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Dsg4041

Dsg4041

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Dsg4041
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  • I upvoted. I have experienced the same thing you said in your Original Post AS WELL AS in your comments.

  • @Batusalen said:

    They should change the survivor aura color (i.e. the same as they use for the killer as it is the "enemy" aura color) and make it so it draws on top of everything else, including any other visual cue.

    I don't know how many times the "unhook" visual sound effect has blocked me from seeing where the survivors were going, aura reading or not.

    Yeah, it's the notification bubbles. They block vision and auras very well. This is yet another thing that should be fixed or improved somehow. The Survivors experience it too with a few perks, iirc.

    What remains an issue is that a survivor aura color is so insanely close to a gen aura color, something not even Survivors experience. You can't say it's both ways with that so leave it alone. It's broken.

  • Already great suggestions, thanks guys.

    I didn't even mention how gen aura Perks on both sides also don't make any sense.

    Did you notice that if you run the Surveillance perk and its gen aura effects that it won't properly work with numerous other gen aura perks such as Call of Brine, Eruption, and Discordance.

  • @Pumpkinbros said:

    yknow i was skeptical but yeah this 100% makes sense, trapper gets blasted in the beginning of the match trying to setup all of his traps, I do think that a majority of killers do not need it

    Killers that need it:

    • Trapper
    • Ghost Face
    • Pig
    • Demogorgon
    • Deathslinger
    • Clown (short)
    • Belinda
    • Sadako
    • Pyramid Head
    • Freddy Kreuger
    • Bubba
    • Twins (maybe)

    Every other killer in my opinion does not need it my choices were mainly based on who does not have easy map travel, sadako even tho she has TVs can not teleport to them when the game starts, might've completely missed some but I also just said why I picked those so I think you can see where to go from there

    I could see this as well. Where maybe some Killers, like the exact ones you mentioned, get it longer than 15 seconds, but then 40% of the remaining Killers don't need it as much and only get it at like a base 8-10 seconds.

  • @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3348319#Comment_3348319

    It's easy to figure out for you and me. They have unfathomable thought processes that lead to perks that do stuff like "let the unhooker run away from the unhooked at mach 10". There's no way they could get this right.

    😂

  • @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3347928#Comment_3347928

    Micro pop, more than mini.

    There's no way behavior interactive could balance this overly thought out mechanic. They'd give Wesker like 40s corrupt and hag like 10 or whatever. They just do stuff without thinking about how it'll work.

    That's a great challenge gauntlet thrown at Behavior :P

    Hah, more seriously, I would say that like 70-90% of the Killers would be very easy to figure out I think. There'd also might be a very common, conservative "Killer Corrupt Time" that's set at like 15 seconds and which takes the guesswork out of it for many borderline Killers.

    Finally, I'd look at this new feature/mechanic as something very fun and interesting. What if Behavior really did mess up little on like 5%-10% of the Killers? We know it wouldn't be on the most obvious suspects like Nurse on one end and Trapper at the other. But there could be a lot of fun if Behavior maybe gave one Killer like 10-20 seconds longer "Killer Corrupt Time" than they probably should have (Maybe like Pig?). It would give them a "Meta Period" until the next tinkering of "Killer Corrupt Times" across the board!

  • @Bran said:

    You can't say just no corrupt for nurse. That doesn't make any sense.

    Anyway, that'd be nice. A brief moment at the start of the game where killer can move before gens are getting progressed.

    It just shouldn't be over 20 seconds for really anyone.

    Love the feedback, ty dude. Yeah, I honestly could see a very good argument for basically no one getting more than 20 seconds Basekit "Killer Corrupt Time".

    That smaller range of numbers means guessing (or narrowing down) who the Killer will be basically impossible too.

