THEghostface
THEghostface
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- THEghostface
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Comments
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@John_Doe said:
I think it's purpose is to be more of a tracking perk rather that a slow down perk.
Tbh it works as both. With enough pressure applied on survivors, a 16 second halt to gen progress on any gen that was yet to be touched again can slow a game pretty well.
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Nice bait OP, but I don't really want any nerfs EVER. I mean they already nerfed EW1, his weakest state chase-wise.
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@Dreamnomad said:
https://forum.deadbydaylight.com/en/discussion/comment/926646#Comment_926646
I would argue that if you are aggressively altruistic then you are a bad team mate. Maybe, MAYBE, you save one survivor from being hooked one time. Big deal. You wasted so much of your own time doing so that the killer is actually put at an advantage. Now he has two injured survivors to track. And there is no guarantee that you save the survivor from being hooked in the first place. The killer can very often choose to just not give you a protection hit and walk to a different hook.
Mettle of Man is a trap perk for bad players that don't know any better. It's not like you'll be working on a generator while an injured player gets downed conveniently nearby for you to get your protection hits. No. You have to run Empathy in conjunction with MoM so you know where the injured survivors are in order to block for them in the first place. Then when a survivor is injured you have to get off a generator and run across the map to tail the chase. That means all the time that survivor is buying for you to work a generator is partly or mostly going to waste.
All of the power is in the killer's hands when it comes to whether or not you get a protection hit. Don't you think maybe after the killer sees you trying to block him getting a hook the first two times he might figure it out? So you wind up wasting all of your time (which is really the team's time) trying to get one Mettle of Man proc and the killer just doesn't give it to you anyway. It's a bad perk and a trap. Quit trying to convince players otherwise. You are doing a disservice to all survivors. Maybe that's your goal. Maybe you're a killer main trying to make survivors easier to kill. In which case, I applaud your efforts. Well done.
You know, I DO gens on the regular, and only go to assist a dying survivor when they're close enough. Apparently I'm a bad player for caring for the well being of the other survivor's chances of escaping by preventing hooks. You have a point about some aware killers trying to deny a hit proc, but Breakout exists too, and that's helped me completely counter that action while also benefiting myself and the carried survivor.
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@doitagain_ said:
Still a waste of a perk and you aren’t really gaining anything since you’re trading a styptic agent for a hit later on.
You sound like you believe MoM is for the aggressive selfish playstyle. If you're a very altruistic player, MoM is a good one.
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@AshleyWB said:
What if killers could see the aura of gen depending on how much it's completed. Like that wraith add on
If there's a 3 gen situation, that just gives the killer all the information it needs to dominate.
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@PistolTimb said:
Decisive Strike is annoying and can be abused easily. But it gives solo survivors a strong edge so I can't really hate it.
MoM was annoying af before it was nerfed. Now it's probably the hardest perk in the game to use. A middle ground would be nice.
Protection hits were fixed, so MoM is way better than how its nerf started out.
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@Xerge said:
Does the obsession emit the Tier III increased terror radius?
The obsession emits a 32m TR regardless of what killer it is.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/924144#Comment_924144
Than*
BL is too situational compared to the others with very little added benefit. Are you trolling?
Like SB, it's a one use, but it can now be used to quietly fall down from a high drop, so the killer goes up to that location won't hear you at all. Makes one loop up a second story possible, and that's okay.
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Ash because who doesn't love good old Ash Williams? I really like his slug punishing perks.
Jeff Johanson obviously because he's the most overpowered survivor in the game. His altruistic, stealthy, and pro sabo perk set really fit my playstyle.
Laurie Strode for her high risk high reward gameplay to give a sense of thrill.
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How to "buff" Bubba:
Don't camp.
Use Infectious Fright.
Your welcome.
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/913978#Comment_913978
Counter. I mean actually telling the survivor how many totems are left, because you'll never know if you play solo.
