Ghostface desperately needs a buff
At the moment, ghostface is very lacking in both map pressure and individual chase potential, so I've been thinking about a change that could alleviate that by a lot:
- When shroud is active, ghostface moves at 5.2m/s(or 4.6 when crouching).
This may sound silly but hear me out.
- Shroud Is an ability with a relatively punishing cooldown.
- You can be taken out of it by survivors stunning you, you missing OR succeeding attacks, or even survivors looking at you.
These factors would allow for a faster shroud ghostface to not feel overly oppressive, while still giving him good map mobility and ambush potential.
They would also help the GF in feeling elusive and popping out of unexpected places, more effectively stalking and skulking about the survivors.
Furthermore, they would insentivise playing stealthily, as stalking players is the best way to prevent them from spotting you out of your power, and allows you to spend your one usable stab to actually down them, instead of spending your entire speed boost for a single injury.
EDIT: from seeing the comments on how these changes may not be quite enough to apply sufficient pressure in high level play, I've devised a few extra changes to compliment the first batch.
- Spotting the ghostface has distance dependent speed. From current speed at 8 meters up to 1/3s the current speed at 24 meters, making the Ghostface more difficult to take out of power at range.
- A successful basic attack on a marked survivor will not remove the night shroud, rewarding playing for marks and focusing on downing your targets.
- Marked survivors cannot gain the endurance status effect for the duration of the mark, making it a much more dangerous condition.
All in all, these changes would focus on helping Ghostface against otherwise unavoidable perks like dead hard, and make not getting marked a much more important aspect of counterplay.
Comments
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There are some pretty annoying bugs with the Ghostface kit and it's pretty archaic in general, but in spite of all that, you can still be good enough to catch people with Ghostface. The big-ticket issue is when endurance butts in and destroys the contest, making you question why you bother trying to have a fair game with such an old/gimped kit.
"You eventually get to a really awkward point in advanced play with Ghostface where it doesn't matter how good you are at chase or macro-management , you'll lose purely because of all the ways that survivors suddenly become invincible."
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That is exactly what the speed increase on shroud is for. Going faster allows for significantly more map mobility, pressure and chase potential. It would give ghostie's abilities to contend with good survivors a biig boost in the areas he's currently most lacking.
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It wouldn't hurt to have that sort of buff, but at the same time, you don't actually need it to be able to catch people, endurance is what dumpsters the kit. Plus it only takes 1.5 seconds to reveal ghostface and kill the benefit of the buff. There needs to be more than just a speed buff on shroud.
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A few ideas I have had. I'm not seeing add all of these, but they are just some thoughts I've had.
- While not in chase and in stealth, he should have an innate movement speed buff. This helps both sides. With better non-chase map mobility, it gives him enough map presence to have better pressure on all gens. This means, he's far less heavily encouraged to just camp near the center of the map where gens are closer since he currently can't afford to patrol gens far off in the corners of the map. That means more map presence for ghostie, and less of a chance of a 3 gen camper for survivors. Currently, most survivors do the outer gens first since ghostie simply can't afford to travel 5,000 miles to corner gens. However, that comes with the downside of 3 gens in the center happening more often. If he could get around better out of combat, gens could more equally have attention.
- One problem ghostie has is that he has to generally set up ambushes unless he just wants to run around as an m1 killer in which you then have to question - why are you playing ghostie? The issue with the ambush plays is that it takes up a lot of time - time that ghostie simply doesn't have due to how fast gens fly. To help deal with this, when ghostie is crouched and stealthed, any nearby survivors currently interacting with a object (ie gens and totems….NOT interacting with people) will have their aura revealed to ghostie. After standing up, breaking stealth, or as soon as the survivor is no longer interacting with an object, the aura read is loss. This allows ghostie to more reliable set up ambushes instead of taking time to sneak up and peak around a corner only to find out the survivor was on the far side of the generator and now that survivor spots him and runs for the hills with nothing to show for it for the time spent sneaking up. With an aura read, he can set up good peeks.
- The Accomplice option A. One of ghostie's biggest flaws is SWF communication. With the following, misinformation can be spread as to the true whereabouts of the killer. Upon activating a power, ghostie spawns a decoy ghostie that continues to travel in the direction the killer was facing. If he was stealthed, the decoy is stealthed. If he was not stealthed, the decoy ALSO has a TR (along with the real killer if the killer is still not stealthed). If the decoy spots a survivor, it will attempt to chase them. However, upon being in strike range, the decoy will vanish into smoke. This allows ghostie to spread misinformation amongst survivors giving wrong callouts to the killer's true location. This would also aid in confounding survivors in a loop. The decoy does NOT do any damage.
- The Accomplice option B. Ghostie seems to me in multiple places at once! At the beginning of the match, 3 random lockers have a mark visible to the killer only. Ghostie can enter a locker. Once in a locker, he can teleport to a marked locker. In doing so, the locker teleported from gains a mark, and the locker teleported to loses its mark. This means only 3 lockers have marks at any given moment. This simulates there being multiple killers. Any locker with a mark hides an Accomplice inside. A survivor interacting with a marked locker gets a surprise skill check as the Accomplice takes a surprise swing. If healthy and the survivor fails the skillcheck, they are injured. If they were already injured, they get deep wounds. If they pass, they dodge out of the way safely. Regardless of the result, the Accomplice then remains in the locker, but killer instinct activates letting the killer know the location of that survivor for a moment. They can decide to hop into a locker and teleport to that Accomplice if they so desire. This feature let's ghostie more effectively get around the map and adds in some limited jumpscares. This would also help encourage ghostie not to partake in the currently heavily encouraged 3-genning.
- His greatest weakness is having nearly zero chase power. Making drop leg knife sheath base kit entirely would help. Quick and easy buff.
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My suggestion to buff Ghostface:
→ Attacks in NS no longer ends power
→ Cooldown is triggered only when GF is revealed (reveal mechanic still needs a lot of work)
→ Ghostface moves 5 % faster for every marked survivor untill mark expire
→ When any survivor is marked GF gets 10 % bonus to attack cooldown, pallet and generator break (stacks up to 40 %)
→ Marked survivor suffers oblivious and 4 % hindred when marked
→ When in NS, GF has 50 % extended lunge distance
→ Survivors that are marked and dead on hook can be morried
→ When GF is revealed by survivor they will get 50 % of stalk meter
→ GF can't be revealed by survivors on hook or in dying state
→ Increase the stalking speed by 20 % when leaining from the cover and by 40 % when not
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Hmmm, a few things that could compliment that speed buff then:
- Marked survivors are exhausted for the duration of the mark.
- Night Shroud is not canceled on a successful basic attack on a marked survivor.
- Marked survivors cannot gain endurance effects for the duration of the mark.
- Revealing the ghostface is up to 3 times slower depending on the range of the revealed. Up to 8 meters is the same speed, then gradually takes longer up to 24 meters.
All of these changes together with the speed buff would make for a much more relentless ghostface that can deny exhaustion based effects (Correct me if im wrong but dead hard falls into that) and is a lot less prone to being immediately taken out of power. Marking a survivor would become an exceptional tool at getting them down, and you could keep your speed boost to target far away survivors after a hook, thus maintaining pressure on the map.
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I'd definitely be down to try those things and see how it goes. I've been posting my list for awhile now too, but the dev seems to never really acknowledge Ghostface issues even though new Scream movies keep getting made.
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I don’t know about all that guys^. Ghost face does not need no buffs the way some of y’all be playing. I can’t remember the last game I played against a ghost face where I wasn’t 99’d with his power and he just popped it when he was right behind me.
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