    And I can see how adding a new Killer feature and having a couple or so Killers not get it at all doesn't make sense, so I suppose a very few two or three Killers will have it for like maybe 5 seconds at the start of the Trial (Nurse, Blight, maybe Spirit). 5 seconds is enough to stop some immediate spawns on gens progress too (You also wouldn't know it was Nurse right away either). Although maybe it should be like 8 seconds for a more real effect. But, I would honestly still lean to 0 seconds of Killer Corrupt Time (on these Top 2 or 3 Killers) despite seeing where you're coming from.

  • @Witchubtet said:

    It would help a lot of killers and kinda be like the base kit BT buff.

    Yeah, exactly)) We got Survivor Activity Icons and BT Basekit for everyone, it would make some sense to have a new, small Basekit Killer feature as well) It reminds me of the Basekit Gen Kicks being mini-2.5% Pops as they are now!

  • Tough game to balance because it tends to snowball into a big victory for either side.

  • Hello King Ping sensei and everyone :)


    My thoughts -

    The Discordance bug is very serious. Fingers crossed with it. 

    —————-

    King Ping, you should really reconsider your comment about the Reveal range. It may be entirely legitimate as part of the new Stalking and Reveal mechanics rework. 

    Consider that they took away the old Driver’s License effect. There is now no longer any way to reduce the Reveal range to 24 meters. I was actually one of the Ghostfaces, High MMR as well, who actually ran it at times for that exact effect too. How do you think that makes me feel as someone who ran DL for the 24 meter Reveal range? What can I do about it now? 

    In my matches against High MMR survivors who have certain strategies for each Killer, the tactic against Ghostface was to constantly Track, Harass and Stalk him all the way from 32 meters out, which eliminates his powers yet ALSO puts the Survivor at a really safe distance from his remaining M1 power. Also at 32 meters it was too easy for them to go from hidden to Reveal Ghostface back to hidden or harass. Now that they have to come closer than 32 meters, you as a Ghostface have more signals telling you you need to respond in some way: do you back off and value your stealth or do you let them use the much easier and fairer Reveal mechanic on you.

    It also makes perfect sense that Ghostface, a Killer with telephoto lens and cameras in his lore and his add ons, should have a more respectable buffer range between his Stalk and Reveal range. Survivors should do the more normal thing which is to, you know, run and hide from the Killer and mess with his LOS intelligently. 

    Finally, this was a Killer who was also 1) buffed for being too weak, 2) is now insanely easier to Reveal when within range like to stop his cheesey mid-chase Stalking (very fair), and 3) is literally still considered the worst Killer by quite a few talking heads like Tru3Ta1ent and more. 

    The only compromise I would take is some type of two-way middle ground like 26 meters instead of 24 or 32. Even then I’d still want my old Driver’s License back at times. Don’t make me call the #GhostfaceHarassmentHotline again. :’(

    —————-

    I also saw the 1% stalking through walls bug a while ago. It might be stuck in concrete so to speak with the new Stalking and Revealing mechanics system. I never saw it go up to like 5% like you did but that’s still a lot of wasted time and out of control movement to build up Stalk that way. 

    We should get rid of it, of course, but it doesn’t occur nearly enough to give Ghostface the other advantage, which is having a slightly more accurate Whispers/Spine Chill.

    ——————

    ​Yeah I tested Spine Chill as a Survivor and it seems to be exactly like the Whispers perk now, even with zero TR stealth Killers or Stealth Perks like Tinkerer. It is more powerful than old Spine Chill against Ghostface.

    Very odd as it makes the Premonition Perk more useless and redundant than ever before. 

    The only good news is that I notice many Survivors are not running Spine Chill because the vault speed boost is removed intentionally. So do they waste one slot to destroy only stealth killers and stealth perks, or do they use the slot for something more useful against the other 25 or so Killers and 86% other perks. Granted, even the 36 meter warning is still kinda useful against all Killers too. :’(

    The reality is the reality though, and I’d still take on an omega Spine Chill sometimes or once in a while over the hot mess that was 32 meter Reveal-Stalking the Ghostface into uselessness every match.

