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The point of Thanataphobia

wisdomwielderwisdomwielder Member Posts: 327
edited October 2020 in 4.3.0 PTB Feedback

I see what the devs are trying to go for with this change but it doesn't work out in practice, like many things they try to implement. Once again they have erred on the side of caution with this change. Old Thanataphobia was a very minor, very generic, slow down perk that worked best on killers that could keep people injured like Legion. Really, he was the only killer that can make good use of it. Survivors were basically forced to stay injured and suffer a penalty because of that.

With this change, survivors are now highly incentivized to heal but without the Slowdown of healing. The question is, how much time does this waste for survivors compared to Old thanataphobia? At its maximum effectiveness (all four survivors injured) it added two to three seconds of healing on top of the standard 16 seconds, and about 12 seconds onto generators. The new Thanataphobia at full effectiveness adds 16 seconds to generators but sacrifices the time for healing. So, we've basically moved the excess healing time onto generators. The problem is that now, survivors basically it have no incentive not to heal since it takes no extra time. So basically this is a perk that forces survivors to heal but the penalty for not healing barely even matters especially when you have Perks that can easily counter it like prove thyself and tool boxes. The only other person I could possibly pair well with this new Thanat is forced penance, which is already in a league of its own of being bad even with the time increase. The amount of times that forced penance even activates in a single game never makes up for the reward (protection hits are very rare, especially with Legion who's the only person that could possibly make use of this combination, but his power forces people to split up which makes it useless. With such a Niche activation requirement, the payoff for forced penance should be enormous, but that's a conversation for another thread).

If the devs are going to make Thanat a perk that punishes not healing (which is part of the current meta by the way), they seriously need to buff the percentages on this. The Slowdown should be painful enough for survivors to actually heal --- I'm talking at least 10% PER person to make up for the fact that there's no penalty for healing. And honestly I don't see a problem with this since survivors have so many perks and tools to help them heal all the damn time.

tldr; New thanataphobia should counter the no healing meta. Increase the percentages enough to force them to heal, around 10%

Edit: People are correct, 7-8% is more reasonable.

Post edited by wisdomwielder on


  • TodgeweihtTodgeweiht Member Posts: 3,666

    10% is way too much, with 4 people injured survivors would take 32 extra seconds to repair a gen, not to mention you could pair it with things like dying light, ruin and sloppy butcher to make things even more painful. 6 or 7 percent should be more than enough

  • GorgonzolaGorgonzola Member Posts: 176

    The new Thana is as useless as it was or even worse. But making it 10% would be absolute madness. Have fun with dealing with forever Plagues with Thana Dying Light.

  • Zucker_SchockZucker_Schock Member Posts: 527

    10% Wouldnt be so bad as people point it out to be. max 40% if nobody heals, 0% if everyone heals. Against Plague the fountains are the easiest way to heal in the game, nearly no time lost. Sure she gets her ability but if you manage to block all fountains you waste it again. The difference from 8% to 10% isnt huge either. The 1% increase on the ptb is a joke though.

  • Zucker_SchockZucker_Schock Member Posts: 527

    As to Sloppy Butcher, since it only works on basic attack many killers cant even use it, Legion for example, and it wouldnt change Thanatophobia in the slightest if everyone just heals like the perk promotes. You have no penalty if you just heal.

  • MetzuMetzu Member Posts: 84

    Honestly, even if they didn't remove the healing debuff and leave it at 5% per survivor, Thana still wouldn't be good. Now seeing it buffed up to at least 6% per injured survivor and leave everything else the same, that might actually be noticeable. Hopefully they keep looking into improving perks like Thana, we sure all got bored of playing as/against the same builds over and over =).

  • Dead_by_GadflyDead_by_Gadfly Member Posts: 3,774

    The problem is stacking. They're worried about you stacking thana with pop and dying light. That's why they only did 1% (which is an absolute joke I agree). That's why the game needs speed caps. Gens can only go so fast, and can only be slowed down so much. Then they wouldn't have to worry about things stacking and could buff thana to the 10% it should be.

    As things are now anything less than 7% isn't even worth talking about much less using.

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