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Ghoste

Ghoste

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Ghoste
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  • @shalo said:

    Isn't the cage at the other end of the map from the Killer? How is he getting there before 3 other survivors?

    I said the same at first, but there are times when the cage isn't too far. Like if they go down in the center of the map, the cage might only be 35 or 40 meters away.

  • @Saitamfed said:

    Well, I understand that at first I got very lost but actually, if you have played Silent Hill, then it's almost the same. I just have issues while I play killer since I don't get used to it and perhaps that is a big map. Also, Am I the only who noticed the double pallet on the tower?

    I feel like this is the issue. They wanted to stay true to the layout in the original game, which is cool, but this isn't Silent Hill. It's like fan service was the focus instead of what makes a DBD map fun and balanced.

  • If he uses a cage, it always spawns as far as possible from the Killer. Usually it's enough time to be rescued and healed before he can walk there. Usually.

  • I love the aesthetic but it takes the worst elements of Hawkin's and The Game and combines them.

  • @Eleghost said:

    heh you think the pallets are bad? have you not been hooked in the room with only one exit?

    Ugh this too. Also the staircases with the dead ends at the top where hooks and totems can spawn.

  • @Freesham said:

    The problem I have with it is getting to the different floors. Want to go to the other floor? Use the staircase across the building. Even with 4 staircases it's annoying.

    This is the biggest problem. It's even harder to get between floors than The Game.

    @Sylorknag said:

    It's a corn size two store map with a bunch of pallets. I hate it.

    None of the pallets are safe though. They're all very short loops, easy to mindgame.

  • I hate it too. It's like Hawkin's Lab where gens are extra hidden and every pallet is unsafe.

  • BT, DS, DH, Adrenaline, Unbreakable, Iron Will, Sprint Burst.... all of these are more popular and more powerful than Spine Chill. It doesn't need a nerf.

  • Survivors with common skins are often potatoes.

  • Corrupt will be a staple on him. He has no map pressure or mobility and PGTW is only good if you don't use the cages.

    Outside of that, I don't think he has a core build. It's mostly up to player preference imo.

  • I think it's because he's generally accepted as a terrible killer, so they think it's more BM to kill you with him.

    But yeah if you see a P3 Leatherface with the Claudette face, make sure you're not the first one to get hooked lol

  • Corrupt Intervention and Infectious Fright. Killer perks have been absolute trash since the Plague DLC.

  • @metalklok said:

    https://www.youtube.com/watch?v=7CdIwSJRjFE

    also didn't know otz could tunnel down the whole team.

    I think it's fine. The Survivors chose to put all their eggs in one basket and wasted their toolboxes to pop an early gen. And as usual in these type of posts, it costed them the game.

    Here's an anaolgy: It's the equivalent of a racer burning his nitrous early in the race. Sure, he's got an early advantage, but now he has nothing left in the tank for the rest of the race, allowing the opponent to capitalize.

  • Like many have said, it's because of healing. As soon as I see my teammates healing vs. Legion, I know the game is pretty much lost.

  • I hate getting TTVs in my lobby. There's like a 90% chance the Killer brings a mori.

  • Situational perks are fun because they have a pay-off. The problem is you could run something like Unbreakable for 10 games and only use it in 1. You're gambling that the situation will ever come up and it just feels bad seeing a perk slot go unused all match imo.

    So personally I stick to perks I know I will get to use every game. But damn if it doesn't feel good when your niche build pays off :)

  • Nope. He has no mobility of any kind, so seeing people across the map for a few seconds doesn't help much. There are better tracking perks to use.

  • @OperationMintyHippo said:

    I used to be very anti-DS and meta builds, but damn killers are really trying to change that. Other than the two rank 20 killers I've been matched with tonight, literally all the other killers practically bust a nut when they see no DS and I get proxy camped and tunneled to death. Like hard tunneled. Others try to take hits, but even then if they hit them the killer still follows me right after. I do not taunt killers, I do not use items (except maybe a medkit but rarely), and I was running sprint burst/ botany/ bond/ resilience. Definitely not a sweaty build, yet I get tunnled because I do not run the meta. Welp, here I am now with BT, DS, unbreakable, and sprint burst lol. Seems the only way I'm *allowed* to remain in a match.

    I hate complaining about this because of the stupid "survivor handbook rules" but to killers, this is why people run this stuff lol. I never did until you guys wanted to punish me for not running it.

