Blueberry
Blueberry
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@[Deleted User] said:
Brutal Strength is more of a "feel nice" perk than a serious one. The time you gain kicking pallets a bit faster is worthless on the majority of maps where you are usually able to reach another loop in time. On all killers you mentioned except maybe Doctor I'd say Bambozlee is a way better choice.
Yeah I'd agree that Bamboozle is actually one of the few chase perks that I do think can have a significant impact and is worth considering.
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In general I think people vastly over estimate how good Brutal Strength or Enduring is. In most cases there are vastly superior perks that will yield better results.
In general most the killer chase perks are quite underwhelming.
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I really hope it's a rewind time ability, that would be sick. I also love high skill ceiling killer powers. You'd be trying to chase them in a way to manipulate them into your location a few second in the past. Then you may have people make poor pathing anticipating you rewinding for you to instead just keep going and m1 them.
Similar situation to survivors positioning themselves badly and getting zoned for an m1 from Huntress because they were so concerned with avoiding a hatchet.
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Hope it's true, she looks good.
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As others have pointed out we don't know what you're referring to because "one hit meta" could be interpreted as a few different things.
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There's nothing wrong with his cages. If anything his Torment needs to be improved and applied on his ranged attack.
His ranged attack needs to be worse for locked animation hits but better for prediction and out of LoS hits. IE you're getting hit from outplays instead of pseudo lose/lose scenarios.
It's basically the last change they made to him, it just wasn't far enough in either direction.
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3 or 4k is a win for me personally. It's important to note why I view it as my win condition though, and that's because the game isn't balanced well and you will very rarely get many hooks against actual good players. IE you'd always think you were losing.
However.
You also can't use kills for determining game balance because it is skewed by a multitude of factors.
IE going by hooks would display a lot more accurate game balance than kills would. Hooks do have some flaws of their own, but much less flaws than kills does.
In other words, the game should be balanced around hooks, not kills.
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@Bond4ever said:
https://forum.deadbydaylight.com/en/discussion/comment/1972051#Comment_1972051
https://us.v-cdn.net/6030815/uploads/PQDOQ8B0VONR/image.png
"IE if you are looking for feedback from Spirit to react to you are already playing against her incorrectly."
"You need to understand what she is seeing and hearing, and then manipulate that to mislead her into GUESSING incorrectly"
You're saying we shouldn't look for feedback against spirit, so if we dont have feedback, that's basically a guessing game (the definition says that)
It is a guessing game, a UNFAIR guessing game, cause your opponent (the spirit has information about the survivor) while... the survivor doesn't have any, cause:
- She doesn't move grass
- Shards glow... yes they do, but you have to be really close to the spirit to actually see something, and probably you're going to be dead if you do that
- Spirits hears sound, and yeah you would say "Just use iron will" but literally every spirit is using stridor which kills iron will.
Other than that there's not information for the survivor to play around
You fundamentally aren't understanding what I'm saying.
"You're saying we shouldn't look for feedback against spirit, so if we dont have feedback, that's basically a guessing game (the definition says that)"
You making your decision without feedback is guessing as you say. However, that is not what I am saying. IE you are debating a point that I didn't actually make. You think that's the point I was making because you misunderstood what I said.
I am not telling you to make a read based on what the Spirit is doing without having feedback (guessing).
What I am telling you to do is to feed her false information so she makes the wrong read. That has nothing to do with you guessing anything at all. You are the one starting the interaction. The information you feed her will be the same regardless of the situation.
The reason you are mistaking these is because you are still stuck in the mindset that you are reacting to her. You are not reacting to her.
You are suppose to be playing pro-active and forcing her to react to you as I already said in my previous posts. This is zero guessing on your part. She is the one being forced to make the read, not you.
"It is a guessing game, a UNFAIR guessing game, cause your opponent (the spirit has information about the survivor) while... the survivor doesn't have any, cause:
- She doesn't move grass
- Shards glow... yes they do, but you have to be really close to the spirit to actually see something, and probably you're going to be dead if you do that
- Spirits hears sound, and yeah you would say "Just use iron will" but literally every spirit is using stridor which kills iron will."
You don't need Iron Will to beat Spirit. Iron Will is meta anyway tbh, so it's not like it costing you anything even if you were running it.
She has more information than you when you are injured, but not when you are uninjured. Before being injured she is having to guess where you are by predicting movement.
