DeathEscape
DeathEscape
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- DeathEscape
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@Milo said:
Ok, am i the only one that thinks that Nightshroud does help him in a chase?
He doesn't need help in a chase he is good in a way but he needs something new not some recycled effect
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@thefallenloser said:
The Ghost Face is in a really weird position where people are incredibly divisive on where he stands as a killer between all the rank divisions. Many people think that he's terrible, while others think he's one of the best killers in the game. I've had much experience playing both as and against The Ghost Face, and me, as well as many on the internet can agree with his problems, those being:
- Night Shroud does not help you in a chase
- revealing mechanic is extremely janky on both ends, sometimes you're broken out of NS from behind a tree across the map, and others the survivor can't reveal The Ghost Face when he's five meters away
- Night Shroud's sound effect pretty much announces your presence to attentive survivors
- stealth killer < normal terror radius
- survivors revealing The Ghost Face is too fast and is too penalizing
Here are my suggestions to make The Ghost Face and his power, Night Shroud very good, as well as fair for both the killer and survivors.
Stalking Changes:
- after stalking for 5 seconds, The Ghost Face is no longer detectable with Spine Chill or Premonition until he exits stalking mode
- stalk distance / rate of stalking
- when more than 35 meters from survivors, The Ghost Face will stalk at a rate of 15 points per second (currently 20 at any range)
- when within 25 meters of a survivor, The Ghost Face can stalk at a rate of 25 points per second
- when within 10 meters of a survivor, The Ghost Face can stalk at a rate of 35 points per second
- stalking while in a chase will slow stalking rate by 50%
Reveal Changes:
- SURVIVORS CAN NO LONGER REVEAL THE GHOST FACE TO DISABLE NIGHT SHROUD
- instead, revealing The Ghost Face will reveal his aura to all survivors within a 30 meter radius for 5 seconds (cool-down of 30 seconds, takes 3 seconds to reveal)
- survivors must be within a 32 meter range and see at least 40% of The Ghost Face to reveal him
- looking at The Ghost Face can slow and regress his stalking
- while The Ghost Face is stalking...
- looking at The Ghost Face when 32-26 meters away will slow his stalk rate on the player watching him by 15%
- 25-15 meters will slow his stalk rate on the player watching by 25%
- 14 or less meters will slow his stalk rate on all players by 30%
- while The Ghost Face is stalking...
- while The Ghost Face is not stalking, survivors within 25 meters of The Ghost Face can look at him to regress his progress on stalking you by 15 points per second
- hooked or downed survivors can no longer reveal you or regress/slow stalking progress
General Tweaks:
- decrease The Ghost Face's base terror radius from 32 meters to 24 meters
- remove survivor ability to hear Night Shroud activation
- add invisible reticule to the center of the screen of all survivors in which The Ghost Face needs to be in to be revealed
These changes may seem really big, but with the aforementioned issues, The Ghost Face cannot compete with survivors at higher levels, as he has too much working against him. Remember, his power does not help him in a chase, so having Night Shroud be strong on it's own is essential. By making his power strong outside of chases and penalizing using it during one, The Ghost Face will require skill to use effectively while also being fair.
I personally see The Ghost Face as around the higher B-tier. These changes should pull him up to A-tier. Every killer should be viable at all ranks, and The Ghost Face just kinda drops off at around rank 10. Lemme know what you guys think about these suggestions. Am I completely wrong about this killer? I would love to hear many differing opinions!
I suggest to remove stalking and replace it with something else, because the shape already have it first and it is his thing for many years. Ghost face having it is like recycling the shape's power into something else and because stalking is not something new to the game, we all want something new and fresh not some recycled power.
Evil within tier I,II and III is unique and night shroud's crouch and lean is also something unique but the STALKING AND EXPOSED THEN CHASE M1 even though they stalk in a different way it is not something new.
After playing them both doing the same Stalking AND EXPOSED THEN CHASE M1 then i realized yeah much the same.
no hard feelings GF mains its just a suggestion.
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@Dr_Loomis said:
He's dirt cheap on PS4 at the moment. A bargain at £1.99 in the UK.
😆😆😆
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@Rex_Honeycut said:
Please keep in mind that I am a balanced player and when I do play killer, I run with Freddy about 30% of the time.....