    And before people call me a survivor main, I play both, but I try to play fairly. 🤦‍♀️

    I don't blame you OP. DS wouldn't be a necessity if Killers didn't tunnel so often. But they do, so it is. ¯\_(ツ)_/¯

  • Aw man, have you not played Oni yet? Easily one of the most fun Killers. It's so fun to zoom around the map. He's like Hillbilly 2.0!

  • The perk is absolutely useless. If you wanna sabo reliably you have to use a toolbox.

    Also I just wanna say I wish BHVR would make hooks spawn further apart because even if you do sabo the 1 hook, there's a pretty good chance another hook is right nearby anyway.

  • @Gomolazoli said:

    https://forum.deadbydaylight.com/en/discussion/comment/1323427#Comment_1323427

    He was never boken strong. Legion sucked since release.

    Yes he was. Are we forgetting the whole Frank's Mix Tape fiasco?

  • Someone posted a comparison video of chase time pre-buff and post-buff. Clown saves about 5 seconds to catch up to the Survivor, so I feel like people are underestimating this change a bit.

    But he is still Clown at the end of the day and pallets still counter his power.

  • Imo it's because Legion was broken strong on release and has received a slew of nerfs since. If you played them in the early days, the difference in power level is massive compared to now.

  • @EvilJoshy said:

    Pop wasn't very useful before they increased from 30 to 60. By the time you hooked someone and ran to the gen it was already over. Only speedy killers could make good use of it half the time.

    BBQ was introduced because survivors were complaining about camping killers and already has half a dozen counters. If the killer camps he's considered bad, if he uses BBQ to find you he's considered bad. What do you want? The killer to be a bot and pose zero threat to you? Both perks are fine.

    I never said anyone was bad for using these perks. Why the hostility?

  • Oh we definitely agree devotion should be rewarded. Feels like forever since we've been asking for it, but nothing has changed.

    On the bright side, there are rumors of Prestige rewards in the future.

  • @Frankie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1319274#Comment_1319274

    10 seconds would be too long if you didn't deserve it. Which is why they need to implement one free DC while their game is in the state it's in. People crashing during game, people unable to continue the game due to a bug (stuck in healing animation etc where EGC doesn't even end the game)...you don't add DC penalties to a game in the shape this one is in.

    The second rate devs at BHVR need to get into the game, fix the broken spaghetti code, among MANY other technical issues, and THEN we can get rid of any free DC's. Until then, it's just a bunch of garbage.

    I would happily deal with an occasional DC penalty due to a bug than deal with Survivors being able to freely DC. Match quality has gone up quite a bit since an actual punishment for leaving was added. No longer do I have to deal with entire teams DCing because they don't like the Killer I'm playing or the build I'm using. If that means I have to deal with a 5 minute ban once in awhile, so be it.

  • @myersismydaddy said:

    He can use his power to leave a trail at a loop just like Freddy would leave a snare. He slowdown is barely noticeable, and not nearly huge enough for the survivor to get to the next loop.

    It's a good thing that you said that you watched videos of the PTB. If you would have actually tried it for yourself you'd see that your post makes zero sense.

    Except unlike Freddy, when he's leaving a trail he has severely limited movement, so it's easy enough to run around the loop, break LoS, and leave the loop while he's still busy leaving a trail or trying to use his ranged attack. His counterplay is like Nurse where you want to always make distance between you and him instead of looping.

    I don't have to play the PTB to know Survivors don't take it seriously or play well. PH's weaknesses will be much more apparent when actual good Survivor teams face him and people aren't just running through the trails without a second thought.

    Also, drop the snark. This is a friendly discussion.

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/157429/its-pretty-easy-to-avoid-pyramid-heads-torment

    He only slows to like Huntress speed. You guys overestimate his slowness lmao

    It still takes a long time to cover an entire loop with a trail. Plenty of time to run away lmao

  • It's a video game. 'nuff said.

  • I don't think it's low key, pretty much everyone knows it's good now.

  • 1) Your best bet is not being found in the first place. Make sure to play around BBQ and Infectious Fright and play safe until his power is over.

    2) If you are found, loops with tight turns are effective, unless the Oni has top-knot. If he has top-knot, you're pretty screwed if the Oni is good.

  • Lockers are a gamble. I've watched plenty of Survivors throw games by giving the Killer free grabs trying to make a cheeky locker play.

  • @MyersxKate said:

    I barely buy a few skins I like at 10$. Theres no way I'd fork 20 for a skin. 15 maybe, 20 is way too much

    That's what I'm saying. $10 is already pretty pricey for a single skin in a game with tons of paid DLC. Now we're gonna get even more expensive cosmetics? lol

    The sad part is, you know the community will eat it up and buy 'em anyway.

