Most survivors suck= nerf spirit

Listen just because most of the player base can't do a gen or have unbreakable does't mean nerf spirit. She does have counter play however most survivors are complete potatoes so of course they will have issues with a killer that is more high tier. So the "changing" nerfing I mean is for survivors who aren't good at the game.

Tagged: Trusted

Comments

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/836880#Comment_836880

    M/KB is actually banned on console for most things, so recommending it is just as bad as saying "use a hacked/modded version on PC" since it's an unauthorised modification and it gives an unfair advantage to the one using it.

    LOL What? M/kb is not "banned" on console. Xbox has native m/kb support, it just requires the developers of the game to enable it (which most don't for some reason). And XIM exists which you can't get banned for either. There's also cross-platform play on some games, particularly Gears 4/Gears 5.

    Really not sure where you come to the conclusion m/kb is "banned" on console.

  • @SteelDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/836856#Comment_836856

    in your video critiquing Tru3's examples of how to counter spirit, at the end you did a KYF with a friend of yours multiple times, and you said his average chase was 30 seconds. a scenario that will never happen of a 1v1 and dis-regarding the part of FINDING the survivor to. then adding the time to pick up and take them to a hook. all this is important time for the killer that you never included in your "data"

    none of that meant anything. i literally prefaced that entire part with "its for shits and giggles"

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/836926#Comment_836926

    LOL What? M/kb is not "banned" on console. Xbox has native m/kb support, it just requires the developers of the game to enable it (which most don't for some reason). And XIM exists which you can't get banned for either. There's also cross-platform play on some games, particularly Gears 4/Gears 5.

    Really not sure where you come to the conclusion m/kb is "banned" on console.

    R6 Siege and Overwatch. Devs on those games have explicitly stated before that they are not allowed on console and that it is cheating.

    Especially Siege.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/837052#Comment_837052

    R6 Siege and Overwatch. Devs on those games have explicitly stated before that they are not allowed on console and that it is cheating.

    Especially Siege.

    Yet they could easily enable it and make it fair to everyone.

    Plus even if the devs say this I'm pretty positive it's against Xbox TOS. This besides the fact I don't even think they can detect XIM in the first place.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/837065#Comment_837065

    Yet they could easily enable it and make it fair to everyone.

    Plus even if the devs say this I'm pretty positive it's against Xbox TOS. This besides the fact I don't even think they can detect XIM in the first place.

    Fair for everyone? No. It's not "fair for everyone". Part of the reason I play on console is that I don't like M/KB. It's too much of an advantage for those who use it too, more so in twitchy FPS games, like Siege. My philosophy for this is simple: if you want to use M/KB then just go and play ON A PC, unless you are physically incapable of holding/using a controller.

    Console and PC are different for a reason and they should stay that way.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/837115#Comment_837115

    Fair for everyone? No. It's not "fair for everyone". Part of the reason I play on console is that I don't like M/KB. It's too much of an advantage for those who use it too, more so in twitchy FPS games, like Siege. My philosophy for this is simple: if you want to use M/KB then just go and play ON A PC, unless you are physically incapable of holding/using a controller.

    Console and PC are different for a reason and they should stay that way.

    Not for long. Like I told you, m/kb support is now native on Xbox. Some games support it but the developers have to enable it first.

    If you can literally plug in any m/kb into your Xbox it is totally fair. You could take a generic Dell m/kb and use that if you want.

    And even though I would agree there is an advantage in games like R6, in DBD not so much. The only time a mouse would make a difference is if you play Huntress or Nurse.

  • @SteelDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/836856#Comment_836856

    in your video critiquing Tru3's examples of how to counter spirit, at the end you did a KYF with a friend of yours multiple times, and you said his average chase was 30 seconds. a scenario that will never happen of a 1v1 and dis-regarding the part of FINDING the survivor to. then adding the time to pick up and take them to a hook. all this is important time for the killer that you never included in your "data"

    Bear in mind that there are plenty of variables that work against the survivors, too. Like the snowball effect: The more hooks and kills you get, the easier it becomes to kill the remaining survivors. Every time you hook a survivor, that survivor is out of commission and can't work on gens until another survivor stops working on gens to go and unhook them. Then both survivors have to waste time healing before they can get back to work, buying a huge amount of time for the killer to search for and chase survivors. And if you successfully sacrifice a survivor, that's one less survivor to work on gens, heal other survivors, or go for unhooks.

