http://dbd.game/killswitch
Killers with no trap, teleport, long range, speed or dash ability suffers in this game
Michael Myers (without instakill addons), Nemesis, Doctor and Ghostface are so bad to play as compared to killers who are fast. That's why these killers are always at the bottom of everyone's tier list.
Why can't we have Michael Myers teleport in unexpected places like in the movies? Nemesis gets his long range dash like in Resident Evil 3? Doctor slowly assemble to a illusionary Doctor? Why can't Ghostface have another Ghostface around where he can manually switch sides?
Comments
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I've always thought it would be cool for Oni and Nemesis to have a power swap, just give oni a chain attack instead of a tentacle and make the infection something to do with blood, then let nemesis sprint around the map after building up enough of whatever and instadown survivors with the fists of doom
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I suggested quite some time ago that we should have Ghost Face's accomplice.
At the beginning of the match, 3 random lockers are highlighted for The Ghost Face. When The Ghost Face enters a locker, he can teleport to any other highlighted locker and the locker teleported from becomes highlighted (leaving behind the passive accomplice). Upon exiting a locker, that locker no longer is highlighted if previously highlighted (as him leaving the locker "clears" it). This simulates there actually being two killers in play. A highlighted locker hides the "inactive" accomplice inside. If a survivor tries to enter a locker where one of the Ghost Face killers are hiding, they are challenged with a surprise skill check as the killer within wildly swings. If failed, the survivor is injured and killer instinct is activated for 3 seconds. If passed, no injury is done, but killer instinct is still activated for 3 seconds. This makes it appear as if "the killer" can be anywhere when there's "secretly" two killers in play explaining how he can show up somewhere else unexpectedly despite the killer player only ever playing as one killer.
Mechanically, this simply gives The Ghost Face better options at getting around the map with a weak potential to do damage from a surprise skill check if survivors happen to stumble across a locker with a killer hiding within (active or accomplice).
The Ghost Face would not be able to interact with a highlighted locker (where "the accomplice" would be "hiding").
There is no difference in gameplay between the "real" Ghost Face and the accomplice. Who's to say who the "primary" killer is, anyway? Essentially, the player will always be playing the "primary" killer, and the accomplice is always passive in a locker.
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