Holylock
Holylock
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- Holylock
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I think that noed should work like this:
- Noed: A Hex rooting its power on hope. You are animated by the power of your Hex Totem when the Survivors are on the verge of escaping. Once the Exit Gates are powered, if there is a Dull Totem remaining on the Map, this Hex is applied to it. While Hex: No One Escapes Death is active, Survivors who previously hooked suffer from the Exposed Status Effect and your Movement speed is increased by 2/3/4 %.
For me, noed' big problem is that a killer didn't hook anybody all game can instadown on endgame. So, i think that noed like this would fix that unfair situation, but i don't care if its never gonna be nerfed. it's not great perk.
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that is my ideia how exit gates and some endgames perk should work:
- exit gate switch can be damaged by killers if there is more than 1 survivor, the regress is half of progression
- Remember me: You become obsessed with one Survivor. Each time you hit your obsession, you increase the exit gate opening time by 8 seconds up to a maximum of 16/24/32 additional seconds. exit gate' progress regress every that a non-obsession leave switch. If there is only one survivor, the additional seconds is reduced by half and exit gates doesn't regress. The obsession is not affected by Remember Me. You can only be obsessed with one Survivor at a time.
- Blood Warden: As soon as the exit gate is opened, blood warden is activaded. The auras of any Survivors located within Exit Gate areas are revealed to you.Once per Trial, hooking a Survivor while Blood Warden is active calls upon The Entity to block both Exits for all Survivors for 30/40/60 seconds. Every time that you picked up a survivor, the entity blocks both exiits for 16 seconds.
- Noed: A Hex rooting its power on hope. You are animated by the power of your Hex Totem when the Survivors are on the verge of escaping. Once the Exit Gates are powered, if there is a Dull Totem remaining on the Map, this Hex is applied to it. While Hex: No One Escapes Death is active, Survivors who previously hooked suffer from the Exposed Status Effect and your Movement speed is increased by 2/3/4 %.
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@Masterninja said:
Michael Myers is an icon of the horror movies, and Behavour has put him in this game with a very good mechanic that matches and goes perfect with him. (stalk survivors)
Ghostface is also a legendary killer and loved by many people. And when they added him in the game a lot of them got very excited, but others, including me, have been very dissapointed with his power. Why?
Here are some problems:
1- His power is clearly a copy with no originality, basically is a mixture of Myers and the Pig.
2- In red ranks, much people who plays him had said that stalk people is very difficult, and it is even worse when you go against a SWF team, that counters a lot the killer power.
3- The farm maps are just horrible for him.
4- The reveal mechanic sometimes isn't fair (for killer and survivors).
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Rework: this concept is not mine, here is the creator in reddit ( u/SybieWee ), but I personally added and changed a lot of things.
Base speed = 4,6 m/s
Ghostface can still crouch and lean out from covers.
Passive ability: Night shroud
You have always the Undetectable status effect (the reveal mechanic is eliminated on Night shroud). Ghostface can't no longer stalk survivors whenever he wants.
When you hit a first survivor, injuring him, the Undetectable status effect runs away, you get a red stain and a 16 meters terror radius. With every other injured survivor = +6 meters (4 injured survivors = 34 meters). In time, and if you are not in a persecution, your terror radius is continuously decreasing until you become again Undetectable. Duration: (34 -> 0 = 40 seconds) (28 -> 0 = 35 seconds) (22 -> 0 = 30 seconds) (16 -> 0 = 20 seconds). If you put a survivor directly in the dying state, you are still Undetectable.
If there is still two survivors in the injured state, you won't get the Undetectable status effect, you will stay with a 16 meters terror radius until one of them is fully healed.
Power 1: Prank call
Cooldown: 30 seconds
Ghostface and the survivors have now a mobile phone, the survivors can't get rid of it.
Press the ability button (E) to activate Prank call. The killer gets the Undetectable status effect if during that moment you still had terror radius. Ghostface puts a number in the phone (action time = 1,5 seconds). Then, in a radius of 24 meters the closest phone of a HEALTHY SURVIVOR will start ringing, a ringtone every 3 seconds during 30 seconds (each ringtone can be heard by Ghostface easily). During those 30 seconds, the survivor will stop what he was doing and won't be able to RUN and perform any action (except vault windows).
- When you hit a survivor with the phone ringing, you will inflict him with rage (for not playing your game) the Deep wounds and the Hemorraghe status effect until he fully heals.
If the survivor wants to stop the ringing he needs to pick up the phone, waiting and listening during 5 seconds and then ending the call with 1 extra. While the survivor is doing this, his field of view is decreased -20º degrees, but he can REVEAL Ghostface, if he looks directly at him during 1,2 seconds.
