ThePaleKing_
ThePaleKing_
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===================================================================================================================== Just an Update ====================================
For anybody still following this article. I have some amazing news. The devs fixed ghostface. I am actually very happy with the changes. They listened to the community. I doubt they read my articles but most of what I wanted actually happened. I am actually very proud of Behavior. The second coming of Daddy Myers is upon us bois. I cannot wait to play Happyface.
The Ghost Face Misc
- The Ghost Face crouching movement speed increased to 3.6 m/s from 3.45 m/s.
- Tweaked the detection zone for The Ghost Face while he is crouching. It is now more consistent with the top of his head, making him slightly harder to reveal when crouched.
- Scoring events: Marking a Survivor increased from 250 to 500. Hitting a Marked Survivor increased from 250 to 500.
The Ghost Face Night Shroud
- The Red Stain is no longer emitted while Night Shroud is active, regardless of being crouched or not.
- Cooldown of Night Shroud increased to 30 seconds from 20 seconds.
The Ghost Face Stalking
- Stalk progress required to Mark a Survivor increased to 5 seconds from 4 seconds.
- Stalk progress no longer regresses if the Survivor is not fully marked. The Killer loses stalk progress on a Survivor only when they are Marked, hit, or downed.
- The duration of a Survivor being Marked increased to 45 seconds from 20 seconds.
- Added a maximum stalking range of 40 meters.
The Ghost Face Reveal
- Detection zone for revealing The Killer has been adjusted to focus on a more central area of the screen.
- Increased the amount of The Killer visible to a Survivor to initiate the reveal phase to 20% from 10%.
- Adjusted off-screen indicator UI to be displayed for the entire duration of the reveal phase.
- Increased the amount of time required to complete the reveal phase to 1.5 seconds (+0.3 second buffer) from 1 second.
- Added a small buffer between a Survivor initiating the reveal phase and breaking line of sight momentarily. The Survivor will not lose their reveal progression during that buffer time.
- Completion of the reveal phase will now display the Killer Instinct indicator on the Survivor that completed the reveal for 1.5 seconds (only seen by Killer).
- Completion of the reveal phase will flash a white fill effect over Ghost Face to highlight him to The Survivor that revealed him (only seen by Survivor).
The Ghost Face Audio
- Removed activation sound notifying Survivors that Night Shroud has been activated.
- Reduced radius of audio emitted by The Ghost Face while Night Shroud is active to 8 meters from 16 meters.
- Added a ‘reveal’ sound effect for both Killer and Survivors while in the reveal phase.
The Ghost Face Add-ons
- Several add-ons have been adjusted and modified: Philly, Marked Map, Lasting Perfume, Leather Knife Sheath, Knife Belt Clip, Night Vision Monocular, Victim’s Detailed Routine, Drop-Leg Knife Sheath.
*DEV NOTE: We received a lot of feedback from the initial reaction to Ghost Face. Despite being a predominantly stealth Killer, he suffered from an inability to remain in stealth mode for very long due to some touchy detection mechanics that would cause Survivors to unintentionally break him out of his power. On top of this, some last minute sound changes made his approach much louder than we originally intended, defeating the purpose of his stealth abilities. We have addressed a lot of the concerns we received as feedback from the initial PTB: removing and adjusting sound cues, tightening up reveal mechanics to make it a much more engaging mechanic, and providing feedback while Ghost Face is in the process of being revealed to give him the opportunity to respond. Additionally, there is now a trade-off when a Survivor successfully reveals Ghost Face. Their location is indicated by Killer Instinct, as seen previously in The Legion's power, Feral Frenzy. This indicator only lasts for a very brief moment, so don't forget to look for it if you want to take advantage of finding the Survivor that spotted you first! We hope you enjoy this update to Ghost Face.
