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Langweilig

Langweilig

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Langweilig
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  • I did not only talk about perks, I talked about killers getting stuff basekit in general. I don’t remember the last time survivors got anything basekit.

  • Yeah the generator placement on Greenville is horrendous

  • Finisher mori and unknown got an addon partially base

  • @Royval said:

    stop trying to make perks basekit for survivors. How about killers get corrupt.

    Complaining about this perk getting basekit is …. Wow!

    This perk being basekit woul overall benefit killers since survivors will go for more chests.

    Also killers get constantly basekit stuff, survivors should get something too.

  • I liked lights out. A mode does not have to appeal the majority.

  • Ace in the whole should be completly basekit and get a new effect. It would make chests a lot better.

  • This perk activates when your aura is shown to the killer. While your aura is revealed, the perk's icon lights up and an auditory warning starts playing.

    The status effect from 2vs8 when your aura is shown should be basekit. It shouldn’t only be part of a perk.

    Other than that your idea is pretty cool, but I think you could include screams in there and delay them as well, because the perk is a bit situational when it is only about auras. Maybe it could even delay scratch marks or pools of blood.

  • Are there more things planned for the november/december update or just the stuff on the roadmap?

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816475#Comment_3816475

    You have never encountered a rat before, I guess.

    They sit with you together at a Gen, the killer comes and they just vanish....

    You are exaggerating, this happens like almost never. When I play killer I never really had a match where people “rat”, except when they are the final two where they have no chance anymore, but that is a different problem and not a distortion problem. As survivor I have also not noticed it one time, that I remember.

  • Well I don’t think it would be too strong, but I don’t think we need a second remember me.

  • @UndeddJester said:

    To get to the point quickly, the problem of Slugging is actually quite simple...

    A slugged player loses all player agency.

    There is a principle held in all game design, be it board games, video games or even playground games. You should never take away players agency. This is why snakes and ladders, tic tac toe and other games like it are bad games... there is no player agency; there are often no decisions to make, or your decisions are largely dictate for you.

    This is the real issue of Slugging, and what should actually be being addressed in discussions around it. A slugged player can only recover, or crawl around... there is nothing else they can do, they have no agency from this point in the match onwards until someone else picks them up for either side.

    Even if the options are all unfavourable, that's fine. If a player still has things they can do and decisions to make, even at a significant disadvantage, Slugging is no longer anywhere near as much of a problem because the player still has agency.

    An example Solution

    If I were to go nuts with this point, here is a list of actions that could be added to basekit to the dying state.

    • Survivors in the dying state can interact with chests.
    • Survivors in the dying state can swap items on the floor/in chests.
    • Survivors in the dying state can use keys and maps, both for reading auras.
    • Survivors in the dying state can use keys to open hatch.
    • Survivors in the dying state can interact with totems taking 10 seconds to pull themselves up to support themselves, and cleanse the totem with a 30% action penalty.
    • Survivors in the dying state can interact with a generator, taking 10 seconds to pull themselves up to support themselves on the generator and allowing them to repair the generator at a 30% action penalty.
    • A Survivor that has recovered to 95% or more in the dying state can press the rush button to move 50% faster, bleed out 50% faster, and make 50% more noise.

    We can argue about which of these should make the cut and what else could be considered for inclusion, but the point is a player who is slugged should have player agency and decisions to make beyond recover or wait to be picked up.

    I did not expect this type of suggestions and viewpoint. I like all your suggestions and they are very creative.

    1. Why not?
    2. Would be very nice
    3. 4.Not quite useful but okey

    5. /6. Maybe useful in some situations. I like it

    7 Definitely, we need that, but I wouldn’t make it require 95%. I suggested something similar too. It would also finally help with slugging for the 4K.

  • @Peanits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816087#Comment_3816087

    For full transparency, tying it to generator repairs is not something we're considering at this time. One of the main intentions behind the change to Distortion was to ensure that Survivors using it don't go the entire match without ever interacting with the Killer - or at the very least, if they do manage it, that it's because they did an excellent job of sneaking around, not just having Distortion do the heavy lifting.

