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BadMrFrosty

BadMrFrosty

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BadMrFrosty
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  • The fact that this thread is 6 pages must say something. Hey devs, paying attention yet? Yeah, didn't think so.

  • @MonsterInMyMind said:

    https://forum.deadbydaylight.com/en/discussion/comment/513315#Comment_513315

    I mean i have no problem with them responding to others but when a post that is pointing out clear issues within the design of killers etc and it gets no response and gets swept under the rug it just kinda show's that they've made up their mind what they wanna do and no one is gonna be able to get through the thick mind of the higher ups who call the shots.

    I mean i gave clear advice to them in my post and it never got a response even though it gave constructive advice for ways that they need to change the way they design killers.

    This is why people have not only been becoming increasingly negative and non-constructive lately, but also why there has been an upsurge in the suggestion that the player base stop supporting BVHR until they get their act together.

    Ignoring most constructive threads and giving no response will just make people default to hostility until they inevitably do quit. DBD is not too big to fail, and I think the developers need to understand this before it's too late.

  • @MonsterInMyMind said:

    The Problem is the devs want to cater to one side because the majority is survivor and the minority is killer. If behavior would learn to see both sides of the equation and understand that making killers who's powers are controlled by survivors is an awful idea the problem wouldn't be as bad.

    I made a post kinda similar to this and i doubt behavior even noticed it your post is really good as well but dont count on behavior giving it the time of day they tend to ignore good feedback regarding designs of killers etc.

    Imagine my face when you read a developer response to a non-constructive topic asking for a more 'constructive' one, only to have those in the latter category ignored when they exist by the dozen. Makes you think.

  • I'll speak for myself:

    • I want to control -my- power.
    • I want to be rewarded for intelligent use of my power.
    • I want a power that scales with my level of skill and that can be effective against good survivors, not just beginners.
    • I do not want survivors to dictate how and when I can use my power, much like how I can't really dictate when or how they use their own perks.
    • I want survivors to develop their own counterplay organically, not have it built into my kit to hold their hand.

    That about sums it up, but that's only what I would want.

  • @Mochan said:

    I'm totally against small maps.

    The only way for survivors to win in cramped quarters is to have someone loop the killer forever while everyone else finishes gens. There is no room for any other kind of tactical maneuvering.

    I thought that was the kind of game killers wanted to move away from?

    https://forum.deadbydaylight.com/en/discussion/comment/505659#Comment_505659

    Your suggestion to make maps smaller will have the exact effect you are trying to avoid: an action run and gun game.

    I do not understand your logic.

    And actually, what you are suggesting: tiny maps with no safe loops, basically means GG Killer every game. No survivors would be left to play with. What survivor would want to play such a hopeless, masochistic game?

    Solutions are to nerf looping, yes, but also to provide more tools to avoid and survive against the killer. Generator objectives also need to be looked at, they are woefully insufficient. Gens need less time sitting on them to finish, but more things to do to get them to work - as others have suggested some additional objective needs to be incorporated, something that requires survivors to run around the map (like getting gas, for instance).

    To turn this into an actual horror game, a lot would need to change. With respect to what we have now, an action game, smaller maps are likely better in the long term. This game would need a massive overhaul to become a true horror experience.

  • @Gardenia said:

    I get what you're saying. But as you said, you've distanced yourself and are just coming back.

    So for the past 3 years BHVR has made increasingly frustrating, Questionable, and concerning decisions both balance wise and from a game design standpoint. This will be yet another Killer who out of a whopping 15-16 killer that is not able to keep up with high skilled play in top ranks. Their map design terrible which spawned looping, then on top of that any glaring issues they try to play them off as features. Or ignore them, or even make unnecessary changes. How is it some of the bugs from launch are still present in this game when it's been 3 years?

    There testers and Q&A team isn't that good either.

    They have messed up ALOT, and Unfortunately it takes people to act like this for them to actually make significant changes. Someone in another thread recently said this company has grown complacent with this game and now only seeks to do either the bare minimum or they're not prioritizing things right. And that is a direct result of not having competition.

    Not to digress, but recall when F13 first released and was breaking some records in the short time for 2017, DBD was creating better quality content and even decided to release on a 3 month schedule.

    They stepped it up because they realized at the moment, their consumer audience had another option.

