Kind of a tricky situation what to do with this perk.
80 sec ( gen) + 15% = 92 so thanatophobia in tier 3 with all the survivors injure or down or in the hook give you 12 sec. Now you can say thanatophobia will work with one survivor but it only gives you 4,5 sec at best more.
Ruin if they don't know how to play around it will take for 14 sec - end of the game ( if you lucky).
Now both of them are good but if we can have something that combines both of them that will be great.
Blood Warden is where its at lads. I replaced ruin with it and really enjoy it. Rather then stressing when your totem gets blown up instantly you get fun and funny endgame moments.
Unless its vs SWF then Blood Warden is dogshit if one of them dies and tells everyone you have it. Why the fook is seeing killers perks before the game ends still a thing?
Good old red skill bar with no effect perk. Gotta love it when killers I play against use 3 perks instead of 4.
Only killer it's usefull on is Legion. I find survivors are more likely to waste over 32sec selfcaring if I have it. Still not worth healing vs Legion but they do.
With no other buffs/debuffs, TP 1 stack only adds 5 seconds to a solo gen, 1 second to a heal, and 4 seconds to a SC heal . At 4 stacks it adds 14 seconds to a gen, ~3 seconds to a heal, and 13 seconds to a SC heal. SC gets hurt by TP pretty nice but if survivors team up on the other stuff that extra time is cut in half. Which is why it is a good combo with Discordance because survivors will team up on gens to counter TP. The other problem is that TP requires them to be injured, so it's only reliable when you can constantly keep survivors injured. Right now the only killer that can do that is Legion.
However I think TP has a value in the psychological effect it has on survivors. If you have someone hooked or slugged it makes them want to save more. It makes them want to team up on heals which means less gen time as they will waste time trying to group up. TP can make most survivors act desperate so they overcommit to things and waste time. Top tier survivors won't flinch from TP though, at least not until 3 people are injured because that's when it actually starts to do some work.
IMO TP should give a flat 6% per injured survivor. It would make 2 injured like 3, 3 stronger than 4 is now, and 4 would be almost like having Dying Light
Blood Warden > Ruin. I agree with you 100% because it's a guaranteed 60 seconds and they can't take it away. And it comes at a time where they think they are the most safe and will take the most risks.
However I don't think it's bad against groups and here's why. The counter to Blood Warden is to.... not open the gate. If you face a group, slug someone. Don't hook them just slug them. Best if you know they have no DS or Unbreakable (ie. they used it during the trial), but you want to slug them. The other won't open the gate for fear of BW, so you basically add infinite time to the gate, until they die or just say screw it and open it anyway.
The other counter is to open the door and hide for a minute. This is probably actually the best option for survivors that want to make saves, however they are still trapped in the trial with you. If you find them chances are they are dead. This is where BBQ and Whispers comes in handy because they counter the counter.
The last counter is to open the door and just leave before the guy gets hooked. If they know you have BW, that means at least 1 is dead. You just secured yourself a 2k at least. This is probably the worst outcome for the killer but still a good deal because you got a 2k and pipped or at least got a safety from it.
I agree that it would be a lot better if you couldn't see killer perks until the end of the game, but even if they know about BW 2 of the 3 possible counters still benefit you as a killer, and the last may or may not depending on the scenario. And if they don't know about it... oh boi.....
Sloppy > Thana
As for ruin... it depends. Y'know always when i play Killer my ruin goes in maybe 20 seconds? When i play surv no one can find the goddamn thing!
(and no apperantly not everyone can hit the hex/great skill checks)
Stack them both, pretty much no one gets healing done and it delays the game another 2 minutes.
Thanataphobia
1 injured, downed or hooked survivor = 3 seconds on a generator
2 injured, downed or hooked survivors = 5 seconds on a generator
3 injured,downed or hooked survivors = 8 seconds on a generator
4 injured,downed hooked (except all 4 because you win) = 12 seconds on a generator
The Red bar while performing an action when someone is injured,downed or hooked = priceless
Reliable? Maybe. Effective? Absolutely not. The numbers for Thanatophobia are too low for it to be viable.
Thanatophobia requires inefficient playstyles to become useful. 4 hits to get full effect, that's the amount of hits required to turn the match into a 3v1.