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New Ghostface Add-ons, aka Drop-Leg Knife Sheath

Dsg4041
Dsg4041 Member Posts: 75
edited March 2022 in Feedback and Suggestions

Hello guys,

I want to talk about the new Ghostface Add-ons coming out soon, and how I think one of them should be changed for the better.

For some context, I'm a GF main and I've played it for about three years now as my main. I live in High MMR and occasionally beat Top MMR. My personal YouTube Channel is Adi for you to judge (probably need to type Dead By Daylight or Ghostface to find me). But I have my days where I play lazy and bad too, just as if I am playing an M1 Killer who occasionally goes Undetectable (the Low/Average MMR GF). And there's nothing like two or three High or Top MMR losses in a row to remind me that I am an average or downright bad GF too, haha.

As a GF main for so long, I also experiment with a lot of Perks and Add-ons. For example, just as some people are discovering the power of PWYF on GF, Legion, and even others like Wraith, I have been using PWYF on GF for about three years and swearing by it to others to try out seriously. And yes, after experimentation, a vast majority of GF's add-ons are not used at all.

It is in these regards, I feel strongly that the new "Drop-Leg Knife Sheath" will become another unused GF add-on after its novelty wears off. After doing thousands and thousands of Marked chases with 1-2 PWYF tokens, I can say that 5 seconds of Haste (even 10% Haste) is going to do very little. The Survivor simply needs to run to the nearest Pallet or Vault and the 5 second Haste is gone. That is without SWF comms in their ear, Spine Chill activating, or their eyes spotting GF beforehand too (aka, getting to the Pallet/Vault very easily). You can even play scenarios out from there, "next the GF breaks the Pallet, but with the time waste, the Survivor makes it to the next Pallet or Vault" and etc. etc.

As a proposition from a humble GF player, I will give two variation ideas of the "Drop-Leg Knife Sheath".


Original Variation:

Drop-Leg Knife Sheath - After Marking a Survivor, gain a 10% Haste effect for 5 seconds.


Variation #1:

Drop-Leg Knife Sheath - After Marking a Survivor, gain a 5% Haste effect for 20 seconds.

Why?

20 seconds is long enough for the GF to not have to face a Survivor who see's him coming early, and not only avoids his 5 seconds of Haste, but can loop him 3 times around before using a Pallet.

And if the Survivor is semi-surprised in another scenario, they will make the Pallet/Vault but only be able to use it immediately, because as they use the Pallet early, Ghostie breaks the Pallet and still has 15 seconds of chasing with Haste.

Similarly, in another scenario that the Survivor is completely surprised or with no safe spot nearby at all, then Ghostie was getting that Down regardless of any Haste add-on or not.

Finally, 5% Haste is a great counterbalance to having the 20 second timer over a 5 second timer. It is a fair adjustment downwards from the 10% haste, and 5% Haste is actually even a tiny bit slower movement speed than just 1 PWYF token (which is about 5.75% Haste).


Variation #2:

Drop-Leg Knife Sheath - After Marking a Survivor, gain a 5% Haste effect for 30 seconds. Your first attack will remove the Haste regardless of if you land the attack or not.

Why?

Well, most of the explanation for this Add-on is the same as in the First Variation. But I actually prefer this Variation the most, and that experience comes from playing GF in High MMR very often. The number of times 1 PWYF token on me still resulted in long GF chases remains in the back of my mind (maybe because of a Pallet dropping tour, maybe because of a long hold w path, maybe because I am bad, etc. etc.). And 30 seconds of Haste would be the best for GF, as again, he has to juggle the downside of having only 5% Haste and losing it as soon as he swings any attack (meaning the 5% haste could be as short as, say, 3 seconds long!).