    Now that no competition is here, they've grown a bit too lazy in there releases and in the quality of their content.

    So while yes, some of the post are uncalled for. Alot of this they have brought on themselves from being tone-deaf to the needs and wants of their consumer base.

    I think this sums up where a lot of the overwhelming hostility is coming from and why. Not much else to it, really. BVHR needs to read posts like this for a reality check, or, if another game with a competent dev team comes along, they're in for one of a different brand.

  • @Mc_Harty said:

    Sure, whatever. Anything that improves this game at all is welcomed at this point.

    This.

  • I feel like if the devs nerfed the nurse before fixing the other killers/maps, the hit to the killer base would be massive. She's an outlet for a lot of frustration when playing the other killers doesn't go over well. Probably best to leave her as is until other, higher priority issues are resolved.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/509021#Comment_509021

    I was just talking about Ghost Face specifically, not necessarily the perks. Though the reduced crouching movement speed is intentional and won't be going anywhere. Having a killer move around at 4.6m/s while being short enough to hide behind just about anything isn't something we're looking to do at the moment. Even so, I have see people use it very effectively to mindgame at certain loops.

    Even if he moved around in stealth at 4.6m, he still wouldn't have the mobility necessary to put sufficient pressure on survivors the way he is. It would be a good change and definitely a solid advantage for him to have, but even that by itself wouldn't be enough.

    Also "MiNdGamEs at super specific loops" with his crouch is not enough to make him viable nor worth purchasing. If I could give you some advice, don't double down on the state of this terribly weak killer. It'll hit you right in the sales.

    But I understand. The developers don't make killers for the people that actually play them anymore, you make them for survivors. Sorry, but I won't be your stand in AI for Ghostface.

  • @HP150 said:

    https://forum.deadbydaylight.com/en/discussion/comment/508833#Comment_508833

    There's a difference between saying something along the lines of "Ghost's power is terrible because very rarely can you activate the exposed status due to survivors having free control of their camera at all times" and "This killer is a travesty and a spit in the face of every killer everywhere. BHVR hates killers and wish they all never bought their game. Literal dogshit tier killer, whoever made this should be fired".

    One is constructive criticism. The other is just flaming. Let me know if you need further clarification.

    https://forum.deadbydaylight.com/en/discussion/comment/508755#Comment_508755

    I can't speak of The Plague (was taking a break from the game) but I know that Spirit and Legion both received PTB changes based on feedback or very soon after launch. That is a decent track history based on the last 2 of 3 recent killers at least.

    https://forum.deadbydaylight.com/en/discussion/comment/508851#Comment_508851

    And yet there were many people who did say that they wanted a "Battle Pass" or were indifferent (myself included, why should I care if they offer more options for people spending their own cash on optional cosmetics with no gameplay impact).

    When calm, collected reasoning is habitually ignored or not acknowledged, people turn to hostility. You get what you give, and since BVHR has a bad habit of doing very little or nothing, it's no surprise that people have defaulted to the same low effort, non-constructive criticism that mirrors their own responses.

  • @Peanits said:

    That's okay. That is what a PTB is for, after all. We look for feedback to see if we need to make balance changes before it goes live.

    If only they were posted in the right section so the design team could find them. REEEEEEEE

    *Looks at most of the underwhelming roster, glances at mention of designers reading constructive feedback for balance changes. Signs off thread.*

    I admire your sense of humor, my good man.

  • @Peanits said:

    That's okay. That is what a PTB is for, after all. We look for feedback to see if we need to make balance changes before it goes live.

    If only they were posted in the right section so the design team could find them. REEEEEEEE

    Wait, that's what the PTB is for? Weird, could've sworn that every killer coming out of their pre-release PTB has been awful beyond words.

    Also, I can appreciate your sense of humor, trying to trick me into thinking the designers actually read constructive feedback. Oh Peanits, you prankster you! : )

  • I really wanted Pinhead, Jeepers Creepers, and Jason (won't happen, I know, but still). Given what Ghostface is looking like and the overall design philosophy the developers have adopted for killers though... nah, I'm good. Don't massacre anymore of my boys, please.

  • Jesus. The truth really does hurt, but at least there's honesty in this post. God that smarts.