I was thinking how Freddy's snares are essentially traps like the hag, trapper, and demogorgon have. Unlike those killers however, there's no way to disarm Freddy's traps. I know that being out of the dream world makes you immune to its effects but I still feel that there should be a mechanic that enables you to break those traps. Toolboxes break trapper's traps, flashlights burn the hag's traps and you can cleanse the demogorgon's portals but there is no way to get rid of Freddy's snares. Like those other mechanics, the killer would get a notification when the snare or fake pallet is removed. What do you think a possible solution could be?
Once again, I run with Freddy a lot. This would make it harder for me to win but I still believe in this idea.
How to disarm?
Wake up
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@DeathEscape said:
https://forum.deadbydaylight.com/en/discussion/comment/774078#Comment_774078
You are aware that though GF stalking becomes viable it will also affect other killers
Hmm.
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Legion is obviously... Well everyone knows that
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/774769#Comment_774769
Your question was "Is GhostFace worth the money" and I answered it above in my own option.
If you want builds, than use Nurse's Calling, BBQ & Chili, Ruin, and Pop Goes the Weasel.
Pop Goes the Weasel is pretty good especially on stealth Killers since you can easily stealth up to a generator people are working on and regress it down to 25% after someone was previously unhooked.
Ruin because its ruin do I need to explain it? You can swap it out for Corrupt Intervention or Thrilling Tremors if you feel like Ruin is a bit much for some reason.
BBQ & Chili since its the best tracking perk in the game, and it can reward the killer up to 100% in all blood points category's at the end of a match...
and last Nurse's Calling, which is standard for Myers also... It's a really good perk on stealth Killers like Myers and GhostFace since you're TR is almost non-existent at Tier ll with M&A or just base-kit 16 TR... or because of Nightshroud which makes GhostFaces Terror Radius go down to 0 when active...
Once someone is hurt, and is healing near you, you can see them up to 20/22/24 meters depending on the level of Nurse's Calling.
This is a pretty standard build, and its one of the best on him.
Try to read the situation i already found an answer for that and you quote my comment instead of my post.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/774726#Comment_774726
I mean if you're completely hidden to a Survivor than you'll be fine! Especially on GhostFace since he can lean around corners to stalk which is actually faster than if you just regularly stalked them by... not leaning over corners.
That is not my question. Im asking about builds
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I need to get use to this stalk thing because its completely different from my favorite killers nurse and billy
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@Walker_of_the_fog_96 said:
If you like to play as myers, I think you will love ghostface🎃
I end up buying them both.
What is a good build for ghostface? Thank you
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@Lucama said:
https://forum.deadbydaylight.com/en/discussion/comment/774072#Comment_774072
I mean, they're coming through slowly. Badham's been reworked already, and the new map is really well balanced.
You are aware that though GF stalking becomes viable it will also affect other killers
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@Lucama said:
https://forum.deadbydaylight.com/en/discussion/comment/773981#Comment_773981
Neither, it's an issue based on current map design. When map reworks come through his stalk will be much more viable.
I doubt that will happen
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@Lucama said:
https://forum.deadbydaylight.com/en/discussion/comment/773967#Comment_773967
Well as I said don't use the stalk, use the stealth part of his ability. Basically treat him as a much better wraith.
Do you think his stalking needs buff,rework or completely remove it? What do you think?
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I think i go buy myers instead
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@Lucama said:
https://forum.deadbydaylight.com/en/discussion/comment/773949#Comment_773949
The stalk takes too long without addons to expose, and the ability to instadown isn't that great when you're a standard 115% killer. That's why playing him like a stealth killer tends to work better.
So you recommend to not using stalk so much?
Im starting to think he is no good even with the exposed effect because they can pallet drop you to oblivion while others are genrushing...
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@Lucama said:
https://forum.deadbydaylight.com/en/discussion/comment/773921#Comment_773921
Effectively he's the best stealth killer at the moment, 115% movespeed with no terror radius or red stain, can attack normally out of stealth, and the crouch can sometimes catch people out at loops. His stalk is unfortunately not very good since he's loopable, but his power is more useful in getting easy hits/gen grabs, sneaking up on people you catch healing with Nurse's, etc.
What do you mean his stalk is unfortunate? Because his loopable? Well many suffers from that
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@Lucama said:
Absolutely. Really fun character, you just need to play him a little different from how he's intended.