    In addition, since the killer receives a noise notification when a survivor is unhooked, the killer knows exactly where to look for survivors after a survivor is unhooked.

    Another key variable is mobility: The more mobile a killer is, the faster they can patrol gens, find survivors and start chases. And the Spirit is one of the most mobile killers in the game.

    So, for the sake of simplicity, he cut out all of the normal variables that affect killers and survivors throughout a normal game, and just focused on chase times, because chase times are one of the most important factors for a killer's viability at high ranks. If the only purpose of his experiment was to find the average chase time for Spirit, then his data isn't invalid if both players were trying their hardest in the test.

  • @Monlyth said:

    https://forum.deadbydaylight.com/en/discussion/comment/836874#Comment_836874

    Bear in mind that there are plenty of variables that work against the survivors, too. Like the snowball effect: The more hooks and kills you get, the easier it becomes to kill the remaining survivors. Every time you hook a survivor, that survivor is out of commission and can't work on gens until another survivor stops working on gens to go and unhook them. Then both survivors have to waste time healing before they can get back to work, buying a huge amount of time for the killer to search for and chase survivors. And if you successfully sacrifice a survivor, that's one less survivor to work on gens, heal other survivors, or go for unhooks.

    In addition, since the killer receives a noise notification when a survivor is unhooked, the killer knows exactly where to look for survivors after a survivor is unhooked.

    Another key variable is mobility: The more mobile a killer is, the faster they can patrol gens, find survivors and start chases. And the Spirit is one of the most mobile killers in the game.

    So, for the sake of simplicity, he cut out all of the normal variables that affect killers and survivors throughout a normal game, and just focused on chase times, because chase times are one of the most important factors for a killer's viability at high ranks. If the only purpose of his experiment was to find the average chase time for Spirit, then his data isn't invalid if both players were trying their hardest in the test.

    cutting them out makes no sense since things like people unhooking and getting to other gens only effects 1 survivor at a time, where the pickup process and hooking process allows more time for 3 other people to do gens

  • @SteelDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/837217#Comment_837217

    cutting them out makes no sense since things like people unhooking and getting to other gens only effects 1 survivor at a time, where the pickup process and hooking process allows more time for 3 other people to do gens

    Yes, but gen times are balanced around having a team of 4 survivors, not 1. Have you ever tried doing 3 gens when your team is down to two survivors? It usually doesn't end well. There's a reason the hatch exists when there's only one survivor left. The faster you can end chases, the more hooks you can get. And the more hooks you get, the easier it becomes to get more hooks and kill the survivors.

    And again, the only thing we're measuring here is chase times. Everything else is irrelevant.

  • @SteelDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/837217#Comment_837217

    cutting them out makes no sense since things like people unhooking and getting to other gens only effects 1 survivor at a time, where the pickup process and hooking process allows more time for 3 other people to do gens

    What is everyone kobe'ing off their own hook? How is getting someone off a hook only affecting one person at a time?

  • @ScottJund said:

    https://forum.deadbydaylight.com/en/discussion/comment/837277#Comment_837277

    What is everyone kobe'ing off their own hook? How is getting someone off a hook only affecting one person at a time?

    my examples are of 1 person being chased 3 people doing a gen, if 1 person is hooked that is still 3 people doing stuff, then -1 for the person doing the unhooking. the time to unhook a survivor and heal them is next to nothing compared to the time it takes for a killer to find a new survivor and down them UNLESS that survivor does some MAJOR mistakes

  • @Monlyth said:

    https://forum.deadbydaylight.com/en/discussion/comment/837277#Comment_837277

    Yes, but gen times are balanced around having a team of 4 survivors, not 1. Have you ever tried doing 3 gens when your team is down to two survivors? It usually doesn't end well. There's a reason the hatch exists when there's only one survivor left. The faster you can end chases, the more hooks you can get. And the more hooks you get, the easier it becomes to get more hooks and kill the survivors.