You are asking for so much hand holding against Spirit. The amount of hand holding you want would make her non-viable against good survivors.
There is lots of counter play to Spirit before even getting into perks. I have had no issues facing Spirits at rank 1 regularly for years, why are you? This is a skill issue, not a Spirit issue.
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@Alice_pbg said:
these threads always go like this
"X has no counterplay"
"I do this and that to counterplay it"
"Then they are bad at X! There is no counterplay"
it's the dumbest thing ever. it's special leading, no true scotsman... all packed in a couple sentences.
maybe...just maybe... you're just bad at playing against spirit
+100
Seriously. This is how it feels trying to explain things to people. They already have their minds made up and refuse to acknowledge that it may simply be their skill level that is holding them back.
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@tealman said:
https://forum.deadbydaylight.com/en/discussion/comment/1972062#Comment_1972062
I'm still waiting on this extensive list of counter-plays to Spirit that you've mentioned earlier. I imagine someone with your knowledge should have numerous examples to share with all of us. Enlighten me.
I guess you ignored my post earlier. It's because I've already listed these things out literally dozens and dozens of time over the years because people with opinions like yours never let this topic go and it's tiring to have to repeat myself all the time.
Here's just one of many examples from a recent post I made:
"IE she's phasing after you (all she sees is scratch marks going to a window and hears you fast vault), now you wait a couple seconds and then slow vault back over. You manipulated the info she received here. She will phase around assuming you kept going and now she has her power on cooldown and your on opposite sides of a 110% killer who shouldn't be downing you without her power. You just gave your team at least half an entire gen of objective progress without using a single pallet or getting a single hit."
The counter play regardless of the situation remains the same. You are giving her false information to mislead her into thinking you did something that you didn't. You are manipulating the fact that she can't see during her phasing. It's all about understanding what she is seeing and hearing.
I don't have issues with Spirit at rank 1 so you shouldn't either.
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/1971752#Comment_1971752
That sums up perfectly. Apparently people can't adjust to this because against every other killer, they can get away by reacting, only not for spirit.
I think it's really cool for such killer to exist. At least when i'm playing as survivor, the game won't be so dull when everything i need to do is react against what your opponent does.
It's why she's one of my favorite killers to face as well. Killers that make you play differently are good design and keep the game much more fresh. The game can get repetitive and boring to people because the majority of the killer roster is countered in the same way.
A design philosophy they should be going by is to make each killer require a different kind of counter play. This is how you keep the game feeling unique and new even without implementing new game modes.
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@Bond4ever said:
https://forum.deadbydaylight.com/en/discussion/comment/1971752#Comment_1971752
aka guessing what the spirit is doing and hopefully being right
My enter point just flew right over your head as you looked for your preconceived notion.
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@ManInaPickle said:
https://forum.deadbydaylight.com/en/discussion/comment/1971308#Comment_1971308
Ok, like what?
You can't just say "oh ya there's counterplay" then not list any options of counterplay.
Because this topic has already been covered ad nauseum on these forums and I've explained it on here literally dozens of times over the years.
To summarize lots of explanation:
You counter most killers by reacting to what they do. IE you are being re-active.
However.
Against Spirit you do the exact opposite. You have to be pro-active, not re-active. You have to force her to react to you, not you reacting to her.
IE if you are looking for feedback from Spirit to react to you are already playing against her incorrectly.
You need to understand what she is seeing and hearing, and then manipulate that to mislead her into guessing incorrectly.
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Yes, it's always been that way. You don't want to hug too close to them.
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Lots of counter play before even getting to perks that help. It simply requires a little more critical thinking than most killers. Spirit is fine.
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If he even got to T3 with that addon y'all played like potatoes.
There's nothing wrong with the addon, it's not even strong. It's only purpose is meme'ing.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1966430#Comment_1966430
- pausing a couple of seconds will get you killed since she moves so fast
- sometimes you have to walk through the grass depending on the map and that’s a pretty dead giveaway. Doesn’t help that spirit herself doesn’t move it. I’ve vaulted the window and she’s kinda close to it she can go around again and hit me since her phase lasts a while and again her speed
- While rarely used it has some relevance just as stridor or iron will do
- Sure it is quiet but it’s still something a competent spirit will pick up on since I’m talking about experienced spirits
- speed is always going to be a problem regardless of what you do. If you feed her information and she falls for it she will still be on your ass immediately with the out of phase speed boost
- Again talking about experienced spirits but crouching does reduce them as well as your pain grunts and this can help but again you can’t gain real distance on her while crouching even if she messes up
Im not having trouble with mediocre spirits they are fairly easy to deal with but experienced spirits will leave you no chance and this isn’t mentioning stridor
I think that you believe you are facing better than average Spirits because you aren't doing these things properly.
