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AlbinoViera

AlbinoViera

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AlbinoViera
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  • Well, as someone who has been a Spirit main for almost two years at this stage, (a year and Seven months since I have a screenshot of my first ever game of her,) I feel like I should give my own opinion on the matter.


    For me personally, I'd have to agree. She's pretty easy to pickup and play, but only if you have experience playing killer or survivor. She relies heavily on reads and sound cues, both of which are things you pickup on the more you play killer in general. A person who's played say, Trapper for a week or two, would have an easier time playing Spirit than a brand new player, purely because they have a better understanding of what the survivors will do.

    Does this mean I think she's top 10 easiest killers to play? Not at all, but she's definitely not the hardest either. She's a good mid-ground, since she's easier than, Nurse, Trapper, Hillbilly, Huntress, Blight and I guess.. God I hate this name. Deathslinger. But, harder than the others.

    Although, that's baring in mind that I think Hag is easier to play, even though I can't even get a 2k on her-


    I would like to see them make a change to her that keeps her power, but raises the difficulty curve a small bit. Something like having survivor sounds be omni-directional while in phase.

  • Well for me personally, I use one of two builds with them right now:

    Pop, Devour, Thrill, and BBQ.

    Ruin, Undying, STBFL, and Thana.


    The first build is more of just a build I find fun to use, since I've noticed people ignoring totems more often when they know it isn't Ruin. As for why I use each perk:

    Pop Goes The Weasel: Straight-up gen regression. Every killer needs a form of it, but this also works decently well once Devour has two stacks.

    Hex: Devour Hope: It's essentially a hidden win condition. It is the true insidious Hex perk since people don't notice it until someone's insta-downed. It's also something no-one expects on a Legion, which makes it even more of a surprise from what I've seen so far.

    Hex: Thrill Of The Hunt: This is just so you can defend Devour, but once the mini Undying rework comes out I'd probably replace it with that.

    Barbecue & Chilli: Navigation Perk. Essentially tells you where you need to go. Once Thrill Of The Hunt is replaced, would be used to also check if someone is on your totem. The bonus points are just a, well, bonus.


    The second build is a standard one in all honesty.

    Hex: Ruin & Hex: Undying: The obvious passive slowdown combo everyone and that dog runs. It'll be a lot weaker with Undying's change, but I don't see anyone not using it anytime soon.

    Save The Best For Last: Used to be a MUCH stronger perk on Legion, but nowadays it just a strong perk. Use your power to injure the obsession, find everyone else, hit them with a basic and build up stacks until your running down people like a late-game Nasus.

    Thanataphobia: Another good perk on Legion, weaker nowadays, but the slowdown is still useful with how easily Legion gets people injured.|


    As for the Add-Ons: Double Duration or Duration and Green Pin.

    Most of Legions add-ons aren't very usable apart from Iri Button, (Looking at you, cool-down add-ons,) so this is the main two combinations I personally use. It's mainly the former for the first build, latter for the second.

    Former gives maximum mobility, second uses the pin to make people broken and keep Thana going as long as possible.


    As for playstyle.. It's hard to say. Everyone has a different one. I personally play a very aggressive Legion, but I go out of my way to not slug, tunnel and never stay around a hook because of Devour.

    The main idea with them though, is to use your power on the first survivor you see, and get as many people injured as possible. If you don't see anyone, cut them off and cancel your power, then go for the chase. After that, I tend to use my power more for information on where everyone is, whoever is in a weak spot, I go for.

  • Well, may as well give my own personal opinion on those three killers in particular.

    Firstly, Spirit. I think she's honestly one of the more fun killers to verse and play as. A bad spirit is as easy, if not easier to bully than a bad nurse. A good spirit can be tricked a few times by sprinting away for just over a second and seeing if she moves at all, then going backwards. Throwing a pallet down early and walking away, double vaulting windows and so on. A great spirit you have to actually be unpredictable with. Hold W in a chase, after doubling back once or twice. Throw a pallet down, but actually stay on the other side. Pretend to be bad so she confuses herself. But in terms of her power and how she is, if sounds weren't stupid right now, she'd definitely be a bit too easy to use. With sound as it is, Iron Will removing breathing, Stridor muting grunts of pain, maps having no footstep sounds, etc. She's not even that great to play as. If Sounds were fixed, i would personally make it so grunts of pain were omni-directional. I feel that would be more than enough.

    Freddy. I honestly haven't played against a good Freddo Frog, and I rarely use him, so I don't have much to say. Bit boring in a chase since he's literally the most basic of killers really, and his power to teleport to gens is a bit annoyng to deal with when it's combined with Pop. Even Spirit still needs to spend a bit of time getting to the Gen. At the same time though, not too sure how to change him to fix either issue. Maybe if he had a limit to how may snares he could place at all, similar to a Trapper's traps. Meaning he'd have to use em in a similar way to get optimal chases? Not sure with him.

    Deathsling is the same. Not at all interactive in a chase for me. If he misses a shot, it's just that. He missed. I didn't dodge it, he just missed it. The ADS is way too quick so you can't react to it, especially on Console. Not only that, but when you drop a pallet early. That's it, can't do anything as a 110% killer really. So, I think the change I would make his spear a little quicker when shot, and give his gun a hammer that he has to pull back before firing. Make it seem a bit heavy, so it takes about .5 of a second to fire. As well as that however, give him the ability to pull an injured survivor over a window or pallet if they're directly in the center of it. This would act like a survivor is vaulting towards him. Reason I think this would be fine is because you can actually react to him aiming and as well as that, flashlight saves would be possible.

  • His main point is that a few of the killers remove survivor skill, and that is highly subjective. All of these killers break the monotony of doing the same type of loop over and over, but does that truly mean they remove your skill?