    ———


    Ghostfaces’s have rights too. Cheers everyone. :)

  • @SekiSeki said:

    New corrupt is way better than old was. It's perfect for the set up play, which is it's design. Honestly, extended it to 3 minutes and that'd be cool too.

    I like the idea of having a perk that deactivates with conditions, I think that can be applied elsewhere in a creative way. That said, I think the change to ruin was correct and 100% is fine. Passive regression is so valuable, it will still be a top perk.

    Restricting the stack of OC and CoB? If people want to waste time and kick gens, they can do it. No reason to stop them.

    The remarks on matchmaking, I don't really care to weigh in much there.

    Basekit kindred is an amazing idea, I have seen plenty of forums mention this and it is such a good QOL addition.

    Extending basekit BT at the end to compensate for DS and OTR turning off, I can get behind that. It could probably get a little confusing for people but seems like a good change.

    I love your thinking with the new Corrupt. If it was extended to three minutes but still deactivated with conditions, that would be just as good I think. I think the conditions to deactivate could be 1) first hook, or 2) once two Survivors have been been downed but not hooked. (If one Survivor is downed and then healed, this will still count towards the Killer's deactivation condition!)


    I was also not necessarily turned off by Ruin's new 100% regression but only because for some strange reason I read the new perk as Entity blocked until a 1K or 2 minutes into the match or something along those lines. So naturally, when I realized how badly I misread the new perk change I thought "well, these deactivation conditions actually would be a really cool idea to add in there!" Glad you liked the idea behind them as well. And you were smarter than me for thinking about how deactivation conditions could potentially be added to other perks or ideas.


    I also didn't think restricting the stack of Overcharge and Brine was necessarily needed. In my High MMR, I didn't think them stacking was a winning strategy in the first place. I was actually play-testing with Eruption the past week or so instead of Brine/Overcharge. My reason for it, though, was for the more Middle MMR's and the more full Solo Queue Lobbies. A stacking Overcharge and Brine could be pretty brutal to them. I know it, because I am a Middle MMR, Solo Q Survivor myself!


    Very cool, I didn't know base-kit Kindred was already getting thrown around, but yeah it's the one perk when I was playing the game and thinking "Man, give this perk as base-kit and so many things are improved for everyone". But as a Killer Main, this terrifies me and I would want a very poor-man's version of Kindred as base-kit. So bring Kindred the Perk if you want the real power!

  • The Devs weren't 1,000% clear in the language surrounding Hex Ruin and Jolt.

    Basically, there is a small chance Hex Ruin might be Entity blocked until a 1K is confirmed, then it dies automatically.

    Basically, there is a small change Jolt is now map-wide as well.


    It is pretty safe to assume both of the above are not true, but it's not 100% confirmed either. Especially with Hex Ruin. Hex Ruin was strong in Low MMR, meh-to-solid in Average MMR, and weak in High MMR. If they import this new Hex Ruin, it would just be weak in every MMR level except maybe being meh-to-solid in the Lowest of MMR's. So it would make sense if there's a sneaky addition of a (weaker) Hex Ruin being Entity blocked until a 1K is confirmed. And if it is not so, and that Hex Ruin can be cleansed even before the 1K, I really recommend changing that to like "Protected by the Entity for the first 3-6 minutes of a match, or when a 1K occurs, whichever is first."

  • @RpTheHotrod said:

    I like the idea, but do consider it takes out the "decision" that GF has to make when there's multiple people in his view. That being said, he is a low tier killer, so he could probably use the love. As for Myers, I don't have him, so I can't really offer my feedback.

    There's an advanced way to selectively stalk multiple people in view, but it's really tricky and not even possible sometimes. And it's clunky. So this idea would give Ghostface a really smooth way to stalk a ton of people at once and be just fine since he has the locked 99% stalk menu option on. It definitely revolves around the reasoning that he is certainly a lower tier Killer than many others anyways.

  • @Gibberish said:

    Still very mediocre. Just some very minor buffs is not enough to make him a decent character, he needs actual kit changes.