  • The Ghost is pretty appropriate imo. You won't see him after a week. Makes sense.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/508163#Comment_508163

    @BadMrFrosty If we remove survivors looking at him kicking him out of stealth then why would he ever not be in stealth?

    And if his crouch is full speed then why would he ever stop doing it out of a chase? And what's the downside to doing it IN a chase?

    While it would certainly make him stronger these buffs DON'T lead to interesting gameplay, and that's far worse than any balance issue.

    Hey man, I stuck with the Myers-esque vision the devs had for the killer. I would've given him a different design entirely to be honest. But to answer your question, the reason you'd leave stealth/crouch is mostly to get a better view on some maps/on certain tiles, but otherwise you wouldn't want to leave it - ever. Stealth killer spends most of the game in stealth. Seems fine to me and makes sense.

    In a meta where gens fly by, the fact that he can't traverse the maps quickly is already a massive disadvantage. Giving him normal speed while crouched will help a bit here, but it still won't remedy the lack of mobility he has.

  • @FeelsVeryBadMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/508163#Comment_508163

    1. No, that makes no sense. Why should it last for that long? If anything it's gonna make the game unplayable as Survivor, especially in SoloQ. Everyone's going to be shitting their pants. Also, Ghostface could just stalk all Survivors and leave them and suddenly everyone is an easy one-shot.
    2. I do agree that being able to cancel his power as a Survivor is a little weird, so I'm ok with this change.
    3. Isn't that how it works? I thought it worked that way.
    4. No. Myers can't stalk through corn. Why should Ghostface be able to? It's a vision blocking thing and it's there for a reason. When you're in the corn, there is legit nothing around you.
    5. I would support this if hitboxes were working the way that they are supposed to. It's honestly ridiculous because some of the hits are stupid, and we all know about the window vaulting hitboxes.
    6. I think this should apply only if he one-shots them with his power. Of course, it would have to last for a lot longer. That way they're getting hooked, but also getting a slight gen debuff after they're unhooked if they don't heal right away.
    7. I mean, I don't know, after all, he can walk at 4.6 m/s when crouched with 0 TR and no red stain. Survivors don't get notified when Myers is stalking them because his TR isn't 0 and moves at a slightly slower speed than 4.6 m/s. Also he's pretty tall. This change is a maybe from me.

    Those are my opinions, so please don't kill me after you read them.

    We're allowed to have different opinions. I appreciate your input. : )

    Here are two reasons why I think this first change is essential, and you nailed one of them:

    • Fear factor: survivors shitting their pants is something I'd love to bring to this game. Enforcing a certain level of paranoia that causes survivors to take the killer seriously is something I will always push for.
    • In order for a non-mobile killer to be considered decent, they need to be able to secure quick downs before or during a chase. If they're also mobile, they typically end up being top tier (see the big 3).
    • The exposed length is to contribute to the paranoia mentioned in my first point, but also to get survivors out of this 'I'm safe' mindset. Getting away from Ghostface grants you temporary safety, at best. But he has his intel on you, so if he finds you again, he could very well capitalize in a lethal capacity. When he hooks you, you lose exposed and he has to stalk you again, but until then he applies the repair debuff to promote healing and slow down the game should survivors choose to remain injured.

    I hope this clarified a bit better.

  • @FeelsVeryBadMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/508163#Comment_508163

    1. No, that makes no sense. Why should it last for that long? If anything it's gonna make the game unplayable as Survivor, especially in SoloQ. Everyone's going to be shitting their pants. Also, Ghostface could just stalk all Survivors and leave them and suddenly everyone is an easy one-shot.
    2. I do agree that being able to cancel his power as a Survivor is a little weird, so I'm ok with this change.
    3. Isn't that how it works? I thought it worked that way.
    4. No. Myers can't stalk through corn. Why should Ghostface be able to? It's a vision blocking thing and it's there for a reason. When you're in the corn, there is legit nothing around you.
    5. I would support this if hitboxes were working the way that they are supposed to. It's honestly ridiculous because some of the hits are stupid, and we all know about the window vaulting hitboxes.
    6. I think this should apply only if he one-shots them with his power. Of course, it would have to last for a lot longer. That way they're getting hooked, but also getting a slight gen debuff after they're unhooked if they don't heal right away.
    7. I mean, I don't know, after all, he can walk at 4.6 m/s when crouched with 0 TR and no red stain. Survivors don't get notified when Myers is stalking them because his TR isn't 0 and moves at a slightly slower speed than 4.6 m/s. Also he's pretty tall. This change is a maybe from me.