    While stealthing around is fine in moderation, staying hidden for the entire match can negatively affect the other Survivors by forcing the Killer to chase them more often. This is why it now recharges by being chased; it'll make you harder to find, but not forever. Tying it to generator repairs would bring back the same issue of being able to sustain the perk indefinitely without ever interacting with the Killer.

    To manage expectations, Distortion is not intended to make your aura impossible to read or allow you to avoid chases for the entire match. You will need to mix in lockers and/or misleading the Killer when your aura is revealed to do so.

    But the killer would eventually find you when he is patrolling gens. It’s not like you are just hidden somewhere random when doing gens.

  • @Devil_hit11 said:

    [Killer perk name]:

    When the exit gates are powered, All survivors receive a 20%/30%/40% action speed penalty towards gate opening.

    Thoughts on this perk? Would this be too strong with Remember me?

    Isn’t this Freddy’s perk already? You just wrote % there instead of seconds.

  • I played a full aura build yesterday and I quite enjoyed that survivors have no counter anymore

  • @MarbleThrone said:

    Wraith has an add-on that keeps his terror radius active while he is cloaked. Could it be that he was running that?

    Maybe

  • I kinda feel like they didn’t even know it was bugged before you made the post

  • @GeneralV said:

    Blessed are the Freddy mains who are free of such temptations.

    😂😅”Blessed”

  • I don’t consider this building much better than before. The slow movement speed upon touching the ground makes it pretty bad. I honestly don’t understand tge drama. This window also screwed me as survivor. I wanted to go on the gen and then I fast vault out of the window, which brought the killer to me.

  • After more consideration, I will stopp defending distortion. It’s incredibly fun to use aura perks now that they don’t have a counter anymore.

  • @jesterkind said:

    I'm not so sure I agree with the reasoning here, I don't think newer perks are really suffering in terms of strength or design for the most part- and when they do, there's usually another reason to point to rather than there just being too many new perks.

    The last truly bad perk we had on release was Sable's Weaving Spiders, and I'd argue the reason that was in such a mediocre state - especially on its PTB - was because BHVR are wary of introducing a new mechanic and having one of its perks be immediately overpowered, like what happened with Boons and Circle of Healing. Also, even that perk is pretty okay now after a few rounds of changes.

    Sure, some perks like Still Sight and Illumination are under-tuned to the point where it's hard to justify running them, but I'd argue there's a huge difference between "this perk has a good design but too low numbers" and "this perk was designed in a way that fundamentally makes it bad".

    BHVR are, I think, aware of how volatile the meta in this game is and how easily things can snowball out of hand, so I can understand why perks are released with safer numbers- but even with that in mind most of them are just "decent", hardly "bad".

    What I don’t understand is; why they take ages to fix strong or weak perks and when they finally touch the strong ones, they are ruined. Like MFT would have been fine if they tried it with 2% after a month instead of reworking it into trash. Next is weave attunement (which I find weak), but they could have tried fixing it earlier instead of ruining it (my prediction). COH same here why didn’t they try lower numbers and straight up removed the self healing part, with only 45% self heal instead of 100% it would have been fine.

  • @UndeddJester said:

    So anyway, getting back to things that might actually happen... 😏😏😏😏

    J/k, but at this point how do you reverse this?

    • People who buy/bought DLCs for perks now get fewer perks on new characters, you can bet that'll be a complaint.
    • How do you handle Adepts? 2 perks now?
    • Fewer opportunities to introduce something new/shake up the meta. Make chests better? They suck why bother. Invocations? Not strong enough. Are obsession or Hex perks? They are crud, don't use em. If every perk is meta, that means every perk has to extend chase/self heal or have strong auras/slow down gens. How many flavours of the same crud do we have to have?

    Having 3 perks gives 3 chances for something interesting to stick. 2 perks means fewer chances to innovate and more pressure to ensure a perk is strong in the meta...

