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lemonsway

lemonsway

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  • THey've made changes to scratchmarks back in 2019. They stopped giving a clear direction, they created more gaps between scratchmarks, they changed the visibility of scratchmarks, both in brightness, and in number and in the surfaces where they appear. They changed the timming for scratchmarks aswell, when they appear, when they disappear. Then there's also the AMAZINGLY TERRIBLE servers...

  • How updated Ruin ever stayed in Meta is beyond me... Kept the same weakness and the positive effect is worth less than half of the old effect. The change they made was so that Ruin affected all players equally, saving BAD players from skillchecks and giving killers nothing in return since the Regression rate of Ruin is far inferior to Survivor repair rate. And if you can't get people off of gens then you're making no use of it, you're making no use of Ruin mid chase save for the fact that you're chasing someone but someone else can come to the gen that survivor 1 was doing before you started chasing them so again no benefit from Ruin...

    RUIN being META IS DUMB AF. Even more so when majority of killers have no form of Map Mobility to create Map Pressure and make use of Ruin by scaring people off from gens quickly and frequently. There's less than a handful of killers where Ruin can work and there's even less Maps where Ruin can work too...

  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2982798#Comment_2982798

    At least we know this summer where getting the 40 perk changes. They announced a date and we know it’s coming

    Will they actually have the 40 perk changes ready for this years summer tho? Or are they gonna start in the summer and take however long they want it to take until people forget about the fact we were supposed to have those changes? cause that's exactly how they operate.

  • Watch them make Dead Hard a fake out. You press E and it activates for a set time, instead of the dodge effect for Distance and invulnerability you actually get hit and put into the dying state as you would if you miss timed or didn't have DH at all and the way DH would work is you can set yourself free as if you used Unbreakable if killer left you on the ground or you can use it as DS if killer decides to pick you up.

    This would be a terrifying version of DH if you ask me. But for a company that launched Circle of Healing as it did i can actually expect DH to get buffed.

  • Nemesis was a terrible adittion to DbD. Uninspired, cluncky and literally made the game unplayable on all platforms for months...

  • @latigresa said:

    1) Equip some chase perks. Instead of 3 gen perks + NOED

    2) Practice chase instead of playing anti-loop killers that carry you with their powers.

    1) You need gen perks no matter the killer. You can absolutly dominate as no perks Nurse against bad survivors on a favourable Map if you're a good Nurse. See how manny conditions this scenario already has? How manny times do you think this scenario plays out?

    2) Map RNG makes even the strongest killers feel useless at times.

    The game isn't just Analyze, Adapt, Overcome. You have nothing to Analyze because each match is unique, you have nothing to Adapt to because each match is unique, you have absolutly nothing to Overcome because each match is unique.

    Point is there's no consistency within DbD. The same Map has different layouts, this is fine for a single player game but for a PVP only game you're putting everyone playing a different match everytime, meaning you're never prepared for anything, you can never have low, enough or high skill because even when you can set up a Map to go to with a Build that fits the Map and the Killer you chose, you still don't know the Layout of the Map, you can and you will get unlucky, you can't know what everyone else is bringing, you can't know what everyone else wants to do, you can't know how they'll do it...You can be facing the chillest survivors or killer and in a moment, an opportunity, all that changes. If you let people have their way, they'll have it. You can't let go of the gas as killer and you can't just be fooling around as survivor cause you never know what sort of killer player you're going against.

    DbD is extremely Volatile, it's one of it's biggest issues.

  • DH = Monopoly's Get away from Jail card.

  • @TMNoThumbs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2973766#Comment_2973766

    Do you even watch horror movies? Killers win most of the time, the exception generally being the final girl or guy. What do you mean "why would anyone root for the killer?". Outside of laurie strode most people wouldnt be able to name a horror movie survivor. Do you really think BHVR is moving liscensed DLC because of survivors? Get real.

    Do you watch Horror movies for the killer to win? Cause if you do then that's the FANTASY side of it, exactly like i said DbD works... Killer being player controlled is the FANTASY. Same thing as being impostor in Among Us. However that's just 1 person vs manny therefore your power FANTASY won't happen the way you want it to.

  • Not playing Killer won't solve much. The game was never meant to be fair towards killers. Nobody wants to see killers win. Why would anyone root for the killer? The only reason killer is a playable role is because of pure FANTASY. If killer role was just Bots it would be supper boring, BOt killers and Survs are okay if you wanna learn the mechanics but in a real match you need the Human unpredictability aspect of things otherwise it's boring but at the same time the goal isn't for the killer to win.

  • A few things should be considered. Just because someone brings BP offerings it doesn't mean they won't play seriously the whole time. Easying up on the pressure if you're demolishing is a nice thing for everyone most of the time but at the same time if you're demolishing then slowing down just demonstrates you're toying with your food and that isn't a nice thing either, especially when a killer player does it. It makes you appear to be scummy and if killer is demolishing then it's because survivors weren't on an equal level to begin with which just makes the whole thing even worse for those unexperienced survivors which in turn creates scenarios where killer characters that aren't particularly strong, vs experienced survivors but are stress free against newer survivors, getting nerfed for the sole reason that those killers were toying with unexperienced survivors.

    A very clear and recent case of this was Wraith, a beginer friendly killer for killer players and a decent threat to unexperienced survivors. The killer was nerfed simply because the influx of newer players happened at the same time Wraith finally got positive changes. Bad timming on the Wraith's changes.

    Back to the topic. I personally believe that if a killer brings BP offerings, Cakes, Puddings or others then it's because they want those extra BP for a specific Perk they want in the bloodweb, at least that's what i used to do. As a survivor i brought BP offerings cause they are needed, simply that, Survivors need BP offerings.

  • Killers lose collision on alot of things. Survivors vaulting, Myers stalking, survivors dropping pallets, Dead Harding through killers, etc...

  • GF and Legion were the only ones i've ever Mained. GF offers what i like, i'm a stealth guy, you can name a stealth game and chances are i've played it, although GF didn't translate so well in DbD and Legion offers the exact opposite, it offers quickness and adrenaline, as Limited has Legion has been, they've always remained popular for a number of reasons. Both are on the lower spectrum of the power scale but the new character created to assume the mantle of GF is interesting enough and Legion is the first Non Singular killer which is something really cool and gave BHVR the possibility for manny creative things. PS: SCrew Susie we all know Julie is Best Girl.

  • Cause people legitimetly thought a Beginer killer was OP. A killer that can only go fast when he can't attack and can only attack when he isn't fast. He has some nice add-ons and that's where the issue came from, his add-ons are mostly decent and elevate him a bit but not to the extent to where people can't beat him easily. Wraith's changes are a classic case of IGNORANCE from the complainers and Damage Control from BHVR.

    BHVR listened to the "his lunge is OP" and forgot he has nothing else.... He's still just an M1 killer, he still needs all the help he can get. What does it matter if you're invisble if you can't attack? What does it matter if you're fast if you can't attack and you slow yourself down so much to be able to attack...

    BHVR just listenned to casual whinners and the casual whinners won because DbD is a Casual game.

  • You missed the point...i'll try again.

    Chaning Perks per se won't change the Meta. Ruin got changed but it's effect remained, still a Regression Perk so that means Ruin reamained a Meta Perk. Meaning Perk changes don't change the Meta and that's been the case for 6 years.