    Those are my opinions, so please don't kill me after you read them.

    We're allowed to have different opinions. I appreciate your input. : )

    Here are two reasons why I think this first change is essential, and you nailed one of them:

    • Fear factor: survivors shitting their pants is something I'd love to bring to this game. Enforcing a certain level of paranoia that causes survivors to take the killer seriously is something I will always push for.
    • In order for a non-mobile killer to be considered decent, they need to be able to secure quick downs before or during a chase. If they're also mobile, they typically end up being top tier (see the big 3).
    • The exposed length is to contribute to the paranoia mentioned in my first point, but also to get survivors out of this 'I'm safe' mindset. Getting away from Ghostface grants you temporary safety, at best. But he has his intel on you, so if he finds you again, he could very well capitalize in a lethal capacity. When he hooks you, you lose exposed and he has to stalk you again, but until then he applies the repair debuff to promote healing and slow down the game should survivors choose to remain injured.

    I hope this clarified a bit better.

  • @FeelsVeryBadMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/508163#Comment_508163

    1. No, that makes no sense. Why should it last for that long? If anything it's gonna make the game unplayable as Survivor, especially in SoloQ. Everyone's going to be shitting their pants. Also, Ghostface could just stalk all Survivors and leave them and suddenly everyone is an easy one-shot.
    2. I do agree that being able to cancel his power as a Survivor is a little weird, so I'm ok with this change.
    3. Isn't that how it works? I thought it worked that way.
    4. No. Myers can't stalk through corn. Why should Ghostface be able to? It's a vision blocking thing and it's there for a reason. When you're in the corn, there is legit nothing around you.
    5. I would support this if hitboxes were working the way that they are supposed to. It's honestly ridiculous because some of the hits are stupid, and we all know about the window vaulting hitboxes.
    6. I think this should apply only if he one-shots them with his power. Of course, it would have to last for a lot longer. That way they're getting hooked, but also getting a slight gen debuff after they're unhooked if they don't heal right away.
    7. I mean, I don't know, after all, he can walk at 4.6 m/s when crouched with 0 TR and no red stain. Survivors don't get notified when Myers is stalking them because his TR isn't 0 and moves at a slightly slower speed than 4.6 m/s. Also he's pretty tall. This change is a maybe from me.

    Those are my opinions, so please don't kill me after you read them.

    So let me explain why I've chosen the 'until hooked' stipulation on his exposed. In fact, you nailed it - "Everyone would be shitting their pants." Not only does it add scare factor to him (everyone being scared of going down and being super paranoid) but it also adds the ability for him to end chases quickly or before they begin. As the game is currently played, killers have to be able to secure quick downs to be decent if they're not mobile. With both, they're typically top tier (see the big 3).

    Without mobility but with the potential to end chases before they begin or at least shortly after they begin, he becomes a seriously threatening presence. That's what this game is missing, at least, in my eyes. I always try and balance for a 'horror' experience, where the killer is a powerful, legitimate threat. This first change is integral to that.

    Also, we're allowed to have different opinions. I appreciate your input. : )

  • Well, the general consensus on Ghostface is that not only is he terrible, but he basically has no power. So, to get back on the topic of discussing this dreadful killer, I present to you my ideas for GHOSTFACE: Top 5 Killer Edition. These changes aim at making baseline Ghostface as competitive as reasonably possible (as far as maps will allow for non-mobile, M1 killers). The intention of these suggestions is to make him competitive at high ranks and add another potential pick to the killer pool against competent survivors.

