RpTheHotrod
RpTheHotrod
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@TheWheelOfCheese said:
https://forum.deadbydaylight.com/en/discussion/comment/3202910#Comment_3202910
Yeah I edited, it's possible that happened before, but the chase lasts longer than 10 seconds here.
I think it's auto-DH. Nothing else makes sense.
I thought maybe auto dh, but wouldn't that have triggered on the first attack? Also there's no dh animation.
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@TheWheelOfCheese said:
It seems more like We're Gonna Live Forever. There is no animation for DH.
Doesn't that only give endurance to someone you are healing from ground? Also no protection hits were in play.
I stalked and downed him right off the bat, put on hook, then chased her away. Recording starts there.
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@OnryosTapeRentals said:
I'm fairly certain that was Dead Hard.
No animation.
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@Gandor said:
Making nurse's stun go at the same time as fatigue is ok. Don't touch nurse she is balanced. In fact make all other killers as strong as her.
Tunneling is tactical thing that needs to stay in game.
Killers need to slug for more then 45s - again it's tactics.
Camping is legitimate skillful tactics.
Killers need help so they don't need to camp/tunnel. 90s gens and 10% speed on every action barely does anything.
We need to remake some maps that ate too strong for survivors like headonfield or RPD. Midwitch is fine the way it is. Also remove some pallets - survivors have way too many of them anyway.
Btw nerf proofthyself. 6s boost on generator for 2 people coop is too OP.
No - extra slow basekit unbreakable will ruin the game....
Well. How easy do you require the game to be?
I'm a killer main. Just saying, Nurse isn't remotely balanced. She needs an entire redesign.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3201831#Comment_3201831
I don't know, I don't mind the Endurance honestly. 🤷♂️ Worst case it costs them mending time so it's not like it's a totally free hit for them.
True, but how much it can be weaponized sucks. Chasing someone for 30 seconds only to find out they were never in any actual danger the entire time and losing gens because of it is a really frustrating experience that happens on a regular basis.
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Gens are getting done even faster now, so no. Far more prove thyself being run as well as the new hyperfocus. M1 killers are required to run multiple gen perks, now.
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@Rogue11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3201606#Comment_3201606
Maybe the feedback has been harsh because there is no redeeming good coming in this new "feature".
Adding basekit mori doesn't necessitate removing moris from offerings and perks. Yet they're doing so.
Basekit unbreakable is absolutely game breaking.
Rancor and Devour are interesting non-meta perks and shouldn't have their uniqueness removed.
Giving hatch is an occasional wholesome interaction in a game usually devoid of it.
Removing potential interesting game outcomes from unexpected perks/rng in favor of....a cutscene?
There's nothing in this to be excited about. Absolutely nothing.
Agree entirely. I'm one of the friendly killers that likes to offer hatch, as well.
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This is an absolutely terrible idea. I'm not trying to sound negative, but design thoughts like this shouldn't even make it past a brainstorming session. It's blatantly a poor idea with too many flaws in its current advertised form, especially with the option of reducing it to 22 seconds.
It was powerful enough to warrant using a perk slot...and even then once a game. How on earth is making it an unlimited use in half the time considered a good idea?
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A simple solution is two-fold.
1. Add hooks to boil deadzones
2. Have the 45 seconds be locked in where it can't be reduced by perks.
The absolutely easier solution though is to drop the entire idea. It's silly. It was considered so strong that it required not only a perk slot but also only allowed once a game. Now everyone gets it for free and unlimited amount of times.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3201561#Comment_3201561
That’s an untrue generalization. For instance, they had an issue with rare add-ons after the prestige rework and that got resolved, and they reduced the costs of all bloodweb nodes by 1/3 because they didn’t think the changes went far enough. The original version of Circle of Healing was a lot more powerful than the current version so those changes were in the right direction. They removed broken pallets from the PTB version the new RPD maps. And those are just a few things off the top of my head.
Fair, but a load of recent changes has made me lose a lot of faith in their ability to make sound design decisions. I mean heck, there's a million and one ways now someone can have endurance, now. Now every attack feels like a roll of the die to see if it will actually hit or not - and that's discounting dead hard.
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Should have then auto die if they are downed x amount of times.
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@dugman said:
If it turns out the new system is a bit too weak they can simply make that 45 seconds longer to, say, 60 or 75 or 90 seconds. Make that time long enough and the other survivors will want to revive the dying player rather than be shorthanded for potentially multiple gens worth of time.
