Ghost_Face_Main
Ghost_Face_Main
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@SkerpiTwitch said:
https://forum.deadbydaylight.com/en/discussion/222888/could-blight-use-a-tone-down
He's very map dependend, autohaven maps can be a bless if you know how to glide of cars, but going into ormong, you can't bounce of the snow piles. Tbh, he's not that hard to learn, you need insane map knowledge on where to use your power, especially on loops.
Pretty sure the insane map and loop knowledge IS the hard part of learning the killer. Without those two key things, the player controlling Blight would get demolished.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1906514#Comment_1906514
The "real" ghostface is the one in the scream movies. The costume and that character are owned by 2 different people. They only got the rights to one so they invented a character to wear it. They can't exactly make a map from the scream movies because they didn't get that half of the IP rights.
Perhaps you misunderstand. The characters in the Scream movies undergo the concept of being ordinary people, and when you look at them, they can be anonymous af.
They didn't need to aquire the Scream IP because Ghost Face is his own IP, albeit a cheaper and more flexible one too. Since it is simply a "generic" killer underneath the iconic mask, what difference would it really make for the killer if they had the Scream and Ghost Face licenses? Sure the map and the selection of survivors, but the killer would have no difference in appearance or concept to the original take they've given us already. BHVR going for just GF's IP was the smarter move, plus who knows? They've said if an IP isn't in the game after much request to this point, they may have not been able to get it anyway.
Ghost Face IS his own character rather than 2 separate things, it's just what is made of the individual beneath to make them even more unique.
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@EvilJoshy said:
Maybe Bubba was an after thought? Now that you mention it most other license killers came with a map.
Freddy has Bedham. Pig has The Game. Demo has Hawkins. Mikey has Haddionfield.
GF doesn't have his own map but it's not the real GF. They only got the rights to use the costume so they had to invent someone to wear it.
The "real" Ghost Face? Ghost Face is a persona-type disguise. The character can be anyone.
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Someone is actually asking to nerf THE BLIGHT of all killers. All it takes is to get behind something big to counter his power.
Now I've seen everything on these forums.
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It seems to be that almost everyone is catering more toward the "crutch" term and not exactly thinking about how NoED is supposed to be a clutch type Hex perk to make killers harder to face in the end of a trial. Any change to be made of it will always be a ner, no excuses. It's purpose, skilled or not, is to let the killer gain the upper hand as long as the totem stands. Most high skills in the community that even struggle in the EGC themselves are too scared to use NoED because it pictures them as a bad player, even though that negative reflection comes from the same people who would run every second chance survivor perk to carry them in a chase they wouldn't last 10 seconds in.
Both sides have similar things.
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@Bwsted said:
- Slightly increasing speed when chasing a marked survivor.
-Marked survivors can no longer fast vault for the duration.
I understand you're literally the Ghost Face Main, but try to be more objective. These effects would be like giving to GF buffed Clown's power on top of his own. Now he'd get 45 seconds uninterrupted haste (basically afterpiece antidote on steroids) plus he'd force medium vaults (tonic), a one hit down and possibly undetectable if he's not revealed.
The add-ons can be buffed, but your suggestion is not remotely balanced.
Was never a suggestion to begin with. They were simply ideas that I now see don't hit with people enough. What would you consider they do?
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@vacaman said:
This is terrible, super OP even if it was Ultra-rare. Marking a survivor would mean 100% kill.
I take it you get marked often vs any Ghost Face? I surprisingly never get stalkers when I face one :/
They are only concepts after all. What can you think up for replacements?
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@Crowman said:
While those addons should be changed to something more useful. Increasing movement speed is a huge effect to replace common/uncommon addons.
Same with preventing marked survivors from vaulting.
*Uncommon/rare add-ons.
I did put them exclusively on Marked survivors and not just general gameplay. Survivors aren't going to be Marked several times over unless they give you that opening. I also hope you didn't think I meant disabling vaulting all together. They cannot perform a FAST vault but can still slow vault.
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Nurse and Spirit still use basic attacks within their powers. Both powers are purely mobility and do not have any type of special attack.
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@danielmaster87 said:
If you're on console, forget it.
Not very optimistic advice. Reading this as a blight main on console, he's not THAT hard.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1878508#Comment_1878508
Then why can't we console players do that cool stuff if it's intended :(
I know PC players can lunge around corners with ease, and the only way console players can do anything remotely similar is the trick where you turn and lunge into the corner of a wall (hitting someone around shack corners for example), resulting in you sliding around the corner since his Lethal Rush lunge doesn't acknowledge obstacle collison.
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Freddy, Huntress, Spirit, Ghost Face, and The Shape aren't really dependant of their add-ons.
Can't say the same for any other killers.
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Not really a secret change though if it was in the patch notes itself.
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While the build doesn't sound bad at all, keep in mind Infectious Fright does not work when you down a survivor with no terror radius or just having a TR small enough that the survivor isn't within it to scream. IF and ToT aren't a good pair, but you can still use them individually.
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Spirit and Huntress.
Spirit I just find extremely difficult to play around if I'm constantly found.
Huntress is overused af, making it extremely boring when I get her for the 17th trial in a row.