    We're seeing weaker perks getting buffed to shake up the whole game constantly right now... there is always meta for those want to be boring and not think about builds, but this game is very fun to bulld new things around... not sure why we want to diminish that.

    If all 3 perks would be interesting, then I wouldn’t complain, but most times there are always one or more perks on a character that are bad from the beginning. With only 2 perks they could focus on 2 and make them good instead of making 3 mediocre perks.

    Make chests better? They suck why bother.

    I already suggested a chest/luck buff/rework multiple times. Same with hexes and other stuff.

  • @Peanits can you maybe answer wether or not your are currently working on solving this bug and wether or not this is a known bug by the devs?

  • @NickMilian said:

    I know, I was specifically looking for it in the patch notes too but alas, nothing. I wish they’d at least acknowledge it and let us know it’s being worked on, it’s the only thing she has in chase and it’s indefinitely bugged.

    Me too, I was searching for it. I think we might get the buff with next set of changes or the next rework XD

  • @Peanits said:

    It does not. Corrective Action is purely to prevent other people's missed skill checks.

    Please consider changing that, it would make this perk more appealing.

  • @Royval said:

    no distortion ran rampant for years it’s a new time. Learn how to loop and you’ll be rewarded.

    Haddonfield, Midwitch, how? Nothing there.

  • The funny thing is I never expected them to buff this map. I though it will get haddonfielded

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814779#Comment_3814779

    I mean if you never ran Blurry Photo, yes.

    However, any Unknown player with any sense never unequipped it, and the addon is now less effective than it was pre-"buff". It wasn't even nerfed just to compensate for the basekit changes, it was nerfed further than that.

    Maybe they found it too strong, but as Sadako main I can tell you a buff, that is a buff, is a buff (Sadako got her invisibility buffed, which got lower by the buff)

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814714#Comment_3814714

    Their business model is based around 4 chapters a year, it's their main income stream outside of cosmetics. I doubt they're likely to want to cut that by 25%.

    However characters with a third less perks are going to be less desirable and probably shouldn't be priced as high. So it's a tough call to make.

    But I agree the character and perk roster is getting a bit unmanageable now. New playrs have no hope of learning everything.

    I would like to see them merge perks, so every character has only 2.

  • I thought this is a buff, isn’t it?

  • Traps need a buff

  • We already have this in 2vs8, where it helped. They should try it at least

  • @HerInfernalMajesty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/426958/killer-changes-i-d-like-to-see

    I’m playing Doctor right now and love the Doctor changes. Especially the last bullet point. It’s so evil. I love it.

    Nice write-up 😊

    Thank you, I feel like his illusions should finally do something.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814152#Comment_3814152

    Well it’s on the killer when deliverance happens in the endgame. It’s not unfair if the killer played bad until then. The perk also can have 0 effect.

    The problem is that they don't see themselves playing bad. they see as the perk being unfair because it had an impact on the outcome on the match.

    that is what all strong perk are. they're perk that impacted the match and consistently change results. Deliverance into base-kit BT into exit door escape is extremely obvious and very in your face value. You can have perk that silent and very difficult to spot and player might STILL complain because perceive perk gaining value. A great example was Made For This. I bet you over 90% of the player-base couldn't even notice a 3% haste bonus happening but people still complained every single time a survivor got minor value out of the perk because they made to a resource that they shouldn't have. So a perk does not need be showing its value directly for complaints.

    Just any reward at all is complained about. Like just few weeks ago, someone was complaining that Lightweight is overpowered…. because some survivor got value out of Lightweight. when you have player-base that sensitive to any perk value, it is no wonder why every perk is balanced to be have the near worst possible starting balance values. Often, only the functionally strong perks survive in that type of balance environment because they usually end up being strong at base-kit for game related reasons.

    Yeah it is a shame, but I blame Behavior for supporting this type of behavior.