    Ghostface Changes:

    • Stalked survivors gain the Exposed status until they are hooked. This allows for sneaky plays and sudden downs which will allow the killer to gain momentum at a reasonable rate. It also ups the ante of being stalked, since getting away doesn't give you a free pass while the effect wears off. Keeping your eyes peeled for Ghostface is much more necessary after he's gathered the 'intel' he needs on the survivor.
    • Night Shroud can no longer be disabled by survivors. The reward for 'seeing' Ghostface is a head start on the chase if he's caught on time, and that's not factoring in sprint burst. Be aware of your surroundings or pay the price.
    • Ghostface moves at 4.6m/sec while crouched, losing his terror radius and red stain (FOV remains lower than normal).
    • While crouched, Ghostface is immune to all detection perks.
    • Ghostface can now stalk survivors running through corn/reeds etc. but not other vision blocking elements (walls, rubble, etc). This helps differentiate him from Myers, who cannot stalk through corn, but who can potentially down multiple survivors with his power.
    • The first attack against a fully stalked survivor gains increased lunge range. Again, this helps with getting a fatal opening hit on unaware survivors or those that spot him too late.
    • Survivors injured by Ghostface's basic attack have the 'Trauma' debuff applied to them. Trauma decreases a survivors repair speed by 30% over 30 seconds until they are healed. Ghostface's attack has left the survivor shaken and paranoid, incapable of focusing on their task as diligently as before.
    • Ghostface no longer gives survivors a noise notification when he enters stalk.
    • Stalk time remains untouched.

    There. +1 killer to red ranks. The funny part is, despite all of these very powerful buffs, I don't think he'd be good against the best survivors or SWF. For that, he'd need an entire overhaul of his kit, but this was in keeping with the developers vision for the killer (while removing the idiocy).

  • @Blueberry said:

    +1

    I just want some more rank 1 viable killers. We keep getting all these "fun" killers that will just get tossed into the pile of non viability.

    The majority of people survivors and killers alike rank Spirit as one of the most well balanced killers AND she's rank 1 viable. Is it too much to ask to make more killers near Spirits power level?

    Silence, Blueberry. You be content with your position as a stand in AI for Behavior. Just run in circles, don't tunnel/camp/have a killer power and be content. Mmkay? >: (

  • Man with knife. You hit M1 to attack.

    They haven't added his power yet in the PTB.

  • It's a shame that we've reached this point, really it is. What I say next is neither out of malice nor anger, but sheer disappointment and disbelief. To those developers in charge of designing and balancing the last few killers:

    • You either have no idea how this game is played, or you don't care.
    • You need to consider other career options within Behavior, as your mechanical design skills have been proven to be far below par (Plague, Legion, and now Ghostface).
    • You've completely forgotten that survivors have a 3rd person camera.
    • You're ignorant of or willfully ignore the fact that this game is chase oriented and favors mobility.
    • Your idea of how stealth works in your game is not only completely incorrect, but an impossibility that is easily discovered after a single QA match with your new killer (using skilled survivors as your testers, and not the rank 35 internal tester(s) you seem to favor).
    • You have no respect for community feedback and take none of it into consideration. None of it. Not a single meaningful constructive post or list of suggestions offered by experienced killers and survivors alike.
    • You focus on changing/buffing/nerfing things that -NO ONE ASKED FOR- over actual issues within the game. Ex. Why buff unbreakable (a situational but useful perk) over something completely unusable like Deja Vu or Monstrous Shrine?
    • After three years of consistent disappointment in your ability to provide a fun and healthy experience for both sides, I will end with this: You have no passion for this game, you have no knowledge of this game, and your efforts seem focused more on promoting cosmetics and temporary hype than refining the overall gameplay experience of your players.

    I do blame myself, though. There's still that stupid little monkey on my shoulder trying to convince me that BVHR could pull through here with a home run. I've put my hand on that hot element too many times now, and listening to that monkey seems so much less appealing. When I see content like this, it makes me happy I haven't spent actual money on your game since Freddy.

    In short BVHR, if you ever decide to release good content and improve the health of your game, you've got my dollars. Until then, enjoy one less sale.

  • Shrink down the maps to force as much killer interaction with all survivors as possible. Make more unsafe/mindgameable loops. That'd be a nice start.

    At the end of the day, it really comes down to this: what kind of a game do -we- want? A horror game, where each match is a thrilling, heart-racing team effort to the exit gates against a variety of slashers.

    OR

    An action game, where running in circles serves as primary entertainment for 1 while 3 people sit bored on generators, meme around, and then escape.

    If the majority want a horror experience where every killer comes with their own unique set of strengths the survivors must put effort into overcoming, then we can have it. Unfortunately, this game has become a gigantic clown fiesta. Killers are basically stand in AI for the survivors until the game reaches a better state of balance.