That is about it for what I wanted to discuss, and maybe this illuminates ideas to the Devs for changing up more of GF's add-ons. As a GF who gets my position called out in SWF comms or Revealed a lot during my dips into Top MMR, I would forward one final idea for changing one of his Add-ons to make GF dramatically difficult to Reveal. For example, "With this Add-on, Revealing GF takes 7 seconds - or is not possible - until he has Marked 1 Survivor."

Thank you to the Devs for the nice GF buffs coming and changing up his Add-ons!

Post edited by Dsg4041 on

Comments

  • Devil_hit11
    Devil_hit11 Member Posts: 9,120

    I would prefer 30% for 2 seconds.

  • Dsg4041
    Dsg4041 Member Posts: 75

    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.

  • SaltedSnow
    SaltedSnow Member Posts: 309

    These are some cool changes, the current add-on seems too much in the mid-ground; not having a strong niche to fill.

  • Predated
    Predated Member Posts: 2,976

    30% makes it practically impossible to avoid an instadown tho, especially when its someone who was 99%. It's like having basekit Coup. 2 seconds is a long ass time, especially considering ghostface can 99, then get closer to guarantee it.

    The 10% haste for 5 seconds is nuts enough. You dont ever want haste to be above 10% without having a downside to it. Exhaustion perks have the downside that if they arent used correctly, they go into a massive cooldown, use it wrongly and you're pretty much dead. Play With Your Food has the downside of losing stacks. Bloodlust has the downside of not kicking any pallets nor using your ability for 45 seconds.

    Being able to move at 125% everytime you mark someone means you have reasons to fully stalk an already injured survivor to gain that extra boost mid-chase of a fully stalked person to get a second 10% boost. The potential of that addon is much larger than it might imply.


    The 5% haste from the addon is also 5.75% practical speed, because they are the same haste effects. There are some exceptions(mainly event related), but those are far too niche to use effectively. Let alone that 5% haste for 20 seconds is absolute nuts. If the average chase can be considered 40 seconds with 2 hits, then having a 5% haste for 20 seconds with an instadown can easily reduce that average below 20 seconds. Essentially, it will always have a significantly positive outcome. As I stated above, even though Exhaustion perks seem like they are a free second chance, getting the timing right, knowing how to hold it and when to use it and making sure you can lead the chase to a position where using it benefits you are all things that require skill. Misusing it a little bit, and you basically down yourself. Sure, it might have bought 2 extra seconds, but considering an exhaustion effect lasts for 3 seconds, dropping a pallet, jumping in a locker, vaulting a window, trying to spin all have more time that can be bought. At the higher skill levels of survivor, failing an exhaustion perk is often worse than literally not using it at all and trying something else.

    10% for 5 seconds is just on that edge where it can have massive rewards, but also has a potential to still make mistakes. 5% for 10 seconds has equal distance gain over a longer period of time, but also gives more consistency than 10% for 5 seconds.

    Personally, the change I would make to the addon is to keep the original crouching speed in addition of the 10% haste. Gives it a bit more utility and have consistency in that aspect, while giving it the ability to massively reduce chase when used correctly.

  • Bwsted
    Bwsted Member Posts: 3,452

    The timer in your suggestions is too lenient. The add on gives a free tier of bloodlust and after a 15 sec chase real bloodlust would kick in with some time to spare on the timer. You're basically giving guaranteed hits.

  • Dsg4041
    Dsg4041 Member Posts: 75
    edited April 2022

    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.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,120

    this comment... wow weeee where do I even begin when talking about this comment. First of all when 99% stalk, a large goal behind 99% stalk is to instantly proc mark. most of the time, when your procing 99% mark, your already pointblank at the survivor and ready to m1 them. You do not need movement speed at pointblank to hit a survivor with mark.

    Second of all, 10% speed for 5 seconds is like equal to clown yellow bottle after procing the mark. its like worse than 2 stack PWYF because PWYF lasts indefinitely until you land a hit and worse bloodlust as it has infinity duration as long as your in chase. Most killers move at 4.6(115%), this add 0.4 m/s per second. your traveling 2 meters more than normal over course of 5 seconds. I'm willing to bet that this is like worse then dead hard in term of distance gain.