    I don't see the difference to someone doubling-back against a Spirit causing her to miss, and leaving a loop when you lose sight of a killer as they're attempting a moonwalk. Hell, is it any different to his example of when the Billy "predicted" he would vault the window? At what point do "Predictions" become guesses? And do they truly require "skill" to pull off?


    His points on old Legion and Deathslinger are pretty valid though, I will say. Deathslinger just feels like a very boring killer from his design, his name is too edgy, and his power is kinda iffy. If you're in front of the edgeslinger, he'll get his shot because he can aim and shoot faster thanthe average human reaction time. Putting pallets down early against him works pretty well though, but if he doesn't then you're doing the same loops over and over again.

  • I try to play both, lean more towards Killer because Bloodpoints and queue times are better. Rank 1 as Killer, Rank 6 as survivor.

    If I had a team to play with, I'd stick to survivor though. Less stressful.

  • I'm just gonna give my opinion as someone who mains her in red-ranks.

    First off, all Killers require some form of skill to play, that is an actual fact. Knowing how to use the power to the best of it's ability is something that's required by all Killers. The difference is the ways that you have to be skillful. A killer like Huntress requires mainly mechanical skill to be able to consistently land hatchets, where as Trapper requires mainly predictions to have survivors step in traps. Both require skill, but in different ways.

    With Spirit, she requires both to a degree. Mechanical skill to be able to use her power effectively since you can't see or come into contact with survivors, thus you are mainly relying on things like scratchmarks, footsteps, grass moving and/or breathing against immersive and/or decent survivors. But she requires predictions as well, such as when someone has dropped a pallet early and walked away, when someone has doubled back, or when they're running Iron-will and have no footsteps, breathing, or grunts of pain. She also requires the same skill every Killer needs, game knowledge. When to commit, what gen is likely being worked on. How to split aggro, who has what. Things of that nature.


    Now, moving away from what I personally believe are facts to what I will concretely say are my personal opinions. Spirit is one of the easier killers to learn, but one of the harder Killers to master.

    She's similar to Nurse, to the point I think a baby Spirit is as easy, if not easier, to bully than a baby Nurse. A good Spirit, can still be tricked fairly often, even when injured. Hell, I quite often phase past a survivor who I've hit, tried to chase in phase, but didn't realise had started to walk or run towards me, meaning I have to leave my power and catch up as a 110% killer. Whereas a Spirit with thousands of hours will likely only be tricked once, if at all, by the same thing.

  • @Komodo16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1422953#Comment_1422953

    No I don't NEED them but i only like flash lights and I only run them in a swf and its rarely unless im using builds or doing challenges and my whole point on this is that you will lose it regardless unless you drop it next time you get it back and unless you get bad rng or cant loop you have to find out for yourself that its Franklin's and die get unhooked run ovwe there pick it up. And hide it which youve given a hook state to do so if you don't escape you lose it anyways the new changes almost guarantees a surv loses his item which isnt fair its like 80 percent likely

    If you only use flashlights and other items rarely, then surely you, yourself, will hardly feel the effects of Franklin's in general? I mean it's effect will be basically the same, except if you do pick it up again, it won't have lost any of it's use and it will leave the field 10 seconds longer than it takes to do a gen.

    Anyway, if you get bad RNG, that's the fault of the game. If you can't loop, that is on you. Neither of those situations are at the fault of franklin's, and it would be the exact same situation, if-not worse, if it were to happen with the perk as it is now.

    If the killer wishes to camp around a single item, then you have 90 seconds of gen and heal time. If he leaves the item, you have a chance to gain it back and it won't have lost any of it's power like it would have with the current franklin's and if you can't pick it up within 90 seconds, then chances are you would have lost it anyway as well.


    The change is hardly a change at all, if anything it's a nerf when you think about it logically. But I digress, I merely stated an option to be able to keep an item if you're that desperate for it. As I said, treat it as the killer wasting a perk slot. One less meta perk for them and they are basically forced to use a basic attack for it as well.

  • Ah, I know iAzame. Played a few KYF games with him. Has a habit of DC'ing when he gets caught though. Tell him Sakana says hi.


    As for the change to Franklins? It's fine, if you can't loop without an Item then that's on you. Besides, you get countless items from the bloodweb, and you get more from chests. Hell, if it really bothers you. You can drop it yourself once you've used it all, or just leave it so you can pick it up later in the match. You won't have to worry about franklin's then.

    Just treat it as the killer wasting a perk-slot, the same with Lightborn. They're wasting a perk slot to counter your items, meaning they have one less slot for any of the meta perks that could be even more damaging.

  • Staying in the dream world could be the best thing a survivor could do if you think about it. Object Of Obsession will be able to see him pretty much at all times. That alone is considerable power right there and you could even use small game to have a rough idea for which pallets are fake and which are real as well.

  • Personally think an Anime/Manga inspired chapter could be tons scarier than any of the current killers honestly. Have you ever seen some Junji Ito stuff? Won't sleep for a week after seeing one of his monsters come up behind ya.

  • I main Spirit and while I'm certainly not the best, I normally do decent against the standard sweat-squad at rank 1.

    First off, I'm going to say something controversial. I DO NOT, recommend running Stridor on her. Not only will it be disorientating at first, but it is bugged and will make people without Iron Will, have the Iron Will effect. Because of that, and the state of sounds in general, I don't recommend using the mother-daughter ring either.

