Home Discussions General Discussions
The 4.3.1 Bugfix Patch drops today. For release times and patch notes, click here: https://forum.deadbydaylight.com/en/discussion/201738

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

13»

Comments

  • brokedownpalacebrokedownpalace Member Posts: 5,492

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

  • brokedownpalacebrokedownpalace Member Posts: 5,492

    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.

  • thesuicidefoxthesuicidefox Member Posts: 7,888

    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?

  • Detective_JonathanDetective_Jonathan Member Posts: 1,165

    lol :D

  • HazeHoundHazeHound Member Posts: 779

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

  • Tzeentchling9Tzeentchling9 Member Posts: 1,796

    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.

  • The_CrusaderThe_Crusader Member Posts: 3,688

    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.

  • Free_HugsFree_Hugs Member Posts: 299
    edited March 2019

    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.

  • NikkiwhatNikkiwhat Member Posts: 1,147
  • MarknessMarkness Member Posts: 174

    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....

  • DemonDaddyDemonDaddy Member Posts: 1,487

    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.

  • PeanitsPeanits Dev, Community Manager Posts: 6,415
    edited March 2019

    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.

    Post edited by Peanits on
  • Doc_W__HOLLIDAYDoc_W__HOLLIDAY Member Posts: 2,346

    E.T.?

  • mementomemento Member Posts: 106
    edited March 2019

    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%

  • ApochApoch Member Posts: 96

    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

  • VSLlVSLl Member Posts: 265

    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.

Sign In or Register to comment.