- If during that moment the survivor reveals him, the call will end, eliminating immediately all the penalties. Ghostface will get a 22 terror radius and his aura will be show to the other survivors during 6 seconds.
- When a call has been ended without Ghostface being revealed, all the penalties are eliminated and the survivor suffers from the Exposed status effect during 25. You can use again Prank call.
Power 2: Stalk
Press the ability button (M2) to stalk.
You can stalk:
- The survivors that you stabbed when his phone was ringing and are back in the healthy state.
- The survivors who's phone was ringing and you didn't stabbed them.
Ghostface (can take revenge) stalking them by default 6 seconds or 3,5 while leaning from cover to marked them with the Exposed status effect during 25 seconds. You can only marked them one time. Survivors can't reveal him.
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Add-ons
Browns
- Photo camera: increases the Exposed status effect (+8 seconds).
- Small pile: reduces the recovery time of Prank Call (-6 seconds).
- Bent signal antenna: increases the range of Prank call (+10 meters).
- Cheap cologne: reduces your aura showing time when you have been revealed (-2 seconds) and the terror radius that you get, 19 meters instead of 22.
Yellows
- Telephoto lens: increases the Exposed status effect (+12 seconds).
- Reusable cinch straps: moderately increases the crouch speed.
- Short antenna: increases the range of Prank Call (+12 meters).
- Big pile: reduces the recovery time of Prank Call (-8 seconds).
- Hand sharpener: the survivor stabbed when his phone was ringing also suffers from the Hindered status effect during 10 seconds.
Greens
- Extendable antenna: increases the range of Prank Call (+14 meters).
- Brand perfume: reduces your aura showing time when you have been revealed (-3 seconds) and the terror radius that you get, 16 meters instead of 22.
- Knife belt clip: considerably increases the crouch speed.
- Long lasting battery: reduces the recovery time of Prank Call (-10 seconds).
Purples
- Night vision monocular: unlocks the ability of stalk survivors whithout the base requirements at half speed. (4,5 seconds leaning from cover and 9 seconds by default)
- Drop-leg knife sheath: enormously increases the crouch speed, also increases in a 10% the vault speed.
- Hacked phone: increases the ringing duration (+10 seconds).
- GPS locator: while the phone is ringing, instead of noises, the survivor aura is revealed to you outside a 8 meters range of you.
Reds
- Bloody phone: the ringing duration is reduced by 20 seconds. When it ends, the survivors will be obligated to grab the phone. Increases the call waiting time (+3 seconds), more time to reveal the killer.
- Voice changer: survivors who's phones are ringing, suffers from the Exposed status effect and they aren't notified, but they can RUN. Reduces the duration of the ringing from 30 seconds to 20.
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Strategy
Ghostface to aply pressure unlike the rest of the killers, need survivors in the healthy state, this way he can use his power at maximum potential. The prank call allows you to find people and obligate them to make the decision of follow your game or regret later.
I know that answer the call is risky, but if you get to reveal him, you and your teammates can have an advantage and annoy Ghostface for a period of time. And if you don't want to answer, you will have to be careful of not being hit by Ghostface and then, pay attention for not being marked.
I put him 16 meters penaltie, for the situations when you have injured all the survivors and at least let them have a bit of reaction when you are approaching. But in the same time this don't affects ALMOST NOTHING the stalk and the Prank call.
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Conclusions
- I put Night shroud like passive ability because in the films, at the beggining you don't now what is happening and where is he, so being stealthy don't requieres anything. Also when Ghostface starts to attack, the people starts to fear and be more alert of his presence.
- I added the phone mechanic, because is the more unic thing that Ghostface does. I also wanted the option for survivors of not grab the phone, because they have obviously a brain. In the films, while the victims are distracted talking with him, he sneaks up in their houses, little by little getting closer. By the time the call is over, Ghostface kills them. That's why this concept perfectly recreates those scenes.
The whole rework maybe is too much, maybe Ghostface is overpowered or maybe is very weak. But please, I beg all of you to read every thing RIGHT. I've been for hours thinking, looking everything, testing the durations in the chronometer of my phone, I checked all the numbers and I imagined all the situations that could happen playing him. So please, think in the potential that this rework could get if it is implemented by the devs.