  • @Gastongard said:

    I think its a combination of several things :

    -Horrible map design: Each new iteration we get is worse than the last one, you know when devs are "reworking" a map, they will destroy it for survivors. There are maps like borgo where you can get 5 pallets in the whole map. Also, they have been adding new tiles that super unsafe, you have very little chance to get if you are lucky one loop. Most of these tiles are just a super unsafe pallet that its there for nothing. If these arent enough for you, you will have a lot, and I mean a LOT of dead zones where there are not even props or not even a window, just plain surface. See new haddonfield, the main street can have 1 or 2 pallets top if not mistaken, then the rest is pure dead zone, and its a big street. Then the houses most of them where nerfed or semi nerfed.

    -zone-Antilooping killers. Last killer we got have been anti loops killer, nemesis, xeno, vecna, dracula, unknown, etc. Can be fun for someone with a bit more experience, but the vast mayority of players are not in these group, and they find the killers very hard to even loop. Unironically the most fun killers to face are the older ones, and even the maps. Do you see someone using a map ofering for going to xeno map?

    -Lack of comunication. We got a few QoL that are much appreciated, but solo q is still in diapers in comparisson to a 2 man or more swf. We dont have a wheel with some pre recorded messages, or a ingame chat with some limitations. We cant even see other peoples perks. The game push you to be selfish in your gameplay, you have to fight against that and be a bit more altruistic.

    -Constant nerfs to useful perks and buffs to useless perks. Meta would be a lot more variable if we had more comunication. I would love to use more team perks, but why should I pick a team perk when i know my team mates wont be sync with me, its much more useful a second chance perk like DS or UB, even more in this tunelling and sluggin meta.

    -Tunelling and Slugging Meta: Not sure whats the solution here, but at least we should try some things on PTBs.

    -Constant aure buffing perks on the killer side and nerfing distortion. Not a fan of distortion but man, killer can use their strategies such as camping, tunelling, slugging, but oh hell no you wont use a hiding strategy. At this point there is almost anything in the game that doesnt revel your aura and because of this mindgames are useless in most loops so only solution is just hit W and pray to find a loop or a pallet near you.

    - For godsake just implement a surrender option. You get you teammate killed at 5 gens because of a robot that will tunnel him out of the game asap, whats the point of continuing that game? It could be a 5 min timer, or something like that, but please this is a real necessity, a lot of games have this utility and it works perfectly, i dont know why this wouldnt be the case here. Im pretty sure even the killer will prefer to go next instead of finding themselves in a 2v1 situation where the 2 survivor will spend the whole time hiding waiting whos dying first.

    -Devs trying to fix things that are not broken, and not hearing what community is really asking for.

    -Unfair hitboxes and super unfair hits like vaulting a window, being on the other side and receive the hit anyways. Or being hit by a hatchet even when you are fully covered or out of huntress sight for example, only because of the super vague shape hitboxes. These also can be a ping problem, but cmon, why its always favoring the killer?

    I pretty much agree with everything here. Those things are ruining my experience. The map changes are my biggest issue. Every map they touch becomes worse for survivors than what they did to the one before. It is not fun to play on a super small deadzone with terrible loops.

    The nerfs to good perks get out of hand too, they constantly nerf perks that don’t need to get touched and far too often they make those perks useless afterwards instead of making fair changes, which keep them in a good spot.

  • @Skillfulstone said:

    Yeah...Distortion is dead.

    The average player will go down in chase (according to stats BHVR released a few month back indicating average chase time per trial) in around 1 minute (and that's only if we're talking about a pure M1 chase without traps or insta-downs). Nearly every chases will end on a hook unless something or someone gets in the way.

    This especially is bad for players that aren't very good in chase/newcomers since that perk essentially is now useable for very good players that can loop a Killer for ages but nearly useless for newcomers/casuals, which is weird because good players don't need to hide and are usually looping the Killer for their team.