    Changing 40 Perks won't change the Meta because those 40 Perks will keep the same original idea, they'll just change the way the idea is executed. Think of it as Phones, Big old brick phones with exterior antenas, then smaller phones, then flip phones, now iphones and androids, They all serve the same purpose, wireless global communication, just their visual design that changed for the most part. The technological advances made through the years make phones much better tools but their primary function is global wireless communication, that will never change, you will always want a phone to call someone. The same thing applies to Perks in DbD. DH and DS will always be second chance perks, they will always be useful therefore they will always be Meta and why? Because Second chances is a defense mechanism in DbD, the longer you can Survive the better your chances.

    In order for them to change the Meta, aka not need those perks anymore, they need to change the core of the game to implement changes that eliminate the need for those Perks, therefore eliminating the Meta. As long as those core game changes aren't made then the necessity for the PErks will remain, keeping the same Perks and the same Meta.

  • What Meta Shift? Do you honestly believe that a 6 year old game is gonna change it's Meta? Do you honestly think that DH, DS, Ruin, Pop, ect will ever stop being Meta? For that to happen they need to redo the whole core of the game from scratch. Change Map Balance ( size, number of loops, strength of the loops), change timmings for survivor interactions, change timmings for killer interactions, Change every individual killer (power, add-ons), readjust values for the objectives so that longer matches mean more than just rushing objectives. Change the ranking system to reflect the changes made in match objective progress. Change Grind. It's a whole new game at this point.

    Changing DH won't mean DH is a new Perk it will mean DH has changed properties but it will still work to the same effect, therefore the value of the Perk remains. which is exactly what happened with Ruin, changed some properties but kept it's spirit intact. Ruin is a regression Perk, instead of making difficult skillchecks with associated regression it regresses gens faster when nobody is working on them. Same effect, Regression, via a different route, and it stayed in the Meta, while remaining a Hex Perk. So again do you honestly believe the Meta is changing?

  • I did yeah and most of my matches were either clear wins cause survivors have a massive advantage or i lost trying to help casual players. Casual players don't understand how much they are protected as survivors and casual killers are thrown into a false sense of superiority because casual survivors don't know how the game works. Experienced survivors don't need a full hud, they don't even need to hear the game at all because the game is designed to protect survivors because it's a CASUAL PARTY GAME. The whole of the Map is your defense system, the number of survivors is your defense system, the 3 hooks required to kill someone is your defense system, Perks is your defense system, but alot of people still want to be 1 man armies!? Freaking WOW.

  • Wanna know another reason as to why killers camp? Why should a killer chase the same person 6 times for 6 hits if he can get a kill with 2 hits?

  • Wanna know a reason as to why Killers Camp? Because kills mean more than actually playing the game. Why should killers put in massive work and try to get 8 hooks and 0 kills when that 1 Camp kill means more than 8 hooks? Think about this...

  • Stop wanting to buff Solo Queue. You're in a PARTY GAME you're not meant to be a 1 Man Solo Survivor Army Capable of doing everything. if every SoloQ = SWF in capacity that means 1 killer vs 4 SWF's every match. Stop being riddiculous. Either play in SWF or just look after yourself. Honestly it's not your fault, it's just very bad game design but don't ask for even worse game design so that you can Solo games.

  • The REAL issue is the game is frustrating not matter what. Even the most patient and chill people can go real sour real quick because of DbD. Both sides of the experience are so different that you can't expect everyone to understand it and a big factor to why people don't understand it is because the game is a CASUAL PARTY GAME but NOT DEVELOPED AS SUCH. Survivor is meant to be played via SWF, the problem is the game isn't balanced towards SWF which means it's balanced towards casual solos which means it's easy to steam roll over unexperienced survivors but it gets blood boiling difficult vs experienced survivors. Unexperienced survivors don't realize the game is made for their protection while experienced survivors know how to use the protection the game gives them.

    Point i'm trying to make is the game has a huge problem between what it is and how it is designed, which leads to most people not being happy with it. The problem isn't just nasty people the problem is the game being poorly conceived first of all.

    You see toxic people in other games but other games don't have such a huge disparity between roles like DbD has.

  • Domes have the issue of angles, so unless you're dead center there's a high chance that you'll be outside of the Dome. But now imagine Shadow step on a Dome effect, you have the potential to have a gigantic portion of the map where killers can't do jack ######### unless they snuff the totem which survivors can bring back anytime they wish...

  • Why would the killer DC if a random survivor DC's? 3 Survivors are very well capable od winning the match. Why do people have the mentality that if 1 survivor is out that means killer already won? Does the Map and Gen speeds become more favourable to killer if 1 guy is out via sacrifice/mori/DC? Does match progression even matter or no matter what 1 survivor DC'ing means the match is ruinned and you're all entitled to some REDO!?

    So if theres 4 Survivors but 1 gen left and 1 survivor DC's does that mean that killer won when there's just 1 gen left and 3 survs? How does that make sene? Those 3 Survivors could all be working on a different final gen but because someone DC's the killer won or should killer DC aswell because match is ruinned!? #########!?

    If that's the mentality people have then ofcourse killers should think they should tunnel someone really hard because apparently 3 v1 is game over in favor of killer.

    You're saying 1 DC = Killer Wins, which is just not the truth in every scenario.

    If you as killer want to DC because some survivor DC'ed that's on you, i'd rather finish the match and get my BP.

    A better question is why is there even a DC Penalty on a PARTY GAME!? Survivor is meant to be played with friends, as such 1 person having a disconnet doesn't mean the entire party should disconnect. And neither should the killer be forced to disconnect.

  • You can't force people to play killers or builds that they don't want to. That would the same as Call of Duty saying today you can only use X weapon, that would be bad, it's either a decent but not great weapon, a bad weapon nobody uses or an OP weapon you're gonna see everyone use and complain about it. Same thing would happen in DbD, people only play certain killers for a reason and certain builds for a reason.

    BP incentives won't make people play things they don't wanna play. Why would i play Twins for example if i can just use BBQ on my favourite/better skilled killer?

  • As someone who stopped playing after 3 years i can tell you i loathe playing any killer now. None of them is well designed mechanics wise, the game is not well thought out, so every single killer feels bad to play. And unfortunantly for everyone Killer is the important role. Without killers there's no DbD. Nobody wants to play against Bot Killers but barely anyone has the will to play killer. Should they make the simplest aspects of killers better, like better regression on kicks, better mobility, better map design then maybe M1 killers would be fun to play and other stronger killers could get some nerfs so that their powers don't feel broken. It's all a matter of making the basics of the game better so everything else can be fine tuned.

  • Because whatever you do feels meaningless (mostly as killer, for example a down doesn't mean a hook and even if you get the hook that's 1 hook in 12 so that hook feels pretty meaningless in the grand scheme of things, and for survivor a long chase can mean absolutly nothing if the other 3 aren't doing the objective).

    Point is: You can't win on your own as survivor and as killer you can't win by just being good, you need survivors to screw up. It feels unfair most of the time. Your skill is relatively meaningless.

    Then there's the matchmaking: You either get matched with newcomers or long time players that just tip any (false) sense of fairness in an already unbalanced game.

  • @Fuzzycube said:

    The killer seems like they’re going to be a lot like Sadako, they’re an M1 killer who can teleport and don’t have any abilities to help during chases.