    I main him, play him very often, and have played pretty much every new add-on combo and strategy. And the new Reveal mechanic washes it all away, and then some.

    I actually get how old Ghostface was too tricky to Reveal at times, and I am all for Revealing him to be easier. But this felt like a swing too far in the Reveal mechanics. I crouch behind a semi-short wall, and I'm Revealed over it. I get back inside a building or behind a tall wall, doesn't matter, the third person Survivor camera can track him just long enough to Reveal, never mind that I can't see the Survivor's body and the Survivor's eyes can't see me (only his third person camera sees me). And etc., etc. I even feel like I can't Lean as easily as before.

    Another big problem is when Survivor(s) stalked Ghostface to always Reveal him instead. With the old system, it wasn't super easy. Now it is. Just simply be within 32m of him and you did 70% of the work to Reveal him already.

    I think a lot of people, like me, are loving the add-on changes and the two Ghostface buffs, and are grateful for them. But I think if you polled a bunch of real Ghostface main's, most of us would vote for the old Ghostface to come back simply because of the new Reveal/Stalking mechanics. And I am very interested to see the data on Ghostface's kill rate 6 months after the "Legion/GF Update", especially as compared to 6 months before it.

  • Add this in the Bugs Thread too :))

  • @Leonardo1ita said:

    Did it seem a connection issue, or a feature rework?

    I haven't noticed it playing Ghostface, could you explain in detail what changed from before?

    Another way I can talk about it is like this.

    Before the update, if something showed the "Leanable" icon, you could pretty much always do exactly that, Lean on it any time, Unlean from it, Lean back on it repeatedly without a problem.

    One of the biggest Lean issues I have is that I will be at, for example, a doorway, which seems to be a common issue object now, then see the "Leanable" icon. But for whatever reason, I am stuck tapping the Stalking button 5-6 times trying to get the Lean off. Sometimes I never got the Lean, sometimes I am Revealed in the long process, and sometimes I finally Lean.


    Another big issue is that the "Leanable" icon itself appears less often in this patch than the previous one. It feels like I noticeably saw the Leanable icon less as I hugged through walls and corners just as before.

  • It got so much easier to Reveal Ghostface.

  • Thank you for the feedback guys! I still think it will work out fairly well, especially in the extreme scenarios when a Killer is raising a lowest Green flag or highest Red flag (as mentioned by Zarathhos). It is also a very small and easy thing to add to the game, I suspect, meaning if there are too much liars or too many people not even using the Flag system, then no biggie.

  • After seeing some PTB gameplay, the Haste Add-on still underwhelms me a lot. And I still hope for a change as discussed in here.

    There are some more underwhelming Add-on changes mixed in there, but on the flip side I was happy and thankful for many of the Add-on changes as well! I'll list the Add-ons that I love as well as the ones that I think still need to be addressed if they want to see any use past the "novelty week".



    Add-ons to recommend changing please:

    • Marked Map -
    • Increases duration of Killer Instinct after being revealed by 2 seconds (was 1 second).
    • Note: Of course this add-on will get no use, and with the new 60 second Marked timer, I now feel making this add-on an upgraded "Cheap Cologne" would make it very viable and used. Cheap Cologne adds 10 seconds to the Marked timer, so maybe this one adds 20 seconds?
    • *New Effect* Marked Map -
    • Increases Marked duration by 20 seconds.

    • Cinch Straps -
    • Night Shroud remains active after a failed basic attack.
    • Note: I know this add-on will be great at lower MMR, and sneakily even at all levels of MMR with all the god-tier Survivors rocking wiggle movements, 360 spins and whatnot. But Ghostie will also get Revealed a lot before getting much use of this add-on. One recommendation could be adding the "Unrelenting" Perk effect to it, and making it active even outside of Night Shroud. The best recommendation, however, would simply be "Ghostface also takes 1-2 seconds longer to Reveal". Then you will have something cooking!)
    • *New Effect* Cinch Straps -
    • Night Shroud remains active after a failed basic attack. Revealing Ghostface's Night Shroud takes 1 second longer than normal.