    Anyway, on to the builds and playstyle. For my personal builds, I typically run on of the following setups:

    • BBQ, Sloppy or Thana, Nurses, Pop
    • Sloppy, Thrilling Tremors, Surge, Pop
    • Ruin, Thana, Nurses, Pop/Surge

    As for a meme build that's just for fun, I go:

    Thrill of the hunt/Retribution, Ruin, Devour, Haunted Grounds.

    For add-ons, I recommend the activation speed ones and duration up to the green one. Or, if you're feeling frisky, the Yakuyoke amulet with the green speed add-on is a nasty combination.


    The general way I use her power is to travel to where I think the survivors have spawned, and get the first down as quick as I can. After that, I try to get another person injured immediately. If the first guy gets rescued, I head back to the hook immediately to try and use Nurses so I can see if they're healing and phase the short distance to them.

    So, essentially my play-style is keeping them all one-shot and/or healing.

    As for when you're using her power, you need to rely heavily on sounds, but not grunts of pain normally. Things like footsteps, and grass moving. Along with that, you need to watch for things like grass/bushes moving, scratchmarks as well. If the scratchmarks suddenly stop, should leave your power since they've probably double-backed and hopefully are close enough to get hit.

    She does heavily rely on standard game knowledge though, such as where a survivor will run to and what the team will be doing. To that extent, I say take her up once you feel you've gotten used to playing as a Killer in general.

  • Personally, I think Hag would be next based on the trend I've noticed. Every killer seems to be getting some sort of limit to their power. Think It's only Hag and Freddy that don't have a limit to how much they can use their power.

    Expecting Hag to soon have a cooldown period before she can teleport again. Reason being, "To make it require more skill since you have to decide when you should teleport" or something equally stupid.


    The cycle will continue for sure though, Nurse got weaker, suddenly Spirit is OP and too easy to use. Spirit got nerfed, then less than a day later I was seeing "Nerf Billy" posts. Whichever Killer actually feels like a killer, is gonna get nerfed.

  • In all honesty, you eventually get used to people hating you for being a killer. Every killer will apparently be super easy to play and/or overpowered. You'll learn how many times your mother has slept with a 12 year old. You'll find out what sexuality you are quite a bit too. Or if you have my gamertag, you'll have hundreds of people try and insult you by calling you a weeb.

    A couple times I've been threatened by someone claiming they can find me through my IP address, another time I was asked to go half-way across my country for them to fight me.


    People are strange and angry creatures. You learn to ignore it, or you start to enjoy the hate you get.

  • I would like to make an argument for why I think everyone should run/use self-care. For me personally, because everyone ran self-care I was able to get to rank 1 very easily.

    It's 32 seconds of being injured while you heal, sure, but it means others can focus on being chased or recovering, it's really helpful to me when people run it. Hell, with Sloppy and/or Thana the time is longer, meaning they get even more time on the hook, being chased or they can be self-caring as well which means a higher chance of a player being spotted and going down so the other person can heal to full. I've won matches, because of a Claudette that's self-caring in a corner, not gonna lie. I think self-care is a must-have for survivors.


    -Sincerely, A Killer Main.

  • Main build I go for on Spirit would be: Pop, Nurses, Sloppy, and BBQ/Thrilling

    This is just a general build I like. Based around keeping them injured and scared of your power, if you see someone healing it's best to go after them in phase, even when in a chase. Keep them guessing for who you're going after. Sometimes I even like to go check a gen instead of continuing the chase if they've been injured.

    As for Addons, I recommend Activation Speed and Duration as a combo. You'll be going into your power quicker and more often with those two. But, another good pairing would be Yamaoka amulet and the green speed add-on. The green's speed boost counters the amulet's slowdown completely. I don't recommend using the ring and amulet combo until sound has been fixed though.

  • Yeahhh, in all honesty the quality's been dropping since maybe the Spirit. Been a steady decline with each DLC until this last one where we get a rather fun killer, who has awful perks. A survivor with decent perks, but probably the worst cosmetic in the game purely for it's pricetag. Along with a map that makes it so only certain parts have any sort of footsteps, barely any ways to traverse around it, and is filled with it's own sounds that are so obnoxiously loud you couldn't hear a Jeff moaning next to you if he was doing it through a megaphone.

    Combined with how they have more bugs than Ant's Canada and how survivors can still put out gens faster than I do the same for a girl with red hair, feels like they need to have a break from DLC's to fix and balance their game.

  • As much as I would love to see a Killer going around punching people. I don't think Nemesis would happen, not any time soon at least.

    Thing is, Silent Hill as a franchise is nowhere near as popular as it once was and on top of that, Konami is probably still feeling the loss of respect and sales just for killing Metal Gear/Firing Kojima-San. This is both a way to market Silent Hill again, as well as a way to make them look better by giving access to their characters to a small company. Kills two birds with one stone. Get more money and they look better for it.

    Capcom doesn't need to do either thanks to the remakes of Resi 2 & 3 keeping the franchise alive, and it feels like any bad press on them has been forgotten since Monster Hunter World came out. They'd have no reason to give BHVR any access to their characters right now.

  • @LordRegal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1346350#Comment_1346350

    Honestly, if not for the archives, I would agree with you. The archives, however, have mentioned a female ex from David and Dwight crushing on Rose, just as two things I can recall off the top of my head. If the archives are going to throw those kinds of details in, inclusion officially matters.

    If they were still blank everymen outside their basic backstories, then I would agree it's not necessary to call it out. But they're not anymore, and we have implicit understanding of at least a couple peoples' sexualities already. If it's going to be there, then it should be representative of the whole, not just what's considered the "norm" by society.

    Thing with those examples are, they're not used to say "HEY. THIS PERSON'S STRAIGHT." More the action being the thing to take away from it, Dwight has a crush on someone. David's ex doesn't want him or whatever it was. Whether they're straight, gay, bi, or an attack helicopter. It doesn't change anything about them or their personality, not really. So, I don't see why it matters what they are, or why their preference should be focused on and I really don't think it should be a part of anything, even though it already is in those cases.

