A way to fix spirit, that might give counterplay

When she enters phase, her husk disapears upon reaching 75% of the *base* power time (1.25s).

Phase walk add-ons (the ones that affect her blinking) now add extra time for the husk left behind up until a maximum of 50% (2.5/3s)

Whilst in phase, she has regular audio for survivors on her direction.

Charging her phase is now faster (1s base)

Her phase now starts off at a lower speed, but quickly ramps up (similar to blights speed) becoming faster then spirit is now, but far slower initially. The distance covered by the spirit is the same, only the speed difference, starting at 110%.


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These changes give the survivors awareness of where the spirit is and when she's phasing (with a delay.) The speed ramp up discourages her from brute forcing some loop's. The charge speed increase allows her to quickly enter into her power, even quicker with add-ons.

All these combined attempt to make the spirit a more tactical killer to play, promoting entering phase around a corner after breaking line of sight. She loses tracking of survivors doing so, furthered by her ability, but gains what is essentially a massive lunge (tracked by audio cues on the survivor end.) The speed ramp up allows for survivors to counter the massive lunge, if she's just sitting at a pallet on a loop, by giving them the info they need in order to move away to a safer location, whilst allowing the spirit to effectively cover the same distance (just not instantly.)


Duration add-ons and speed add-ons can be buffed/nerfed accordingly. Duration add-ons not giving extra speed/just the same distance one would get using them base, with no extra recovery time, and speed add-ons giving her a higher base cap to her end speed with the same duration.

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