This concept is so good and cool. :)
This idea of remaking the ghostface is different and unique, but unfortunately there are several problems in relation to it, such as losing situations with survivors and how to make the killer more complicated to play unnecessarily. The current version of ghostface is good (I played a lot with it in the red rank), it just needs a few changes like improving detection, the skill's wait time and some add-ons to be more interesting. I was going to create a discussion of all the killers, but I'm lazy. One day I'll do it, not too soon unfortunately. (I used the translator, because I was too lazy to write in English, so it's full of errors)
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(I used the translator)
First: the idea of encouraging killers to use unrelenting to counter this perk is not a good one, because neither side knows what the other's perks are and it forces one side to use a perk because of the need to counter another one is also not good.
Second: experienced killers will not be much affected by this, just bad or newcomers. Making the experience worse for them and there is no guarantee that the matchmaking system will work, so newbies will do nothing against the good ones.
Third: Recovery from the attack should not be long. objective is to take time to reach a nearby pallet or window and does not create a huge distance.
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Shrew Venom & Berus Toxin: two exhaustion addons are not necessary because the effect will not pass if you run, so 7 or 20 seconds can be infinite, there is no difference.
Shiny Copper Bullet: due to its rarity and its effect, this complement is not very good
Glowing concoction: this add-on may be interesting, but there are certain caveats, such as the fact that the huntress has a small ray of terror
Rusty Head: for a killer who has the ability to end chases fast, the deep wounds effect is not always useful
Rabbit Foot: the undetectable effect with the hunter does not make much difference, because her lullaby does not disappear. Of course you can use it to deny bt, but you can do it without the add-on
Iridescent head: the problem with this add-on is not instadown, but the ease you can do (hits from a short distance). With a minimum distance, it is not necessary to decrease the hatchets or decrease just one.
Iridescent Belt: the complement is interesting, but I think it lacks a side effect
The other add-ons don't have any problems or didn't want to talk about.(I'm using the translator, so there are a lot of errors)
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This idea of remaking the ghostface is different and unique, but unfortunately there are several problems in relation to it, such as losing situations with survivors and how make the killer more complicated to play unnecessarily. The current version of ghostface is good (I played a lot with it in the red rank), it just needs a few changes like improving detection, the skill's wait time and some add-ons to be more interesting. I was going to create a discussion of all killers, but I'm lazy. One day I will do it, not too soon unfortunately. (I used the translator, because I was too lazy to write in English, so it's full of errors)
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solution 1: that's how matchmaking should work unless it's swf
solution 2: it's a bad idea to create different modes, that gonna hurt the waiting time
solution 3: same as soution 2
obs.: if a swf groups do so many missed skillchecks on generator and they are nowhere to be seen, maybe they are trying to distract you
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- sloppy and nurse is meta perks for stealth killers.
- We don't know the map.
- you used one of best addon combo for wraith (wraith needs good addon to perfom well, he is addon dependent killer).
- we don't know survivors' skill
as wraith, i had a match that i put every survivor on death hook before first gen. i thought i was playing against yellow survivors, but after the match i saw that they were red rank. red rank doesn't mean high skill, just mean that you can do well in emblem system.
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the idea of buffing perks and stoping synergic between them is nice (a way to erase slowdown legion and freddy or general slowdown builds), but your ideas seems not work so great because some combos it's not that strong before and after is so weak.
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i'm not so good with audio because i'm half deaf (can't hear exactly where come from) and don't use headphone. everything else i have good awareness, especially when i play focused
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@Blueberry said:
It's an idea. The status effect (hemorrhage as well) has become related dated and just doesn't do enough. They need to improve them some how.
They could also make it hide the bottom left potraits so you wouldn't know who was hooked/injured/downed etc.
hemmorrhage should work like bloundhound at least. it´s not great but can have a small value from this.
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@jotaro said:
https://forum.deadbydaylight.com/en/discussion/comment/1729512#Comment_1729512
yeah, keep telling yourself that. i've played this game for 3 years on both sides, i think i am aware of the facts. the stats and also all the previous stats show us how things are in REALITY no matter how they have come out. Killer role is too powerful right now, stop trying to prove anything else, you're just fooling yourself. I won't argue with you anymore.
Do you really think that killers are too powerful? As killer, i get above 2k a lot consistent, but at the same time my survivor escape rate as solo q is around 50% and as swf is around 85%. it's very rare not get 3 escapes when playing swf in this game (most of time that isn't 3 escape because a mori or bad map). the problems about this stats is we don't know how they count red rank kills: do they include match with green mori/dc (who dc or get moried doesn't count but the others guys count?), match with rainbow ranks and match with hardcamp and noed (a lot solo q die for this).
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@krosskawasaki said:
To me, Killer is easier to play today.
Killer can camp, abuse, it´s self dependent, has great perks and the new killers has op abilities.