    Yui is the biker, not the lesbian, or the Bisexual, or that straight girl, or even the Bike.

  • I don't think a character in this game should have which gender they like to bang be a part of anything. Not because I hate gay people or straight people or anything silly like that, but because, well..

    Why does it matter?

    Is the Spirit liking to munch on carpets going to change her? No. Is David liking to pound the other cheeks of men going to change anything? No. Is the Clown liking to suck on something that definitely ain't a finger going to change him? No.

    So why does it matter? Can't they just be characters with their own bit of lore of what they did and why they're here?


    Besides, the more cultured of us have already read up on what Clown and Kate get up to in the fog, thanks to Kaidou Kana.

  • Personal Build i'd recommend as another Rank 1 Spirit main would be: BBQ/Thrilling tremors, Sloppy Butcher, Nurses Calling, Pop/Surge.

    Personal Add-on reconmendations would be: Activation Speed and Duration, or Yakuyoke amulet and the green speed add-on.

    The way I use & do well with her, is to get the first down and hook as quick as possible, then do hit-&-runs. If you're chasing someone, try to get them injured, but if you see someone healing with Nurses, or if they blow up a gen, break away with your phase and go for them. If it's someone who was recently hooked though, slug them and walk away, but look back from time to time. Moment you see a healer, look away and go into phase then head back to put pressure on two or even three survivors. You want to use your phase to keep them guessing on who you're going after.

    Reasons for the perks:

    BBQ/Thrilling: A way to find your next target after a hook is definitely needed, they both do the same job. Quicker you find someone else to go after, quicker you can put the pressure on. BBQ can just be for them smexy points though.

    Sloppy and Nurses: These two are a combo and the main way you can do the hit-&-run tactics I reccomend. Sloppy makes em heal longer, Nurses lets you see them from outside your terror radius.

    Pop/Surge: Gen control. Even a killer like Spirit needs it. Pop is a reliable combo with Thrilling/BBQ, just go to the gen being worked on and pop it then chase, but Surge can also be pretty reliable to tell you what gen could be being worked on nearby. You can go check out a gen popped by surge and maybe even get another survivor to chase before you hook the first one.

    Reason for the Add-ons:

    Activation and Duration combo: One of the more consitent combos, even the common versions are useful. Activation speed lets you go into phase and use the massive speed boost much quicker. Duration add-ons, while increasing how long you can travel for, also increase how quickly you can get your power back. If you use the full 5 seconds normally, it'd take 15 seconds to get your power back, but if you use 5 seconds with a duration add-on then you get your power back in 10 or so seconds. Basically means you can use your power quicker and more often.

    Yakuyoke Amulet and green speed add-on: Amulet has the above mentioned benefit of not only giving more time, but also better recovery and the green speed add-on counters the reduced speed of the amulet completely.


    The reason for why I DON'T use Stridor or recommend it like so many others, would be because it's too unreliable. Stridor is bugged, meaning it can make people have Iron-Will when they don't have it, and sometimes doesn't make people with iron will louder at all. Seeing as Stridor is pretty needed with the Mother-Daughter Ring too, I'd say don't use that either. If Stridor makes people louder more consitently, I HIGHLY suggest using it with the Ring and Amulet combo.

  • From my experience, the gens seem to be going quicker when I'm playing either side. Survivors have started to spread out on gens, making it close to impossible to pressure them in the early game. Even corrupt intervention seems to not help as survivors spawn on unblocked gens.

    I think a few of the maps are still overly large and badly designed though, which definitely isn't helping. That and if survivors do want to stack on a gen, Prove thyself basically negates and negative effect still.

    In my own opinion, smaller maps with no large deadzones and/or less gens that take longer to fix would provide a more balanced experience. Having to repair 4 gens that took 100 seconds or something of that sort.

  • It's always been odd to me seeing posts like this. When I play against Spirit, it's one of the more fun chases I can have. To be fair though, I'm not one of those people that'll see her standing at a pallet and try to vault towards her. I also main her along with Legion and Trapper so I know what works against me and use that on others.

    Feel like most people just panic when facing against her though, instead of actually thinking for a moment. For example the "pallet stand-off" one of the things so many complain about. Instead of making a random guess or just standing at the pallet, why not sprint away for 1 second then go a completely different direction? Assume she's doing both.

    If you get injured and you hold forward, you can hear her phase almost every time, meaning she's on you. So why not head straight towards where she was before and make her more-than-likely shoot past you?

    If you're running to a pallet or window and you see her pause behind you, as often happens, why not fake the vault and walk back or drop the pallet in front of you and go back?


    There's ways to mind-game her, I've personally been able to do so even while making noise. Worse comes to worst, if you do one of the above and she comes out of phase next you, use Dead-Hard. That's a perk 99% of red-rank survivors use and it would prolong the chase for a good 10-20 seconds minimum. Or, you know, treat her like every other killer and try to 360 her. If she misses her phase she's a 110% basic attack killer for a while. Recommend playing as her for a while and then playing against her using your own mindset for what the Spirit is doing.

  • Almost as though there's been no change, from my experience. Although, I've had pretty bad luck only getting maps like the one where the two long stacks of cars pretty much double the size of the map, or the other one which is basically 3-gen or lose, and Ormond, which still feels massive with a load of strong loops. The one thing that has changed however, is that I've noticed survivors splitting up more, which has made it quite a bit more difficult to pressure gens.