    This add-on has downside, the downside is that you have to mark the survivor and carefully time your speed boost at moment where it would make the difference between landing a hit or not. Its just that at 10% for 5 seconds, this is almost never going to make much a difference in most pallet looping environments. The vast majority of safe pallets are far too safe for this movement to be of much use.

    On average vs strong survivor players, you get broken out of nightshroud 24/7 as Ghostface. you barely get to use his ability for anything more than undetectable. I will say on average, on my best games, its like at most, you get like 3 stalks a game if even that. On my worst games, its clear 0. Its just that at low-levels, surivivors are.... notoriously bad at breaking ghostface out such that you can stalk and mark on every single chase. that was possible pre-mmr. Now it is different.

    While on topic of exhaustion perks. Dead hard for distance barely has any timing vs m1 killers. Its just press E to a window or pallet. Dead hard vs like... nurse blinks and blight's rushes has more timing to it because you need actual reactions and game sense to utilize it. Overcome does not have timing, you just get free distance when you get hit. Sprint burst away from a generator is not really timing, its just hold-W which is strong against most killers. Vaulting strong windows with Lithe a lot of the time is just free distance. Most of exhaustion perks are just about being in right situation to use them more so than timing.

    My interpretation of this add-on is that add-on is designed to be baby wraith lunge upon activating mark. wraith is 50% at 1 second with less conditions. my suggestion is 30% for 2 seconds. you could argue for lower duration, like 1.5 or 1, but for purple add-on, this almost grey add-on in value.

    "Personally, the change I would make to the addon is to keep the original crouching speed in addition of the 10% haste. Gives it a bit more utility and have consistency in that aspect"

    If I understand this sentence correctly, you want it to be 10% haste for 5 seconds every single time ghostface crouches. I think that is highly too easy to abuse as you could keep haste effect permanently active. I would respectfully disagree with such a change. It would be too powerful in my opinion. crouch speed add-ons were almost never used for ghostface. recovery was always superior choice even post-changes.

    I personally used chewed pen and ghostface caught on tape and both grey and yellow add-on for recovery. I tend to only like 4 or so add-ons per killer. on some killers I use more type of add-ons if they're really good and I like them. Like with blight, I use many different combinations because I think a lot of them are pretty good and somewhat under-rated. ghostfaces current add-ons are pretty bad so I didn't see much point in using any add-on variety with him.

  • Dsg4041
    Dsg4041 Member Posts: 75
    edited April 2022

    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.

  • Dsg4041
    Dsg4041 Member Posts: 75

    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. :))

  • Predated
    Predated Member Posts: 2,976

    I think you misunderstood me, you use the proc of another survivor that is out of reach to quickly close the gap with someone else.

    As for it being worse than PWYF, yes and no, because you need to find the obsession and lose 2 chases to gain 2 stacks, then not hit anyone. Where with the instadown, you gain it when you need it most and dont lose any stacks. As for the distance gained, well, thats not thinking about it correctly. It's about distance difference. 2 meters is the difference between reaching the shack pallet and entering the shack, adding to the fact that you can lunge and have a longer lunge distance(yes, haste affects lunge movementspeed, thus you gain distance too).

    Considering the fact that you cannot break GF's nightshroud while marked also benefits this addon more than you might consider right now.

    And DH is the most problematic of the exhaustion perks, because it doesnt really require anything, which is 100% true and why DH is getting addressed(and the addressing being a big reason why basekit BT is being considered). As for the right situation for other perks, not really, because the wrong window will screw over Lithe more than it helps, dropping slightly too high will negate Balanced Landing later on. Sprintburst is comparable to Nurse, because just using it to run away from a gen is awful for distance since the killer can cut off 50% of that boost with ease, mastering SB to conserve it and use it with similar distance that Lithe offers is harder than it seems.