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@GhostMaceNotCrusty said:
https://forum.deadbydaylight.com/en/discussion/comment/1871102#Comment_1871102
(Devs making the blight) "ok so he was a chemist making different serums, what should his power be?" "HE BOUNCES OFF WALLS!"
Keyword: he "was"
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@troy99 said:
I was expecting different gameplay from blight like using his chemical weapons on survivors, didn't expect him to bounce around. But as a result his gameplay is amazing, he can end chases very quickly, can put map pressure, rush is a 180 degree hitbox that hits most of time. I love playing blight with good addons
Yeah, alot of people took the whole "Alchemist" thing seriously when in reality, he's not who he once was anymore.
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I must've one of the 2% that never used Undying for how unoriginal and surprisingly unreliable it was. Every game I ever used that hex, about 95% percent of the time Undying was found first and vice versa. Undying being an RNG based perk like any other hex didn't make it meta in my eyes with how easy it honestly was for a swf that brought maps to find it.
I'm excited that the tokens are now kept, so some variety with Hex: combos can be more versatile.
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@MadLordJack said:
There's a lot of reasons. I wait to see if I'm still needed. Some give the killers hits. Some do it for chase points. Some just like to BM.
Yeah, "some"
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The Shape and Ghost Face are given S tier scary for Michael's stillness and Ghost Face's similar playstyle, but smaller frame for easier ambushing.
The Blight's hobbling is rather unsettling to look at when hiding from him, and hearing him begin his Rush behind you with that shriek always makes me dump in my pants lmao.
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How is Jeff not low A or at the very least top B tier? I've never had more valuable use out of any teachables (not Distortion) than his, especially Aftercare.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1849324#Comment_1849324
16 meters and it was already changed.
He was super weak in the PTB because of his wack hitbox.
He's still weak on Console.
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1849324#Comment_1849324
16 meters and it was already changed.
He was super weak in the PTB because of his wack hitbox.
He's still weak on Console.
Not exactly weak, but just weaker than what a PC player can do with a mouse flick.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/216825/i-swear-if-they-change-blight-next-mid-chapter
I just want him fixed on Console
Aside from the general FOV issue, agreed. You can easily tell when you're facing a PC from a console Blight when the PC user has the turn rate of Oni's Blood Fury lunge.
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@Pulsar said:
His lunge still feels off, but I'm pretty sure his speed is fixed.
Actually it's the other way around. The lunge is working normally again, but Feral Frenzy speed feels very off.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/1850157#Comment_1850157
Freddy I can understand. Not spirit tho, she requires a lot of game sense, great reads, and great predictions. Her skill ceiling isn’t huntress or nurse but it’s still significantly underrated.
For a killer that relies on sound and scratch marks, they really are a no skill killer with their style of play. Out of all the adepts I've achieved, Spirit's was the easiest as I only needed my headphones to secure the win, even against the likes of Iron Will users.
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Everytime you play in Midwich, pay close attention to where the gens spawn.
There are usually the most common places to find a gen, though in some cases they don't spawn:
-The Chem Lab
-The Music Room
-The Library (1st or 2nd floor)
-Either of the two sets of stairs
The other gens are where you really need to look carefully as they will be sprawled across every room in different locations, the courtyard included.
Once you memorize each location, finding Midwich gens becomes a cakewalk.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1841331#Comment_1841331
And you can't flick.
He kind of can flick. It is very inconsistent when it wants to work.
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That's not true. It just takes alot of practice to control your turns. I will admit it's kind of bs a PC Blight can have the turn rate of an Oni.
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As a full fledged Jeff main, this hurts my soul. I get he's one of the loudest survivors, but he has some of the most useful perks and an interesting backstory. That and his cosmetics are pretty rad. Wish more ppl played him so he could have more outfit variety.
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@Dreamnomad said:
https://forum.deadbydaylight.com/en/discussion/comment/1836771#Comment_1836771
I disagree. I don't feel like I should have to constantly monitor their social media or news updates or miss out on stuff. It wouldn't even bother me as much if the windows of time were larger. Would the Christmas stuff be any less special if there was a six week window instead of one or two weeks per promotion?
The thing about the social media bit is that you didn't have to do that. They posted the codes and their dates on the in-game news tab.
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He's the most lore-centric killer in the game. I'm really interested in how his story will play out.
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They're limited rewards for a reason. The sweater codes this month for example are free offers that depend on you using the given codes before your chance for free content is up. Wouldn't really be a special deal if the codes lasted indefinitely, cosmetic or not.
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Billy and Bubba both are crazy fast, and Demo does in fact have a stun post pallet break after using Shred. Blight and Demo have what you can think of as built-in Spirit Fury: the pallet is broken, but you're still penalized in the end. Unless someone beats me to it, I'm considering looking at the fatigue length of both Blight and Demo to see if the stun time is equivalent to a regular pallet stun.
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It is now simply a cooler alternative to killing survivors rather than a cheap removal gimmick. Pretty much like Pyramid Head's Torment Status playstyle.
On a plus note, it requires more hooks to perform, so your sacrifice points shouldn't be too low by any means.