Another possible tweak would be to slightly shorten the base distance between hooks. If hooks are closer together that makes it easier to hook survivors in tough areas.
As far as Unbreakable goes, if that specific perk turns out to be problematic they can just lower its bonus.
If something is problematic, they have a habit of making it worst. For example, spinechill was a problem. They themselves said it made killers have an awkward approach by having to look away while approaching. The "fix" was giving spinechill a 36 meter guaranteed warning where even looking away doesn't help. "Problem solved! Now killers don't have to look away." No, they just made it worst, now there is NO counterplay. It's even worst for stealth killers. Now it's impossible to ever sneak up on anyone running spinechill. They simply don't handle problematic issues without making things worst.
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@Tizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/3201341#Comment_3201341
Unbreakable already does this in its current state???
Like, what?
It won't be once a game.
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@VoidOfMe said:
https://forum.deadbydaylight.com/en/discussion/comment/3201100#Comment_3201100
my dude, if the survivor is actively doing objectives, they can't be too far from the hook so you can't hook them.
it doesn't make any sense, there are 5 generators, you mean to tell me the survivor is always next to a high building AND doing gens to use boil over anytime they want?
I think you're being dishonest.
And I think you don't play the game. The new map, for example, has such a spot in the house. That house is within a short jogs distance from almost every gen.
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My only issue with this (as a killer main) is that it will make people who run boil absolutely untouchable on certain maps. They can just run to 2nd or 3rd floor. Under normal circumstances, you just slug them (since it's impossible to get to a hook). This causes pressure by other survivors having to pull off gens to get them. However, now they can just get themselves up. That means they are literally immune to the killer for the match. If you chase, they just W right to the spot. Can't hook them. Just have to leave. If you chase them there, it's fruitless and 3 survivors are working on gens. If you don't chase, they get a free pass to work on gens.
Want guaranteed wins with an swf? Everyone runs boil and unbreakable and bring a map offering with a 2nd or 3rd story. Everyone just runs to the safe zone if they get aggro.
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@GRIG0 said:
Me who likes to give the hatch: guess i will not see moris anymore 💀
I love giving hatch, as well. :/ so long for those days.
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@FeelsBadMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3201150#Comment_3201150
And thats why the basekit UB is gonna be great! All those Nurses with Lethal and Infectious now can't just down 3-4 ppl within the first 2 minutes of the game anymore but will actually have to play the game (some) shocking!!!
They shouldn't kill their own game in the name of balancing a single killer. They need to rework the broken killer.
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Why does BHVR insist in giving more and more harassment power to bully squads?
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@Gamall said:
45 seconds is enough time to press the space bar to pick up the survivor and bring him to a hook, don't you think?
It's not 45 seconds. It's 22.5 seconds. They are making unbreakable reduce recovery speed by 100%. Everyone will be running that or tenacity.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/3200939#Comment_3200939
Not against flashlight swfs
And it won't be 45 seconds for those, they will all be running perks to reduce that to roughly 22 seconds.
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@VoidOfMe said:
https://forum.deadbydaylight.com/en/discussion/comment/3200829#Comment_3200829
so
- it's very map dependent
- it has a less than 10% pick rate
- the survivor using it usually does nothing in the game other than run to high places
- in YOUR gameplay 70% of the time boil over is useless
yeah, boil over isn't going anywhere still
I'm not saying it's op. I'm saying this change will cause a problem. People who do this, they are actively working on objectives. If you chase them, they are completely safe. While you're chasing them. That's 3 survivors getting free time on gens. If you don't chase them, then that's them getting risk free time working on an objective. Doing a chase is risk vs reward. For boil players who run to hook dead zones, it's all risk and no reward. That's a problem. Either you chase and give the other survivors free gen time, or you don't chase and still have a survivor getting free gen time. If you could chase down and hook or slug the survivor, then you are rewarded with the other survivors having to pull away from gens to save them.
Now, that's not going to be a thing. That's a big problem. Now anyone running the strat will always be giving their team an uncounterable edge - a guaranteed gen progression at any given moment.
It's not a big problem currently because you can just slug them and put pressure, but it will be a HUGE problem if they can simply get themselves up. If you chase them, they find their safety area. No one has to get them if they go down. So, the chase ends up being entirely fruitless, so what do you do? They get a free pass. They are untouchable for the match. You can't chase them.