    I hope they’re fun but personally I prefer killers with an interesting ranged m2 ability which can deal damage be it Demogorgon’s leap, Deathslinger’s gun or Nemesis’s tentacle whip.

    M1 killers aren't fun because they're M1 killers in a game not favourable to M1 killers.

  • What they should do is announce they are taking the game away for a long revision. IT'd be better for them to take a break, actually see what their game is and then relaunch. They've already made it successful, by the Myers Miracle and judging by the RE chapter Hype, they can get people back in the game with the right License so yup taking a break, making a revision on the game and then relaunching with a proper change and update would be good for them.

  • Problem: Without Exhaustion Perks MOST SURVIVOR PLAYERS WILL DIE and MOST KILLER PLAYERS WILL CAMP AND TUNNEL HARD because MOST PLAYERS ARE NOT VERY GOOD AT THE GAME and because why not camp and tunnel? Killers don't have to play nice, they're bad characters, they're killers, anything that makes killing easy should be used, it's only logical. Same thing for survivors in Meta, if Meta is what helps survivors being safe then why not use the Meta?

    Reality check, Survivors need Exhaustion perks and killers need anti-exhaustion and regression perks because the CONCEPT OF THE GAME IS VERY DAMN POOR.

    You can't change the META without redesigning the whole game first so that the issues "solved" and then caused by the META aren't issues anymore and therefore the META stops existing.

    For the Meta of the game to change Survivors need another way besides exhaustion perks to essentially survive. The reason it's a 4v1 is so that the "non power role" aka survivors have a chance to escape vs a single "power role". And it's why the Hatch exists aswell so that the final survivor, who might not be able to accomplish the team objective of fixing the generators to open the exit gates, can escape. Which feels awful for killers cause it's a freebie. IT'S A FAIL SAFE MECHANISM to ensure someone has a final chance and Survivors do abuse this freebie alot often times even hurting their teammates in the process cause they just sit and wait for it instead of playing as a team...

    The game needs a serious rethink, that will never happen, killer feels OP for first time survivors cause those survivors don't have knowledge and have no defensive perks so it becomes easier for killer and survivor feels op for experienced players because experienced survivors have the knowledge have the time invested, have the perks, have the failsafes, such as hatch, such as 4v1, such as SWF and comms, map design, etc. These things exist to facilitate the entry level for survivor players which is the bigger pool of players but overtime if those players continue then the challenges don't increase for them, they just go through the motions while each killer is unique and has ways to be played wich forces killer players to constantly evolve and update their playstyle to whatever changes the system gets, the killer they are playing get, the map they are playing get. There's a world of difference between expectation and requirements for survivor and expectation and requirements for killers. It's a natural struggle of asymetrical games but BHVR has handled it very poorly despite the COMMERCIAL SUCCESS.

    IT's why Dedicated servers and MMR don't work for DbD, those are competitive settings in a game meant to ease participation for one of the sides. The scales were unbalanced from the start so adding a Competitive side to the game only skewed the numbers even more. Then the numerous issues with content launches and just general tiredness of the stale state of the META makes people rethink their decision to play DbD. I can safely say i've only enjoyed DbD for the first month back in August 2018, after i realised the struggle of playing killer and the constant grind and realised all the bugs and issues, i've just came to the natural conclusion that i can't play the game as a "main game", it's way to frustrating to play, i feel like i'm constantly fighting issues outside of game Balance, then i have to fight game balance and deal with issues that make the game balance even worse... Currently i don't play i just keep up with things and i see that time after time nothing changes, nothing will change, cause the real changes that need to be made means that the game has to not be playable for a really long time and BHVR would lose even more players and money. SO it's a situation of either you endure or you play something else.

    It's the same as Call of duty, you either play it or you play something else cause you're tired of Activison's BS and you're tired of the incompetent dev teams behind CoD.

  • @frit said:

    https://forum.deadbydaylight.com/en/discussion/comment/2934290#Comment_2934290

    there was definitely stuff wrong with his old mechanic. you could literally be inside of him touching his character model and it would never reveal, his old reveal was horrible

    That's a problem based on how they coded it. You needed a certain % of his character in the center of your screen to reveal him but Killers barely have collision, it's why Survivors can Dead Hard through them, can vault through them, can use pallets through them, etc. What was happening was that you were clipping through the character model so you weren't seeing the character model at all to make the Reveal work.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2942294#Comment_2942294

    Aren’t his counter-play choices great? Let him stay undetectable and able to expose survivors, or tip him off to exactly where you are. Even if you can’t finish the reveal.

    The thing is he doesn't get manny stalking angles and he can be revealed by someone that he isn't even stalking. it's a 360º bubble. GF players can't keep tabs on Survivor movements. I can't tell you how manny times i've been in situations where 1 survivor would just follow me around the whole match revealing me without me being able to do anything to them cause they'd always be in the safest spots of the map and immediatly put distance between themselves and me and constantly leave me with no power the whole match. IT's so damn easy to just stalk the stalker. The fact GF gets a pointer telling him from what direction he is being revealed is a useless thing when they can be behind a corner and reveal you because of the third person perspective, and now that revealing doesnt regress anymore, GF can't even move from a reveal safe spot. IT's riddiculous that the stalker can't do ######### just because you are aware of his presence.

    They need to seperate Stalking and Stealth into different things to at least let him stalk while he can't use stealth so that he can get some stalking progress while he can't surprise attack anyone. Better snowball atleast but only if things playout that way, otherwise he'll still get steamrolled.

  • Reveal Mechanic needed changes but not these changes. We all agree but i'm even going to go Further than that.

    DELETE THE GODDAMN MECHANIC. Why should GF have a TR or RedStain to begin with? Those defeat the purpose of Stealth and going from TR and RedStain to no TR and no RedStain via Nightshroud is a massive warning to the survivors who were well within the TR. A power with such a massive Cooldown such as Nighshroud becomes very recognisable and makes survivors pay more attention cause they know there's potential for a surprise, note that i say POTENTIAL, yeah because it's not a guaranteed thing, even if GF marks someone he needs to be really close to them when he does so, so that the 1 shot actually saves some time, otherwise the Mark timer (now 60 seconds, which makes no difference at all cause looping is riddiculously surviver sided, for some understandable reasons but still massively suvivor sided) are not enough to compensate the lack of GF's potential in ending chases quick.

    No other killer has such a weakness as being seen. It makes no sense that revealing GF should remove all of his powers, no stealth no stalking. A stalker is a stalker regardless if their target is aware or not. You can try to hide and evade the stalker but the fact is the stalker can still go after you whenever. And don't forget this GF character doesn't obey the rules of the movies so there's no reason for this particular GF to be this damn weak.

    Technically speaking GF can still come and get you as it is, the problem is he has no way to do that in a way that makes him a threat. Once he is REVEALED he has NOTHING to work with and changing the system so that Marked targets can't reveal him doesn't make things any better because it's already terribly hard to mark survivors, you get revealed so fast and it's so hard to aproach and have stalking angles that you barely make any use of the fact that Marked targets can't reveal you. He has no other abilities to use, no anti-loop, no movement, no zonning or crowd control. Even if he has Nighthsroud he still has nothing else besides no TR and Redstain which are really big tells. IF Survivors suddenly stop hearing a TR and don't see a Red stain during chase they know GF player is trying to be tricky, in that case Survivors can just cut line of sight and SHIFT +W and be safe for long enough so that their teammates can do progress while Gf will just mindgame himself thinking survivors are still in loops when they're just gone. And god forbid if you are a GF trying to mindgame an unmarked survivor with Lucky break.

