Spirit Need A Change
The spirit need a change due to the maps that where recently added, referring to Toba Landing, Nostromo Wreckage and Greenville Square, maps that are too big for its powerful but short power. For main survis and those who never played spirit Im going to give context about her. The Spirit in her main power can move at 7.04ms (withouts addons) for 5s (withous addons) but is does not pass through walls, pallets, windows, etc. She is a very difficult killer to use since when you are using her main power you cannot see the survivors, you can only hear them and see their scratchmarks. So, it becomes very difficult to find someone; simply walk away from the generator when you hear that she is about to use her main power. Spirit does have addons that improve the duration of his power without harming it, and its a yellow addon called Kaiun Talisman that adds 25% more duration to the main power, wich in my opinion starting from a base of 5s is quite insignificant.
Also Spirit has disadvantage that it takes too long to charge her power (15s without addons) and if you add an addon that gives more time to the main power this increases. And finally I want to mention that is an M1 killer, practically all survivor use exhaution perks, when you receive a hit you can use Lithe, Sprint, etc. And his base movement speed is 4.4 if she doesnt have her power she wont be able to hit you again.
With all this I want to make 2 suggestions for the killer, add to te base kit the yellow addon Kaiun Talisman (increases the duratión of phase-walk 25%) and the brown addon Gifted Bamboo Comb (increases the charge speed of yamaoka haunting 15%). With this, the final result would be a spirit with a main power of 6.25s and recharge time of 12.75s, much fairer too me more than it is currently.
I would like to read your opinions, if you think it would be good or the spirit should stay like as it is now
Credit Image to SweetCookiesforyou SweetCookiesforyou - Hobbyist, General Artist | DeviantArt

Comments
Because after 10k+ hours I have a pretty good measurement of who's good and who's not. That's about as good as you're going to get with sample sizes.
Being good does not mean you are in high mmr ^^
good = skill =higher mmr
Through enough experience you know what levels of skill look like.
Thats what it should be but not what it is... People who are good at the game usually want to get chased and therefore oftentimes end up dead to Noed or bad teammates. As everybody knows the mmr system is unable to properly tell skill by just looking at kills or escapes, so your assumption is wishful thinking at best.
Saying it's flawed and that it doesn't work at all are two different statements. I think you're conflating the two.
Well the system itself that puts together people of similar skill is flawed because of it works with soft cap to mmr, therefore creating uneven matches often times, considering backfilling and max queue times and such. That thing could be better but is hardly possible due to way too long queue times and what not being the result.
However to only take escapes and deaths into account is way too flat. You could loop the killer for 5 gens, get hooked right next to Noed and did there, you would still lose mmr despite carrying the whole game. There are just so many factors that make a good player that are ignored in benefit of this easier system, which makes it so that in conclusion:
A. High mmr does not really mean anything because of the soft cap enabling players of a wider mmr range to get matched
B. Deaths or escapes are way too flat of a measurement to determine skill, especially in this type of game.
C. Skill does not necessarily mean that you have a high mmr, the best players in the game don't really use the regular matchmaking but play scrims most of the time. And on the other hand having a high mmr does not mean you are good at the game. (ofc the question is how high, if you are nearing the hard cap that not even cheater bots could get over you are probably doing something right, but no human gets there anyway so whatever)
D. Items, addons, perks, maps and offerings and the killer choice are not taken into account at all, invalidating the death or escape result even more.
E. Skill =/= high mmr, as mmr in this game is not able to properly determine skill
The closest thing we have to determine in this game to know whether or not a player is skilled are 1v1 scrims, however the mmr system is mostly useless for that purpose. In the 1v1 setting the conditions for everyone are roughly the same, different map rng excluded, as this cannot be fixed. So the data we get through that is somewhat more reliable compared to what the mmr system does.
This entire post is just pointing out why mmr in flawed in DBD. Yes, I know mmr is flawed in DBD. As I said in my last post, that doesn't detract from my point. Just because it is heavily flawed doesn't mean it "generally speaking" doesn't work. It does, even with all the flaws. I'd totally love to do away with mmr and I think we could make the matchmaking way better with changes but that doesn't change the point as well.
Skill = High MMR
Even though it's flawed, a skilled player will on average still be reaching high mmr.
Just because the best comp players mainly do scrims doesn't mean there isn't a majority of high tier sweat squads on coms in high mmr. There are many, many players as good as comp players that just simply don't do comp because they don't like it.
I doubt the last paragraph especially... There is just a huge difference in the macro game between those two groups of people.
I do NOT want her passive phasing removed. She feels like a true SPIRIT and I very much enjoy playing her with her JB add-on as a spooky build.
Saying she is the 3rd strongest killer in the game is a lie and the directional audio made her power trash
If they would just remove chase music from killers hearing it will make a bigger difference but they act like it is essential to hinder the killer's ears