  • "Pallet stand-offs" are honestly awful. Not because you don't know what she's doing, but because standing still at a pallet or slowly vaulting it are probably the worst options a survivor can do. I main Spirit and the amount of people that do it is dumbfounding honestly. Why not leave the pallet then walk back a second later? Or carry on running and do unpredictable movements like zig-zagging, sudden turns, 180's, anything that isn't clinging to a single pallet? On a side note, Stridor, for some reason, makes people without Iron-Will silent and barely affects people who do have it, from my experience at least. A lot of Spirits don't run it because of how unreliable it is.

  • Ignoring any silly bias @Nurgling7 may have. Neither you, nor the OP, have been the bigger person and explained how he is wrong.

    So, I will give my own opinions on the matter.

    First off, Healing using Self-care is a waste of time in most, if not all, situations and Inner strength has the handicap of needing totems. With both, you are almost never guaranteed to be healthy at the start of a second chase. Not only that, but being hit because you're traveling through a deadzone, is one of the reasons many are complaining, it is still an undeserved hit.

    Sprint Burst however, makes sense. If you are out of position, then you can sprint almost safely back to an area you can loop. However, that requires your third option. Planning a route beforehand, but because this is required to make proper use of Sprint burst, I feel that negates it's viability. The deadzones on the changed maps, drastically limit the options someone has, in what I feel is an unfair way; for newer players in particular. Due to the RNG nature of maps, you will almost certainly find yourself travelling to what was a few basic loops, only to find nothingness and end up giving an almost free down.


    Now, while as a killer main I enjoy areas with nothing to them. I would actually find it more enjoyable, and fair, if they were replaced with unsafe pallets or windows instead. Give the players the option for true counter play, no matter which side they're on. (If you're going to randomly edit, at least fix the grammar.)

  • For me personally, I only dislike them due to the ability to rob me of a kill in what I believe to be a very unfair manner. It's a similar situation to NOED, which I believe to be a MUCH better comparison than Keys vs Mori's, in that both allow the person to do poorly to get rewarded, they have similar counters, and it feels unfair when you're robbed of a win because of them.

    To two examples. As survivors, you're team has been dominating the game for your side and are quickly on track to an escape. The last generator pops not even 10 minutes in. Then someone instantly goes down, you see in the corner that NOED has been activated. They've been hooked so your teammate tries to save, while you try to find the totem. However, killer had been camping the hook and you see the other person go down and are then hooked as well. The third person on your team tries to save the person who was hooked first and succeeds, but not a minute later they have rescuer has been hooked and the rescued has been slugged. You hear it soon after, the heartbeat. NOED is still up, your scratchmarks hadn't faded yet and they've led him right to you. You've been found. The speedboost from his perk is too much and you're downed as well quickly after. No-one has unbreakable, no-one had been hooked even twice. Yet your team has lost because he got rewarded even while doing poorly. You had lost because you had done too well.

    Then you have the killer version, once again, you're dominating the game. Every chase ending in less than thirty seconds, you've been pressuring them hard, to the point some have been barely able to unhook even without you camping. The first survivor dies after you hook, then the second, then the third. Not three gens have been done, you've become the power role once again and with one final kill your merciless victory is all, but assured. You find the hatch, victory will be sweet. Your foot crashes down upon it, shutting off the survivor's escape, and yet, you see them running towards it. You laugh, thinking they're giving you the last kill for free. You hit them once, then you watch them approach the hatch. It reopens. They hadn't brought one in, no-one had.. They must have found it.. The blood drains from your face as you watch them jump through to escape. Your merciless victory that you were sure to have gotten, the adept achievement.. Foiled by a key, and not just that, but one they had found in the match itself.


    Those experiences of course, aren't THAT common. They just happen enough that you end up being wary of them in every match you play. So in short, keys sometimes cost you a win or more and it's really annoying.

  • A little while ago, I would have been inclined to disagree. However, that was before they introduced Dedicated servers to Xbox again. I've gone from facing rank 1-2 sweat squads as a rank 1 killer. To facing a rank 5, 12, 16, and 2. In one match. And they were all solo. I've no idea what they did, but I think the main issue of easy games is because of the current matchmaking.

  • Same reason Adrenaline works when they're unhooked. There is none.. ..In terms of realism or lore that is.

    Gameplay, helps avoid tunnelling as everyone else said. I guess?

  • I want your servers.. As survivor I have to now deal with being matched to rank 16+ killers at rank 10 with a 10 minute wait time and hits that should not have registered. As a Killer, I can no longer tell when I'm facing an SWF or not, and am being matched with rank 13s and 16s when I'm rank 1. It's irritating no matter what I do. And that's when I'm sitting at around 50ms.

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1214857#Comment_1214857

    Ok so lets run through these "mind-games":

    Doubling back - So even if you're healthy, you double back, making your scratch marks more concentrated in one area, the Spirit will see the scratchmarks stop. She will also hear your breathing, your footsteps and see grass move if there's grass or you'll make very audible footsteps on wood etc. A competent Spirit will just do a 180 and smack you.

    Dropping a pallet early - So you drop the pallet early and the Spirit's coming up to you at mach 5 in her power. Congratulations, you've just wasted a valuable resource on the map because she'll either guess right and hit you, or she'll phase round to the other side of the pallet which will save maybe a total of 5 seconds because she can just break the pallet, AND she'll likely have her power back once she's broken the pallet so then you're a sitting duck in the middle of nowhere because you're likely not getting to another loop in the time it takes for her to start to phase and catch up to you (Especially next update. Maps are gonna be more spread out meaning there's now less loops you can safely chain together).

