Rework Idea for The Ghostface (This is just my fun idea that I know will not work)
Ghostface will never be alone as he will have 2 ai companions by his side, as Ghostface will be a killer of paranoia (Only the real Ghostface can knock down survivors.) The Chaser. Tactical Generator Patrols the AI companions do not have omniscient knowledge of where survivors are, nor do they wander aimlessly into empty dead zones. Instead, they organically spread out at the start of the match and actively move from generator to generator looking for progress or signs of survivors. Distinct Visual Information To help the player make fast, tactical decisions, both AI allies are highlighted to the killer player in distinct, color-coded auras across the map, so you always know exactly which ally is what. Ally 1: The AI Stalker's entire goal is to build up stalking pressure from hiding without getting caught.
- Cover-Based Stalking: When the Stalker arrives at a generator and finds a survivor working on it, he doesn’t just stand out in the open. He tactically ducks behind nearby walls, tires, boxes, or environmental cover to hide his presence while building up the stalk meter.
- The Benefit: His stalking progress takes a little longer than normal to keep it fair for survivors. However, any stalk progress he builds up is permanently saved and shared with the real Ghost Face.
- The Limitation: The AI Stalker cannot down or injure survivors. If he manages to fully stalk someone without being seen, he simply creeps away to find another target or hides if survivors come near who are exposed.
- The Counterplay, Vanish & Cooldown: If a survivor spots the Stalker and successfully reveals him, he instantly vanishes into thin air. He then enters a 35-second cooldown. Once the 35-second timer is up, he will only spawn back in when the real Ghostface enters Night Shroud.
⚔️ Ally 2: The Chaser the Chaser acts as a dual-phase threat, combining silent stealth with a high-aggression, resource-burning chase phase. The Chaser cannot down any survivor, only injure. Survivor UI Deception
- The Chase Indicator: To maximize confusion and paranoia, the standard in-game chase indicator triggers on the survivor's HUD when the Chaser pursues them. This completely tricks the survivor into thinking the real Ghostface is the one chasing them.
Phase 1: The Silent Approach the Chaser begins his patrol completely silent, actively stalking from the shadows just like his teammates, but he creeps in closer.
- The Stealth Strike: If he successfully manages to sneak up on a survivor without being spotted, he will land a surprise hit, injuring them. Once the hit connects, he immediately triggers a 13-second chase clock while remaining inside Night Shroud.
Phase 2: The Exposed Chase & Stealth Rewards If a survivor manages to look directly at him and successfully reveal him (knocking him out of stealth mode just like the original Ghostface), his hunt activates. He instantly manifests his own 24-metre Terror Radius and Red Stain, aggressively pursuing that survivor.
- The 13-Second Ticking Clock: Upon landing a stealth hit or being revealed, his chase timer activates.
- The Exposed Penalty: If the Chaser is successfully revealed (exposed) by a survivor, landing a hit gives him no extra time. He cannot stack extra seconds onto his clock from hits. He can only gain extra chase time if he breaks a pallet (+8 seconds for Pallet 1, or +4 seconds for Pallet 2 via the stealth reward). Otherwise, he can only chase with whatever remaining seconds he has left before vanishing.
- The Unexposed Reward (For Not Being Spotted): If the Chaser does not get exposed and lands a stealth hit on a survivor, he chases them for 13 seconds while remaining in Night Shroud/stalker mode. If he gets exposed after already hitting that injured survivor, he gets rewarded with an extra 13 seconds stacked directly onto his remaining clock.
- The Double Chase (Goes Both Ways): The Chaser keeps pursuing the target alongside the real Ghostface regardless of who attacks first. If the Chaser hits first, he keeps chasing. If the real Ghostface hits first, the Chaser still keeps chasing. The survivor is always forced to guess which Ghostface is the real threat.
- The Guessing Game & Second Hit Penalty: If the survivor decides not to run because they guess that the killer on them is just the AI Chaser, the Chaser will still attack them. If the Chaser lands a second hit on an already injured survivor, he will not down them; instead, he instantly vanishes and enters his 50-second cooldown. The survivor does not get a speed boost at all from this second hit. Instead, they are punished with a 6% Hindered status effect for 6 seconds, leaving them slowed and highly vulnerable to the real Ghostface who is closing in.
Altruism Penalty If another healthy survivor tries to run close or step in to body-block the AI from pursuing the original target, the Chaser will instantly slash the body-blocker instead. The second survivor becomes Injured (no Deep Wound) and is inflicted with a 6% Hindered status effect for 6 seconds, making them temporarily slower. The Chaser then vanishes on the spot, successfully penalizing the team's altruism. Looping Mitigation
- First Pallet Stun: If the survivor drops a pallet and successfully stuns the Chaser on the first attempt, the Chaser instantly breaks the pallet and continues chasing them for an extra 8 seconds.
- First Pallet Pre-Drop: If the survivor drops the very first pallet early (pre-drop) without stunning him, the Chaser breaks it and chases the survivor for an extra 8 seconds.
- The Second Pallet Counter & Vanish: If the Chaser was exposed before landing his first hit, the survivor can banish him at the second loop. If they pre-drop the second pallet, he breaks it and vanishes. Alternatively, if they stun him on the second pallet, he vanishes instantly.
- The Stealth Reward (Bypassing the Second Pallet Counter): If the Chaser successfully landed his first hit while unexposed (remaining in Night Shroud), he earns a massive reward for not being spotted. Even if he gets exposed later during the chase, he completely bypasses the second pallet counter. He breaks the second pallet—whether he is stunned or not stunned—and gains +4 extra seconds stacked onto his remaining clock to continue chasing.
(The Chaser's Cooldown 50 seconds)
(The Stalkers is 35 seconds)
(They can only respawn if the player goes into Night Shroud, and if their cooldown is finished)
Comments
Im gonna be honest here, expect someone to find a problem with this but i actually like the idea. i dont feel Ghostface needs a complete rework, cuz if used correctly he can be an extremely oppresive killer. Making him have the knights power is an interesting mechanic. overall its a cool concept
Thank you TropesDaMan for the compliment, you're so right though, he really can be an oppresive killer when used rightly. I know for a facted my concept has alot of flaws in it.
its a really cool idea and i am eager to hear if u update it
An interesting and fun idea. I think Ghostface can just be fixed with some tweaks though.
-Drop Leg base kit
-Needs to be harder to break him out than it currently is
-Not losing stalk progress on m1's