That's kind of where Detective's Hunch would come into play, because you would visually see how many are left in the map within appropriate distance from you for every gen done. Very underrated perk that's great for both solos and SWF.
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@FriendlyGuy said:
Would there be a perk with a totem counter, there would be much less complains about NOED. SWF can dodge NOED easily. Solos get hit by it basically everytime the killer uses it. And it's very strong compared to other endgame perks.
Yo, the counter is, get this...
Cleansing the totems.
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@POTUS45 said:
ok, what the HECK is a flick?
Like the hillbilly, you can spike your turn really quickly when using their power.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/913030#Comment_913030
You haven't truly played killer until you've tried Blood Warden with Fire Up
That's your only answer? Other than BW, which to a coordinated swf is a dead giveaway you're using the perk, there really is no reason to waste time attempting to open the gate rather than finding any survivors that are circling the map. A very rare case is if you have the remaining survivors in a rough spot during the endgame with 1+ hooked survivors.
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@silverwolf4455 said:
https://forum.deadbydaylight.com/en/discussion/comment/910397#Comment_910397
Actually it's a very optimal way to play, with sloppy and nurses hiding your terror radius and sneaking up on people it's way more reliable than the stalking. Especially since you can be broken out out of stealth through walls because his power is broken.
If I wanted to play like that, I could use that boring build on legion or pretty much any other killer instead. I haven't experienced the reveal through walls issue for months now, so I never took that statement seriously to think stalking is bad, which it definitely isn't. When using NS, you can play both strategies, not just one over the other, and that makes him stronger. Can't say stalk is bad when it helps me achieve 4k wins so easily.
oPtImAL is becoming my least favorite word after seeing it used so much by dbd players who prefer sweaty playstyles over genuine enjoyment in gameplay, but to all their own I suppose.
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Sitting at Rank 1 for both killer and survivor on PS4, it's funny when I find a killer game in less than one minute, and yet it takes ages to find a lobby as survivor.
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@FriendlyGuy said:
I hope they get rid of ormond completely, that map is bs.
What's bad about it? I'd take Ormond over any Coldwind map any day imo.
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@silverwolf4455 said:
I hardly see GF stalk people.. his power kinda sucks on that side I more see them just use it to hide the terror radius and red stain to get those grabs or first hits.
@Johnny_XMan said:
I’ve actually seen more Ghostfaces not use their power 😂
Haven't been seeing those types on PS4 as of today and thank god. A Ghost Face using half or none of his power is a weak Ghost Face main.
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@Jukenobi said:
Not as bad as when they changed how exhaustion perks worked. That literally killed Sprint Burst. Everyone switched to Balanced Landing, now that got nerfed (Not as bad). Head on is next?
Are you referring to when running pauses exhaustion? That was a fair change. Wouldn't know one player who would use killer and think it's okay to have someone prolong a chase because SB would activate again and again over time.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/903536#Comment_903536
Maybe now that they lost that and that game is dead; they might be able to get the rights to get jason in DBD. They already have Freddy so you would think they would jump at that chance, there is so much more synergy with him and DBD than in his own game lol.
No one can get the rights until the franchise pulls itself together after the lawsuit. Jason in DBD would be underwhelming compared to what he can do in his own game anyway.
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@Ihatelife said:
Ugh...
Hey, more lines means not getting annoyed by hearing the same 4 we all know lol. More lines adds a bit more variety imo.
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@Angelicus23 said:
Tbh I like to hear that actor voicelines but looks like I'm the only one. It reminds me to his show, he was a very great actor
You're not alone here. Ash main all the way.
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@Alice_pbg said:
What lines?
I've heard 3 new lines I've never heard until the latest patch that trigger when you sit in matchmaking for a long time.
"Come on kid, push the button" is definitely my new favorite. I'm getting Spiderman 2 tutorial deja vu from all these lol.
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Kinda wish Pig got Legion's treatment of skins, where the skin is an entirely new character, but I guess Amanda with Hoffman's leather outfit is cool too.