Survivors can gen rush? can... but. They need to be coordinated. The majority just don´t fit in skills. I mean, if you has 1 one on the team... your chance to win goes down drastically. Pallet was OP back there, today... great #########. You just delay your hook... (when they hook, because if you get 2 togheter... you just let them on the ground. Takes ages to cure and him get up.
Everything is slow to survivors, since gens, gates, box... its fast to broke hooks, but its useless with the time respawn. (Jake´s perk is dead, nobody uses anymore).
Killers has more map awareness, run faster, some can take you down with one hit...
The Killer needs to be dumb/bad to lose, that´s the deal.
Thanks to the lvl system, if you goes resilient you can up ur lvl, but still... loses more than win ALWAYS. Maybe you need to take care of the frustration of the killer to the game. But still... to OP. Camping needs to be solved. It´s logical that survives can´t lose one mate. And there is always one gen more than survivors to do. So...
Anyway... you should take the killers winrate and workaround this.
AND...
Start to ban people that leaves the game.
And stop to give 5 mins block when killer quits.
Cara, por mais que você ache que tem bastante tempo de jogo, você é muito novo no jogo. Tenta jogar tanto de killer e sobrevivente para você compreende mais o jogo. Sério, ainda você nem aumentou o nível de devoção. Jogar de killer é bem fácil nos ranks baixos pq a maioria dos sobreviventes são ruinzinho (dando a impressão que os killers são Op), mas com o tempo dá para perceber que jogar de killer não é fácil não. Não sei se você pegou a época do hex ruin, pq depois que Ruin foi nerfado, ficou muito mais fácil escapar.
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Since the ruin nerf, i feel like most of my games as survivor became so easy and fast. And playing as killer is more stressful than ever.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/934329#Comment_934329
Are you from Brazil?
Yes
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@heartx said:
You may not know, but brazillian Dead by Daylight community is small and it's dificult to find pleasant matches because every killer has or holds something against a specific survivor, and everyone knows everyone, so a killer matching with a survivor who he dislikes is recurrent, and they can see survivor's profiles to know if it's someone who they should give a bad match or not. And that's the problem, we can't see who the killer is but the killer knows who the survivors are, and we are now being penalized for dodging toxic people during a match. I'd like to ask if Behaviour is aware that survivors are subject to bad gamming experience due to killers having the power to check survivor's profile during lobby, but not the other way around, and if they are working on something related to that, because it's getting impossible to play on SA Servers when killers hold something personal against a survivor and can see them, and choose them to destroy our gaming experience;
When i say 'bad gamming experience' im not saying simple mori's, but being left to bleed out on the ground, or being mori spammed (canceling mori before the full bar), because i know i can report that, but nothing actually happens to the killer, and it could be solved by simply unabling the killer's ability to see survivor's name on the lobby and bringing personal stuff into the game, this could help not only SA servers but also all other servers by having less toxic experiences.
I wish I could have fun in the game again like when I didn't know anyone from the community, but it's really hard and the game is getting a heavy atmosphere. It's not fun anymore. The game is full of problems that mainly affect survivor gameplay and yet we keep trying to play and have fun until we get into a match against the same killer who hates you for the fifth time in a day and gets his way. This is hard, dbd, this is hard.
the game should not be a place where you take your personal problems and discount people. It should be a place where people forget their problems.
I really expect fair matches from you.
I never had this problem
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I never had this problem and I am Brazilian too.
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1. B
2.C
3.B
4.A
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I think that all ideias you put will be so troublesome to make part of the game. I like the disguised ability and It will be interesting to make that secondary power.
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@MADPEPPERONI said:
https://forum.deadbydaylight.com/en/discussion/comment/922241#Comment_922241
i posted this higher above a charges system like 4- 5 hooks mori anybody
That's is good idea
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Mori: Just make 2 Hook requirement
Keys: the hatch just can be open after all gens are completed
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@Aki_Devil said:
https://forum.deadbydaylight.com/en/discussion/comment/922443#Comment_922443
Then everyone who bodyblocks can get a penalty
Leatherface is underpowered? I think you're making a really bad joke lol. As I said, chainsaw lasts for so long and comes real fast, and BBQ and Chili exists as well.
If a killer bodyblocks you, it's your fault (you don't have any excuses, you shouldn't be in a corner against chainsaw killer).
Leatherface is the weakest killer, he's chainsaw last long but you can deny his power when you loop well. Bbq and chill has so many counters (hiding in a locker, stay in terror radius and etc)
(Sorry for the english, i'm not english speaker)