    All this change does is it will make those rat players hide in lockers more and bring entire builds around stealth instead of minimaly helping since rats didn't go into chase anyway and aren't good enough in chase to get much use out of the perk. Another change that makes a perk worthless and doesn't fix the core issue.

    If the intent was truly to make rats unable to hide the whole match while not helping, the perk should have been tied to gen repair instead so that aura blocking would be reliant on helping yoour team. All this does is make another non-gen-speed perk too bad to use over a gen-speed perk or Sprint Burst/Lithe.

    It's better than a single-use thing, still not worth bringing unless you can confidently run the Killer for a while and manage to escape chase on the regular.

    Completly agree with you, the change is just sad, but like always if behavior wants to remove a perk they do it.
    I laugh if people start to complain about boon: shadowstep, becauae it might replace distortion.

    I’m hoping behavior adds the aura is shown symbol from 2vs8 to normal 1vs4, that would fix most frustrations with auras for me.

  • @caipt said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811150#Comment_3811150

    Its only fun for the survivors. Meanwhile the killer gets their 4k snatched because lucky, or the mechanic is used as a free dc. Basekit self unhook without a perk to get it is just a dumb, badly designed mechanic that serves as a luck based unskilled clutch.

    That can be said about so many things killers use, there are so many unskilled clutch things for killers, that are a lot more frustrating than luck. Just saying one word tunneling.

  • @Grimlet09 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811150#Comment_3811150

    wathts any fun about my teammate dying bc they dont like myers :(

    That’s not a problem of this mechanic, it is a problem of players mentality and how behavior addresses other issues in this game. What makes you think they won’t just immediately run to the killer to get out of the match? Removing it wouldn’t make it any better.

  • We have all kinds of rainbow flags, so there should not be any problem.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812810#Comment_3812810

    Thanks for inviting me into this discussion!

    I'm kind of late to this, but these are my thoughts (keep in mind that if I don't mention something, I'm mostly fine with it)

    Appraisal:
    • The changes seem unnecessary. You don't need 20 items per game.

    Autodidact:
    • Yes please, this is great change! This one is good.

    Camaraderie:
    • So, if I understand correctly, you just get 30 extra seconds for doing nothing? The other changes are fine, but the presence of a survivor condition should stay (the range could be bigger though)

    Finesse:
    • I think the cooldown should be reduced slightly instead of removing the healthy condition.

    Distortion:
    • The upcomming effect seems good enough.

    Lightfooted:
    • YES.

    Made for This:
    • I don't think it's a good idea to reintroduce the original MfT, especially after the chaos it caused upon it's first arrival.

    Lucky Break:
    • Nice idea with the perk stopping while walking. I like it.

    Spine Chill:
    • I'd rather see the "killer has to have a clear line of sight" condition removed than reintroducing vaulting boosts.

    Wicked:
    • I like it.

    Insidious:
    • Yes, yes, yes, I want this. We need this in live.

    Bloodhound:
    • Seeing blood pools through walls seems a bit too much. The rest of the changes are great.

    Hex: Ruin/Call of Brine/Overcharge:
    • Yes, yes and yes.
    • For Overbrine, I'd even bump them up to 200% but make them not stack.

    Hex: Shadowborn:
    • A brilliant idea! I love it!

    Territorial Imperative:
    • Great buffs 👍

    Thrilling Tremors:
    • Very nice change!

    Merciless Storm:
    • I don't really get the new effect, nor do I think it's necessary.

    STBFL:
    • Great change, love it!

    Gift of Pain/Mangled:
    • Agree 100%

    Dissolution:
    • Yes, I like this change, this is nice.

    Tinkerer:
    • Oh nice, one of my favorite perks getting buffs! Like it!

    Status effect changes:
    • Uhhh.... I'm not sure here.

    Overall, a lot of nice changes, and a few questionable ones.

    Appraisal: Yes but why not? I don’t see anything speaking against it.

    Cameraderie:

    Please explain to me why 30s on your own hook stages would be so strong? I consider this as super bad already and giving it conditions makes it useless.