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Simply for the sake of making the endgame a little more interesting if the totems aren't cleansed.
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@Andreyu44 said:
https://forum.deadbydaylight.com/en/discussion/comment/880632#Comment_880632
No, other skins dont even come close to that joke of a cosmetic
School girl Spirit? Beach hunk Hillbilly? Wraith as the Phantom? none of those?
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@Andreyu44 said:
Its a joke of a outfit anyway
As are 50% of the skins all of the original killers own.
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*Laughs in Franklin's Demise*
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@Decarcassor said:
To me, seeing the Demogorgon's poor stats has been a relief. It mean I was not crazy in thinking that something was wrong with this killer.
I've said this many times now but I'll just repeat it. I think shred is mostly fine. Maybe it could use some fine tuning, but its not what I have issues with.
The Demogorgon's biggest hurdle is that his portals are inconvenient to place and use, way to easy to remove and have a boat load of secondary mechanics (Undetectable, Killer Instinct, Oblivious) that don't actually do anything impactfull or significant.
Also most of his add-ons only provide laughable numerical modifiers and his teachable perks are terrible.
Tbf, Surge is his best perk undoubtedly. Saves the time of kicking gens that were effected unless there was a stickler survivor still working on one of them.
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Killer: Phantom swings happening at the worst possible moments
Survivor: Cannibals that camp and not actually try to play him the appropriate way.
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@Andreyu44 said:
https://forum.deadbydaylight.com/en/discussion/comment/878012#Comment_878012
I understand, but if the game is unplayable due to framerate,lobby times,poor balance decisions... I think that should be the priority.
That can be left to the devs that prioritize fixes and tweaking. I'm sure the design team that is separate from them can handle the visual aspects of the game.
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Honestly, the only add-ons that don't work with him at all that much are the stalk movement speed add-ons. Those are much better on The Shape, who can utilize them freely compared to Ghost Face.
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@Andreyu44 said:
Who cares about "horror" I just want the game to be fun
Okay, but it's not about the fun aspect of the game that matters here, it's the horror. This is a horror survival multiplayer game after all, and the only times it is scary is if you're a new player, powers that cause jumpscares, or a stealth killer creeping on you. Other than that, there's nothing that brings a sense of dread, and I feel the game can find a spicier way of life if it had more of that.
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@I_Eat_Worms said:
i bet they are gonna attempt to get the scream rights in a year or 2 from now and rework ghostface as he was in the movie, like they did with freddy. just get a weaker base stealth and add a random mechanic
That wouldn't make sense, because this Ghost Face is not of any relation to the Scream franchise whatsoever. The Ghost Face license is owned by the people who created him: Fun World.
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[PERKS]:
Distressing
Coulrophobia
Hex: Ruin
PGTW
[ADD-ONS]:
Sulfuric Acid Vial
Solvent Jug
A large, misleading TR combined with slow heal potential keeps the pressure on while also preventing gen progress as well as usage of exhaustion perks. Map wise, it appears very useful on any indoor map or a map with several LoS breaking obstacles.
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@glitterboys666 said:
man ghostfaces new outfit still broken cmon man
Just wait for the chapter 14 patch
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"Relying on your enemy to make a mistake is an unreliable strategy" we are talking about Ghost Face, a killer who's weakness is a survivor's map awareness, which if they lack that awareness against him, they are prone to mistakes if too late to correct them with last second preparation. Those mistakes even apply with with the anti-heal build, given they bother healing, eventually learning that you are using Nurse's Calling, if the build wasn't a dead giveaway already. There are a few perks, one in particular no one really looks at, that counter this build easily. I stopped using the build and went back to traditional methods of gameplay once they figured ways around the build's penalties towards them, resulting in relying on NC to be rather time wasting. Now, you can always go for those silent basic attacks, and those indeed can mean catching an injured survivor with their guard down. It can possibly take too much time against a healthy survivor, give or take their experience with the game. Quicker hooks through surprise exposed downs can add-on to what already makes the build strong when needed at the right time. I once saw a GF use the build, but noticed quickly how we were beginning to take the upper hand against him. He began throwing in some stalking, and that managed to turn the tide back in his favor, because he didn't want to waste any time looking for someone healing, while others that were healthy, were on gens. Either playstyle really works with him, and one is not higher than the other as they are both powerful, especially when used together . It just really depends on the choices of the player using him that can determine the game.