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@premiumRICE Thanks for the response. I know I sound harsh on the name thing. I would repeat some of the names I have seen in game but it will 100% get me banned from the forums. There are some that outright go too far. There are others that are toxic but acceptable. Extremely derogatory names are the worst offenders. There is a difference between "oh no that name offended me" and certain key words that are filtered in basically all mainstream media and generally frowned upon by society. I think you can guess what words I am talking about. There are bad people on both sides. By not taking a stance the devs enable certain kinds of people. Thanks for giving the article a read <3 <3 <3
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- Tunneling is only something that needs to be addressed in the early game. It polarizes new players and older players alike. Tunneling isn't the overall problem. Its defining when it is an acceptable strategy. It is very efficient and acceptable, but what is causing a lot of games to be killer favored is when target tunneling occurs. After returning to the hook there is no reason to tunnel down the injured one when a fresh chase is right there. There is no reason to break a chase with a survivor you have not hooked to go target the one coming off the hook. It is very bad for our community as a whole and many content creators agree it is extremely scummy. I have mained killer for most of my 4000+ hours on the game. It is not a punishment it is something that needs to be discouraged via the emblem system. Killers that rely on "efficient elimination of a single target" is likely not patroling gens, or tracking, sometimes they are leaving winnable chases and just picking on the weakest link instead. The killer is not working at all when they are doing this. Do not assume I am talking about all killers like I am picking sides. There is a small minority of scumbags doing this every single game.
- I am not calling all killers lazy for using NOED it is a perk that attempts to keep survivors honest. If you rush the game into late game you will need to fear NOED. NOED is being used as a catch me all replacement to ruin. Instead of working to apply pressure early and mid game they are letting survivors blast through the game and then relying on NOED to get their win. It is very dissatisfying to have a killer not assert any pressure all game then get kills late game for free. That killer probably won't even pip off it. Neither will the survivors because the killer did not interact with them all game. It is a lose lose situation. NOED belongs in the game. But as it stands right now. There is a minority of lazy scumbags using it to stagnate the rank system. Disarming NOED even with Small Game equipped as a solo survivor is not realistic. Even in higher ranks, NOED usually goes off. Make the dulls cleanse a little faster, just a few seconds. Then make the lit totems (this includes NOED if it goes off. this includes ruin.) a little bit longer, you might actually be able to defend Ruin for once instead of it insta poping. If NOED goes off after this change, its now harder to get rid of. I would also be on board with hiding ALL totems a lot better to compensate for the cleanse change. You know, not having your Ruin/Dulls spawn right next to the damn objective! Survivors and killers need to stop defending their position and try to meet one another half way. There are 5 hidden dulls on the map, half the time you cannot get that 5th one unless everyone is cleansing. Which is not happening. The killers presence alone can create pressure. Full SWF squads are the minority based on dev data so don't even try to pull that excuse.
- If you are relying on any perk or add-ons to create momentum for you it is very likely you are not playing as "efficiently" as you claim. Go watch TrueTalent or EdgarAllenBro or Umbra and see what efficient actually looks like in case you need examples. Tunneling does not make you efficient, skill and game knowledge does. All of these content creators have that in spades. Tunneling is fine as a strategy, but it should be a decision you make based on the how the game is going. Not a go to strategy after you hook one person. When it is your go to strategy it is frustrating for the survivor on the receiving end of it and you are being lazy. When a new player is having this done to them it is outright unfair to that person. They bought this game just like you did.
- Please remember this is a video game not your serial killer training. Some awareness of the needs of others could do this community some good. Being a killer main is easy, being a good one is very very hard. I will be posting a Killer article rather soon talking about some actual problems the role has in case you are interested.
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Freddy deserves to be OP.
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Thanks for the all the positive feedback on the post guys. I am probably going to put out some more posts on things other than Ghostface here really soon. They still have 11 days to fix him. As much as I might come down on Behavior for rushing him, I do believe they can fix him. I personally cannot wait to see him after they do. I am too bug of a fan of scream to not buy him.
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Hag is isn't like normal killers. Shes like a mix between nurse and trapper. I would actually say Hag has one of the highest learning curves in the game. Her traps have ALOT of uses. You can fake traps, you can mind game with traps, the camera flick, you can zone survivors out with traps, shes the only killer that can be several places at once. If a good hag wants you dead she isn't going to trap under the hook (that's only good with mint rag/rusty shackles) shes going trap the routes they will take to save you. People call her a camper because they think that anytime the killer protects the hook it's camping.
Hag isn't like other killers. Shes a strategy killer. It's all about the person playing her. She struggles against SWF much like Trapper does in the sense that good survivors can pop her traps intentionally and try to distract her from setting them. She shouldn't be seen for the first few minutes of the game. This killer is all about conserving time. The hag has to pick her battles. If you are getting looped and a trap doesn't stop the loop then you need to walk away from that chase.
No traps=no pressure. No traps=no killer.
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Take a break bud. Sounds like the best thing for you. If you take this game too serious it's just not fun on either side.
