Tanatophobia buff not making it live... #########?!

You have to be kidding me...

Seriously, Tanatophobia was freaking awesome on the PTB, It was the perk that would replace Ruin. Why is it gonna stay trash?

It's a perk that rewards killer for doing a good job, it forces survivors to play as a team. There are plenty of counters to it, perks like We'll Make It, Bottany Knowledge and Med-kits, Bond, Empathy, etc. I just hope this change didnt make It live because it's bugged or something like that and not because survivors complained about It...

Tagged: ACMMod

Comments

  • Why not make Thanatophobia affect everything but healing (gens, exit gate, totems, etc)?

  • @brokedownpalace said:

    Why not make Thanatophobia affect everything but healing (gens, exit gate, totems, etc)?

    This, I think, would be the best way to go about it. Encourage healing to avoid the perk, not discourage it. Time spent healing slows the game down as well but doesn't make rushing through generators to get adrenaline a clear choice.

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    The PTB survey just dropped and they want to know how we feel about the increase to Thanataphobia values.

  • They are giving more use to Enduring. That's great. DS has been killed.


    It got so many trash survivors off the "hook" lol for so long.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/365008#Comment_365008

    Is this satire? Resilience and ESPECIALLY This Is Not Happening are weak perks. Your logic makes no sense. Than, a weak perk, got a buff, so it was asked that two weak survivor perks also get a buff. Than buff gets reverted so you think it's a good idea to make two already weak perks now completely useless?

    Its not "reverted" though, it's nerfed from what it is currently.

    So while we're in the habit of nerfing already weak perks...

  • @Tzeentchling9 said:

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    The PTB survey just dropped and they want to know how we feel about the increase to Thanataphobia values.

    How do you access the survey?

  • They said something about how they wanted to do some changes to healing in the future, maybe it will get some attention then... Still don't see why they can't leave it buffed until then rather than putting it right back in the "almost not garbage" section

  • @Tzeentchling9 said:

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    The PTB survey just dropped and they want to know how we feel about the increase to Thanataphobia values.

    @Tzeentchling9

    Where can we give our feedback? Any link?

  • Where did you see this information? Can't find it anywhere.

  • Tell us what you think about the 2.6.0 Player Test Build

    Survey link: https://t.co/qJZY51Ls9z

    #DeadbyDaylight https://t.co/LcNvMPloWE

  • @The_Crusader said:

    https://forum.deadbydaylight.com/en/discussion/comment/365082#Comment_365082

    Its not "reverted" though, it's nerfed from what it is currently.

    So while we're in the habit of nerfing already weak perks...

    What? They're putting it at 16%, before it was 15%.

  • They nerfed when 1 and 2 Survivors are injured , kept the 3 Survivors part and BARELY increased if all,4 are..its a nerf thru and thru because getting 4 Survivors injured and kept injured long enough for that "increase" to balance the nerfed parts, is not going to happen realistically

  • @Nikkiwhat said:

    https://forum.deadbydaylight.com/en/discussion/comment/365172#Comment_365172

    They nerfed when 1 and 2 Survivors are injured , kept the 3 Survivors part and BARELY increased if all,4 are..its a nerf thru and thru because getting 4 Survivors injured and kept injured long enough for that "increase" to balance the nerfed parts, is not going to happen realistically

    Well thank you for explaining, didn't realize about the changes to 1 and 2 survivors injured.

    My point still stands that it would make no sense to nerf Resilience or TINH. Thanatophobia obviously needs a buff.

  • Why announce a buff to a weak perk then nerf it? Can someone explain this? I don't see any common sense in it. Is this a joke?

  • This is disappointing. I actually already use Sloppy/Thana and I was hoping to make it a permanent combo for all my killers. Guess not :(

    Where you guys getting this info BTW?

  • @Eveline said:

    Why announce a buff to a weak perk then nerf it? Can someone explain this? I don't see any common sense in it. Is this a joke?

    Dev 1: Let's buff Thanatophobia!

