http://dbd.game/killswitch
Unusual suggestion - The Ghost Face decoy. A different take on a stealthy approach
At higher MMR, The Ghost Face tends to be a fairly weak killer (unless you're sacrificing your perks for gen regression to counter the high repair speeds). One of his biggest weakness is that he has absolutely no chase power, and the one thing going for him, his stalking, can easily be taken away from him by the survivors. He sneaks around and all, but the majority of the maps, you can see him coming a mile away - especially with SWFs communicating where he's heading. It's also literally impossible to sneak up on anyone running the new spinechill buff (for those who don't know, SC now flat out gives a 36 meter heads up - no TR needed, no being spotted needed). However, how does one improve The Ghost Face's potential without inadvertently making him too powerful?
With most killers, the Entity somehow "blesses" them with some unnatural power. However, The Ghost Face is essentially just a dude with a knife.
Enter the decoy - a gift from the entity in the form of a false manifestation.
I'd propose the following.
On cooldown, The Ghost Face can project a double of him in the direction that he is facing. This decoy will maintain the state the killer was in (in overt mode with a terror radius, or in stealth mode). The decoy will travel forward for awhile, then will patrol. However, the decoy will not chase nor attack survivors - giving survivors a way to determine if it's a decoy or not. After a time, the decoy disappears in smoke.
This is useful for The Ghost Face, as this helps him overcome one of his biggest weaknesses on the majority of maps - approach potential. If he decoys in one direction, survivors seeing the decoy running off somewhere will be more likely to lower their guard, making The Ghost Face's real approach to them more manageable. Additionally, the decoy will provide misinformation to SWFs communicating The Ghost Face's whereabouts. Additionally, he has the option to "fake" being a decoy himself (an additional mind game).
Just wanted to throw out an idea without the typical easy way outs like teleports and such. I figured adding an additional mindgame feature would fit his character.
Comments
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One of his biggest weakness is that he has absolutely no chase power
i'm not sure how giving decoy helps ghostface have a stronger chase. I would say one of his weakness is that there is no downside to being marked when nightshroud is active. If you don't get hit, the exposed does not do anything. He has no way to confirm the marks he successfully does if the survivor is effective at looping.
Its too bad ghostface does not have Wesker's virulent bound, it would give him gap-closer if he marks someone. that would improve his chase and it would give him mobility in-chase. Oh well, he already got reworked recently, so its unlikely anything about ghostface will change.
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Sorry, I didn't mean the decoy would help in chase. I was pointing out that he has a significant weakness already. In theory, he could decoy in a mindset jungle gym scenario making the survivor wrong the wrong direction back into you, however.
My point about the chase weakness was that he can't commit to chases, as he'll lose a gen or two if he does. He has to succeed in his approach to catch people off guard, but that's almost impossible in many maps. A decoy would buff his approach potential.
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by decoy, i thought you meant spirit's husk or those doctor illusions that stand-still. could good if you use zombie AI with illusionary killer that walks forward and lunge attacks turning the illusion into mist.
My point about the chase weakness was that he can't commit to chases, as he'll lose a gen or two if he does. He has to succeed in his approach to catch people off guard, but that's almost impossible in many maps.
well he doesn't need to commit to any chases. the maps where stalking and stealth is not favorable, its better to try get as close as possible to the survivor and just m1 them. if the survivor goes to favorable loop, you can break the pallet and then lean on an object from far away to 99% the survivor, then leave the chase.
the survivor can choose to heal but if you find them, you can complete your 99% mark and instant down them even if they heal or if they stay injured. I like to run philly and Walleye's matchbook which decreases stalk by 20% and lowers the cooldown of nightshroud by 6 seconds reducing cooldown 24 to 18 seconds. you'll know when a chase is too long if you spend 18 seconds without a hit.
An explanation of hit & run gameplay in a nutshell.
Additionally, the decoy will provide misinformation to SWFs communicating The Ghost Face's whereabouts. Additionally, he has the option to "fake" being a decoy himself (an additional mind game).
stealth killer break down vs swf because you can just follow ghostface entire match and just break him out of his ability the entire game. Calling out the position of a stealth killer is like having permanent wall hacks on the killer and this is possible because ghostface has no chase tools and cannot really contest loops.
ghostface has no mobility and does not transition out of chases in comparison to other stealth killers. you can kinda just sit around 20 meters away from ghostface and he can't really commit to the chases due to loop design in the game, nor will he ever be able stealth anyone against a swf.
the other stealth killers circumvent this problem by having mobility(dredge)+nightfall, cloaking(wraith) or mori's(Myers/Pig/Sadako). there is also chase-oriented stealth killers like deathslinger and spirit but these killer were heavily weakened. Obvious they circumvent the problem by supposedly having a strong chase.
the reason why I don't like wraith or dredge very much is that you can just counter their stealth by just healing and there is no real way that those killer can keep survivors injured. with ghostface, you don't have to care about that due to the mark mechanic. I don't know if i even consider mori-based killers stealth based more so than mori based. i mean pig has terrible stealth and the other two aren't much better. I'm not sure you can really balance stealth killer around swf. the concept of stealth relies on absence of information and high-level swf is all information. that's why stealth killer do really well vs solo and do not really perform well against strong swf unless their chase is insane(spirit).
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Aye, by decoy I mean it essentially turns into an equivalent of a bot but without chase or attack logic. SWFs hard counter stealth killers as you said. This decoy buff is to help malform that information with misinformation. "Ghostie heading to killer shack" and the other survivors are less likely to start looking around wildly while you approach from stealth. It would also give off a false terror radius if done overtly, so someone even hearing it but not seeing it could still spread its location misinformation. "I hear him at main building.".
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