    • Olsen's Journal -
    • A Survivor that is Marked is inflicted with Oblivious until the Mark expires.
    • Note: I do see the potential in this add-on as it encourages tactical Ghostface's who will come back to the Marked target later. This is many times outside of Night Shroud after being Revealed as well. But this add-on still clashes with the Marked Survivor not being able to Reveal Ghostface in the first place, and looks pale in comparison to other new Add-ons. This is where I would forward one idea from above, refined further. This is because most Ghostface's are Revealed 24/7 at higher MMR, decreasing the enjoyment of playing Ghostface.
    • *New Effect* Olsen's Journal -
    • Ghostface cannot be Revealed until a Survivor has been Marked. Once a Survivor is Marked, however, all other Survivors' Stalk Meters become reset!


    • Telephoto Lens -
    • A Survivor that reveals The Ghost Face is inflicted with Oblivious for 60 seconds.
    • Note: I almost put this add-on below, but at higher MMR the Oblivious effect is less effective. I really like the idea behind the add-on though, which is to punish those that Reveal Ghostface 24/7.
    • *New Effect* Telephoto Lens -
    • Revealing The Ghost Face takes 1 second longer than normal. A survivor that successfully Reveals The Ghost Face is inflicted with Blindness for 30 seconds and Oblivious for 90 seconds.

    • Chewed Pen -
    • Survivors that are in the dying state take 3 seconds to reveal The Ghost Face.
    • Note: This seems awful on every level, but I appreciate that the old Chewed Pen lives on in Walleyes Matchbook. As this is a green add-on, I would take the Olsen's Journal idea I made above, and upgrade it.
    • *New effect* Chewed Pen -
    • Ghostface cannot be Revealed until a Survivor has been Marked. Once a Survivor is Marked, however, all other Survivors' Stalk Meters become reset except for one random Survivor regardless if they had any Stalk Meter filled or not.


    • Knife Belt Clip -
    • Reduces the Terror Radius by 8 meters when crouching.
    • Note: This is another add-on that seems awful on every level. We could make it skyrocket into an extremely interesting Add-on with the recommended idea next. And this add-on would become the God-send, Go-to for all Ghostface players who eschew his Stalking for a hit and run play style. It is nice to take a break from Ghostface's Stalking mechanic for once!
    • *New Effect* Knife Belt Clip -
    • Reduces the Terror Radius of The Ghost Face by 8 meters. When The Ghost Face hits a Survivor within 7 seconds out of Night Shroud, the Survivor is inflicted with Mangled and Hemorrhage until fully healed.

    • Lasting Perfume -
    • Survivors that are on a hook take 3 seconds to reveal The Ghost Face.
    • Note: This add-on seems awful on every level once again. I would let it follow the Cheap Cologne, Marked Map idea path, and make it the highest version of the add-ons. This would really morph Ghostface into a map pressure Killer, making it extremely fun and tactical for everyone in the match!
    • *New Effect* Lasting Perfume -
    • Increases Marked duration by 40 seconds.

    • Drop-Leg Knife Sheath -
    • The Ghost Face gains 10% movement speed for 5 seconds after Marking a Survivor.
    • Note: This add-on was discussed ad-nauseam above, as well as the explanation around the new changes to it. Basically, the 5 seconds of Haste is way too short. It also invites Stalk in your face antics. The new, recommended changes are much healthier and provide for Ghost Face to be more calculated.
    • *New Effect #1* Drop-Leg Knife Sheath -
    • The Ghost Face gains 5% movement speed for 30 seconds after Marking a Survivor. Bloodlust is deactivated for the duration, and The Ghost Face's first attack will remove the Haste regardless if it lands or misses.
    • *New Effect #2* Drop-Leg Knife Sheath -
    • The Ghost Face gains 5% movement speed for 20 seconds after Marking a Survivor. Bloodlust is deactivated for the duration.