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All the hate in here! It gets the job done in many scenarios for me. I can't take it off my builds with how much value I've gotten from closing off strong loops or bamboozled pallet campers.
My only gripe like everyone else is the cooldown and the range.
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"Most console players won't even bother with the newer- higher skill cap killers because they're just flat out worse to play on console than on PC."
That's not entirely true at all. I hate the whole "killer is better controlled on PC" mentality, because words like that get spread around the console community way too hard, discouraging them from playing said killers.
I main most high skill cap killers on PS4 and I have relatively no issue in gameplay. The one thing that makes sense to agree with you is the individual players themselves that lack the confidence to play higher skill caps, not because of how they perform based on port.
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Hex:Blood Favor and Thrilling Tremors.
Take their pallets and gens away temporarily.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1821896#Comment_1821896
This is silly. I'm sorry, but if the Survivors all "assume" you have it, take advantage of that. Run Haunted Ground and Undying for a laugh (or just the Haunted Ground). Use Pop and Oppression for your Generator regression, and throw in an Info Perk and you are ready to go. You don't have to run anything. You CHOOSE to run this or that.
I DO choose to run what I must. Even as a killer, limiting two perk slots to only Ruin and Undying is boring in itself. I for one enjoy some variety.
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Rift cosmetics premium or not aren't exclusive. People that obtain rift cosmetics have it early access style compared to those who couldn't obtain it. Tbf it does take a few months to drop old releases.
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I can't have fun using other hex perks because in every trial the survivors immediately assume I have Undying/Ruin.
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Sole Survivor hard counters scratched mirror. Yes it's not the best perk, but I'm not wrong.
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Nobody's complaining about locker or window vault grabs. Those are very forgiving due to the fact that the survivor is in an animation lock as opposed to the gen grab or chest grab, where they can cancel the interaction. That leads to many inconsistencies with ded. servers where you grabbed them 2 seconds ago according to your side as killer, yet the survivor gets to run free anyway because they let go.
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While true, Legion is still not as fast as they normally are, yet just fast enough to be acceptably playable.
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1807966#Comment_1807966
I'm skeptical with BHVR's ability to pull it off, they can barely manage to do the advent calendar right. Mainly because the rewards suck, only 10,000 bloodpoints a day, and our iridescent shards were halved from last week. The charms are cool, but extremely low effort, especially the survivor stocking.
Unless these rewards start ramping up, this will be an extremely disappointing winter event.
Well as they said, any event that's not Anniversary or Halloween is considered a "celebration". Safe to say there shouldn't be anything crazy to be expected for said celebrations. Themed assets if I recall will make returns, but that's it. The big stuff is for the main two events.
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I know for sure the community is gonna hold BHVR's word that the Anniversary and Halloween Events will be under higher levels of focus from here on out. As horrible as Eternal Blight was, it was good that the severe criticism helped open their eyes to what must be done for the future. I just hope it really does become reality.
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@Rizzo said:
If you really think Legion is still bugged, please do report it in the bug report section (https://forum.deadbydaylight.com/en/categories/bugs), would be better if you could show us evidence as well, maybe a clip that shows Legion covering the same distance in the same time both in Frenzy and not in Frenzy.
For what I know the devs tested Legion when the bug was present with their tools and saw it was just an FOV issue, while the speed was the correct value.
As soon as the hotfix went live, my friends and I immediately went to customs to test Legion after their FOV fix.
All I can say is:
- The Legion's lunge is working properly again
- The speed during Feral Frenzy is still bugged, BUT not as slow as before.
In regards to another killer bug:
-The Demogorgon's Shred attack is bugged, resulting in the lunge going half of the normal distance. Yikes
I heard something about Cannibal not having increased movement speed during saw sweeps, and haven't recently played him to clarify if that's true.
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@AhoyWolf said:
I agree, it ######### sucks when I just slide across the whole car or a snow pile.
Speaking of snow piles, Ormond is an EZ game for survivors as you can't even slam on 80% of the map.
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The sweaters are part of the log-in rewards, and we have Zarina's being the first week choice starting the 4th. Code was SNAPSNAP I believe.
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PTB Blight gave everyone a bad taste in their mouths. Once live came out with enough time passed, he's considered to be a high tier killer, in the right hands of course.
Fast forward to Mid-Chapter and Chapter 18:
-He can break walls/pallets in basekit Lethal Rush
-Only had Compound 21 rightfully nerfed and still useful
-He recently had Adrenaline Vial and Soul Chemical add-ons buffed/reworked, AV having even faster token regen, and SC changed entirely, swapping constant 8m aura reading for a trem. difficult skillcheck for gen/heals during a rush.
Finally, they secretly tweaked his Terror Radius in Chapter 18 to properly transition from being too close to then being chased, and it just sounds alot better IMO.
My only gripe is that there isn't enough people playing as The Blight. He's alot of fun to face and not so much if they're inexperienced.
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@ChiTenshi said:
https://forum.deadbydaylight.com/en/discussion/comment/1788981#Comment_1788981
Taking Insidious makes Victor constantly Undetectable.
How does that work? Does it render his screeching permanently silent?