    I WANT to be scared. I WANT to fear the killer. I WANT the escape I got to feel genuinely earned. I feel none of those things at the moment, and I think that's a problem with DBD. Every killer should be a threat and require effort on the part of the survivors to overcome as a collective. For this to happen, self-sufficiency of survivors needs to go way down, maps need to be rebalanced, and killers need to be more threatening. You should never, -ever- feel safe if you're being targeted by the killer. Those are just my 2 cents, though.

  • Tomorrow is the day of the PTB. Let's see what little we can find and inevitably get nerfed before he goes live. Good luck, guys!

  • I could sit here, quote Janick and provide constructive feedback as to why he's mistaken about Plague's efficacy (at least at high ranks). But after 3 years of poor balance, I'm convinced none of it would matter in the slightest.

    Yeah, Plague is super top tier with a high skill curve. None of the best killer streamers or players have figured her out yet, though. That's definitely what's going on here. The general consensus may be that she's god awful and boring, but surely players with thousands of hours (who have likely mastered killers like nurse) can't decode the enigma that is the Plague. She's just got such a high skill curve.

    What game are the developers even play testing if they're Q/A'ing this to begin with? What version and in what year? Yeesh. This has become a comedy.

    Most Players: "Yeah, we found it. So here's the problem, and here's a giant paragraph explaining why X and Y at high ranks."

    BVHR: "Well, our statistics say.."

    Freddy: "Yeah? YEAH!? YOU SURE ABOUT THAT?"

    -_-'''

  • Cote. The man's a legend.

    He may say some questionable things, likely with good intentions, but at least he's honest if not entirely right or informed. Bless him.

  • One thing I'd like to see them do is this (just as a start, cause Legion might need more help):

    • Feral Frenzy deals 1 health state of damage to survivors without the Deep Wounds status effect.

    That basically lets Legion capitalize on first hits outside of their power, since those do happen. It would help his chase and snowball, that's for sure. This also puts pressure on survivors that do not heal vs Legion, since after mending no one fears his power.

  • @Micheal_Myers said:

    https://forum.deadbydaylight.com/en/discussion/comment/501307#Comment_501307

    Same, kinda Skeptical on his perks and the being spotted element cause if someone is looking in all directions he cant use his power ever lol.

    What I'm hoping is that the drawback of his power was poorly explained. If not, then I guess it's been made very clear that the designers of this particular killer do not play their game. It's not an unreasonable conclusion to draw based on what they've shown us. Unless this is a major prank and Ghostface + his perks are entirely different from what we saw on the anniversary stream, we're kind of SoL.

  • @gantes said:

    Guys.

    You do know that he'll be on PTB soon right

    So

    Maybe

    Wait before declaring him dead before he's even out?

    I think you guys are overreacting but I'm not even going to theorycraft his power before we can even try it.

    EDIT: and please stop proposing changes before you can try him. Some of you sound like the folks asking for the DS timer to be 120 seconds because 60 "wasn't enough to avoid tunneling".

    As I said in the topic post, this -could- change. I seriously doubt it will based on how BVHR has done things in the past, but it might (how often does it, though?).

  • I died at Susie. Everyone's waifu looks inbred as hell.

  • @Visionmaker said:

    There's more survivors in each game so you're naturally more likely to encounter toxic survivors than killers.

    Plus, this is an asymmetrical game... The worst thing you can do to a survivor is torture and kill them and the worst thing a survivor can do to you is annoy and taunt you. Being victimized and deleted from the match can be more triggering than getting t-bagged to most beginners.

    @BadMrFrosty This guy's a new player... Low rank survivors do not have control over the game at all.

    In low ranks not so much. I mean, he'll get to purple/red ranks eventually if he puts enough time into the game.

  • I'm going to say that both sides contribute to the issue in a way, but survivors, as the majority, will obviously stand out. Since they have complete control over the game and thus all the power, it'll go to most of their heads. If killers and survivors were more evenly matched, then you'd see less meme'y/trolly behavior as both sides would be viewed as equals and thus, there'd be a basic level of respect. Players that feel challenged or threatened don't tend to goof off or faff about as often as those who are completely comfortable and safe (whether through perk combinations, map design, or general killer weakness).