    • Night Vision Monocular -
    • A Survivor that reveals The Ghost Face is inflicted with Exhausted for 5 seconds.
    • Note: This add-on was close to being good. I absolutely love the idea behind it, which is to punish the Higher MMR Survivors who Reveal GF 24/7. The biggest problem, however, is that GF's existing Reveal range is 32m out. This add-on would be in a perfect spot if GF's Reveal range was like 20m or less, but it's not!
    • *New Effect* Night Vision Monocular -
    • Revealing The Ghost Face takes 1 second longer than normal. A survivor that successfully Reveals The Ghost Face is inflicted with Exhaustion for 5 seconds, Blindness for 30 seconds, and Oblivious for 90 seconds.

    • "Ghost Face caught on Tape" -
    • Instantly recharges Night Shroud after a successful basic attack puts a Survivor into the dying state.
    • Note: This is an Iri add-on and it still seems awful on every level. One of the hardest things for Ghostface to do is down someone. And the time to Stalk to Down plus any help like the 5 second Haste add-on won't help as much as you'd think. The recommendation below helps Ghostface's in a variety of styles that they want to play, and makes a pairing with Olsen's Wallet a very fun build.
    • *New Effect* "Ghost Face caught on Tape" -
    • Instantly recharges Night Shroud after a successful basic attack. Stalking a Survivor takes 10% longer than normal.


    Add-ons that seem fantastic now, thank you:

    • Cheap Cologne -
    • Increases Marked duration by 10 seconds (was 5 seconds).
    • Note: This is a great add-on because it makes for 70 second Exposed timers and allows Ghostface to Mark from afar and play more calculated. As well as have some minor map pressure because Exposed Survivors at every MMR level either need to play more slowly and cautiously, or risk getting 1-hit Downed near the end of their Exposed timer as they gen-rush.

    • Headline Cutouts -
    • Increases movement speed while stalking by 40% (was 10%).
    • Note: I think this add-on was bad before, but with it's buff and what I suspect will be slightly easier Revealing and better Stalk-Hiding, I now think this Add-on will be decent for many Ghostface players and styles, such as alongside a short duration Drop-Leg Knife Sheath. Or perhaps even just for getting Ghostie back behind cover faster before being Revealed.

    • Walleye's Matchbook -
    • Decreases Night Shroud recovery time by 6 seconds (was 2 seconds).
    • Note: Great change, as the bigger variety of Ghostface add-ons makes running double recovery add-ons much harder. Now there is only one Recovery add-on and it's at a good enough spot.

    • Leather Knife Sheath -
    • Increases crouched movement speed by 10% (was 5.6%).
    • Note: This add-on has potential paired with good instincts or info like Surveillance or Brine perk activating. And its biggest potential is crouching within loop mindgames at a faster movement speed.

    • Outdoor Security Camera -
    • The auras of all Survivors are revealed for 7 seconds when a Marked Survivor is put into the dying state (was 4 seconds). Now applies to all Survivors.
    • Note: Pretty awesome change, thank you!

    • "Philly" -
    • Decreases time required to Mark a Survivor by 20%.
    • Note: I suspect this was one of the very few Ghostface add-ons actually used before the GF-Changes. So definitely still good to have an add-on like this around. I used this kind of add-on for a long while as well, before I got sucked into Outdoor Security Camera. 2 seconds for a Lean Stalk (instead of 2.5), and 4 seconds for a normal Stalk (instead of 5).

    • Olsen's Address Book -
    • Survivors that are Marked reveal their auras for 5 seconds when performing rushed actions.
    • Note: I'm waiting to see if there is a cooldown and how long, and barring something too negative from that, this add-on change is my most favorite and, in my opinion, the most impactful of all of Ghostface's changes. Thank you!!!

