Why was the exposed timer on ghostface increased?
A lot of the feedback I saw was that revealing ghostface was too easy, and I agreed. Now, with a 40 SECOND exposed timer, once you've been marked, you have no chance of escaping unless you're amazing with pallets and windows. I think lowering it way back down to 20 is much more appropriate, ghostface currently is far too much like Myers, but better.
Other than that I really like ghostface, but the major feedback was about revealing him...so why was the exposed timer tampered with?
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Because 15-20s is gone by the time the killer completes/chases one loop and if he exposes from a distance the survivor has reaction time lead, I've outrun/been able to lose chase or LOS and hide/evaded the new exposed 40s and Michael's 60s one before (and evading ghost is a lot easier than the Michael one too for me, but not going to say that's the standard)
Ghost needed a buff to the time in comparison given really good survivors can loop a single area for a lot longer than 20 seconds. Just watch any streamers in the early ghost PTB and see how many times the exposed was wasted even if they could get it (was difficult at the time but a few did)
The only thing I felt was questionable was how effective his continued stalking is at refilling the timer/causing it to pause plus his increased duration addon timers...
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i agree myers 60seconds short for wm1 and drain lots of time to active it
but if you drag more than 10seconds in one tile its your intelligent's limit not reach offers by this game especially if you have bamboozle
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If that's the case why are people complaining now that it's too long. He's easy to outrun even now. Because he's still loopable while exposed, good survivors could exploit 20s easily if they're even moderately capable at chases.
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I don't honestly know why people ask a question and just downvote anyone who replies. Just @ the devs if you want an answer that you can (maybe) accept. Ghost is new, people are still learning, I personally don't enjoy playing against him but even I can see reason in why he has this time (minus the increased duration), if you said 30s I might have agreed but going back to 20s just isn't right. I'm sorry.
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I can loop 1 pallet for 20 seconds it's fine where it is.
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more than 20seconds per pallet and it happen commonly? lets calculrate it
its never happen from skill, its just misplay by killer because
if survivor can take more than 20seconds from each pallets
he might drag almost 6mins without down
generators takes 80-100seconds with ruin so he can agro 5gen and exit gates before single down without killer players misplay?
even with 110% speed killers can wm1 pushing and destroy pallet in 15seconds
if huntress or hag failed at ability hit that can happen but its high risk and return
and if theres anyone does that misplay constantly he might just fit to play nurse only in this game which no risk high return and doesn't have to learn anything but maps
for 115% killers keep pushing wm1 without enduring can destroy most pallets in 10seconds unless its infamous loopzone like prenn
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It depends on the tile. Some tiles can be mindgamed and when successful can take even less than 10 seconds.
Others cannot be and depending on the initial distance can be looped a few times (which already takes about 10ish seconds) and then throw down the pallet.
The issue with that isn't the time to break the pallet, since they would have just looped you for 10 seconds and then thrown the pallet, not an unreasonable amount of time by itself. However, the distance they gain from you breaking the pallet stalls for far longer than you would assume.
More specifically, the amount of time it takes to catch up to a survivor that simply runs in a straight line after breaking a pallet is 17.3. This assumes they start at your exact location (which isn't true) and does not count the actual time to break the pallet.
In fact. If you count the time it takes to break the pallet then the time it takes to catch a survivor while breaking the pallet is exactly 20 seconds. What that means is that before if a survivor is able to get to a safe pallet (any pallet that you can't mind game after it is dropped) before you can hit them then even if they find absolutely nothing else afterwards they will still be able to outlast the mark.
The only reason why good Killers get any kills at all is because they avoid breaking the pallet at all costs. Instead they'd mindgame any pallets they can and only break a pallet when they can't afford not to. Or better yet use spirit furry+enduring (Under the same math takes 6 seconds to catch up which is far more reasonable)
Keep in mind that the math being used is just: (head start time * 4)/0.6 in order to calculate the time to catch. The existence of some false assumptions (bloodlust, lunges, not starting at 0 meters ect) means that it would be reasonable to say my numbers are 5 seconds too high. But even then, that's 15 seconds from a single pallet if broken (but only 1 second with SF+Enduring). Longer if the Killer gets stunned, but that's potentially avoidable so I'm going to assume he's not stunned.
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45 seconds is actually close sometimes.
The stalk increases too fast in my opinion.
But if the stalk time decreases we need something else.
Like a longer lunge, higher speed when having stalkd or aura.
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agree
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I’m glad someone gets it, some tiles can be used for a long time and I’m trying to consider it based on higher rank survivors who can run him through loops, 20s is just too short against a good team. 30 might be more reasonable. But as McNuggets mentioned above changing this means he’d need to be balanced out in other areas. The topic was just why was it changed and I feel like the contents of this thread have answered that, if it’s good/bad/needs changing is another story.
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