  • @TwistedSegaGamer said:

    Ghost Face is going to bring a lot of chaos.

    I'm not entirely sure I agree with you. He'll likely be figured out as fast as Pig, if not slightly faster since he's pretty straight forward. At least with Pig you can't disable either of her powers just by existing near her.

  • DS by itself is not an issue. But when every survivor runs it along with every other second chance perk, then it becomes problematic. Otherwise, it's fine.

  • Which killer was that again? >.>''

  • Second chance perks aren't an issue by themselves. However, when you combine them on multiple survivors, the killer has to work ridiculously hard to win even if the survivors play like complete crap.

    I still get hit by DS after hooking a brand new person before snatching up the DS person again (who is usually the dumbest person in the group, running out into the open, not giving a #########, etc). Guess I'm tunneling the whole team now.. *Shrug.*

  • @[Deleted User] said:

    I’m surprised at the response. His perks sound wonderful and address a handful of SWF issues.

    Could you perhaps explain why you feel his perks address SWF issues and which ones? I'm confused.

  • @SpaceCoconut said:

    They're also forgetting about the maps that are very open where he may never have a chance to sneak up on the survivors.

    Or SWF groups who dedicate someone who's good at looping to follow the ghost around so he'll never have a chance to be sneaky.

    When the ghost goes to take that survivor out they engage hyper-loop mode and gens will be finished within a short period of time.

    I think he'll end up being similar to myers where the stalk meter will be filled to 99% and then activated when the hit is guaranteed.

    Then he'll be nerfed.

    See this is the kind of stuff that anyone who actually plays the game can not only predict, but actively see as an issue before the content hits live. The smug satisfaction of saying.. "I told you so, BVHR." wears pretty damn thin when you're right every single time without fail. When it becomes routine, and you still have only 3 killers at red ranks, you start thinking.. "Oh, I remember this experience from 2016/17/18.." It's stale. Really stale.

    I wish they'd just give us some bullshit overpowered killers that they tweak (within reason) to be competitive and fair for both sides. Right now, they have a track record for releasing weak or useless garbage near constantly despite having all the information on the game itself; how it's played, what perks are used, what maps are troublesome, what the current meta is for both sides, etc.

    Frustrating as hell. I want this game to be better or I wouldn't waste my time here. It definitely seems like it has been a waste thus far, though.

  • I mean, he's kind of a meme lord. I'm ashamed admitting that I'd kinda miss him if he wasn't there only because he says some seriously outrageous #########. Love 'em, personally.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/501051#Comment_501051

    I always love this comment. Killer being comparatively easier now doesn't mean the game is balanced, nor does it mean killer is easy now. It just means killer used to be more difficult.

    I wish more people understood this. Is the game better than it used to be? Yes. Is the game in a good state balance wise? God no. Not even close. The fact that it used to be even worse is just.. yikes.

  • Vote with your wallet, that's what I say. Imagine how many people have already walked off without being vocal due to the direction the game is going in.

  • Now, unless he changes fairly drastically from PTB to live (which.. I don't think has ever really happened for any killer in a positive sense), it looks like he'll have the same problem pig does - sprint burst.

    Thus far he appears to possess no stall and no map pressure (two key elements of a good killer). In theory he can end chases before they begin, but with the prerequisite that the survivors are completely blind or on one of the few favorable stealth maps (Lerys, for example).

    I'm not sure how he'll function against even semi-coordinated SWF groups with his power being disabled at the low, low cost of.. panning your camera in his direction in his TR. Does anyone else have any possible theories as to how he could play out? For me, I figure the exposed effect needs to be increased for sure. What I would change already:

    • Increase exposed duration to 60 seconds.
    • Remove all 'sound' tells that Ghostface is nearby. Stealth is hardly useful if your enemy is getting sound prompts that 'something is up'. Use your eyes.
    • Survivors can no longer disable his power. This has to go or he'll end up like Plague - weak, forgotten, and thrown in the dumpster after the initial hype week.
    • For a limited time when coming out of stealth after exposing a target, he receives increased lunge distance for X amount of seconds.
    • I'm All Ears: Perk adjusted to show auras of survivors vaulting within killer's terror radius - cooldown 10 seconds.
    • Thrilling Tremors: Generators currently being worked on by survivors are blocked instead of those not being worked on. That way, you stall the game, AND know for sure which generators are being worked on.
    • Furtive Chase: Gain up to 4 tokens each time the obsession is hooked. Each token reduces your terror radius by 2/3/4 meters and reduces your red stain by 50/75/100%.