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What are you getting at? If this is the answer, each skill check increases the bonus healing progression for the next skill check that follows, and those after them.
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@Mistikus said:
in my opinion ds is a fine perk as it is now, but we have to be prepared the meta will change time to time for killers and survivors
Screw the meta. Meta wouldn't be such a reliant thing if people actually experimented with "non-meta" perks and find their uses. Ffs, I don't event own the adrenaline or sprint burst teachables, and I'm doing fine with Wake Up and post nerf Mettle of Man lol.
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@savevatznick said:
https://forum.deadbydaylight.com/en/discussion/comment/873709#Comment_873709
Again,I do have to say that time spent stalking a survivor needs to be less than the amount of time you spend getting the exposed hit on them for it to be worth using. Most survivors with eyes will see you when stalking from most conventional spots and start moving to get distance to mitigate the time loss of them being exposed, such that it isn't worth or they outlast the mark if they're good at looping. The time spent carefully evading their gaze, I factor into the time you spend "stalking" to mitigate the first health state, and oftentimes I find it not worth it for the time you spend setting up a stalk for unreliable payoff, especially when people can reveal you thru walls right now.
I don't see the benefit of exposing a survivor vs injuring them. If you sucker-punch them with the shroud, you get them injured, you can chase if you want just like if you stalk, or you can leave them. Stalk takes 60 sec to expire, in a chase or not - injure lasts until they can find someone to heal them, plus you cna exploit nurses's off of it and repeat stealth attacks. I see not contest tbh. Stalkface isn't worth the time unless ur really good better than the survivors ur facing in that case what's the point.
Even at rank 1, you'd be surprised how unobservative people can be vs a Ghost Face. Usually when it comes to either marking a survivor and ambushing them for the instadown, or going for the silent m1, it's all about situation with this killer. Using only one half can lead to mixed results, but using BOTH strategies helps him the most, and I believe that's what most of the community is missing about him. To clarify your judgement on exposing being pointless:
- For one, just don't mark them from ridiculously far away. Be close enough and not come from a predictable location to catch them off guard.
- Marking and downing survivors can add much more pressure than wasting potential minutes in a regular chase only.
-Some cases, you can intimidate others by marking them, but not approaching them as you might be closer to another player than they are to you. This can cause distortion and panic in the marked survivor. (This is not as favorable, but a fun thing to do)
- like I said, leaning when stalking is crazy fast, and wastes far less time then what regular stalking (without add-ons) can last for.
With the inconsistencies of his reveal phase being true, "the reveal through walls" issue is nowhere as common as people say it is judging from my experience playing the killer. That is a poor assumption to call his power's other half that people seem to dislike "bad".
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@savevatznick said:
Stalking as ghostface has too many drawbacks to be viable. There's no point in stalking an injured survivor when an injured one can loop you as well as a health one, without the risk of you losing your "one-shot down" on them. There's no point in playing stalkface against survivors with eyes when you'll just be playing a discount meyers who can be put on cooldown, plus if you hit a survivor you have stalk on, you've wasted your time. No-stalk ghostface is popular because a streamer (Truetalent?) figured out a perk build that synergizes with it, and a majority of Ghostface players found it more effective than spending time stalking.
Stalking is a mechanic that, in GF's place, takes too much investment for meager payoff that survivors can mitigate. The first part of his stalk grants him instant benefit and survivors cannot control it - thus, it works as a power, especially when used with good perks. I'll say it again, God forbid a killer use his power without gimping himself for survivors.