    • Olsen's Wallet -
    • Breaking a pallet or wall immediately recharges Night Shroud.
    • Note: It will be great fun to play with this add-on. While I don't personally think it will be as good and as consistent as the new Walleye's Matchbook. But for many Ghost Face's, this will be way better than Walleye's Matchbook. :)

    • Victim's Detailed Routine -
    • After being Marked, Survivors are inflicted with Exhausted for 5 seconds.
    • Note: No change needed here, amazing Perk and thank you! Because of the way this Add-on and its sister Perk works, it will be difficult for Survivors to get out of Exhaustion before Ghostface gets to chase them with zero Exhaustion Perks available.




    Overall, there is definitely a bigger pool of add-ons that are viable enough for Ghostface now. When Perk and Add-on combo's come into play, even more add-ons will get used.

    However, I suspect many add-ons will become unused again. And a few stand out so well that this will exacerbate the same situation with Ghostface's add-ons in the past. For example, I am already pinpointing using only these four add-ons, forever more; Walleye's Matchbook, Olsen's Journal, Victim's Detailed Routine, and Outdoor Security Camera. And the recommended changes above would really create different styles and strategies with Ghostface than ever before!

  • @[Deleted User] said:

    As a solo survivor, they make the game very unenjoyable to play. Killers like to tout the game is "survivor sided" but it's probably more "SWF sided." I'm sure

    Dead Man's Switch gets a massive buff to the point of actually being usable. Meanwhile, Boil Over gets buffed and is immediately nerfed in less than 3 weeks. And it's all because coordinated SWF's abused the purpose of the perk..

    Things also seem to get balanced around high MMR and by the looks of streamers' lobbies, doesn't look like a huge pool of people considering they are always playing with the same assortment of people.

    Too much things to killers' benefit and not enough for solo queue to have an enjoyable game.

    I like your angle on it being SWF sided more than Survivor sided. You might be onto something there.

  • Devil_hit11, as you know, Chewed Pen saves 4 seconds to get GF back into Night Shroud. But imagine that over the course of a match. 4 seconds here, 4 seconds there, 4 seconds here, etc. etc. We are talking about easily 2 minutes of saved time over the course of a match, maybe even if we take away the times when Night Shrouding immediately is not necessary.

    And as you mentioned, Ghostface does have access to a BBQ perk Add-on. With the insanely rising difficulty of matches for my Ghostface, I have ALSO started to use this Add-on REGULARLY.

    Sadly, it will be very difficult for any new add-on to surpass the value of either of these two Add-ons above! That is why I am trying to leave feedback) If one or both of our Add-on ideas above make it into the game, real Ghostface's who play the new Add-ons past the first week of novelty magic might actually keep using these new add-ons and others! I would love for nothing more to have a poor-man's version of PWYF as an add-on, and Sloppy Butcher as another add-on with maybe a 20-22 second Night Shroud recovery instead of 24 seconds. :))

  • Devil_hit11, thank you for your comment. I feel like I agree with so much you wrote. You sound like someone who plays Ghostface a lot, and that is what worries. Between you and me, we are two actual, longtime Ghostface players and we both see a very underwhelming add-on. Once the initial feeling of "Ghostface buffs" wore off on us, we saw that this add-on was very lacking in truth. And it is time to change it while it is still in the works. It needs to be 30% Haste for 3-4 seconds. I don't think 1-2 seconds will cut it as Ghostface will stop to Stalk (it takes like 1 second of movement to reach 115 speed in the first place) or be a touch too far to make it work often. OR, as I intend it, it needs to be 5% Haste for 20-30 seconds even if it disappears on your first attack swing hit or miss and if Bloodlust is completely deactivated during the duration of the add-on effect.

  • I lose as Survivor like 70% of the time in Average MMR, but I am kinda okay with it. I am literally a Survivor trying to survive a massively powerful Killer. I think if you are like me, you should look at if you had close games, if you had good chases, and had fun. The only thing I am not okay with is when the Killer demolishes the squad easily at like 4 gens left. Also, when you keep improving at Survivor and learning wiggle chases and 360 spins and teaming up with SWF or other High MMR lobbies, the game starts to become a little bit too easy/repetitive for Survivors. I know this might be like only 20-30% of the DBD player base, but still, it's true.