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@VoidOfMe said:
https://forum.deadbydaylight.com/en/discussion/comment/3200769#Comment_3200769
and how many times have you lost a survivor to boil over in those matches if you had to guess?
Maybe 30% of the time. They are the ones who just high-tail it to a second or third floor. Even if you down them, you literally can't get to a hook. You have to leave them slugged. Theres no counterplay to these kinds of survivors in chase. The percentage would be higher, but it's very map dependant.
As for the other 70%, those are people who just use the perk for...well frankly I don't know why. Those aren't a problem unless there's a body blocker, but that's just part of the game.
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Well everyone and their mother will be running unbreakable. That with boiled, what will BHVR do about survivors who just run to the 2nd or 3rd floor hook deadzones? You literally cannot touch those survivors already without just leaving them slugged.
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@VoidOfMe said:
https://forum.deadbydaylight.com/en/discussion/comment/3200637#Comment_3200637
for christ's sake, people, boil over isn't even used anymore
there are hooks all over the place, it's so difficult to pull this off, I can't believe you guys are talking about this
be real, tell me how many times have you guys lost a survivor for boil over in the last month?
I see it once every 5 matches or so. It's not remotely rare.
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This will be a problem when survivors who run boil just run to a hook dead zone on a 2nd or 3rd floor. You literally cant touch them as a killer. Leaving them slugged was THE ONLY counter...having them bleedout over time. The moment you chase a survivor with it, they don't bother looping, they just run to that hook dead zone and stand there.
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@Tsela said:
https://forum.deadbydaylight.com/en/discussion/comment/3200374#Comment_3200374
Slugging was always used by killers to buy time, and this change doesn't affects that much. They will buy time with it. and slugging at the last 2 survivors in the game becomes even rewarding since if the killer downs one while another is slugged he instantly kills both of them
Killers aren't buying time if no one is bothering to use up their team to get them up. They will just continue to work on gens.
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@Adeloo said:
So what i understand from the recovery is :
- slugged over 45 secs = you can pick yourself up
- unbreakable speed the recovery but you cannot recover fully until 45 sec on the ground
So the recovery from ground will always be after 45 sec. I was worried about Twins as they suffer a lot from using their power. setting it to a 45 secs timer is good and but i think Charlotte should still be able to have a speed boost when running in the direction of Victor to balance it ?
They said unbreakable reduces the time for self pickup as well.
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My issue with this that it removes the ONE counterplay that killers have when going up against someone with boiled who runs to the top of a map. You literally cannot get them to a hook, so the only option is to slug them and slowly chip away at their downed timer.
BHVR, what counterplay can you provide to replace that? Now anyone with boil on mamy maps will be untouchable by the killer. Are you adding hooks to those locations that are out of the way?
Also, this is giving a tremendous buff to survivors, on top of the tremendous buff to gen speed repairs with hyperfocus being recently added (especially when mixed with stake out). What are killers getting in compensation? The auto-mori only kicks in when the game is over. Survivors getting infinite use less than a minute self pickups directly affect the entire match. With the amount of SWFs out there, slugging is sometimes mandatory when they are all rushing hooks and with flashlights to keep you from hooking.
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@My_Aespa said:
There are two survivors left usually me and someone else, and the killer can't find me because I'm off doing a generator in the farthest regions of the map. If they come around, I'll go and hide because I don't wanna be caught, because I wanna keep playing. The killer always runs into the other survivor, and eventually lets the survivor go. What does the other survivor do? Run them right over to me and points me out, just so they can farm me right off the hook until I die and the killer lets the other survivor escape. This is the 3rd time this happened this week, why do you killers do this just because you can't find me?
When there's 2 survivors left, and one is just hiding and the other is doing a gen, I usually signal to the generator survivor to keep working on it, and I spend the rest of my time trying to find the survivor putting his fellow survivor at a disadvantage. I then usually let the survivor that was on the gen escape.
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I never camp, but until last patch, I only ran one gen control perk. Now everyone is running prove thyself and hyperfocus while running bnp. Gens fly so fast, now I HAVE to stack heavy gen control perks. Granted, my main is Ghostface, so he loses a load of time with his mechanics. He can't afford to not run heavy gen perks due to his set up needs. I'd absolutely love to drop gen control perks, as they are so boring to run.