    Dev 2: Let's nerf Thanatophobia!

    Mathieu: Sound awesome! First we buff it, then we revert it and nerf it! Everyone is happy! GENIUS!

  • @PiiFree said:

    https://forum.deadbydaylight.com/en/discussion/comment/365189#Comment_365189

    Dev 1: Let's buff Thanatophobia!

    Dev 2: Let's nerf Thanatophobia!

    Mathieu: Sound awesome! First we buff it, then we revert it and nerf it! Everyone is happy! GENIUS!

    Haha.

  • Thanathophobia is super weak even on Legion. It is survivors who just must heal instead of doing gens...

  • @Incompetent said:

    https://forum.deadbydaylight.com/en/discussion/comment/365056#Comment_365056

    AHAHAHAHAHAHA. The biased towards survivors having all the means to their survival or disposal remains at large. Ya, healing sure does blow! Wouldn't want survivors to take more risk and fail more often at the expense of their own mistakes.

    The part where I lose any sympathy to Survivors whining about heal is that they have MANY answers to killers trying to slow it down. Bond, Medkits, Botany, We'll Make It, Autodidact, Adrenaline, etc. If Survivors would change up their meta from four "chase me daddy" perks to more rounded builds, then a Thanataphobia getting a buff wouldn't be a problem.


    I still fall by my previous statement though. Thanataphobia should only effect gen times, but with values that matter. Like 8/16/24/32.

  • 1% increase for 4 survivors injured.

    2% decrease for 1 survivor injured, 1% decrease for 2 survivors injured.

    Most of the time you'll only have 1-2 survivors injured/dying/hooked so yeah it's a nerf.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/365078#Comment_365078

    Team healing and self care work out to be the same in the end. Either two people heal are locked into the heal interaction for 28.5 seconds (28.5 x 2 = 57), or one person is for 57. This is time the other person could be spending on a generator.

    This is counterproductive, though. If genrushing is always more time efficient than healing no matter how you compare it, then genrushing into Adrenawin will always be preferred, Thanataphobia or not.

    That is why the current meta on live revolves around genrush into Adrenawin, while Thenata is still completely useless.

    The only way to make healing more attractive than generators is to make generators significantly worse, make exit gates significantly worse, or essentially remove adrenaline. The endgame is free, and once survivors hit it they escape 99% of the time. They know that, so the most efficient strategy will always be to hit the endgame as quickly as possible.

    Players arn't just going to drop genrushing because healing is 40 seconds instead of 57 seconds. All reverting thana does is remove that extra 100 seconds of gen time for no reason.

  • @Free_Hugs said:

    https://forum.deadbydaylight.com/en/discussion/comment/365087#Comment_365087

    This is counterproductive, though. If genrushing is always more time efficient than healing no matter how you compare it, then genrushing into Adrenawin will always be preferred, Thanataphobia or not.

    That is why the current meta on live revolves around genrush into Adrenawin, while Thenata is still completely useless.

    The only way to make healing more attractive than generators is to make generators significantly worse, make exit gates significantly worse, or essentially remove adrenaline. The endgame is free, and once survivors hit it they escape 99% of the time. They know that, so the most efficient strategy will always be to hit the endgame as quickly as possible.

    Players arn't just going to drop genrushing because healing is 40 seconds instead of 57 seconds. All reverting thana does is remove that extra 100 seconds of gen time for no reason.

    Not even reverting.....they are nerfing Thana

  • Change up the meta that has existed for the past year+? Nah... every survivor keep running SC/SB/DS/AD, and every killer can keep running Hex:R, End, BBQ, and whatever else... boringgggggggg....

  • Thana & sloppy butcher would of only been bad for selfcare, healing perks and teamwork would have been encouraged and just as effective. Its not like less tunneling wouldn't have been embraced.

  • @Free_Hugs said:

    https://forum.deadbydaylight.com/en/discussion/comment/365087#Comment_365087

    This is counterproductive, though. If genrushing is always more time efficient than healing no matter how you compare it, then genrushing into Adrenawin will always be preferred, Thanataphobia or not.