  • Thank you for your awesome input Predated and Bwsted!

    For Predated, I would again refer to my High and Top MMR lobbies where I have had thousands and thousands of PWYF chases that lasted more than 20 and 40 seconds each. 5% Haste just does not stop anyone from realizing they are Marked and pre-dropping Pallets, using their Exhaustion perk, or landing God-tier 360 spins which happens more than you think. They even mindgame around when the GF will respect the Pallet thus squeezing out yet another 1-2 loops before slamming the Pallet in GF's face. When we flip that over to the Low and Average MMR lobbies, I would tell you yes, 5% Haste does cause the Exhaustion perk earlier, it does cause the pre-drop Pallet earlier. But it still actually extends the chase 5 seconds from Marking, and that's why 5 seconds of Haste is sucky.

    Finally, I really look at the mechanic of Stalking; a Ghostface has carefully hung to the side of the map, stayed behind LOS, and finds a nice Stalking point on a Survivor 24m away. But she's on a gen with another Survivor and there's no easy way to Mark them Exposed in their face. So you Mark them 24 m away. As this shows, Marking a Survivor more than 20m away is much more common than people think. But with this add-on you are forcing this GF to do something that was not intended to occur most of the time, which is Mark people in their faces where they will get so frustrated if they didn't see themselves getting Stalked from afar, or even worse, getting Stalked in mid-chases with the less-than-perfect Reveal mechanics (both ways). There's nothing worse than getting Stalked mid-chase when you are staring right at the Ghostface the entire time. In conclusion, again, the 5% Haste with a 20-30 second timer, that fades on the very first swing hit or miss, is much better. It allows Ghostface to remain afar, to remain calculated, and not do silly Stalk in your face games.


    Bwsted, you give an excellent point. However, in High and Top MMR lobbies, this still leads to some chases longer than 10-20 seconds, as they force the Pallet break, or pre-drop 2 Pallets, or land their 360 spin on you making you miss and gain distance. You have to remember, Ghostface is literally a normal M1 Killer with zero abilities (other than crouching) when waiting 24 seconds for Night Shroud to recover. When you put a 5% Haste effect buff on him for 20-30 seconds, does it really turn Ghostface into A tier or S tier Killer like Nurse and Blight? Would facing that Ghostface really be so bad over facing the typical Nurse's and Blights that you see more often?

    I feel your point stands the best with Low to Average MMR lobbies, but I would suggest a real world example playing out. First, when you Mark a Survivor is not always when a Chase starts. So in many scenarios, it is physically impossible for the Add-on 5% Haste to exist with the Bloodlust 5% Haste. Secondly, 10% Haste is not enough to brute force some Loops with Pallets down. Killer Shack is a big example, but there are others, especially when a Window Vault is there or a successful mindgame on a Pallet Vault resets the entire Loop. On the flip side, 10% Haste is also not enough to stop many Pallet-Dropping tours. Finally, you are talking about Chases where the Ghostface spent a long amount of time. It is very clear here that the Survivor won by wasting his time long enough. This was a great chase to getting the gens done in 6-8 minutes and escaping as Ghostface has zero mobility like a Blight or Nurse, and zero map pressure like a Cenobite or Plague.

    As a further final point, we are discussing this Add-on as if there is no way to turn off Blood Lust when this Add-on is activated. If this was something easily codeable, then Ghostface would never receive more than 5% Haste in any scenario.

  • I felt the exact same on each Day you said. Good to find someone with the same experience as me.

  • Awesome idea. This would make hit-and-run come back again, and even be not quite as strong as before for Killers since Boon Healing is still here (albeit the Boon gets up more slowly).

  • @Devil_hit11 said:

    I would prefer 30% for 2 seconds.

    That is another cool direction to take the Perk. If you push the Haste effect to 20% or higher, then you have something fun and interesting even if it is for 2-5 seconds.