    Overall he has a terrible power, a terrible weakness power wise, a terrible dependency on indoor maps which is a massive weakness cause there's barely any of them and then the ones that exists are so absurdly big and safe that GF has to work extra harder than any other killer, even in the most favourable maps to him.

  • And my post got sent to the Feedback section to be completly forgotten again... This is riddiculous.

  • @gfmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2929589#Comment_2929589

    this.

    this is exactly what i was looking for. pretty much most, if not all the points made here is what i agree with/what the deal is with ghostface right now. i think that, going off of his background lore and the nature of ghostface, he should be one of, if not, the stealthiest, most cunning killer to go up against.

    being revealed shouldn't matter to him (too much), he is still a killer that is stalking you and will kill you. I shouldn't have to have all my power be reduced to just staring alone, or be easily, completely taken away by being seen. in typical movie fashion, survivors should be scared if he suddenly appeared to them.

    i like the idea of his stalking working in tiers so passive things will happen, while still retaining his expose and stealth mechanic. you can liken it to building up fear/ suspense in the survivors imo (like the movies :D). he would be a build up/stealth killer so he gets stronger/faster(?) or something as the trial goes on (kinda like nemesis i think?)

    this already sounds like he would be a fun and scary killer to play as/against. i hope the devs really consider this guys points :)

    ~~~~~~~~~~~~~~~~~~~~~~~~~~

    next section is about a few of ghostfaces addons i had in mind, you can skip to the end if your tired of this long post now

    ~~~~~~~~~~~~~~~~~~~~~~~~~~

    on a slightly unrelated note. i really think there are 3 of his addons that still needs buffs/rework.(bear with me 🙏)

    i feel that his addons "chewed pen" and "lasting perfume" are quite weak (they increase for downed/hooked survivors (respectively) to reveal him to 3 seconds).

    if the survivor is downed, your next focus is likely to be picking them up safely without being interrupted, not trying to go for another sneaky expose. if the survivor is hooked, then you would likely be looking for the next survivor somewhere. if theres another survivor(s) close to the hook going for the unhook or something, then of course you would go after them/hit them trying to unhook. my point is, these 2 addons are centered around the fact/situation that you are in stealth/stalking trying to build stalk while being very close in vicinity to the downed/ hooked survivors, who are also looking directly at you to reveal you.

    ghostface mains aren't dumb, they know not to use night shroud around downed/hooked survivors because they will be revealed or given away in comms at least. if you are a new ghostface player, you may discover this to happen, but you will learn not to do it again.

    my suggestion is, similar to the legions ptb addons frank and julies mixtape (i think), you should combine these addons into one and make it so that downed/hooked survivors are unable to reveal you. my logic is that its because they are very hurt and weak because they're on the ground dying, or have a hook going through their chest so they wouldnt be able to scream or something. (im not sure what addon icon/lore would go along with this, if not then maybe create a new icon? idk)

    the 3rd addon i think is weak is his "drivers license" addon (it reduces the range that ghostface can be revealed by 8 meters). the update to how his reveal mechanic works already nerfed him, and the reduction by 8 meters barely helps (his reveal mechanic is another issue I'm not going to go in depth here). otzdarva posted a video/clip somewhere explaining more why it isnt too helpful, but unfortunately i dont know where it is right now. based on the description of the addon, it needs to change/be reworked so something substantial may happen when trying or succesfully revealing ghostface. (throwing random ideas out here, maybe if a survivor reveals him, the other survivors will have their auras shown for a second or 2, or maybe it builds up their stalk by a little bit? idk its just some random suggestions)

    ~~~~~~~~~~~~~~~~~~~~~~~~~~

    on a very small note here, i think it would help for stealth killers/tactics in general if the undetectable status is buffed so that it completely mutes your sound like footsteps and stuff, i know some killers are really loud walking even with undetectable.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~

    alright, that's all the thoughts and stuff i had on ghostfaces new update (for now? idk). let me know of any feedback/questions if you have any :) it would really help.

    Exactly. It's been a really long time since his release, 3 years, idk if you know this but even in his own launch PTB he was a different killer from what he is now. He was already forced to be changed due to how bad he was in his own PTB and here we are now 3 years later with no further improvement to GF while the game got new things through those 3 years, he's stuck in time and BHVR doesn't seem to care enough.

    I've already written alot in the Feedback part of the forum about GF changes for anyone interested in searching. Idk if BHVR has any plans for GF beyond what they've done for now but if they do i'd hope at least they'd acknowledge it. Their communication is very poor so i don't have my hopes up for anything.

    I'll just say this: IF Sadako can have TV's around passively affecting survivors; if Pinhead can have the box passively affecting Survivors; why can't GF have camera's placed around for passive stalking and/or tracking survivors? Even if it takes longer to stalk this would ensure that between passive and active stalking GF could pull more surprise 1 shot downs and make his gameplay more fluid.

    There's just too much potential with GF that is just not being used.

  • Their biggest mistake is not owning up to their identity, DbD is a party game, wether it's a 2 people or a 5 people party (4 survs + 1 killer). It's meant to be played with friends. The second biggest mistake was to think this could be taken seriously as a competitive game. It can't cause the Balance of an asymetrical game is very very delicate and BHVR with all respect isn't Delicate enough to do it, they never really wanted to make it competitive to begin with, it was a half baked thing inserted somewhere down the line. The in between is just a consequence of a poorly conceived and managed project.

  • Ofcourse you won't see manny GF players. He is a pure M1 killer in a game not designed for M1 killers, he's in the bottom for that reason. His power is being Undetectable in a game where every killer is twice more visible than Survivors... How can he be a stealth killer under these conditions? He can only work on indoor maps but killer tracking is so poor in manny regards that even when you have a map to make use of your power you still can't do it cause Survivors have better stealth and tracking tools, TR completly gives a killer away. So stealth killers just don't work, then Stalking is a really wonky thing that needs to be reapplied everytime you want to surprise someone which means you have to literally sit there and do nothing and hope they don't see/reveal you. How can a killer have a power based on sitting and watching and doing nothing?

    GF is a terribly conceived killer and honestly it just doesn't fit into DbD at all cause he's a a character with a proper background that can't be forgotten and can't be changed by the Entity or else it just isn't GF anymore. It's a dilema but maybe just think it better next time you want to include a character that doesn't have any weird powers. Myers can work cause Myers is unkillable, has clear super human strength, etc.

    GF having his two abilities tied to each other is hurting him immensly. Stalking and Stealth need to be seperated. Stalking should be independant of stealth. Just because you know or not know where someone is doesn't mean they aren't stalking you. The fact you know and they can still stalk you is what makes you scared of them. If GF could stalk wether you know he is close or you are completly unaware of his presence should be a thing, and no this wouldn't be broken because if you don't know he is there then he could be there and stalking you like it happens now in DbD and if you do know and if you see him why should that matter to him? As long as he can see you he should be able to build stalk. Think of it in a real world perspective: if i'm following you and stalking you does it really matter for you to know where i am? There's multiple ways i can stalk you, wether i'm there or not, i can pre arranged camera's to track your movement, i can try to tap into your phone, hack your computer, etc,etc, why is GF so limited to just STARE at people? And why is it that being there and staring back at him is the way to stop him from staring at you?