The last time I faced a Spirit that this stuff didn't work against was months ago at rank 1. As I said, 99% of the Spirits you are facing this will work on, not just mediocre Spirits.
These extremely tiny little nuancesses of these strategies not working is the minority. Even against most experienced and even good Spirits these things will work. I do them regularly at rank 1 and they work. That's also me not using any of the perks that aide in countering Spirit either.
She isn't as extremely fast as you feel like. Yes it's fast, but it's not too fast for those mind games as you're implying. If you time them correctly it's very much doable. Part of the reason I feel like you may not be implementing this stuff correctly is because we began this entire conversation with you complaining about reacting to Spirit, IE implying you already weren't playing against her correctly.
Do you play Spirit regularly at rank 1? This will make you a lot better at countering her as survivor as you'll understand more what she's seeing and hearing as well as memorizing the timing/speed on her phase.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1966399#Comment_1966399
You see but what happens if you’re injured and she hears you in the other side? Or a patch of grass rustles next to the window? Or she can see your blood because she brought an addon?
Also slow vaulting pallets can’t work due to your survivor making a sound whether injured or not
Spirit moves really fast when in phase so survivors are forced to react really quickly to nothing in a blind hope that she messes up
Also footsteps are still heard while walking kind you they are pretty quiet
"You see but what happens if you’re injured and she hears you in the other side?"
That's why you pause a couple seconds before going back over.
"Or a patch of grass rustles next to the window?"
Why are you walking through grass? If it's the grass right on top of the window it's irrelevant because by the time you're standing in it she had already committed to going around.
"Or she can see your blood because she brought an addon?"
That's an ultra-rare. IE completely irrelevant and not worth mentioning.
"Also slow vaulting pallets can’t work due to your survivor making a sound whether injured or not"
An extremely quiet sound that 99% of Spirits aren't hearing and even if they do it's after they already committed to going around which is why you paused a couple seconds before doubling back.
"Spirit moves really fast when in phase so survivors are forced to react really quickly to nothing in a blind hope that she messes up"
Once again, stop trying to react to her. You keep giving her false information and get her to make the wrong read.
"Also footsteps are still heard while walking kind you they are pretty quiet"
Irrelevant. 99% of Spirits you face are not hearing those walking footsteps. Btw, crouching also silences you even further.
You are asking for things that are 100% counters, IE the killer would never be strong. When you're injured yes these mind games are much harder as then she has the advantage, but when you aren't injured you have the advantage and she is having to completely guess what you're doing.
This is also all counters we're talking about at base. There are also multiple perks that can make all these scenarios even much easier for you.
And before it gets brought up, no you don't have to have perks to counter her.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1966373#Comment_1966373
You see I can see the trap which allows me to play around it as well as seeing trapper put the trap down. Trapping windows is very common so I’ll be on the lookout and shack is always a hot zone for traps.
Also trapper can get countered by disarm his ability. You can’t disarm a spirit phase and even if she misses she suffers minimal cooldown
The equivalent to you disarming his traps is forcing the Spirit to look for feedback from you. Different killers are countered in different ways.
You need to understand what Spirit sees and hears to manipulate it to give her false information. Her counter play isn't as simple as many other killers.
IE she's phasing after you (all she sees is scratch marks going to a window and hears you fast vault), now you wait a couple seconds and then slow vault back over. You manipulated the info she received here. She will phase around assuming you kept going and now she has her power on cooldown and your on opposite sides of a 110% killer who shouldn't be downing you without her power. You just gave your team at least half an entire gen of objective progress without using a single pallet or getting a single hit.
I could go on and on and on with more scenario like this.
The point for you to take away from this is what I already told you. You force Spirit to react to you, not you reacting to her. You play against her pro-actively, not re-actively.
You're trying to play against her like she's the same as other killers and then complaining that it's not working. Different problems require different solutions.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1966353#Comment_1966353
But why should she be the only killer to not give feedback?
Because you have to play against her differently...because killer variety is good...
