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Thanatophobia change has been announced

BrokenbonesBrokenbones Member Posts: 4,268
edited August 1 in General Discussions

Direct quote:

"Following the Mid-Chapter Update, Thanatophobia quickly rose in popularity, and it’s easy to see why. Between the increased numbers on the perk itself and the longer baseline generator repair times, Thanatophobia now slows down generators pretty significantly. Particularly with Killers who have an easier time keeping multiple Survivors injured (e.g. Legion, Plague, etc.), this could make Thanatophobia feel a little oppressive, especially when paired with other slowdown perks.


To address this, Thanatophobia will be receiving a rework in the 6.1.2 Update: 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 change will make Thanatophobia nearly as potent as before if all Survivors are injured but will require more effort on the Killer’s part to get full value.

So essentially

1 surv injured = 2%

2 surv injured = 4%

3 surv injured = 6%

4 surv injured = 20% (12 + 8)

I think this is a healthy change personally


Source: https://forum.deadbydaylight.com/en/kb/articles/344

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Comments

  • Chilli_man2400Chilli_man2400 Member Posts: 2,366

    Also they buffed mettle of man and nerfed Dead man’s switch. Pain resonance was buffed

  • PaintedDeathPaintedDeath Member Posts: 431

    Where was this quote?

  • jesterkindjesterkind Member Posts: 4,046

    I'd still personally like to see Thanataphobia completely reworked, but this ought to stop it from being obnoxious- the same killers are gonna want to use it, that's not changed, but at least they have to commit to injuring everyone before they'll get anything that noticeable.

    I'm alright with this, it seems like a perfectly acceptable response to the problem.

  • BrokenSouIBrokenSouI Member Posts: 7,129
    edited August 1

    They nerfed DMS a little too hard IMO, maybe. But happy to see it pair with PR again.

  • AraphexAraphex Member Posts: 604

    Is this enough to make survivor mains happy or do they need the game to be TOO easy? Already seeing them continue to complain on other social media platforms. I'm just glad the devs aren't making knee jerk changes that go overboard. It really should be enough to show that they are working to solve the problems players are having. I'm okay with these changes.

  • RudjohnsRudjohns Member Posts: 335

    Okay, I like this. Its perfect for Plague. With legion will still be a little annoying but no even close as it was before. Now it encourages you to heal up. On paper it looks fair but we need to see in practice.

  • BrokenbonesBrokenbones Member Posts: 4,268

    At least the counterplay to this is a bit more potent now

    You can cut it's effective amount in half by having just 1 survivor healthy. That's the most important part of this change I think

  • JuicymanJuicyman Member Posts: 84

    It's now only decent on the two killers it was already good on, while worthless for the others, not a good change although I guess the idea was to not make it a safe default.

  • BrokenSouIBrokenSouI Member Posts: 7,129

    Meh....Bad change IMO. They should of just reduced it dowb to 9/12/15 % maybe

  • BrokenbonesBrokenbones Member Posts: 4,268

    Still though, it's a decent nerf to those two using it as well

    Think about it right

    if 4 survs are injured with this, gens will take 112.5 seconds roughly

    But if just 1 survivor heals, that will be cut in half making gens only take 95 seconds

  • TselaTsela Member Posts: 481

    I personally don't think it's a good idea. It will be practically worthless on most killers.

    If they feel the need to change it, probably nerf the percentage in the way they want while keeping it a fixed ammount for each injured players

  • RudjohnsRudjohns Member Posts: 335

    Mettle of Man is only useful in saboteur builds, I feel like it

  • jesterkindjesterkind Member Posts: 4,046

    I think they did fix the issue, personally. This way, the amount of slowdown the killer gets is dramatically less if even one survivor heals up, meaning that it's not an uphill battle to undo the effects of Thanatophobia against a quick-injure killer.

    Legion and Plague may be able to injure everyone quickly, but on live servers one survivor healing takes 5.5% off their total slowdown. With this change, it takes 14% off their total slowdown in one heal. That's pretty significant counterplay.

  • ViskodViskod Member Posts: 845

    Hardly.

    Now all it takes is for one survivor to get healed and it dumpsters the reduction from 20% to 6%.

  • CoffeecrashingCoffeecrashing Member Posts: 668

    Thana is now a placebo perk for Legion. The big bonus requires all 4 survivors to be alive, and if one person is uninjured, then the slowdown is marginal.

    The survivors I am matched up with usually hard split when I’m using feral frenzy, and I feel lucky if I can hit 2 people with the same frenzy (and I often get only 1 survivor per frenzy).

  • amazing_graceamazing_grace Member Posts: 732

    I completely agree with you. I kind of am disappointed with this change because I'd rather they have it the opposite way.

    Have the perk be viable for more killers than just the 2 it was annoying on. Have it so that there is a higher action speed penalty for only 1-2 survivors injured than all 4 survivors.

    They just made the perk a worse version of what it was pre-patch and it's still annoying on killers like legion and plague. Plague isn't so bad anymore tbh, just legion it will be insufferable on still.

  • Mister_xDMister_xD Member Posts: 7,602

    Honestly, I wouldn't call the MoM changes a flat buff.

    Yes the required amount of protection hits has gone down by one, but therefore you now get your aura revealed when further than 16m to the Killer, you lose your Endurance when doing any conspicuous action and I assume due to it applying the normal Endurance status effect now you will receive the Deep Wound status effect uppon the Perk activating, removing its synergies with Perks such as Borrowed Time and Dead Hard.

    Pain resonance was also not really a buff, they just removed one Perk synergy and replaced it with a different one, while simultaneously nerfing that Perk as well.

  • CrowmanCrowman Member Posts: 5,449

    Sabotaging is a Conspicuous Action so it would deactivate the perk and if you take 2 protection hits while a killer is carrying a survivor to a hook, that's usually enough for them to break free.

    MoM is basically now only useful as a breakout build. Where you follow the killer while they carrying the survivor and take protection hits so the survivor can break free. Anything outside of that is nerfed because the conspicuous actions.

  • GloamGloam Member Posts: 597

    I think it's a good change, if you're countering legion effectively you should never all be injured at the same time so overall I think thana gonna be kinda trash now. Which meh but also better than what we have rn.

  • RudjohnsRudjohns Member Posts: 335

    Oh, I mean it WAS, sorry, since you were talking about how rare the perk was. I used a few times with Breakout and toolboxes for sabotaging. Now it can't even be used for this.

  • TselaTsela Member Posts: 481
    edited August 1

    correct. on one hand you need to keep 4 people injured, just for this perk to be worth taking, on the other hand it's almost entirely disabled once somebody dies. You aren't able to injure 4 people anymore. So probably a fixed ammount per injured player is still the better approach, because otherwise it's a practically worthless perks for most killers, and for the rest it only might work until somebody dies. or not at all if they aren't able to find a 4th survivor to injure fast.

    So if they want to nerf it, they might want to nerf the percentages of Thanatophobia, instead of making it so weak for any situation. Probably people will switch to other perks, no matter which killer they play

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