    If you hear the Spirit's footsteps she's way too close and she'll hear you too, so you're just gonna get hit before you have any kind of time to react or do absolutely anything against it. Your best bet is to make a blind guess and hope it works. If it works you haven't done much because her power recharges so quickly and then it's back to making another dumb guess based off nothing.

    Alright, let's go over the mind-games again, seeing as you seem to have no knowledge of how Spirit works.


    Doubling-Back. You can uh.. Walk. I know, I know, crazy idea to suggest walking so you don't make any scratchmarks and she can't hear your footsteps or your breathing over her own phase sound. If you're injured and making grunts of pain, you can at the very least try something. This has worked quite a few times for me, and against me: Sprinting away from her for about two seconds, and then the moment you hear her close. You spint backwards. Quite a few times this has caused them to miss a hit, even while grunting.

    Dropping a pallet: You don't seem to know how long her power would take to recover or how much she would use. To catch up after a hit, uses about two thirds of her power, (with a yellow duration add-on it's about half). It would take about 8.5 - 9 seconds to recover, with 4 seconds from the missed hit and breaking a pallet, (During which, you should be running away to gain a tonne of distance) she'll now have about 4 - 5seconds of being a 110% killer. So, you just wasted 13 seconds of her time with the use of a single pallet, and that's not including the time it takes to catch back up to you. If it doesn't work, you can actually commit next time and stay on the other side of the pallet, meaning she'll be on the wrong side or you can try and do it again in the hope she'll mind-game herself.

    Hearing her coming, you can hear her like any other killer. Just think of it likes she's behind a wall seeing as you'll know which way she's coming from 9 times out of 10. I won't lie, from your strategy of "Making a blind guess and hoping it works" you seem to be the sort of player that hates having to think for themselves. "Why can't I just run her around the same pallet like I do everyone else? She isn't nurse!" I can just imagine you saying that in a non-joking way.. If you hear her footsteps, you can hear where she's coming from. Walk towards her, or run towards her if you're in the open. If you know which way she came from, hop the window away from her or drop the pallet between you both and maybe even slow vault it. Do something instead of trying to act like "Well, guess she's got me now lolol"


    I'll say it again. If you want to get some help for playing as, or against Spirit, ask nicely and you might get some. I'm not gonna list every possible way to avoid her, there's some that are situational and some any survivor should be able to do, take too much time for me.

  • Another rank 1 Spirit main here, and I have to agree with @Hopesfall to some extent.

    I believe that Spirit does not require skill to learn, however, she is one of the harder killers to master. Someone new picking her up would have no idea how or when to use her power, would not be able to find an uninjured person during a phase, and would mind-game themselves more than the survivors.

    I will say to the people here, who say things such as "Just run Stridor and she's skill-less" or "Just wait at pallet to mind-game." You all seem like the sort of people that would see her standing at a pallet and would either vault the pallet or stand still on the other side of it. On the subject of Stridor though, while on paper, Stridor SHOULD counter Iron Will, it doesn't. In fact it more often gives people, without Iron Will, the Iron Will effect due to audio bugs. Also, telling people to run Stridor isn't really different from telling people to run Iron Will.. Makes you seem like the people who wait at a pallet when she's phasing, and that isn't the smartest thing to do. Please, just stop it and try to learn how to play against a killer.

    With that said, there are quite a few ways to mind-game a Spirit as a survivor, but most people either give up because "Spirit OP," or they panic and just run forwards because they're not used to having to think about where a killer is. A few things you can do would be to double-back or sprint up to a pallet and throw it down in front of you. Or, you know, anything. You're the ones that produce the scratchmarks, use them, make them lead away and double-back. You can see her husk, make a guess on where she's coming from like you would with any other killer, then time your dodge when her phasing gets louder and you hear her footsteps. Hell, just stand still and she'll most likely go past you. You can mind-game her yourself you know.

  • @LALYTHIA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1214404#Comment_1214404

    Even with a build tailored to counter the Spirit, as you've described, she would still down you. Dead hard doesn't work half the time and when it does, its only mitigates one swing. Also, you shouldn't have to tailor your build to counter one killer, when you don't know what killer you're getting. People always say, "Just run X perk...", that's easy to say in a forum, it's not possible mid-match. I find the unpredictability of Spirit really hard to deal with. She is easily my least favorite killer. Because as much as you'd like to say, "guess which way she's going to come from like every other killer..", which every other Killer it is not a guess. There is typically a visual and a sound element to their direction. She does not. So as the OP states, every decision you make is a 50/50 shot, and she is getting more information than you are...so I would argue its less than that.

    Alright, I'm going to just explain to you how I believe you are wrong, but first I would like to say how much I love that you ignored the two incredibly easy plays you can do to help lose or lengthen a chase against a Spirit.

    But now, on to how you are wrong. The build I gave was not "Tailored for the Spirit" it is a good build to run against every Killer. The fact you think that the build is designed solely around Spirit and should only be used against a Spirit, says to me you don't like to run other perks. I'm guessing you like a certain set of perks and don't want to experiment or anything of that sort. So you are wrong in that you need to run a perk to counter her specifically.

    Onto how I didn't say "guess which way she's going to come from like every other killer," and how I said "guessing which way she's going to come from, something that you would do with, oh, I don't know.. EVERY OTHER DAMN KILLER." This statement is actually, factually, 100% True. You can hear her footsteps even in phase, you can see her standing still during a chase, meaning she's in phase, and you can use both of these alone to figure out where she's coming from. With that, you can do one of the plays you ignored, such as throwing a pallet down early, or doubling-back slowly. Both of these can screw over a Spirit and they're not even the only things you could do.. Hell, if you aren't grunting, you can stand still after a second of her standing still, and she won't have ANY info on where you are.