I wish they'd entirely remove gen repair speed, kicks and gen regression perks and just have them consistent with auto slow regression. That would leave us room for more fun perks. For both sides.
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If half the survivors escape, I feel it's a draw. If 3 or more survivors escape, survivors won. If 3 or more survivors are killed, the killer won.
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@Jangles said:
https://forum.deadbydaylight.com/en/discussion/comment/3198017#Comment_3198017
One or two, yes. There's no way you're consistently hitting greats with hyperfocus at 6 stacks.
I can usually do 3 or 4 in a row, but even hitting just 2 and losing stacks and going again is a big help. There's no downside to the perk unless you're entirely missing checks.
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@OpalescentHare said:
I keep getting in matches where the killer aims for a 3-gen... And that's it. They will hit people off gens, but will not commit to chases. They will down survivors, but not hook them. They just protect their 3-gen for over an hour. At that point people either actively refuse to be picked up so that they can bleed out and leave, DC, or meme around with each other. Because there is no way to progress the match due to how the killer is refusing to do anything that allows progress for either side.
This is becoming a semi-regular occurrence. Having it every rare now and again is frustrating, but not at all ruining the game as a whole for me. But the past couple of weeks it has happened on the daily. No one should have to DC to get out of a match that the killer refuses to hook or chase survivors in, or hold down the running button to avoid recovery just to get out of a match. At that point, protecting a gen should be holding the game hostage since they are pressuring gens to no end beyond bleeding out survivors for 4 minutes each at best.
You'll have to excuse some responses, but they may not realize you're somewhat new to the game. 3 genning is one of the primary goals of a killer. The killer has to try to dissuade survivors from breaking 3 gens early on and to their best to trick their opponents into repairing the wrong gens. If the survivors fail to break a 3 gen situation early, then the killer has a tremendous advantage. It's literally the survivors goal to break the 3 gen earlier in the match.
There are some tools to help with this such as the perk that reveals the 3 closest gens.
Now, a killer CAN just sit at his 3 gen area in the early, but he is at high risk to do so, as survivors will have no hooks...making breaking the killers 3 gen much easier. He can't cover all 3 at the same time, so survivors can do hit and run repairs, and while he chases one survivor away, another survivor pops in to progress. It's a losing battle for the killer at that point, as repair speeds will trump most gen control at that point unless he's getting downs.
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My idea was the icon of the perk would be above the object with the aura. Either that, or the order you have your perk in determines the priority in aura reading colors. If you have a perk that makes a gen white, and have that in your first perk slot, then when it triggers, it will override any other colors until the perk aura goes away.
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Are you kidding me? I see a cheater every 4 matches or so. It's ridiculous, and you saying not to give into their demands to have a stronger anti-cheat is very telling.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3197993#Comment_3197993
Theoretically, they can hit great skill checks on their own.
Hitting skill check without stakeout isn't difficult, for sure. I can fairly consistently hit those skill checks.
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Always just one. He always defaults to the locked one. If you lock both, then he can hop out and break the other. If you lock one, then once he breaks out, that area can be used AGAIN as a slowdown against the killer.
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I'm just sad they removed the hole in the wall on the 2nd floor leading to the playground area.
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Nope. Let's be real with each other. Those are totally those kind of beads.
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I'll probably just do the challenge on a new killer so I get easier survivors to do it against.
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@SuzuKR said:
People are forgetting Blood Amber is still god-awful design that needs a nerf so it can't nullify mindgaming mid-chase (make it unable to read closer than 8m, problem solved).
Amber plus the anal beads are quite a powerful combination. Even with the beads, you tend to blow through it fast, however.
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Ghostface's restealth is painfully slow without the matchbook cutting off 6 seconds from the cooldown.
Deathslinger double reload speed addons are a must.
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Devs stated gen speeds are too fast, then they added a gen speed perk. Do they have different teams working in perks or something? It doesn't make any sense. Gen speeds are flying. Now it's worse.
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Not sure what is going on with their design decisions. They state repair speeds are too fast, so they add 10 seconds to gens which just pushes almost every survivor to run gen speed builds. Now they are getting done just as fast back to where they said they are going too fast......then they add a new survivor perk that increases repair speed even higher.
It really, really sucks being forced into running heavy gen regression perks just to be viable in a match (at least for non meta killers...nurse needs a nerf). Now it's getting even worst. I swear, they need to just make gen repair and auto regression speeds consistent and no longer be associated with perks. I would totally love to run more creative or fun perks, but so many slots have to be eaten up by those freaking gen perks due to how fast gens are flying by.