    The point is Stalking and Stealth need to be seperated, the REVEAL MECHANIC works on both powers when it should only impact stealth. Only when GF uses Stealth should the Reveal Mechanic come into play cause GF only needs Stealth to capitalize on the stalking. If you manage to Reveal GF then you saved everyone from the Surprise attack however it doesn't mean he can't just keep building stalk and try to capitalize on it later.

    Being able to stalk all the time without using Nighshroud's stealth would help immensly in making GF a bigger threat in the trial however this alone won't be enough cause again he lacks movement, he lacks chase and slowdown. I've already suggested making Stalk work with tiers so that all the stalk done isn't for 1 shots downs on occasion. That being said if Stalk worked on Tiers then you can have a set of passive things happen to help GF manage the 4 survivors, to help with chase, to help with slowdown if needed.

    These new concepts would preserve the nature of GF as a character while definetly improving his gameplay to a level where more people feel excited to play GF, thus making it better for BHVR and DbD cause then you can capitalize by having more people buying the character and the cosmetics aswell.

    Give the character a proper rethink and make use of the License...

  • All killers are viable at low skill levels and not all killers are viable at mid and high skill levels. That's the Balance for killers. Some are designed to be top tier others aren't. The only problem with this is people get better while the character (killer) doesn't. At some point you'll face better and better opponents as you also get progressively a better and better player yourself and those better opponents will simply outclass your killer if that killer isn't a top tier killer.

    Look at the past 2 years of killer releases and all you see is killers with Range/Zoning abilities. Why? Because the game doesn't give other sort of killers a chance. M1 killers have no chance at mid to high skill level. You need to play the match so well that you make no mistakes and you have to pray to get and recognise your opponents making mistakes.

    I'll just give you an example: Ghostface - BHVR hasn't touched the Reveal Mechanic, his stealth and Stalking are still connected, meaning if you get spotted while using Nighshroud you also can't stalk, so you lose everything and gain nothing plus you have one of the highest cooldowns on a killer that is so dependant on using his power for everything and even when using it is at no advantage at all because Maps are designed for killers. The amount of times you'll 1 shot someone is pretty low for such heavy downsides and he has no zoning, no movement abilities. You can't expect to play GF at high level and be confident you can win. You might do so in some remote region of the world but not in the most populated regions.

  • Forget about cross-progression. Considering the game barely works on consoles and PC, let's be honest just because it works better it doesnt mean it's perfect on PC, and considering the cheating issues and all the other issues, people are tired of DbD and BHVR. I don't even care about getting my PS stuff on PC anymore cause i just don't care about the game anymore and that's thanks to BHVR slow and mostly innefective and poorly thought decisions.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2848274#Comment_2848274

    Ghostface does not need smaller base TR. Undetectable status effect reduces it to 0. Paranoid tiers is like a tax to getting the reward you want which is instant down. Picture devour hope. Devour hope gives at 2 tokens give the ability for the killer to get 5% haste bonus after 10 seconds of hooking a survivor for 10 seconds. Nobody runs devour hope to get this 2 token effect. Killer run Devour hope to get the 3 token effect of permanent instant down and potentially mori at 5 tokens. Devour hope from 0-3 stacks might as well be blank perk slot. Its how your ghostface power would turn out to be. Here is an example.

    Suppose that nightshroud is separate with undetactable with following paranoid tiers:

    T1 Paranoid: Survivor footsteps are 50% louder as you say(Clumsy walking)

    T2 Paranoid: Survivors become oblivious and their breathing sounds are 50% louder.(Fear, heavy breathing, stress)

    T3 Paranoid exposed(Terrified)

    Realize that the first two effects are not effects that particularly game-changing for killer. They would feel more like a tax to get to. At the same time, I do not think ghostface is exactly envisioned with this gameplay in mind. Doctor with madness is more envisioned with this type of fantasy. From balance stand-point, It does not look very appealing and from creative stand-point, it does not look appealing.

    I also do not understand why he is forced to crouch with movement speed cap of 110% m/s which is objectively a nerf from his default 115% movement speed.

    --------------------

    I would say the larger issue behind ghostface is that he is suppose down people before the survivor gets to the loop without getting spotted but stalking takes time which enables him to get spotted easier. Its like stalking is reversed engineer to fail. That is why people figured out that its better to ignore stalking as a whole on ghostface because m1 someone is like getting 100% stalk instantly and the survivor has to heal where as stalking and getting no hit after marking is just a waste of time. He has no guaranteed that he gets anything for successfully marking a survivor.

    The whole gameplay revolving marking & revealing just does not play very well. The survivor is just running behind objects so ghostface cannot stalk, but if ghostfaces moves away from his leaning position, than he is out in the open and the survivor's ability to reveal is quicker than his ability to complete stalk. Just a very silly peek a boo interaction. A major waste killer time. In the past, breaking out ghostface was 30 second cooldown, so failing a stalk ends up ghostface m1 because he did not want to wait 30 seconds to stalk again. If the survivor was close to being marked, you would have this awkward interaction where the ghostface cannot m1 the survivor because of his meter disappearing but his power was on cooldown. Now its 24 seconds and you might get this awkward interaction more often. This is why my changes reflex to improve this interaction in regards killer side. Ghostface exposing survivor is like full-time job right now. Getting exposed as survivor is not end of the world against an m1 killer. Loop well and the expose will wear off eventually.

    I think his character is suppose to reflex upon classic cloak & dagger gameplay. He is suppose feel like he has a dagger and he is looking to backstab you like an assassin. Assassins in other games come out of the shadows and large theme behind them is speed. This is why I think a dash would be fitting for him because it would expand on his gameplay a little more and create a concise gameplay loop of enter nightshroud->stalk->acquire target->dash to go in for the kill.

    I am just not sure how it would work in DBD precisely. A dash could be that you move very fast invisible for very short of period of time than reappear, Think of Moira's fade ability in overwatch. A dash could be that you instantly teleport to location, some video games do this where backstab is like instant TP. DBD tends to animate dashes like billy's sprint. I do not think it is necessary for his kit to be expanded but it would add another angle to his gameplay.

    He would probably do fine with just 2 above changes, but he would be a bit plain with just marginally better base-kit.

    The thing with the tiers is that they can choose whatever status effects or passives they give, they can even create add-ons to change those effects. The difference from Devour Hope is that it's a killer base kit not a perk that you can lose forever in 20 seconds so even if someone is only stalked for tier 1 there's still a permanent bonus that you get when interacting with them or not, it depends on what the bonus is. Also with tiers it has the added benefit of not needing to commit to fully stalking them, whatever bit of stalking you do is already helping you. You're simultaneously playing the moment to moment game and for the long game. I don't intend for stalk tiers to disapear or regress. the final stalk tier should a little longer sure because the benefit is 1 shot downs till the survivor is out of the match and that should take a while to get unless you get very lucky and manage to stalk someone to max tier in 1 go. Also GF should work with an Obsession.