    So to recap, yes, you can guess which way she is coming from, and yes, the guessing game is the EXACT SAME, as ANY OTHER KILLER. It's about understanding how the opposition plays, and trying to counter their playstyle. This is true for both sides and every, single, killer. If you want more tips on how to counter most Spirit players, I'll gladly answer any questiomns. Even if you'll ignore them again.

  • If your router is faulty to the point of being banned for 6 hours due to not being able to stay in matches. I would say that's completely on you for deciding to play multiplayer games with a router that cannot handle such things. In addition to that, I hope you realise that you're worsening the experience for the other players you match with if you're constantly and consitently disconnecting.

    The Ban system in place on Dead By Daylight is perfectly fine, if anything, it is a little weak in my opinion. You being banned is completely your own fault.

    If you cannot obtain a better Router or if you have no other way to gain internet access, I would suggest you stick to single player games or look into ways you can improve your situation.

  • Rank 1 Spirit main here. She definitely has counterplay as she is right now. It's like a lot fo survivors forget that they leave scratch-marks, or can double-back. I can honestly say a whole bunch of ways to counter-play her such as sprinting away when she's on the other side of a pallet, then walking back a second later. Or dropping a pallet early when she's in phase so you drop it in front of you, making her think you're on the other side. Even a simple one of guessing which way she's going to come from, something that you would do with, oh, I don't know.. EVERY OTHER DAMN KILLER. Seriously, everyone acts like every mindgame a person can do at a loop isn't a guessing game.. Just don't be an idiot and panic, you'll soon see that she's nowhere near as bad to play against as people make her out to be. If you truly, truly, don't have a clue on what you're doing against her, run Spine chill, Iron Will and Dead Hard. Spine chill tells you she's on her way, Iron Will makes you unhearable or just extremely quiet if she has Stridor, and Dead Hard let's you dodge a hit when she comes out of phase.

  • I'm more of a babysitter trying and failing to keep an eye on the four kids I've been charged with.

  • I mean, do you enjoy ruining a Killers day by popping four gens in three minutes? Or looping him around (the soon to be hopefully gone) infinites? Or tea-bagging and flashlight blinding them at every opportunity you have?

    The question goes both ways, but you need to remember it's only the minority that are Toxic when it comes to both sides. They just make themselves more known than the rest.

  • @Sheriff_Menty said:

    https://forum.deadbydaylight.com/en/discussion/comment/1206705#Comment_1206705

    I have about 260 hours on the game. The group I play with have more. I’m not saying new killers shouldn’t also be able to have fair games, but to me and my group, it feels way too killer oriented. I have played killer before, and I’ll admit it’s difficult since I don’t play killer often, but even then I can still get a few kills a game. My friend who mains Doc, and has recently been playing plague, agrees Doc is too OP. He gets 3-4K per game, even when not playing Doc. And I know about calm spirit. I’m working on getting it. As for My perk build, I’ve been messing around recently after I got the achievement for rank 1. I’m currently using the speed vault, but I used to use Urban Evasion, Balanced Landing, We’ll make it, and Tenacity. I know some perks may not work well for others, but it fits my play style.

    Your old build seems built around stealth, something the Doctor counters, so it's no wonder you would think he's strong. He counters your playstyle. Everyone has a killer that they struggle against, for me it's Pig, but it doesn't mean they're strong in general.

    As for your friend thinking he's overpowered, there's multiple factors. What rank is he? Does he face SWF's or Solos? Does he camp, tunnel or slug everyone? Does he use NOED and Moris? Things like that. From personal experience, good SWF's will escape with at least 2 people unless you use mobile Killers like Spirit or Billy, since I prefer to not tunnel a single person or camp them.

    I've used Doc at rank 2-1 on console, with no Mori and a standard build without NOED. Can say from my own experience, he has no gen pressure, and he's only decent in a chase. If a survivor baits the shocks out, or dead hard one to make a pallet/window, it's a struggle to catch them. The Static Blast can be avoided by hiding in a locker when you hear his Terror Radius and the sound cue for it, or by running calm spirit. Even if you scream, you'd most likely have a good chance to get to a strong area before he catches up to you though.

  • Rank 1 killer on Xbox here. There's two main ways to deal with those buggers.

    The main thing, is to know your enemy. I.e, if you see two or more survivors show up in one go, and they have a flashlight, assume they will come for the save.

    With that in mind, the first tactic is to bait it. To do that, you go to the person you downed, wait half a second, then scan around and see if you can see anyone around the corners. The second step, is what you should always do if you can, and that is to look at a wall before you pick them up. Make sure your entire screen is wall, otherwise they can still possibly get the blind.

    Next up, there's preventing the saves from being attempted at all. Small tricks are, bringing franklin's, looking quickly behind you mid chase to see if there's someone following, and to target the survivor with the flashlight. The second one of these is the main thing you should do. Even in a chase, you need to have awareness of what's happening around you.

    There's also little things, for instance, if you're chasing a survivor, and you get the down very quickly, 9/10 times it'll be safe to pick up. If it takes more than 30 seconds or so, then the teammate/'s would have time to travel to you. Least that's what it's like from my experience.


    Hopefully, this helps.

  • From what I can tell, the argument is "The game should be easy for new players, but not new killers. Only new survivors. They're the only type of player on the game"

    I understand, you're new. You don't know the game very well. Hell, you think Doc is OP when he's probably the 12th best out of all of the Killers. A new player, needs to learn, and learning takes time. You simply haven't given it enough.

    Keep playing, keep practicing. Test what works and what doesn't work. If you have bad teammates consistently, try an SWF. Run perks that cater to your playstyle. I run a vault speed build personally, since I like to be chased more than I do working on gens. If Doc specifically is your weakness, use Calm Spirit to counter his ability to find you via screams.