    MFT:

    It’s not original MFT it is nerfed by 33% from 3% to 2% and now it works while healthy/injured but only when not exhausted. We also have a lot more anti exhaustion perks now than at its release which counter it.

    Bloodhound:

    Without seeing pools of blood through walls it would remain bad. I have made the aura appear delayed by 1s which I think would make it fair, don’t you think? Or should the aura range be smaller?

    Call of brine:

    I don’t think they will ever make perks not stack and they will definitely not return it to 200%, both would be something behavior has never done before.

    Merciless storm:

    My idea was that it blocks gens for 10s if you fail one of three appearing skill checks. Those appear after you down someone but only before a gen has 90% progress. I would like it trigger by something else, ideas?

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814074#Comment_3814074

    i think strong perk vs strong perk can lead to unfair occurring situations but these unfair situation are only perceptions of unfairness. for example deliverence in end game, a lot of killer will go salty when you hook a survivor, 2 people escape and the last guy on hook deliverance out of the trial for 4 man escape. i think it is important give yourself wiggle room for what unfair situations you accept as normal gameplay vs unfair situations that are detested. In the other words, What do you enjoy losing against?

    Behaviors idea of balancing is weak killer perks against weak survivors perks. I find the second way boring.

    I think weak vs weak goes into another problem. I am going call this problem functional balance. This is where strong aspect of the game are those that functionally strong by rule and not by number. an example of what i mean by that is like exhaustion perks. exhaustion perk are not strong numerically speaking but they're strong because of the function they provide to the survivor which is making distance. this can be extended let say… second chance perk like endurance where the rule is that a killer that hits a survivor with endurance suffers blade wipe cooldown and speed boost. the strength is in the implicit rules of the game, not the numbers. there is a lot of other examples fall into that category like game-delay perks adding additional flat time which becomes universal metric that all killers can use.

    in my opinion, dumbing the game down by having weak perks makes the functional strong perk rise up and pushes away any numerical type perk to be relevant because any numerical perk becoming relevant will be weakened to not be numerically relevant. it is almost like hidden imbalance if that makes any sense. A lot of dbd is like that. nothing is explicitly imbalanced in your face, it is all like hidden strong. design strong.

    Well it’s on the killer when deliverance happens in the endgame. It’s not unfair if the killer played bad until then. The perk also can have 0 effect.

    I have no idea what to answer at the second part.

    I for my part want strong (not OP) perks that have cool and interesting abilities that are fun to use, currently we only get weak or completly niche perks, that are boring. I consider old DH for distance fun, but I found the invincibility stupid. It should have just been a dash with wich you dodge a hit or make fast a short distance.

  • @SuspiciousBrownie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811819#Comment_3811819

    Thankfully! That perk was way overturned. No reason it should get tokens easier than the pebble perk. That’s just ridiculous

    You should be careful what you wish for. (Soon:Aura perks nerfed)

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3813361#Comment_3813361

    when reading the changes, the killer perk buffs are too good for bvhr for them to do it. strangely enough i don't have much disagree with survivor perk buffs except 1.

    Slippery meat. I am pretty sure that with 8% luck increase with salty jar of lips and up the ante, your nearly guaranteed to unhook yourself. idk how healthy of gameplay it is for a perk to completely invalidate hook timer. right now it is 100% chance to unhook yourself in swf but it only occurs on start of hook timer, so technically killer can still camp. with that change, i think you can unhook yourself in like 3 attempts meaning that killer has to wait at least 30 seconds of the hook timer before survivor even attempts to unhook themselves. i suspect it could be little problematic.

    going back to killer perk, i just don't think BVHR is competent in buffing killer perks beyond gen defence. I'd love to use monitor&abuse or battery included perk but BVHR just seems against any perk giving killer value. they're like… nerfing weave attunement in like next month so good luck on them buffing these suggested perk changes.

    I’ve at least tried to suggest something. I don’t agree with behaviors way of balancing. In 90% of the cases they don’t even try to make fair changes, they just straight up make things useless and they already did this long before skull merchant.