    I don't want GF to be a 1 shot Monster, that's why the 1 shot still only applies when fully stalked, i want to give GF something before he can 1 shot, cause all he has now is 2 M1's with alot of effort or a lucky 1 shot, i want to give him consistant progress. I want GF to be a better M1 killer, granted i know it won't fully work cause the game has never been M1 friendly, but this is a way to change GF to a truer stalker killer without giving some weird power that doesn't make much sense for a Normal Human Killer, how Wraith went from human to being able to turn invisible and using sound to do so is not something that will fit GF or Pig, hence why they're the most human like killer, alongside some others like Legion.

    The reasons i think the stealth portion of Nighshroud should force him to crouch and not move any faster than 110% are that stalking someone should definetly give you better tracking, when you stalk someone you're supposed to know how they act right? So better tracking should definetly be a reward for stalking them, then the whole aspect of stealth is to be concealed, you won't look particularly stealthy if you are standing and walking normally. You're only ever using crouching to avoid detection because you are either trying to stalk or trying a mindgame. Since i propose both abilities are seperate you no longer need to use crouching to avoid detection and be able to keep stalking, thus you main use for crouching is to attack. Stealth and stalk tiers are also meant to work together, someone who is fully stalked might not even be aware of your TR as one of my suggestions was to have a TR type effect, which again the tier effects can be whatever, there's plenty to choose but the two main aspects should be: give GF better information and create confusion for each survivor player.

    Giving GF a Dash would be the same as playing old Spirit, Survivors wouldn't be able to react and what tracking would GF have while dashing? You would either be OP cause you don't give survivors a chance or you'd lose the survivors and the dash would be more of a scare tactic like Pyramid Head's Punishment of the Damned where you're better off faking it and follow with the M1. Plus the punishment for missused Dash would be great aswell and you're still basing his power on not being seen, so if you're seen you immediatly stop stalking and you also can't go for the Dash.

    You're leaving GF in the exact same spot he is at right now, he either gets the full stalk or he doesn't, the only change you're making is that getting the hit after marking someone might be easier. Where i propose to seperate stalking and stealth so that even when stealth fails, and it will fail alot, you're still getting something to help you instead of not having anything. Will survivors adapt? Ofc they will that's exactly why i want the Paranoia tiers to actually affect the players aswell and not just the characters. That's why i suggested they record voice lines for GF to use against stalked survivors, so the players have random audio cues, hear the TR, etc to give the GF player a chance of catching people off-guard when stealth is on cooldown.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/312874/yet-another-gf-update-idea

    well written post.

    "The biggest weakness i can recognize is that' you're still just an M1 killer, but that's how i think the game should be, Balanced for M1 killers, wich is another topic i've covered in another post."

    The premise of stalking and stealth is that the killer can entirely scapegoat looping if he could down the survivor before they get to a pallet/loop. This is why 99% stalk is powerful. It allows ghostface to instantly complete a stalk if he successfully can come close enough to the survivor without being noticed. The problem is that survivor can reveal ghostface faster than he can stalk when ghostface is out in the open. Stalking for ghostface its current iteration is too much of risk because how difficult it is to achieve.

    The reason why Shift+W is strong against ghosface's stalking in term of outlasting his expose mark is because ghostface does not have gap-closing tool to capitalize on survivors that have been marked. Stalking takes too long and survivor get a huge head-start if they objectively ignore reveal mechanic in situations where ghostface is leaning in certain angles where it would not be possible to reveal him. The conjunction of safe pallets and a large head start makes it easy to outlast his mark.

    I do not see how reworking ghostface mark towards doctor's madness helps address the above two weaknesses that you describe in your opening post. If anything this system that you are describing is closer to Michael Myer EV1-3 system in debuff form which survivors will become permanent exposed by the end of the match. it sounds counter-productive to your opening post as one of your main issues is the time efficiency of stalking. it just sounds to me that it would be more time-consuming than current system because of the extra tiers to get same reward(exposed).

    I would give him following changes:

    -Leaning stalk is reduced by 1 second(Base-kit Ghosface caught on tape)

    -M1 attacks no longer reset the stalk meter to zero(This reduces punishment for failing a complete stalk and allow him to muti-task 99% stalks better)

    An idea I had for ghostface was that if a survivor is stalked, Ghostface can perform a shadow dash that functionally similar to Nurse-blink. You need Crouch->Lean on an object and when you release m2 button, you would dash forward based off how long you crouch->leaned, Shadow dashing kicks Ghostface out of Nightshroud and you can m1 after dashing. This would give him a really strong gap-closing tool to capitalize off survivors that he has stalked. By default, ghostface's old cooldown was 30 seconds so I figured it would only be usable once per chase from 45 second expose window. Cooldown add-ons would allow him to use it twice per chase and there could be add-ons to improve the shadow dash such as faster travel time and shorter charge time. It might also make those duration-exposed add-on have greater purpose.

    The iri add-on idea I had behind this was that if multiple survivors are exposed, He could chain shadow dashes if he successfully m1 a survivor(Reset cooldown if Ghostface m1 the survivor within 5 seconds) kinda like Genji in Overwatch.

    The problem with GF's current stalking is that you have to do it multiple times to each person for the opportunity to 1 shot vs my suggestion which is a progressive system with progressive benefits, benefitting GF in multiple ways from multiple sources. This way no matter how little or how much you stalk someone you always get something from them and compliment that with something from someone else. You won't necessarily need to get high stalk tiers on a survivor if you feel comfortable outplaying them but the little initial stalk you may have done on them is still benefitial due to possible passive bonuses and higher stalk tiers make those bonuses better. Plus you can stalk without actually losing Nightshroud that is already a gigantic leap, you don't have to lose stealth to be able to stalk and shift+w doesn't have such an impact anymore, if they're max tiered then you'll always have your 1 shot, they can't just outrun you forever, their only option is to escape via hatch or to not be found at all which i can see is what most people would opt for, and if they're tier 1 or tier 2 then you're still getting bonuses.

    Overall would it take more time to max tier stalk vs current stalk? Yes obviously it must take a little longer due to how strong the new effects can be. Imagine if you manage to max stalk someone really early, that survivor will get 1 shot everytime, it's perma NOED without move speed buff but you can use PWYF to get move speed, a random encounter with the Obsession will mean you can gain a stack and innitiate pursuit on the vulnerable target, that's the goal to have vulnerable targets and pick and choose your battles. You already are doing this but in a way that isn't very reliable or accessible.

    IF anything at the very least the minimal thing GF should get is the seperation of stalking and stealth. Stalking without using Nightshroud's stealth should be a thing, it would make him better already.

    The reason i want stalk tiers is because killers need a passive thing to help them in the 4v1 and that passive should be something the killers control not the survivors. Chain Hunts happens no matter what and it helps but the box exists and survivors can time when they interact with it to minimize affects, in turn that's why puzzle solving add-ons exist, it's why teleport exists, to keep the passive active for as long as possible.

    That's what i want i intend for GF something that puts survivors at risk so that even while still being an M1 killer he can still get his chance.

    Circle of healing isn't countering 1 shots, rescuing other survivors if you're max tier stalk is risky cause you're gonna get 1 shot if caught and then there's just a hook trade which ends up benefitting the killer role plus it could be the final hook so theres another risk involved, however survivors still have defense options, BT, DH, DS, Mettle of Man,etc, so you can avoid the first 1 shot attempt and you might even have a teammate who is not max tier stalked to come to help you and take a hit for you aswell. Again i know how strong endgame could look for GF but i'll say again i just want a functional killer i don't wanna nerf survivors whatsoever.