This is like playing against a Trapper and you want to loop the shack, then complaining that you can't loop the shack because he has traps there and asking why you should have to disarm or look for traps. It's because he's a different killer and asks different things of you.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1966165#Comment_1966165
I’ll expand on it then. Spirit is the only killer out of 22 who doesn’t give the survivor anything to work with in chase.
Even deathslinger and nurse gives an idea of what they are doing mid chase
If you’re so confident she has counter play let’s say I’m injured without iron will, What do I do?
"I’ll expand on it then. Spirit is the only killer out of 22 who doesn’t give the survivor anything to work with in chase."
If you're looking for feedback to counter Spirit then you fundamentally don't understand how to play against Spirit.
You are trying to counter Spirit in the way you counter other killers which is the complete opposite of what you do.
You force Spirit to react to you, not you reacting to her.
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Kindred, BT, DS and your choice of exhaustion perk.
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You end up feeling forced into slow down perks because most the killer perk list is just mediocre/gimmicky effects that are highly situational and with little impact. Gens are also simply too fast as there is a huge disconnect between survivor objective time and killer objective time. Against good survivors gen slowdown perks are just required currently.
We need perk reworks/buffs on both sides to be happening literally 3 times as fast as they are at least. Even when they do rework perks, 75% of them at least end up being trash even after the reworks. IE a waste of time.
The amount of perks that need changes is massive for how little are getting reworked and at their slow speed. We're literally adding bad perks that need reworks/buffs to the pool of perks at a faster pace than we are getting reworks.
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The cooldown on Thrilling is just completely unnecessary. If I want a tracking perk I just run Discordance.
BBQ has become pretty unreliable as a tracking perk to me. Too much easy countering.
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First of all you don't go by kill rates as kill rate data is heavily flawed for a multitude of factors. IE a killer main hypothetically wouldn't even ask for a certain kill rate in regards to balance.
While heavily flawed as well, pips/emblems would still do much better justice in showing balance than kill rates. Pips/emblems for one example would differentiate 2 kills from a balanced match or a match where the killer just face camped 2 people all game.
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Garbage.
Only good against bad players, but if they're bad you don't need it anyway.
Anything reliant on skill checks is doomed to be bad because of how inherently easy they are.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/1960830#Comment_1960830
I've been doing clown rank 1 no perks/no add-on challenge which is what I typically do after new killer/reworked killer comes out for a week to gauge their base strength. let's just say... that playing clown no add-on/no perks is good way to develop mental depression for killer.
The correlation vs causation is probably whats makes developers hold back killers in general and makes killers feel very miserable/less powerful than they should be at.
True.
People interchange correlation and causation a lot these days without understanding the difference.
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Ironically you can also apply this to: Playing any killer other than Nurse and maybe Spirit against "good" survivors. You can make zero mistakes and still lose.
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/1960830#Comment_1960830
I love how killer mains on this board can 4K Rank 1 survivors because "majority" of survivor players are potatos.
But then complain how DS is unfair, UB is unfair, DH is unfair, 4 gens finish before 2nd hook, can't win unless survivor make mistakes, so hard can't play yada yada.
Truth hurts.
You also don't understand those statements are differentiating between average games and good survivors.
You're using causation and correlation interchangeably when they are not synonymous.
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I gave up trying to get them.
On my P3 level 50 blood webs I see one every like 3 bloodwebs..if even.
That's not even remotely coming out even for how little extra bp they give.
This has been an issue going on from events for years and it's still not fixed. It's related the bloodwebs chance for that rarity of item spawning. They need to fix this by making it its own tier class of "event" with a significantly high spawn rate regardless of spawn chances effected by prestige.
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Corn map updates are my most awaited one. Those maps are heavily unbalanced and simply not enjoyable.
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@Casanova09 said:
https://forum.deadbydaylight.com/en/discussion/comment/1961021#Comment_1961021
Dude idk how you can carry lmao. I try but there isn't much you can do with potato teammates so I don't bother anymore. Everyone for themselves
Not all games are carry-able, some groups are just too dead weight. Many can be though.
The strategy I find works best it to get the killer on you and then waste lots of his time. Obviously a good killer won't fall for this, but many will.
If he won't, then just ignore everything else going on and gen rush. Objective times for each side are ridiculously unbalanced, so you can single handedly knock out 50% of your teams objective in just 2 survivors hook times. That's ignoring chases, saves, slugs, pick up time, hook time, and the myriad of second chance perks all giving you more time.