Please explain why he is fun
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@Lucama said:
Absolutely. Really fun character, you just need to play him a little different from how he's intended.
Ohhh
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@UlvenDagoth said:
got ya!
Thanks
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@UlvenDagoth said:
alright cool! If you are happy with it i'll put it in my thread too! Thank you and i'll be sure to credit you!
Thanks thats cool ^_^
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/773454#Comment_773454
Why is there a fatigue after the stun though? Pallet stuns already suck.
Fixed ^_^
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/773431#Comment_773431
Well, being stunned ends alot of Killer Powers so yes, it makes sense.
For balance purposes
This will make frenzy a Risky power but i think its fair
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@UlvenDagoth said:
I am curious why you removed vaulting pallets and KI
is getting stunned by pallets ends feral frenzy a good idea for balancing? @UlvenDagoth im asking because maybe i will add that or not if it will make them worse for countering purposes.
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@UlvenDagoth said:
I am curious why you removed vaulting pallets and KI
Im thinking about reconsidering it.
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@UlvenDagoth said:
Hey! I decided to make this a area for smaller changes to the Legion that I agree with! Though I see these as more of a buff than a rework, they still keep to what I'd like to see in a Legion update. Would be good for "Bite Size" updates to try and help Legion!
now and idea from @TWiXT
Honestly Legion was, without any doubt, pretty broken at release, but what the devs have done to them has been less of a balance for them, and more of an overkill reaction to the communities complaints. Don't get me wrong, many of the complaints against Legion were well founded, and I wouldn't go so far as to give them back their previous abilities, but a nice middle ground that makes their power a threat again would be welcomed in my book.
I have read your suggestions, and while I like them, I feel it's probably better to start smaller on things to try and make the Legion more viable. For this I'll offer my own 2 suggestions:
- Give Legion back their previous movement and vaulting speeds. In the current build the Legion only benefits from afflicting DW to survivors if they can effectively chain the affliction to multiple survivors on the team. This is impossible in most circumstances currently, due to their slower movement and vaulting speeds, which give survivors far too much wiggle room to evade the Legion until their power runs out. The original version of the Legion still had this problem, but a good player could manage to get all 4 on a mid sized map before their power ran out. This emphasized skill and incentive to try for the 4 hits because it was a possibility with the right add-on's. Current Legion however only does this when the map is very small, or if every survivor is focusing on the same gen, but even then, they typically only hit 2 at the most due to survivors scattering like cockroaches as soon as the first one is struck. Current Legion moves at 5 m/s while in frenzy, whereas old Legion moved at 5.25m/s. Old Legion also Vaulted at the same rate survivors did, but current Legion Vaults at .5 seconds slower than they do, or at the same rate Bamboozle grants to a killer. Comparatively, Old Legions main advantage was the ability to catch up and keep up with survivors, but they also had a 2 second cooldown to slow them down, with that currently increased to 4 seconds, I see no reason why they need to be any slower in Frenzy.
- Reduce the Deep Wounds timer from 30 seconds, to 10. When Legion was changed the Devs already did enough to reduce the Deep Wounds Status effect from a threat to being completely non-threatening, simply by making the timer pause whenever in the killers TR, and making it pause again while the survivor mends. The fact that it retained its 30 second timer is a grossly unjustified at this point. The TR pause alone already killed the possibility of a Legion player "Moonwalking" to allow the timer to bleed them out, but the pause on the mend timer... seriously? As if a survivor outside of the Legions TR and thus out of immediate danger isn't going to immediately start mending? If the timer were 10 seconds instead of 30, survivors would have to pay much more attention to the DW status, and be much more vigilant to mend as soon as they are out of the TR. The Franklin's Mix tape also could benefit in this effect if it reduced the timer by 5 second, which would make a 2 hit + 4 second stun much more worth while if the survivor left the killers TR, and thus make the add-on significant;y more useful than it currently is (by my calculations, to down a survivor with the current FMT add-on, Legion would need to relentlessly pursue and keep striking a survivor for 80+ seconds). IMO, This would make the DW status effect a threat again, and TBH, that is what the Legion really needs right now... to have a power that is either more beneficial to their map control, or a dire and looming threat to survivors affected by it at all times.