    As for addon value, I mean, people still are in the old mindset of what an addon must be like to be a certain rarity or anything. For current GF, yeah, you're 100% correct, altho its more likely to be yellow value tbh, however, with the changes that will come to GF's basekit(which arent all revealed, nor even tested what the in-game implications can be), there is a lot you can do. It might be very favourable for GF to mark everyone. Especially since basekit mark duration lasts an entire minute. That is an entire minute where you cannot be revealed at all.

    ""Personally, the change I would make to the addon is to keep the original crouching speed in addition of the 10% haste. Gives it a bit more utility and have consistency in that aspect"

    If I understand this sentence correctly, you want it to be 10% haste for 5 seconds every single time ghostface crouches."

    Oh no, the logic of the sentence is this: I would keep the original crouching speed increase(aka, the current 8.4% crouching speed) AND get the 10% haste that you get upon marking a survivor. So you can crouch closer faster, mark a survivor and close the final gap with the 10% increase when they have been marked. That way, even if survivors make it impossible to be stalked, you still have value from the addon, albeit a minor one.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,120

    ok.... why does procing of another survivor that is out of reach make this any better? why would marking a healthy survivor who is now possible instant down than chasing another survivor who is likely healthy be a smart decision? I do not get it. Is it some sort of joke? I do not understand how being immune to being broken out has anything to do with the speed.

    There is not anything gap-close, as I said this is 2 meter speed boost over 5 seconds. Even a single stack of PWYF is really good and far outclasses the add-on because it is permanent speed increase until the killer attacks. Marking survivors smart survivors is very time consuming, even more so than getting stacks. Its just not a very good add-on.

    Balance landing triggers on stagger and is not dependent on fall distance. To my knowledge, the stagger reducation on balance landing is additive bonus meaning that 100% stagger is no stagger at all. About 3 years ago, One of my builds for survivor was dead hard+balance landing. Old stagger distance was so good that you could create infinity loops from elevation in many maps. Just to illustrate my point, if you run more than 1 exhaustion perk, like say you run dead hard+lithe+balance landing+smash hit, you have more situations that you can exploit as survivor to gain distance. Its not about timing, its about being in right situation to use it. Running 4 different exhaustion perks gives 4x chance to find a situation to proc it as opposed to one. This is very off-topic to thread so I will stop here.

    BT base-kit has nothing to do with dead hard. they're thinking of adding bt-base kit because they think that adding BT base-kit will make facecamping with instant down less effective. In my opinion, BT as a perk largely encourages hook trading and does very little to combat facecamping in general. I would say BT is a perk that punishes proxy camping and tends punish weaker killers that are poor at defending hooks. this is off-topic to thread so I will stop here.

    "Oh no, the logic of the sentence is this: I would keep the original crouching speed increase(aka, the current 8.4% crouching speed) AND get the 10% haste that you get upon marking a survivor."

    According Peanuts, They're changing add-on because previous effect was not very impactful for purple add-on. To me, it looks more like replacing an a mediocre effect with another mediocre effect with situational impact. I am not sure how having two mediocre effects changes much. 2 mediocre effects does not make add-on good. I think green add-on is generally more useful out of two add-ons revealed.

    --------

    @Dsg4041 The ultra-rare add-on your thinking of is outdoor security camera. it reveals the aura of other survivors if you hit marked target when in nightshroud. ghostface caught on tape reduces stalk time by -1 second but increases normal stalk time by 0.75. I use it to make stalking more reliable/worthwhile, but its still pretty situational.