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Jake's my #1
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If you want a really unpopular one, run self care and nothing else.
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@WesCravenFan said:
*you're
Thank you
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3157381#Comment_3157381
by decoy, i thought you meant spirit's husk or those doctor illusions that stand-still. could good if you use zombie AI with illusionary killer that walks forward and lunge attacks turning the illusion into mist.
My point about the chase weakness was that he can't commit to chases, as he'll lose a gen or two if he does. He has to succeed in his approach to catch people off guard, but that's almost impossible in many maps.
well he doesn't need to commit to any chases. the maps where stalking and stealth is not favorable, its better to try get as close as possible to the survivor and just m1 them. if the survivor goes to favorable loop, you can break the pallet and then lean on an object from far away to 99% the survivor, then leave the chase.
the survivor can choose to heal but if you find them, you can complete your 99% mark and instant down them even if they heal or if they stay injured. I like to run philly and Walleye's matchbook which decreases stalk by 20% and lowers the cooldown of nightshroud by 6 seconds reducing cooldown 24 to 18 seconds. you'll know when a chase is too long if you spend 18 seconds without a hit.
An explanation of hit & run gameplay in a nutshell.
Additionally, the decoy will provide misinformation to SWFs communicating The Ghost Face's whereabouts. Additionally, he has the option to "fake" being a decoy himself (an additional mind game).
stealth killer break down vs swf because you can just follow ghostface entire match and just break him out of his ability the entire game. Calling out the position of a stealth killer is like having permanent wall hacks on the killer and this is possible because ghostface has no chase tools and cannot really contest loops.
ghostface has no mobility and does not transition out of chases in comparison to other stealth killers. you can kinda just sit around 20 meters away from ghostface and he can't really commit to the chases due to loop design in the game, nor will he ever be able stealth anyone against a swf.
the other stealth killers circumvent this problem by having mobility(dredge)+nightfall, cloaking(wraith) or mori's(Myers/Pig/Sadako). there is also chase-oriented stealth killers like deathslinger and spirit but these killer were heavily weakened. Obvious they circumvent the problem by supposedly having a strong chase.
the reason why I don't like wraith or dredge very much is that you can just counter their stealth by just healing and there is no real way that those killer can keep survivors injured. with ghostface, you don't have to care about that due to the mark mechanic. I don't know if i even consider mori-based killers stealth based more so than mori based. i mean pig has terrible stealth and the other two aren't much better. I'm not sure you can really balance stealth killer around swf. the concept of stealth relies on absence of information and high-level swf is all information. that's why stealth killer do really well vs solo and do not really perform well against strong swf unless their chase is insane(spirit).
Aye, by decoy I mean it essentially turns into an equivalent of a bot but without chase or attack logic. SWFs hard counter stealth killers as you said. This decoy buff is to help malform that information with misinformation. "Ghostie heading to killer shack" and the other survivors are less likely to start looking around wildly while you approach from stealth. It would also give off a false terror radius if done overtly, so someone even hearing it but not seeing it could still spread its location misinformation. "I hear him at main building.".
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While you're pulling numbers out of the air, i will admit I have seen a scarily high amount of auto dead hard cheaters. I've started just swinging at pallets now before kicking them to trigger the auto dead hard on the other side to put them into a cooldown.
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@Devil_hit11 said:
One of his biggest weakness is that he has absolutely no chase power
i'm not sure how giving decoy helps ghostface have a stronger chase. I would say one of his weakness is that there is no downside to being marked when nightshroud is active. If you don't get hit, the exposed does not do anything. He has no way to confirm the marks he successfully does if the survivor is effective at looping.
Its too bad ghostface does not have Wesker's virulent bound, it would give him gap-closer if he marks someone. that would improve his chase and it would give him mobility in-chase. Oh well, he already got reworked recently, so its unlikely anything about ghostface will change.
Sorry, I didn't mean the decoy would help in chase. I was pointing out that he has a significant weakness already. In theory, he could decoy in a mindset jungle gym scenario making the survivor wrong the wrong direction back into you, however.
My point about the chase weakness was that he can't commit to chases, as he'll lose a gen or two if he does. He has to succeed in his approach to catch people off guard, but that's almost impossible in many maps. A decoy would buff his approach potential.