    IF you could shadow dash then you'd be Blight but way worse cause your very limited in range and number of uses plus you'd be add-ing a third aspect to the killer, which would become harder to Balance due to being another aspect to balance. YOu'd need the survivors to be clustered up in order to make good use of shadow dash wich i don't see happening very often, they'd just spread out and make it useless, same as Feral Frenzy, you're giving them a reason to just shift +w as early as possible wich is what they do now when they know you're stalking them, they get distance to avoid the stalk and gain distance in case you stalked them already and they can reveal you wif you go after them.

  • And he is hard to play because he is a bad killer. NO good killer is hard to play. Nurse takes time to learn that's all, you build muscle memory and experience but you have the ability to ignore so much of what is troublesome to most everyone else that the time investment has faster and better returns than learning any other killer. Time is not a direct equal to skill or difficulty. Before her update Nurse was over used because of how accessible she was, not only was she busted she was easier to play aswell and why was that? Because the game was just as survivor sided back then as it is now and you need at least 1 god tier killer or else there's no absolute reason to play killer. AS time moved on more killers appeared strong enough to warrant the Nurse changes, then a new standard was created for killers thus survivors/game had to have their revision aswell( survivor perks, map strength, boon totems,etc) and we're stuck in a never ending circle. Nurse got changed, Spirit became the new daily complaint, Spirit got changed, survivors/game got changed, and the process repeats itself over and over...

    You can take your whole life to master something or master it really quickly, it doesn't mean the thing you're mastering is hard or easy it means it takes more or less time. Mastering something like Blight and Mastering something like Ghostface is too complete worlds apart. Blight has a much better chance at the game thus it's easier to play him even if mechanically he takes more time to master vs how simple GF is mechanically, which he ends up not being because you gotta learn the broken ways of leaning and how broken reveal mechanic is. GF's problem stems from both him and the game not being designed for eachother vs Blight who can do everything better and faster thus is a better fitting for the game thus he becomes easier to play cause you know you have a chance vs playing GF where you know even if you're doing your best your chances are still so small compared to good killers. With Blight or Nurse you can get away with some plays while with GF anything that isn't a perfect play means you lose and even if you do perfect plays you're not that much closer to winning because the game isn't meant for you (anymore ...if it ever was at all...).

  • Part 4: Add-ons

    -Add-ons would be redesigned, some would just have their values adjusted but my god does this killer need new add-ons. With Paranoia tiers you can stack status effects, so stacking status effects could be a build idea for GF.

    -Slow passive stalking could be an add-on. This way you can focus on "combat" while passive stalking still exists but it will happen at a lower rate meaning making matches last as long as possible would be more benefitial, which in general is better for every killer, gives you more time and opportunity to play.

    -Starting off with tier 1 Paranoia on every survivor can allow for high pressure matches. (Maybe a new ultra rare?)

    -Rework the stalk distance and reveal distance add-ons, rework the exposed time and stalk rate add-ons into new stuff.

    -Rework the Outdoor security cam so that whenever 1 survivor gets hit after being fully stalked everyone else jumps 1 tier in Paranoia. So let's say it's Tier 3, tier 1, tier 1 and tier 2. Hitting the the tier 3 person would bump everyone else 1 tier up and thus making it Tier 2, Tier 2 Tier3, meaning you can now go after the other Tier 3 person to bump the other 2 tier2 guys into tier 3 aswell, thus putting everyone into tier 3. Now if you pair this with the other possible ultra rare that starts with paranoia at tier 1 already then this could become extremely strong but isn't that the purpose of ultra rares?

    -You can even combine starting at tier 1 with passive slow stalking aswell, letting you focus on chases with the safety net of if you can get them right now you can just try to make the match last as long as possible and reap rewards later.

  • Part 3: Gameplay impact.

    Now that i've exposed (haha) my idea, let's discuss pratical gameplay for these changes.

    Now because Stalking and Stealth are seperate you can choose wether or not to use stealth right at the start of a match. I still believe he should have a natural smaller TR (possibly having no TR at all could be an option) and the Reveal mechanic should be reworked aswell but i've presented suggestions for that in the past so i won't discuss them here again. Since stalking isn't such a short term thing for GF, you can use whatever moment for building stalk on survivors and increase their Paranoia tiers.

    Meanwhile you are totally free to attack them whenever without losing progress on their stalk, stalk is now a bigger picture mechanic. So wether you want to present yourself and terrorise them or try stealth and ambushes it's up to you.

    Because stalk and stealth are seperate things, the way stealth works will also be different. When you activate stealth you still lose TR and Red Stain but you also lose sound on footsteps and there's lower breathing, imagine if GF had his own unique Iron Will, a new change is you will always be crouching, crouch speed should not be slower than survivors but it shouldn't go beyond 110% either no matter what, you can use PWYF and/or add-ons for crouch speed to get to 110% but getting more stacks or changing add-on rarity won't change crouch speed beyond 110%, it's a hard cap.

    It might sound like i'm limiting stealth and to a degree i am and that's because of the passive gains from Stalking, you won't need as much stealth but it still exists and because i don't want to have stealth be the only way GF can be dangerous. This way stealth is just another tool for GF to spread fear and be impredictable.

    These changes to stealth should obviously be supported by changes to the reveal mechanic, to make the system more consistant and fairer for everyone.

    The biggest weakness i can recognise is that' you're still just an M1 killer, but that's how i think the game should be, Balanced for M1 killers, wich is another topic i've covered in another post.

  • Part 2: My idea to change it.

    Now that i've explained why i think this is a weak option for GF i will present my idea.

    My suggestion is to make Stalking work based off of Tiers, just like Madness tiers for Doctor. The general idea is to have stalking be worth more than just exposed status effect on repeat and have the ability to stalk linked to wether or not you're in stealth. IT's for it to be an impactful tool throughout the entire match, so that stalking is always useful and not just a 1 shot mechanic. Different tiers can offer different effects wich then can culminate in the exposed status effect.

    In terms of being able to Stalk, this is a permanent thing that GF can do whenever he wants, without needing the full protection of Nightshroud, effectively he would have Stalking as his main power and stealth as his secondary ability. This way you can keep working towards exposing people even when you're not being particularly stealthy and you can use stealth to prepare ambushes. The twist with stealth is that just because GF is using the stealth portion of his powers it doesn't mean there's someone in max tier of Stalking. This is what i just call spreading fear and paranoia, as it's very frequent in horror movies, people just become afraid and paranoid and make mistakes, that's the purpose of the tiers. Each tier activates a set of actions for survivors that are meant to increase their fear, stress and paranoia.

    Imagine if in Tier 1 you start hearing breathing noises, footsteps, as if someone is close to you, possibly about to attack you. Imagine that by Tier 2 you start getting calls from GF asking you about scary movies, asking you about in game lore, things about Wraith, Artist, other survivors etc. Imagine how much fun BHVR can have recording voice lines for GF, they can make him say scary things, they can give GF an attitude, for example, why he is better than Freddy or Myers or things he likes about other killers, they can make references to Jason Voorhees, more Scream movie references, etc they can record so much and make GF such a scary but fun and rewarding killer to go against just for the authentic horror movie feel of hearing GF talking to you.