There's my 2 cents on the initial and minor buffs I believe the devs should test in an upcoming PTB in order to try and bring Legion more viability than they currently have. It's not much, but the way I see it, Legions game mechanics have always been on a knifes edge since day one. Sway only a little from 1 side to the other and you go from being pathetic to OP or vice versa. Finding a balance with that is really tricky, and doing it right means taking small steps... to that end I feel that either of these minor changes are a good place to start.
Now an idea from @Deadeye
If we stay with the new version of Legion, I would also suggest a Power rework. If not, at least the following changes might help:
- put bleed out survivors into the same state like Madness 3, so they need to mend before they can do anything else. Almost everyone knows that the first Frenzy hit will make Legion run away from you, so many survivors just run to the closest gen, knowing Legion chases someone else and being save as long as inside the TR. Which is kinda stoopid
- When hitting bleeding survivors in Frenzy, there should be any effect applied by default. It is simply unfair that Legion is the only killer that gets punished for using his power. I have seen bleeding survivors body block healthy survivors to cancel the power, without taking any negative effect for that. That should not be the case.
- There are a lot of easy loops that can be abused by running it 3 times to run out of Frenzy. Even the killer shack offers this possibility. If Frenzy does not even help to get easier first hits and just is about the "information", it is really the most useless power of all. increase the vaulting speed again.
- I loved the slashing of old Legion but also understand the change to break the power after a miss. But I would suggest to just reduce the power gauge for each hit. Like 10% after a click and 25% after a lunge. Or something like that. Of course adjustable but don't forget that on average the "running" still will take like 60-80% of the power.
- Fun Fact: talking about "running", a trapper with 3 stacks of Play With Your Food walks faster than Legion is running in Feral Frenzy.
That last one makes me sad, btw.
Another interesting Idea from @Dreamnomad ! Numbers might need some work though. At the bottom cause it's more DW then Legion.
I want to see for Legion is for their to be some effect when hitting a survivor with deep wounds while in frenzy. It makes absolutely no logical sense for there to be zero effect when a survivor is stabbed. What I propose is for there to be a new effect introduced in the game. For now let's call it "nerve damage". A survivor with nerve damage has 30% reduced speed for all actions (including mending) until fully healed or placed on a hook. This would give Legion a choice and a reason to ignore a survivor.
Also, maybe adding a reduction to repair speed (etc.) while a survivor needs to Mend. I'm sure this has been mentioned somewhere but I wanna put it here and can't find it.
and idea from @PGJSF !
BTW yes, as I already said on the other topic, Mending should apply the Oblivious status effect should be considered a healing action. I am convinced that these two changes alone would move Legion from “bottom” to “mid” tier. (I like the ideas! But I think they should also come with an increase to base FF MS and Vaulting speeds!- {Ulven})
Add-ons!
These are by @PGJSF !
I also think, like everyone else, that most of his addons are in need of a rework. I don’t have many ideas, but here we go.
- Some addons should enhance Legion’s movement speed while in Feral Frenzy in some way.
- Apply the Broken status effect on a time limit could stay, but should be easier to accomplish. Hitting twice the same survivor just to process Broken is pointless since he’s going to be injured and in front of you anyway.
- Those addons that improve the duration of FF should simply be buffed.
- Frank’s Mixtape should make Legion Undetected while in FF.
- I feel we could use a purple addon to see scratchmarks.
- We could also use a green which applies Exhaustion on DW.
Also I fully agree on having a shorter cooldown for FF and removing the M1 penalty.
Tell me what yall think!
Nice work its good
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@DeathEscape said:
When activating Feral Frenzy, The Legion enters a deadly rage. While the power is active:
-The Legion sprints faster than base movement speed.(should be faster than the speed they currently have)
-Survivors' Scratch Marks and Blood Pools are hidden from The Legion's view.
-missing an attack will not end feral frenzy and The Legion will have no attack cooldown.
-when the feral frenzy power gauge is depleted ends the feral frenzy the legion suffers 2.0 seconds fatigue.
-"The Legion can vault Pallets" REMOVED, The Legion will break them just like the other killers.
While Feral Frenzy is active, hitting a Survivor who is not currently afflicted with the Fatal Laceration Status Effect:
-Applies the Fatal Laceration Status Effect.
•Fatal Laceration - The Survivor is on a bleed-out timer of 20 seconds cannot be mended but they can heal it.
•the timer will stop when the survivor is Within The Legion's Terror Radius or Healing.
