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Ghostface Buffs workshop

TheSingleQuentinMain
TheSingleQuentinMain Member Posts: 173
edited May 26 in General Discussions

For context:

I play about 60% killer, 40% survivor. Buffs to a killer should not just make them "Better." It should add more depth, or nuance, or it should fix problems like RNG and map dependability. I'm focusing mostly on adding nuance, but also making so good survivors, or ones in a SWF, aren't super good against Ghost face. Also, this is a workshop. I'm not actually presenting these ideas, I'm trying to get input before I make a video essay or just a forum post on how to buff Ghostface. I'm not only open to critique, that's most of what I'm looking for.

The primary buffs:

1)(Revised) Haste While Cloaked and not Seen: GhostFace gains 5% haste if he is in Night Shroud and not being looked at by a survivor within 32 meters. Just to be clear, even if a survivor can't reveal Ghostface because they are marked, looking at Ghostface will still make him lose the 5% haste until no one is looking at him.

(Idea Credit: LockerLurk)

2) Basic Attack Cooldown on Marked/partly marked survivors: If a survivor is marked 50% or more, the basic attack will be 20% faster cooldown. This way altruistic, prot hit taking survivors are still effective, but it won't make the work you put into stalking them and leaving them pointless. This will also be an extra reward for stalking a survivor with you power, instead of somehow using a perk to expose a survivor.

3) Cooldown Reduction after a reveal: Each time a survivor reveals Ghost face, he gains 1 second removed from his cooldown, up to a max of 4 seconds. This way against good players, or on a map that's super hard to hide on, his power slightly improves, but not to the point where it would be worth it to intentionally be seen. Admittedly, this is a kind of flat buff, which I know I said I'm against.

4) Cooldown boost After a hook: After hooking a survivor, his Night shroud cooldown will be cut in half, and boosted by 50% for the next 10 seconds.

Post edited by TheSingleQuentinMain on

Comments

  • LockerLurk
    LockerLurk Member Posts: 1,683
    edited May 26

    These are all exactly not what he needs, he's fine with Shroud as is. Shroud is not the problem.

    The issue is he has no map mobility and his antiloop is just mindgaming with Night Shroud. That CAN work for some players but not everyone.

    The solution is to give him some haste while in Shroud like 2v8 does, make his Reveal less finicky (they have), and adjust some addons. Nothing else is the problem, his issue is Map Mobility and being a basic M1 Killer. You can't fix the latter but you can fix the former.

    EDIT: Downvoting me does not make it less correct that he needs map mobility. Just give the Shroud Haste. It's the simplest fix in the world.

    Post edited by LockerLurk on
  • TheSingleQuentinMain
    TheSingleQuentinMain Member Posts: 173

    So like, what about 5% haste when Night Shroud is active and not being looked at, kind of like the Fearmonger class in 2v8? This way his haste isn't a buff without a counterplay to it.

  • LockerLurk
    LockerLurk Member Posts: 1,683

    That's exactly what he needs, but when I point it out I get swarmed by Survivors downvoting because a 5% haste with Shroud would mean he's not as loopable anymore, despite that change having counterplay.

    He literally JUST needs haste.

  • CoolerBleend
    CoolerBleend Member Posts: 117

    No killer should have gen regression in their base power

  • Akumakaji
    Akumakaji Member Posts: 5,619

    My fix to slow M1 killers was a proposed buff to Insidious, which would help them a lot, just as STFL did in the past:

    Insidious: after hooking a survivor, the killer can press the secondary activation button to step inside the shadow of the hook and emerge from a shadow or unobserved corner at least 16m away from the survivor with the least amount of hooks. The killers terror radius is suppressed for 7s after teleporting and the survivors aura is revealed to the killer for 3s. In order to qualify as a teleporter target the survivor needs to be at least 24m away from the hooked survivor.

  • TheSingleQuentinMain
    TheSingleQuentinMain Member Posts: 173

    I used to agree with that…but I've been sort of rethinking it lately. A lot of killer have organic slowdown, which is where a survivor ultimately has a choice in the matter, like Singularity's Bio pods and how survivor can go print EMPs in exchange for giving the killer more time. There are also killer who have powers that almost directly work around generators, such as Nightmare's Gen teleport, the Pig's RBT activating after gen completion, and to a less direct extent, Sadako's TV's being placed right by Generators.

    I don't think the License Add on should be made base kit. But let's say somehow or another, without making a new side objective based killer, if I came up with an idea where Ghostface had a basekit power that gives him pretty direct gen regression, but one that survivors somehow have agency over, would you be against it?

  • LockerLurk
    LockerLurk Member Posts: 1,683

    Ghostface actually does have an addon that gives "basekit" gen regression and block if he marks someone on a Generator, it's the Driver's License addon as you pointed out. The Survivors also scream so they have no control over it. I don't frankly think Survivors SHOULD be able to have agency over a Killer's power too much, there's counters and then there's Plague on release where she could functionally never get her power if Survivors never cleansed.

    That's actually a really cool idea, we could always give Ghostface that basekit. He's supposed to be a Killer that uses the shadows after all.