    Slippery meat: How far do you think I should/could buff it? I want to make it better in soloq in swf it was already really good.

    My idea of balance is strong killer perks against strong survivor perks. Behaviors idea of balancing is weak killer perks against weak survivors perks. I find the second way boring. On the other hand I tried to not go over the top with my suggestions, so behavior would not consider my ideas terrible.

    I consider weave attunement already too weak is the funny thing. Played one match with it and lost because l wanted to get value from it. All survivors just dropped all their items into corners and woop I had 2 perks less.

  • Current ace in the whole should be basekit and it should get a new effect

  • @UndeddJester said:

    So I know for a fact I'm not naturally gifted at this killer. I play Myers and Pig quite often, but I'm kinda clumsy and on those killers, as I've been getting paired with better and better players I dont have time to try and be careful and sneak up... more often my stealth gets found out anyway, and so it becomes primarily a means of just getting closer before the chase begins rather than truly attempting to sneak up on people. Basically I'm not great at getting angles on Survivors unseen… (honestly the times some survivors spot me is impressive).

    With Ghost Face however, unlike Pig and Myers, his power literally doesn't work if you don't get angles unseen, and with the amount of clutter and line of sight blockers in a number of maps, I find it really tricky... but I can accept that is a skill/knowledge issue on my part.

    However one thing that I do find often about Ghost Face... I don't know what to do if survivors keep swarming me... I need to stalk to become a true threat, but I can't stalk if people are hovering near me/swarming around me and baiting for chase. On Pig and Myers I can punish this since I can just stalk or exert pressure with my RBTs (messing with me is costing your team more time)... but with Ghost Face I'm just stuck as an m1 killer unless I've been able to build up stalk and bank it prior to this scenario, which can then snowball the game.

    Ghost Face needs to be able to disappear after he hooks to keep doing Ghost Facey things... but with people floating around hooks, the moment I tap my button I get instant knocked out of power, and while I can usually fall back on my decent m1 killer mind games and skills, on maps with strong tile connections this can obviously quickly get out of hand so I lose the game....

    This is my experience playing vs. Ghost Face as well, if survivors try and split up and do gens Ghost Face is quite strong, but if some survivors follow him around and gang up on him (I've seen many duos and trios not bother doing gens and just follow him around), he kinda becomes bully fodder...

    He also has a pretty abysmal kill rate in Nightlight.gg, suggesting this is not a problem unique to me...

    https://us.v-cdn.net/6030815/uploads/DL32V1W6Q7D4/screenshot-20241006-114118-firefox.jpg

    Does anyone have any suggestions to avoid this problem? Am I missing something? Or does Ghost Face need something in his kit to help combat this?

    Having your own little stalker is difficult to deal with as ghosty. It is the most annoying thing that can happen as him, the long cooldown also doesn’t make that better. I for my part have not found out what to do against it and it is really frustrating. You just have to accept it.

    Leaning is another thing that can be really frustrating, I don’t know how it is for others, but my ghosty simply does not want to lean and it takes me too long to it and to find the angle.

    Ghost Face needs to be able to disappear after he hooks to keep doing Ghost Facey things... but with people floating around hooks, the moment I tap my button I get instant knocked out of power

    Directly getting into power isn’t really smart, because hooked survivors can easily stalk you out.

    I don’t think there is much you can do (if you don’t want to master him), he just needs some buffs.

    That are my suggestions for buffs:

    • You don‘t loose stalk progress through hitting survivors
    • You don’t get kicked out of power by hitting/downing a survivor 
    • Hooked and slugged survivors need twice as long to reveal you
    • Nightshroud cooldown shortened to 14s (was 20s, I think)
  • @Gardhome said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3813412#Comment_3813412

    Whats wrong with John’s Medicare file? The only thing you need to do is play stealthy after unhooking

    You see why this isn’t working. Just stealth when the killer tunnels you.

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