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
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?
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!
Thanathophobia is super weak even on Legion. It is survivors who just must heal instead of doing gens...
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.
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.
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%
I agree with @Peanits and suggest a fair and quick remedy: https://forum.deadbydaylight.com/en/discussion/51746/how-to-fairly-buff-thanatophobia-before-the-2-6-0-goes-live
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
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.