    And again, the only thing we're measuring here is chase times. Everything else is irrelevant.

    yes balanced around 4 people doing gens and 1 killer applying pressure, not 3 people on gens and a killer being pre-occupied with the 4th to not apply gen pressure

  • @projecteulogy said:

    Am i the only survivor who runs Spine Chill so i dont EVER get pulled off a Gen? lol this new wave of new players are scared of the spirit? Oh come on.

    Just sucks when the person playing spirit is a tunneling jerk. Though I have seen in the killer community more often people NOT tunneling, so its really just how you play at this point.

    If new players would play like every killer uses BBQ, Devour, Spirit Fury, and Rancor, there would be a case of git gud. Instead I would suggest buffing the rest of the killer roster before nerfing Spirit. The killer role is meant to be a scary unrelenting force of Oh ****. They are in fact. not.

    In fact, its more stressful and scary to play killer than it is to play survivor. You can't really jump scare as a killer unless you play as Spirit with Prayer Beads or Wallhack Mikey. But you can jump scare the killer with a pallet or Head On. I'm so traumatized from playing killer that when i'm caught as a survivor i don't even wiggle. I don't see any reason there should be a mechanic that allows the killer to get bullied. Makes for a hilarious YT clip but the reality is that mechanics are not great.

    The moral of the story is that Humans are the real monsters

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/833943#Comment_833943

    There's no "might". People don't try to loop her like an M1 killer.

    I've yet to see a single person who's done a live commentary explaining what they're doing, why they're doing it and how. None of this post commentary crap.

    I try to do the stuff the dozens of people preach counter her on here. They simply don't work. I don't see her hair animation reset, or crystals glowing, and other stuff like that.

    The glowing crystals thing is a myth, int3r4ct talks about it in this video. Nothing in testing or in the code suggests this was ever a thing.

    https://youtu.be/uq4Zf0akdQ4

  • @Monlyth said:

    https://forum.deadbydaylight.com/en/discussion/comment/836874#Comment_836874

    Bear in mind that there are plenty of variables that work against the survivors, too. Like the snowball effect: The more hooks and kills you get, the easier it becomes to kill the remaining survivors. Every time you hook a survivor, that survivor is out of commission and can't work on gens until another survivor stops working on gens to go and unhook them. Then both survivors have to waste time healing before they can get back to work, buying a huge amount of time for the killer to search for and chase survivors. And if you successfully sacrifice a survivor, that's one less survivor to work on gens, heal other survivors, or go for unhooks.

    In addition, since the killer receives a noise notification when a survivor is unhooked, the killer knows exactly where to look for survivors after a survivor is unhooked.

    Another key variable is mobility: The more mobile a killer is, the faster they can patrol gens, find survivors and start chases. And the Spirit is one of the most mobile killers in the game.

    So, for the sake of simplicity, he cut out all of the normal variables that affect killers and survivors throughout a normal game, and just focused on chase times, because chase times are one of the most important factors for a killer's viability at high ranks. If the only purpose of his experiment was to find the average chase time for Spirit, then his data isn't invalid if both players were trying their hardest in the test.

    Okay, but everyone is ignoring a major point. Spirit is meant to be really good in the chase. 30s is still a lot of time when 5 gens can be done in 3 min 30.

  • @sorrowen said:

    Listen just because most of the player base can't do a gen or have unbreakable does't mean nerf spirit. She does have counter play however most survivors are complete potatoes so of course they will have issues with a killer that is more high tier. So the "changing" nerfing I mean is for survivors who aren't good at the game.

    Suvivors usually have to run a perk like Iron will to counter her. Good survivors get outplayed by her most of the time, she didn't get heavily nerfed.. She still has mind game potential and can most likely still destroy survivors it all depends on how well the killer is or how well the survivors play. No collision is better, since it requires more skill rather than just purely knowing a survivor is there. Prayer breads I think will be better, it'll still keep survivors on edge.

  • I play great as survivor one of the best i know amongst my friends and i still cant outplay most spirits so..

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