    By tier 3 you can be finally exposed and have a brand new theme playing that would be very close to the real chase theme. Wether GF is or not chasing you...

    Taking this 1 step further, whoever is the Obsession could have special effects added to all of this, maybe GF can see their aura.

  • @Breadn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2836310#Comment_2836310

    Can't afford to in what way? It's a switch they can flick. Consider it an experiment and be done with it.

    They reworked ranks to grades, without MMR there's no matchmaking parameters, they need to code in another matchmaking system and if as you say they can switch it than that means there's 2 matchmaking systems, why would they have both? Doesn't MMR work fine? And even if they have both how would the second system work? Ranks are gone, Grades are in, Grades are play time based and ranks were not so they can't just match people with similar play time and consider that as a fair match, if it did that it would benefit all the casual players cause they all have less playtime so there's overall less knowledge and experience but for all the long time players it would mean every match is a sweaty try hard fest which is mostly what happens already and nobody is happy and in fact time is a factor into MMR, not how long you've been playing but how long you survive in each match, and that measure of time works in reverse for killers, the quicker the match generally the less points they get cause chases were short. Basicly speaking every match is meant to last sometime and not be a gen rush fest or a 2 kill camp fest.

  • Ghostface - Extra Hard.

    You're a pure M1 killer with no power for 90% of the match. Your add-ons are trash. Your biggest weakness is being looked at. Survivors have better stealth than you.

    1 shots are nice but you're not able to 1 shot everyone since it's a time limited thing (thematically it makes sense but that's where it stops making sense), you can only 1 shot after stalking someone and you have 45 seconds (base) to do so, you still have to aproach that survivor in M1 range, which considering how looping works because of how the maps are designed and how survivors have better visibility than killers, it makes it pretty freaking hard to stalk expose and sneak up on anyone and once you as a survivor know you are exposed, because you are warned about it, you pay more attention and expect where the killer will come from and you can plan your exit strategy and again considering how maps are designed, it makes it way too easy to just not get it and if by chance you're in a God loop than there's no fear whatsoever about getting hit in those 45 seconds... So realistically speaking GF's 1 shot potential is completly dependant on Survivors unlike Meyer's Tier3 which Myers gets not only more time, 60 seconds base and up to permenant, but Myers can control who he can 1 shot cause he can 1 shot anyone he gets reach on.

    Think about it this way, Myers makes himself stronger while GF makes Survivors weaker except the game is by default rigged ( map design) to give survivors multiple escape options which weakens the best path GF can take. oh and you don't have Myers extra reach either so you really need to be in that M1 range.

    So you're onna tell me to just 99% my stalk and i'm gonna tell you, it takes so long to go find someone, stare at them just to leave them and go find someone else somewhere else all the while you can get revealed at any time and then you lose your power and you're left with no progress and no power, you have no way to know when you'll see the 99% stalked survivor again or if you'll have your power ready when you do see them.

    Imagine you have the partially stalked Survivor in front of you, within M1 reach, will you just not M1 him because he is partially stalked? See this is problematic, you're trading previous "progress" for current progress, why would you not hit the survivor if he is right there? You'll only do that if you have your power ready to expose them because otherwise you're losing a hit and chosing to lose that hit will give the survivor the information of what you're trying to do, why didn't he hit me is what the survivor will ask and the answer is obvious, oh im already stalked, he wants to one shot me later so i better just avoid being seen. And here we go again with the rigged game, Survivors have better stealth than you, they can easily stay hidden.

    Can you make GF a better M1 killer? Yeah they obviously can, make his base kit better, gave him better stealth, create a better Reveal system than a % of something in the % center of your screen... cause that's how it works they need to see 20% of GF inside the % center of their screen, it's a stupid falwed system that creates random scenarios where you're not visible but you get exposed and scenarios where i can see GF and can't expose him, it's #########...

    Another option is to rework him, rework how the stalking works, instead of filling a meter make it so stalking has multiple stages and GF can perma 1 shot you if he reached all the stalking stages, that way you get pay off by ignoring partially stalked survivors. This way there's a reasonable choice being made: ok these survivors are not so strong i can quickly chase and down them vs the stronger survivors where you'll most likely take your time stalking them so you can 1 shot them later on when you get a chance to get to them cause you know you probably won't get manny chances at it. While you're gonna tell me oh but then those survivors will know and they'll stealth you out, which is still true, i want a better GF i don't want weaker Survivors, but by pursuing weaker survivors then you can force scenarios where stronger survivors must rescue them, that's your oppotunity to make the stalking compensate and if they don't do rescues and expose themselves then the weaker survivors die and accomplishing the survivors objective becomes harder because they're working together.

  • @Breadn said:

    It's the unfortunate truth of MMR. People say it's designed to cater to casual players, but you would fall under the casual player umbrella and you're still getting cucked by it.

    Quit the game if you aren't having fun, the more players leave the faster BHVR will realize that they ######### up with SBMM.

    THey won't revert or change how MMR works, they can't afford to.

  • You know what they would do? Increase the prices in 25% BP.

  • @buzzaman said:

    They dont design this game for good players

    They don't know how.

  • Kills is not the best way to Balance the game because most killers can't actually kill. That's the issue here, killers can't kill unless they make the game as unfun as possible and we don't want an UNFUN game and neither do we want OP killers so maybe instead of individual Balance changes we make game changes that better reflect the swing of momentum.

    It takes so long and it becomes so hard to kill a single survivor that killers just take the easy way out whenever they catch someone, a single chase and a single hook is so time consuming that making that single hook as important as it can be becomes the priority for killers thus camping and tunneling runs uncontroled, especially in the age of MMR.

    A very simple solution to this is to change the Hooking system. Instead of being able to camp hooks or just make quick rescues, the game should keep the Hooked player on a time based exclusion. Every time you hook someone, that someone is excluded from the game and when the exclusion time is up the entity frees them and allows them to participate in the match again.

    This means that temporarily the match becomes a 3v1, reducing the pressure on killer significantly, you no longer need to camp and you also dont need to worry about a quick rescue either, it's a guaranteed 3v1, it makes every single Hook very meaningful.

    Limiting the number of active survivors is key to managing the match as killers. This change to the hooking system would provide a very positive change to the flow of matches.

    On Survivors side not much changes, you can still attempt to prevent the hook with flashlight saves, bodyblocks, hook sabotages, pallet saves.

    In all honesty i can't understand why a timeout system like this hasn't been talked about. It helps vs SWF's, its 1 less coordinated player, it helps reduce extreme reliance on some perks, especially on killer side, knowing theres less input because theres 1 less player will give killers more chances to run other perks and if the same regression perks keep being overused then you can tweak those perks to have a smaller effect while increasing the Hook system timeout or some other aspect that benefits and promotes killers to not rely on multiple regression perks.

  • I'll argue none of them is Balanced because the game as a whole isn't Balanced. They all suffer the same problems, how efficient Survivors can be, RNG, bugs, etc. If i were to say that there's a Balance to killers then i'd have to say M1 killers should be the most Balanced ones since those rely on the fundamentals of chasing but the game was never made for M1 killers to thrive, it's no wonder we don't have a proper M1 killer for over 2 years. The closest thing is Nemesis but he's still in the hybrid category meaning Ghostface is the last M1 killer released and he is all sorts of awful so...

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