Honestly if between the 3 other randos they can just do even one gen, you're solid.
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Even with potato teammates if you're a good survivor you can make wins happen. I do it and so can you.
You gotta learn how to carry. I do strictly solo queue and win most my matches.
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Legion and Plague
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@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/1960980#Comment_1960980
How is running around cloaked all the time going to win you chases against good survivors?
Obviously, you'll eventually use up their resources. Which is why hit and run works well on Wraith. But with SF/Enduring you can get a quicker down. Not to mention, you can still spread the damage without Sloppy.
"How is running around cloaked all the time going to win you chases against good survivors?"
That's entirely the point, you aren't chasing.
"Obviously, you'll eventually use up their resources. Which is why hit and run works well on Wraith."
Against good survivors there are more than enough pallets to have the gens done before they run out.
"But with SF/Enduring you can get a quicker down."
That's IF they don't drop them early and they stun you with them....which they won't be once they see Enduring. They'll drop them just slightly early having your perks do nothing.
"Not to mention, you can still spread the damage without Sloppy."
Sloppy is guaranteed consistent slow down and pressure, specifically because you have the map pressure and stealth to go with it.
It's also one perk slot, not 2.
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@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/1960934#Comment_1960934
How is it counterintuitive? Enduring/Spirit Fury is specifically designed to help M1 killers with pallets.
IE nothing in your kit is for loops so you should play towards the strengths that your killer has an advantage in such as stealth and map pressure.
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Well they're essentially useless and do nothing but clog peoples blood webs now. Not sure why they would use them other than to look at the effect.
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@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/1960893#Comment_1960893
Enduring/Spirit Fury is definitely a decent option on Wraith. Since Wraith's main weakness is pallets, being able to shutdown a loop can be huge.
Sloppy on Wraith is good too, but sometimes winning a chase is more important.
It's counter intuitive to how Wraith is built. You're better off playing him to his inherent strengths.
You shut down a loop every third pallet and that's assuming they hit you with the pallets, which decent survivors will not once they realize you're running Enduring. They will pre drop like they would a Clown. Not to mention you're wasting 2 perk slots on all this.
The fastest chase is to not have the chase in the first place.
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@Hopesfall said:
I like how people act like chase music doesn't completely drown out sounds for 75% of your ability time
you can tell who doesn't really play spirit much
God the chase music for killer needs to be cranked way down. So irritating having it blow out all your tracking.
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@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/1960848#Comment_1960848
Hit and run is not Wraith's only viable play style. You can use Enduring/Spirit Fury and be a chase oriented Wraith.
And you mentioned Bamboozle countering god loopers. I would imagine you're more likely to catch them using the Enduring/Spirit Fury combo.
Chase Wraith isn't good imo. You're trying to force a play style on a killer that isn't built for it with bandaid perks.
Enduring/SF is overrated and quite counterable for survivors when they realize you have it.
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Sloppy for sure, especially since its buff. Makes his hit and run strong, which is honestly his only viable play style.
New Ruin/Undying is trash imo, so your options are Pop or Surge. Or both..
I like running Bamboozle more these days as well. 90% of your games it won't do much, but on those few games against god loopers it will be a life saver and honestly those are the only real games I care about. IE I don't need that extra perk slot on average games against potatoes anyway so I'm fine wasting it for those situational times.
These days I don't really even care much for tracking perks as I can just track through intuition and game experience so it feels like a wasted slot. That said if I take one, Discordance is quite good.
NC can be very strong on certain maps but feels meh on most maps. Depends if you like the dice roll or if you're using an offering.
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If the Spirit is winning against survivors running Iron Will and she's not running Stridor, those survivors are complete potatoes.
Even semi competent survivors in this scenario would trash a Spirit. This turns every Spirit play into her guessing.
Can you still 4k the majority of your matches even at rank 1 without Stridor and them running Iron Will? Of course.
This doesn't descredit my first two statements because the majority of the survivor player base is potatoes.
It's like saying I can 4k regularly at rank 1 with Clown using no perks or addons. Does this mean Clown is strong? No, it just means most people aren't good. Even a semi decent team would destroy this.