    Those would be my ideas for a start. He's sounding a lot more threatening compared to his current iteration.

  • What the developers haven't figured out yet is that stealth killers -DO NOT WORK- in this game based on how it is played. Maps are also designed in such a way on average as to make most stealth downs close to impossible against non-potato tier survivors. Know what else makes stealth awful? The fact that survivors cameras are in 3rd person. They have no limited vision like killers do, and thus, if they have any environmental awareness, they'll always get a fairly sizable lead on you in a chase. That's not even factoring sprint burst into the equation.

  • @WolfPad06 said:

    https://forum.deadbydaylight.com/en/discussion/comment/501243#Comment_501243

    First perk is trash, true.

    Second perk you are really underestimating the information gain you get from it. You can immediately tell where survivors are working on gens and even if they aren't yet, it gives you 16 seconds to look for a survivor and start a chase before ANY progress can be made by them. Depending on the cooldown this would be incredibly useful for high mobility killers like Nurse, Billy or (Woohoo!) the new Freddy.

    I do believe you have the values backwards. The token always grant a 4 meter reduction, but depending on the tier you can only gain 2, 3 or 4 tokens.

    Thing is, most standard killers are already running the BBQ/Ruin/Enduring/Spirit Fury setup. Which of Ghostface's perks is better than any of those? It's not a better tracker than BBQ, that's for sure.

    As for the final perk, the fact that the TR reduction is only in a chase makes it beyond useless. If it was always active, that perk would be high risk, high reward since you'd have to find and down the obsession consistently, hope they don't have DS, and then capitalize on it once their dead. Like most perks, it would work best on mobile killers if it worked that way.

  • @Miss_Britannia said:

    https://forum.deadbydaylight.com/en/discussion/comment/501219#Comment_501219

    To be honest I would of liked a whole new kind of power. Like everybody has a phone and he gets to call you. You can’t move until you answer it. The survivor once in a call has to do three hard skill checks. If you fail, the killer gets to either have the exposed status on that one survivor or get tho know where they are.

    I just wanted something closer closer to the damn movie. Hell even Freddy is more close to the actual Freddy and he isn’t sh*t tier.

    I'm with you. Don't really know what else to say at this point. Unless the devs pull a spirit and give Ghostface some solid buffs before he releases, it's safe to say he's going to be useless, especially against SWF. He doesn't even have any good perks to transfer over to other killers.

  • Ghostface Perks:

    • I'm All Ears: If a survivor decides to randomly fast vault out of your terror radius, here's an aura for a bit.
    • Thrilling Tremors: Whenever you pick up a downed survivor or yoink them off a generator, all generators not being worked on are blocked for 16 seconds. Oh and... uhhh.. they're.. not being worked on.
    • Furtive Chase: Hooking your obsession gives you a token (up to 4) that causes your terror radius to be reduced by 2/3/4 meters in chase. You've been pranked if you run this.

    If they sound underwhelming, stupid, and impractical, well.. you win! They're all garbage.

  • @FireHazard said:

    They make fun killers not OP killers, we don't need more Nurse or Billy clones.

    The power is very unique and I look forward to P3-50ing Ghost Face a few days into his release.

    The power is a combination of Pig's crouch and Myer's stalk, except it's completely countered by a survivor looking at you in your TR for at least 1 second. That's garbage even on paper.

    I'd rather him have been a clone of any of the three top tier killers rather than two of the shittier ones. At least we could say there were 4/15 killers played at red ranks at that point.

  • Usually there's at least 1 decent perk in the bunch. All of Ghostface's perks are.. like, I mean Jesus Christ.. how the hell did they come up with this #########? There's not a single understanding cell left in my body. At this point it has gone from mild inconvenience to massive irritation.

    So what they're telling me is that their perk designers sat down, looked at the state of the game when figuring out Ghostface's perks, and said.. "Yeah, these are all awesome. This will shake up the meta. None of these will feel like wasted development time."

    Really? REALLY TYRONE? HUMMMM..

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