    Other than that, you all simply need to learn. You, and your friends. I mean, it's widely told that survivors are stronger than Killers, something that I agree on.

  • We play Civ 5 in our spare time


    Kidding, you learn to not strive for a 4k or double pip, but to simply learn what works and what doesn't work. Go in with that mindset, ignore the gens popping every other second and use each match to test what you can do. Haven't got the longest time, think I'm barely at 300 hours, but I've managed to climb to Rank 1 as Killer on Xbox while playing, Legion. So, it's worked for me at least.

  • Think the only thing I would have for Solo survivor, would be giving a notification when a pallet is dropped. Gives a lot of information, all of it being what an swf has now.

  • There's quite a few of us, I know for sure since I play on Xbox where every other group post is "Girl gamer," or "female host."

    Kinda hate that stuff though.. I just wanna play a game, if I wanted a cheap lick I'd go see my ex-

  • There's a good reason we play survivor more often.

    I mean. Who wouldn't wanna be penetrated from behind by something black and hard...

  • Yeahhhh it makes no sense in any capacity from what I can think of.

    To further the point of it making no sense, I'll draw a comparison with Oni. Imagine if playing him and you hit someone without using your power, that you lost a quarter of it instead. Pretty stupid, right?

    Now imagine giving that punishment to someone who's power; lasted a lot less time, couldn't down anyone, was slower, and is depleted completely from missing a hit or hitting someone they had hit previously. It just doesn't make sense.. Sadly, I don't think BHVR will change it for a while or until they rework him somehow.

    Legion has become DBD's Irelia.

  • My personal main build I use is BBQ, Pop, Stridor, & Thrilling Tremors. Just gets the job done honestly. Has Tracking, Gen control, and BP bonus. Prefer not to use insta-down perks because they seem to earn me less points in a match.

    Another one I use would be: Sloppy, Pop, Nurses, BBQ. That one is more based around hit-and-run tactics to slow them down.


    A fun build though, is the Hex: Roulette, Spirit: Haunted Grounds, Thrill Of The Hunt, Devour Hope, & Ruin. Retribution doesn't really work all that well, but you can replace Ruin with it to make them think it's only Haunted Grounds since they see multiple Hex totems without any notification. Be even better if they know it's a spirit.

  • Personally, I like the change. I've been playing survivor more often than I do Killer nowadays, and after using one in a couple of games, I've actually enjoyed it. Instead of Toolboxes being something you take to just finish two gens in half the time with. You now have actual variety with the add-ons and have to use your brain for a change. Can use it to save people from hooks, or get one of the first gens done quickly. Or, save it until the end when you need that speed boost most. Hell, use the Technician perk and the Spring-Clamp add-on to not make a sound when repairing. (I think they stack at the very least. Haven't tested it properly)

    Trouble is though, it's like when they nerfed Spirit and Nurse. They're still good, but because they're weaker than before, no-one wants to use them.

  • I would say buy Clown to get that sweet, succulent Pop Goes The Weasel. Pretty much need it for gen control nowadays.

    If not him, then Oni. Oni is damn fun to play as.

  • Am.. Am i meant to read this like a poem?

  • That idea is exactly what happened with old Legion and Frank's Mixtape. They would just repeatedly hit until you were downed.

    But in all honesty, with how they are now and as someone who mains them (less-so now given everyone's running medkits and just instantly heal everything I do). I feel they need some love. Decreasing the cooldown on Frenzy to 2.5 seconds at most. Increasing the length of the Frenzy, since maps are either stupidly huge or have tonnes of strong loops, as well as because survivors spread out against them. Make their Deep Wounds take longer to mend than it does now. Make their Add-ons that don't affect duration and aren't one of the buttons, matter.

    Along with those sort of tweaks. Things like having it so you don't lose all your power from missing a hit. It just cancels it. Have hitting someone with a regular attack not affect your power. Because, seriously. Why are they the only one that has it? Imagine if Oni lost part of his power on regular basic attacks, at least with him there's a reason since he can insta-down with his power and run for WAYYY longer than Legion. All legion has is a little stab that gives 'em an ouchi that takes a second or two to fix.

  • I see a tonne of people saying about how he got a 3k anyway.. But, from what I could tell it looked like the survivors literally gave him it. They 99'd the door instead of opening it and tried to heal while close by, seemingly forgetting that Nurses was a thing. Not only that, but instead of going in, maybe more than one at a time. Only one of them went for the save while the others did nothing but try and pick someone up while close by..

    In that situation, if they had all just left, he would of finished with one kill. Which would mean he had lost.

    But, if they had healed to full, opened the gate, and then bum-rushed the hook while body-blocking. Tru3 would have had to have landed about 5 hits I'd say, maybe 6 with BT, to be able to down them all. With body-blocking, Death- Deathslinger is such an edgy name... Just gonna call him The Gunslinger. Gunslinger's chain would be made pretty much worthless since it's easily broken. Seeing as he's 110%, would be unlikely he'd be able to catch the ones that are in front with standard melee, and with the speed boosts he'd give the healthy ones along with reloading. I doubt he would have gotten them all, if any.

    That's not even taking into account the dead-hards they had to dodge one of the hits/shots as well.


    But, they were idiots and gave him free kills. Which means people have an excuse to say how he won anyway, instead of looking at the actual problem. That problem being how can you trust any kill ratios when people do stupid stuff like that- Oh and Gens being done really quickly. Which would probably be sorted by leaving the base speed the same, but increasing the time it takes with multiple people a small bit and giving Prove Thyself a little nerf. With the slowdown perks killers have and how toolboxes work now, I think that would even it out.

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