People get disillusioned by kill rates and misinterpret what they convey. IE correlation vs causation.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1959978#Comment_1959978
How does something that is done server side separate the bad for the better? It doesn't depend on you. It's like saying if a killer is lagging and you get hit because of it, it just means you're bad.
Have you tried playing in the EU servers? Yea, a lot of people on here are not quite exactly in the EU.
I’m speaking specifically for NA only. I don’t put myself in bad situations where a second of delayed ping will matter.
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Im Surviving the majority of my matches just fine. The desync is an issue but people are vastly over exaggerating. I think it’s separating some of the bad from the better. Same way I feel with the pipping issue.
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Pretty much agree.
I'm not even picky, just yellow clapper and windstorm at base would be huge for him. He's actually not too bad with addons, it's just his base kit that is complete trash.
We're essentially making up for his lack of chase with stealth and good map pressure from the base windstorm.
Not sure why he didn't just get full invisibility with his stealth either tbh. It's literally all he has...
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@onemind said:
https://forum.deadbydaylight.com/en/discussion/comment/1958692#Comment_1958692
Fair enough but one quick question about 4 how would you play that correctly then
Typically you prevent it from happening in the first place. IE one example being when you're getting phased after to a pallet. All she sees is scratch marks towards the pallet and hears you running to it as she follows you. You then throw down the pallet while you're still on her side. It wouldn't make sense to do this so she will assume you threw it from the other side and go around.
Now her power is on cooldown and she's on the opposite side of the loop. She's a 110% killer and shouldn't be hitting you without her power. So just this one scenario has cost her at least half an entire gen for not even getting 1 hit. This cost her a lot.
Another example:
Assume pallets already thrown. Start sprinting away when she's standing still. She will now think she's losing ground and phase after you. After a couple seconds start slow walking in another direction(not towards her). You just controlled when you wanted her to phase. She will have to randomly guess which direction you started walked. She will generally lose this guess as there are quite a few options. Soon as she pops out start sprinting as now you've got a few seconds on a 110% killer, IE enough to get to another pallet.
Another:
When you're unsure if she's phasing quickly break LoS if you have the option. Now she will have to guess which way you went.
I can go on and on and on.
Here's the key takeaway from this all and how you beat Spirit:
You have to force her to react to you, not you reacting to her. You have to understand what she is hearing and seeing, then manipulate that.
This is the complete opposite of how you play against almost all the other killers. This is why when people say she doesn't give you any feedback to know what she's doing you already know that person doesn't fundamentally understand how to play against Spirit. If you are looking for feedback from Spirit you are already failing. You are supposed to be making her look for feedback from you and then giving her false information, IE a MINDGAME.
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1) My skill has a factor in if I win, not just if the survivors mess up (something the vast majority of the killer roster can't adhere to). I also enjoy the tracking by sound/mini mind game you play between each other.
2/3) Spirit relies on sound for tracking. While Stridor does semi counter Iron Will, if it didn't Spirit would get trashed.
4) Most survivors play this scenario incorrectly and generally speaking, if you are in this situation you already misplayed. People who understand how to counter play Spirit don't have a problem with this scenario.
5)Survivors who actually understand how to play against Spirit. You could say this for most killers though.
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The amount of times you run into a Spirit that's god tier is as far and few as you see god tier Nurses, aka quite rare. The vast majority of Spirits you run into can be out played quite reasonably. Most people mistake themselves being bad for it being a god tier Spirit they're facing.
In other words, there's very little accountability people have for themselves. It's much easier to just blame their loss on the fact that's it's Spirit and she's "ez". This type of logic never has them improving and it's a repeating cycle.
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It's because they're stuck in this limbo of what is or isn't considered winning and trying to balance the two. IE pipping and killing.
The game to many people is fundamentally about killing but that leaves one side always feeling bad for losing which is where pipping comes in. Pipping is the way to make everyone feel like a winner whether they "lost" or not. "Participation trophy".
That said, the pipping system is needed and does serve a purpose. IE kills is not a good reflection of game balance or skill for a myriad of reasons, where as while not great of course, the pipping system is a better illustration of said things.
As you may clearly see a lot of this is contradictory with each other and doesn't sync well which is where the issue comes from. You could call this fundamental issues that come with an asymmetrical.
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The data we do have is basically irrelevant as there are a multitude of flaws with it that aren't taken into account which is why the devs state regularly that the data shouldn't be used to draw any conclusions.
You're better off just assuming we have no data essentially.