•Healing will remove the Fatal Laceration Effect
•When the bleed-out timer runs out the survivor will be in dying state.
-Injures the Survivor.
-puts the survivor to dying state if they are already injured.
-Depletes The Legion's entire power gauge and the legion will suffer 2.0 seconds fatigue, giving time for the survivors to escape
-"Killer Instinct" REMOVED
Hitting a Survivor who is currently afflicted with the Fatal Laceration with a basic attack while Feral Frenzy is not active will refill the power gauge by 1/5 of its maximum.
Hitting a Survivor who is not currently afflicted with the Fatal Laceration with a basic attack while Feral Frenzy is not active will refill the power gauge by 1/3 of its maximum.
While Feral Frenzy is active, hitting a Survivor currently afflicted with the Fatal Laceration Status Effect.
-Depletes The Legion's power gauge by 1/2.
-the legion suffers 2.0 seconds fatigue gives chance for the nearby survivors to stay away from the legion.
-will put the survivor to dying state.
V1.6.1 give me your opinions.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/771857#Comment_771857
Yeah man, they need help... alot of help, as they are considered one of the worst.
@UlvenDagoth i changed something a little bit. Can you give it a look and opinion?
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/771857#Comment_771857
Yeah man, they need help... alot of help, as they are considered one of the worst.
Agreed
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/771834#Comment_771834
Ohh i agree with all of that. Makes sense and we do want "Counter play"
https://forum.deadbydaylight.com/en/discussion/comment/771839#Comment_771839
Umm... now, no offense... but have you played Legion recently?
Yes, it is my third killer and my current killer. And im disappointed on how fast they mend the deep wound.
At first Im against The Legion Buff but I changed my mind when I experienced what they experienced. Im playing survivor most of the time and I did not know what they experienced and I feel stupid for disagreeing with the buff.
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@PGJSF said:
https://forum.deadbydaylight.com/en/discussion/comment/771826#Comment_771826
Yes that’s why I capslocked frenzy and not feral, lol! But I do see your point.
If it would be global of course you would have a different animation. Like, three different sized KI visual cues, big, standard and small.
Legion shouldn’t easily be looped, yes. But it also can’t be something a survivor can’t escape at all...
I remove the vault action on pallets for the legion so they can counter it
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/771824#Comment_771824
Feral things see blood better! They can even scent it!
If it's global, you are gonna be running after ALOT of people you can't reach before you realize.
Yes, but a Trapper with 3 stacks of PWYF goes 5% faster than Legion in a Frenzy. Legion should not be EASILY looped while they are in FF
Then it will be called feral intinct instead of feral frenzy
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/771810#Comment_771810
.... don't take away Killer Instinct. Legion relies ALOT on Information. Taking it away will really hurt.
Longer Stun is also prolly unneeded.
How fast is the FF MS? It's too slow currently
Why can't we see blood stains?
hitting one person then getting stunned? IS that what I read? That alone would make me say no. I love the Rush Down style of Legion. Hitting one them moving to the next and the next is so fun.
Vault speeds are too slow right now too
I get that you are trying to make FF lethal, but I'm not 100% sure if this is how to do it, or if it should be done this way.
All in all, a very interesting idea so far, but i'm not sure it's the best i've seen.
I agree the vault speed is too slow
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/771810#Comment_771810
.... don't take away Killer Instinct. Legion relies ALOT on Information. Taking it away will really hurt.
Longer Stun is also prolly unneeded.
How fast is the FF MS? It's too slow currently
Why can't we see blood stains?
hitting one person then getting stunned? IS that what I read? That alone would make me say no. I love the Rush Down style of Legion. Hitting one them moving to the next and the next is so fun.
Vault speeds are too slow right now too
I get that you are trying to make FF lethal, but I'm not 100% sure if this is how to do it, or if it should be done this way.
All in all, a very interesting idea so far, but i'm not sure it's the best i've seen.
I think a lot of survivor mains will not like that though
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I removed killer instinct,survivors can heal to remove the effect and give it a longer fatigue time to balance it. Any suggestion on what needs a change please comment.
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@PGJSF said:
Imo that could be op af and I’m a Legion main. You say Fatal Wound should apply with one hit, and the survivor wouldn’t be able to mend or heal. That means instadown while avoiding loops? That’s more powerful than Nurse. You could down four people with one use of your power.
Ok i will change it then