  • The best use I can think of is when the Killer has Hex: Ruin up and you have to leave the gen you're on for whatever reason. It'll keep it from regressing while you're away. This doesn't matter once the totem is cleansed though.

    People say it's to counter Pop, but it only lasts half as long as Pop so the Killer can still kick it later.

  • @ad19970 said:

    I totally agree that he has counterplay. Claiming he doesn't have counterplay is simply false. And you explained his counterplay perfectly.

    But I'd say he has the same problem that Spirit has, and that's a complete lack of visual feedback. Which people often misjudge as having no counterplay at all.

    Deathslinger's projectile has the same travel speed as a fully charged huntress hatchet. If you can predict where a huntress will throw her hatchet, you can dodge it. And since Deathslinger's harpoon has the same travel speed as huntress hatchets, you can do the same with him. That's the essence of mindgames in this game. Both sides try to predict the move of the enemy. Maybe the Deathslinger will predict a dodge by a survivor, and aim to where the survivor might dodge, but the survivor can also predict that and not dodge.

    The difference between Huntress and Deathslinger is visual feedback. Huntress has to first wind up her hatchets, and that even makes a sound notification for survivors. They know when they need to try and predict your shot. It's the indication of when you have to engage in the power specific counterplay of huntress. And that's what Deathslinger lacks. He can shoot at any time, which means you are in danger any time he has line of sight of you, as you mentioned. Having to try to predict when and where he will be shooting at any time during which he has line of sight of you feels more like a guessing game than trying to predict his move. It's prediction without reaction. And whenever you don't have line of sight of Deathslinger, you also can't see him, which also means that you don't know when he'll pop out of some corner and immediately shoot you.

    Theoretically, Deathslinger and Huntress have similar counterplay. In both cases you have to try and predict where and when they'll throw/shoot their projectile. The difference is that with Huntress, you know when you need to engage in this kind of counterplay, whereas against Deathslinger, you don't. Deathslinger's counterplay is prediction without any visual feedback to react to, which feels mainly like a guessing game, and nothing more. It's the same problem people have with Spirit, and what some people mistakingly claim as having no counterplay at all.

    He definitely has counterplay, but personally I'm not so convinced that his design is actual good design. I haven't had too many problems going against him myself yet, but I can understand why some people have problems with him, and I do hope that future killers are designed to have more engaging counterplay for survivors.

    Like this guy said. Deathslinger has counterplay but he is like Spirit in that there is no feedback for the Survivor, making him frustrating to play against.

  • Late to this post, but I would instantly buy a Scooby Doo DLC.

  • Can't go wrong with Corrupt + Pop.

  • Mummy DLC confirmed. Brendan Fraser survivor hype!

  • One solution is to reduce the grind of The Rift. I would bet most of those AFK Wraiths are farming XP because it's based on match length.

  • I think it's how good he is with multiple perks. Most Freddy players run BBQ + Pop and gens never get done because of it, at least in my solo queue games. His teleport is just so strong.

    And then there's the Forever Freddy build that is completely demoralizing to play against. I don't think it's OP per se, but it sure is annoying.

  • As someone who enjoys horror movies, I've never actually seen Candyman. As a kid, I heard of Myers, Freddy, Leatherface, Scream, Jason, Chucky, etc, etc. But I had never once heard someone discuss Candyman.

    I'm fine with him being in the game, but I don't feel like he is "iconic" to the genre in the way everyone else I listed is. But maybe I'm just ignorant.

  • @Poweas said:

    I actually kinda like him as he is, cause his counter is more stealth and pressuring gens rather than being able to run him around. If he were to get a wind up animation or something, he'd become a worse Huntress.

    The problem for me is most of the game's fun comes from interacting with the Killer. When the proper strategy is avoiding interaction with the Killer in the first place, I don't think it leads to fun games for either side.

  • Candyman. C'mon that dev tweet had a bee emoji and a candy emoji in it. And there's a new movie coming out.

  • Claudette has Empathy :)

  • Try getting in closer before you charge a hatchet. Long range shots may be flashy but are much easier to miss.

    Also, get good at mind-gaming loops. One advantage of Huntress is not having to break pallets to gets downs, if you win the mind-game.

  • Tfw you get flamed for using noed when you 4K'd at 5 gens.

  • Thrill of the Hunt is always solid in totem builds. You might even get a grab since you're playing Spirit.

  • The devs themselves say No My-ther. But that's because they're French-Canadian.

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