  • Predated
    Predated Member Posts: 2,976


    Proccing other survivors out of reach are often survivors you might need to hit anyway, and thus lose stalk anyway. Proccing it makes them spooked, while also making them unable to bring back your red light which makes it easier to mindgame in close corners. And its not meant to be done consistently ofcourse, its situational, but the situation is more common than you'd think. Again, we dont know the full list of changes yet and how it affects gameplay.

    its 2 meters over 5 seconds extra distance, that means you close the gap quicker, can cut off survivors faster. That doesnt sound like much at first, but that also means you can cut off a survivor from going to safe loops much easier. That's the main power of that addon, to close the gap between you and the loop. Lets say a loop is 20 meters away from the survivor, and 25 meters away from you, a survivor reaches that in 4.1 seconds of running and you reach that+lunge within 4.7-ish seconds, which means a survivor can be on the other side of a pallet. But with this addon, you'd reach that within 3.8 seconds with a lunge. Meaning the survivor has to run away from it while you are now breathing down their neck. If you are just walking behind a survivor untill you can hit them, then yeah, the addon is useless. Then you can also chain marks when there is a survivor you initially wanted to go for reaches a loop where you'd waste 40 seconds to down them but instead use the speed to get closer to another nearby and mark them to basically have 10% over 10 seconds.

    Yeah, but stagger is dependend on fall distance. Hence Balanced Landing being depending on fall distance. And no, BL doesnt remove stagger, it reduces it by 25%. But considering where you can drop down effectively, killers can very easily cut survivors off, especially if the killer can lunge and recharge before they touch the ground. As for stacking Exhaustion perks, actually not a good decision unless you combine it with Head-On. It actually creates much more oppertunity to make mistakes compared to oppertunities to use one. You might plan on using Lithe after delaying the killer with a pallet drop, only to lose it to Smash Hit on an unsafe pallet because the killer was closer to the pallet than it seemed. Or wanting to use BL on a drop but there being a window and out of habit you pressing shift because medium vaults are faster than slow vaults, accidentally proccing Lithe. But yeah, that's going into a whole different argument.

    BT basekit actually has everything to do with facecamping and tunneling. Right now, if you dont have BT, it might not even be a hook trade, giving the killer 2 downed survivors at his feet. Hooktrading will heavily invalidate facecamping, and quite strongly impact tunneling too. DH helped a lot against tunneling, and probably still will. But with the alterations it might get, it would need the help of things like basekit BT just to have a similar strength of current DH against tunneling.

    The effects arent really mediocre, they are above average, and combined they are quite consistent, being able to crouch mid-chase and being able to move faster while having less visibility is quite good for a lot of mindgames. Its just not good enough on it's own. Being able to close the gap between loops and cutting off survivors upon marking them is quite good, its just not good enough on its own. Together, they can be quite nutty. Would there be better addons? Possibly, but this is the type of addon where survivors will be caught off guard and make mistakes out of the unexpected. And the longer the match goes on, the more they will be able to deal with it, sure, but being able to get 2-3 hooks before the 3rd gen pops because of survivors not expecting the effect early on is really good in a meta where 90% of the hooks happen after the first 3 gens are done.

    IMO, green addons should always be the most powerful addons, because they are common enough to use semi-consistently. Purple addons should gain you unexpected benefits that forces survivors to play differently or be slightly more powerful than green addons if there isnt enough variability with the power(myers is a good example of having both types) and pink addons should make your killer play entirely differently(because they are by far the rarest addon, Renjiro's Bloody Glove is arguably the best example of this), or amplify the killer's main ability to the 3rd degree while still being counterable(there are some killers breaking this rule, like Nurse and Spirit, I wouldnt be surprised if those addons get nerfed within the next year). BHVR's design logic seems to follow this rule somewhat with a lot of killers. Having the purple addon be basically a green addon but more powerful in a lot of cases would simply break the balance. Take Myers his stalk addons for example. Following the logic between addons, the purple version would have been 38% speed, that's practically the obsession-only stalk addon in terms of speed. Which combined with tombstone piece alone would mean 1 death every 20 seconds. Or infinT3 could be gained within the first 20 seconds of the match. It would be "purple value" following that logic, but it would make Myers practically impossible to not die to. Tombstone Piece is still being begged to be nerfed. Killers that can simply guarantee a kill without actually having counterplay to prevent the kill(coughcoughbubbacoughcough) are something that should be part of the past. Equipping a pink addon should not make it impossible to escape, just as things like BNP shouldnt make it impossible to kill.