    That is why the current meta on live revolves around genrush into Adrenawin, while Thenata is still completely useless.

    The only way to make healing more attractive than generators is to make generators significantly worse, make exit gates significantly worse, or essentially remove adrenaline. The endgame is free, and once survivors hit it they escape 99% of the time. They know that, so the most efficient strategy will always be to hit the endgame as quickly as possible.

    Players arn't just going to drop genrushing because healing is 40 seconds instead of 57 seconds. All reverting thana does is remove that extra 100 seconds of gen time for no reason.

    Very true, although there is something to be said for the safety of healing. Staying injured comes with the risk of going down in one hit. If you could heal in a reasonable amount of time, you might prefer to heal and play it safe than rush and risk getting downed.

    There is also something to be said about reverting it, though. If adrenaline is an issue, it should be looked at. But introducing something that encourages bad gameplay and then removing the only counterplay to the meta you're being forced into only makes things more unbalanced in the end.

    As mentioned previously in the thread, I feel like making healing exempt from thanataphobia with the increased values would be best. That way the perk punishes you for not healing, not for not healing *and* healing.

  • These guys must not know how difficult it is to keep 4 survivors injured status. Who will use new Thanato? This is terrible nerf.

    Live: 6% -> 9% -> 12% -> 15%

    New: 4% -> 8% -> 12% -> 16%

  • @Peasant said:

    https://forum.deadbydaylight.com/en/discussion/comment/364934#Comment_364934

    So they nerfed a perk that discouraged tunnelling?

    You know what that means folks!

    IT'S TUNNEL TIME!

    Tunneling only makes me feel scummy. I much prefer to catch and release and if they die, great. If not all good I had fun chasing them down and I get to do it again!


    Not all people are that enlightened it would seem as my experience as survivor is 9/10 times /tunneled + face camped XD

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/365263#Comment_365263

    Very true, although there is something to be said for the safety of healing. Staying injured comes with the risk of going down in one hit. If you could heal in a reasonable amount of time, you might prefer to heal and play it safe than rush and risk getting downed.

    There is also something to be said about reverting it, though. If adrenaline is an issue, it should be looked at. But introducing something that encourages bad gameplay and then removing the only counterplay to the meta you're being forced into only makes things more unbalanced in the end.

    As mentioned previously in the thread, I feel like making healing exempt from thanataphobia with the increased values would be best. That way the perk punishes you for not healing, not for not healing *and* healing.

    Lets actually put some numbers on this rather than just speculation.

    It takes a survivor 30 seconds to recover one health state, baseline.

    This means, for healing to be "effective" the healed survivor is required to get into a chase with the killer, be hit, and the subsequent post hit chase last a duration of at least 10 seconds after weapon wiping, assuming three other teammates are all on generators.

    That ten second "secondary chase" is when that healing is paying for itself, because every second spend running in that post hit chase is worth 3~ seconds of optimal generator time for your team they otherwise would not have had if you did not heal.

    With Sloppy butcher or max thanata that pushes the post hit time to 13.3 seconds.

    With both that pushes post hit time to 19 seconds.


    That is the difference in efficiency between heal times, if a survivor can extend a chase by atleast 19 seconds with a killer with both thanata and sloppy then it is still more efficient to heal for the team then not. After that 19 second duration, every additional second still holds the same linear benefit for accelerating gen repair time.


    Speaking from experience, a survivor effective at looping the map will run a killer for significantly longer than 10 *or* 19 seconds, and as such, healing is always an effective choice for an effective chase survivor.

    The only thing nerfing Thanataphobia does is make the genrush/adrenawin meta worse. It does not significantly hamper survivors compared to previous because the only difference in efficiency for healing is overcome by 6~ seconds of additional chase time.

  • The developers have prioritized Ruin, not Thana. A shame. How silly it was to nerfed Thana, and so she was not strong. Now this perk is just rubbish.

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