The point of Ghost's stalk playstyle is to conceal yourself behind cover more often so than stalking regularly, which should never be done unless add-ons are applied or you are marking someone in a quick moment. Stalking in plain sight as Ghost Face is a bad play in general for many things, as you are given more incentive to use the lean mechanic for its more powerful effect. Sometimes, I think the community forgets that leaning doubles the rate of stalk progression, which is faster than Michael's stalk rate, and that's in Ghost Face's base kit. People who call it useless for sure do not stalk properly or are inefficient at stealth plays, which is disappointing in the hands of a stealth killer.
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@Ratio said:
Unfortunately, at least at higher ranks, Ghost Face players practically never use the stalking mechanic for Ghost Face. They use a play style popularized by streamers, in that you use his stealth to get right up on unsuspecting Survivors.
And with any other Stealth killer, there's a least some sort of audio and/or visual cue when they come out of stealth to give you at least a chance to react. The same can't be said for Ghost Face.
I'd wager that, when Ghost Face was originally being designed, perhaps the developers weren't expecting such a play style to become the meta.
It's not really meta, it's just a strong, and boring playstyle. When people start lean-stalking in a manner of play that's actually stealthy and not reckless to give your position away prior like most do, they'll see that stalk IS strong when in the right hands.
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@Alice_pbg said:
Tru3 made a big point about him being good now.
He has a huge audience.
More people play him now.
He gave a lot of people who play him bad mentality of HOW to play him though. His stalk is super strong, but somehow he says otherwise and people blindly believe him.
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Absolutely not. I'd prefer to not have 9-year-olds on this game, let alone playing an M game in general.
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@Atrushan88 said:
I think like a lot of other people, I think it's pretty bad. You can heal someone fully and not get a single skillcheck until they're almost healed then the skillcheck stops because they're healed by the time it gets to the thing to hit it. Or they can be nearly full health before you're fully stacked autodidact actually gets a skillcheck. I usually only get one skillcheck per full heal of someone else(a lot more healing myself generally), and even then, I don't get to heal all that much because of people bringing medkits, or finding other people to heal them, etc.
Everytime I run the perk, it always seems common that I get 2 - 3 skillchecks on the first heal. Second heal will sometimes finish the job with the remaining 2.
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@Haku said:
Wasnt the check 50% at max ? How is that an almost insta heal ? I bet 100% healing speed icrease would heal you just as fast /if there is no Butcher in play/...
What the perk needs for me is to make it when you are getting healed you get healed 50% faster /no skill checks just perma 50% still stacks from 0/10/20 etc/
You could be healing up to 20% or 30%, and then the skill check jumps that to full immediately. I've managed to save 2 people simultaneously because I healed a guy in 4 seconds thanks to 2 back to back skillchecks, popping 50% twice pretty quicky.
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@aregularplayer said:
Once I was healing somebody that I just unhooked, the killer came for the tunnel, I was like 2% of completing the heal and first skill check came to regress the f out of the heal. One could see true horror in my face. The poor dude got hooked again. Never used that crap again.
Definitely not a perk for healing when you notice the killer is heading back. Best used when healing in a safer position.
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@NMCKE said:
The perk doesn't need instant progression because I think that's what makes the developers skeptical about buffing the perk.
I would rather see the perk get healing speed because the developers don't have to worry about insta-heals getting out of hand.
Here's my solution:
Autodidact
Your knowledge is unlike anything before.
Start the Trial with a 50%/35%/20% healing speed penalty towards other survivors.
You gain a 15% healing speed increase towards other survivors when you succeed healing skill check or heal a survivor by a health state.
Cumulative Healing Speed bonuses cannot exceed 100%.
So basically make it a build up version of We'll Make It like it was before its changes?
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It can push survivors off a gen with the misleading TR size in most cases. On Myers combined with Dead Rabbit, it's a farming tool lol.