    With that out of the way, yeah, having both the crouch speed and the ability to cut off survivors away from strong loops upon marking is quite worthy of a purple addon. Especially since it has synergy with perks, potential other addons and maybe even left-out changed mechanics that wont be revealed untill tuesday.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,120

    I do not think anyone will be running drop-leg stealth add-on on ghostface post-changes. Its not a good add-on. Plain and simple. No one was running crouch speed on ghostface pre-change and I highly doubt that killer players would run your version of drop-leg knife. In fact I would rather run no add-ons than run bad add-ons on killers.

    I think you vastly overestimate exhaustion perks and their ease of use. I made small error. Balance landing is not 100% stagger decrease. it is 75% stagger decrease. I do not think exhaustion perks are particular hard to get use out of. It is more that BVHR philosophy in regards to balancing these perks has been to make them situational. My guess is so that they do not gain consistent use on every single match. Fear of being too impactful?

    Dead hard is only perk in which survivors consistently get many usages out of because of its lack of conditions and versatility in many situations. The situational aspect of dead hard is suppose to be that it only works when injured meaning instant downs are suppose to make dead hard a more situational perk.

    You have to remember, when dead hard was first made into the game, The killers in the game were trapper, wraith, billy, nurse, huntress, myers and later hag, doctor, leatherface. Almost half of these killers have instant downs. Billy was powerhouse of an instant down killer. Trapper's traps are instant down if he traps you healthy thereby scapegoating dead hard. Huntress had iri hatchets and had 60 second exhaust hatchets. Myers is instant down. doc had exhaust madness. if you go back in time, dead hard was not as reliable of a perk in old day dbd.

    Fast forward today's standard, Post bubba's release, only 2 killers have base-kit instant down, Ghostface and Oni. They're some most restrictive and conditional instant downs as well. I would say over-time, dead hard became more powerful because instant downs became much more rare in DBD. The add-on that also apply exposed are more situational than ever. Nobody complains about Garden of Rot Artist or Iridescent Umbrella badge Nemesis, you know? dead hard has been growing strength for a long time in term reliability.

    I disagree that you can't hook trade without BT against proxy camping killers. If the killer moves even little bit away from hook like 10-12 meters, there is always opportunity to hook trade in that situation. Its not 2 free downs. BT does not really invalidate facecamping. The unhooking animation for survivor is very long such that the killer can be very patient as the time pressure is on survivor to unhook rather than the killer to take action. If your interesting in learning a bit about killer gameplay regarding this, you can watch scottjund video titled "How to win the grab game" https://www.youtube.com/watch?v=Kk62Y_HnXMs&t=334s

    To briefly explain, the survivor in general tend to grab-tap survivors on the hook in hopes that the killer swings. If your patient enough as killer, you do not need to ever swing in 1vs1 scenario when playing killer. Eventually from you not swinging as killer, survivors are forced to attempt to do longer grab animations which gives more opportunity for the killer to grab survivors. There is a point where the survivor does such long unhooks animations that you can instinctively predict when you will successfully grab as killer. BT does very little in facecamping situations even against normal basic m1 killers. For instant down killers and killer with low attack cooldowns, you do not even need to play grab mindgame, you can straight down the survivor before they even try to unhook. In end game scenario, Its fairely common for survivors to hook trade their hook states until one person dies and than have 3 man escape against heavily strong hook defensive killers. Some survivors will not bother because they know end result. Against normal killers, you can counter facecamping by bodyblocking correctly so that one of survivor players can complete the unhook.

    Both of these topics are large tangents from Ghostface.

  • Dsg4041
    Dsg4041 Member Posts: 75

    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!