Dizzy1096
Dizzy1096
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2050020#Comment_2050020
I've literally never called it a 50/50, so I'm just using the same argument I've always used. If other people call it a 50/50 good for them, funnily enough we're completely different people.
Contrary to popular belief, not all survivors nor all killers are a hivemind with identical opinions.
And no, that update was an absolute buff for people who actually knew how to play him. If you still think of it as a nerf, you're not a good pyramid head player.
Oh you’re one of those guys. “I’m an expert I know best and if you disagree you’re bad”
Pretty much everyone considers it a nerf. The devs through their own language have admitted it’s a nerf.
But I guess everyone is wrong and you, the worlds number 1 Pyramid head player are right. Our rank 20 brains just cant comprehend it
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@UnentitledBunnyMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2050009#Comment_2050009
Some liar told me in Europe survivors get instant lobby 24/7 LOL
Oh god no. It hasnt been instant since.....well I first remember it going bad during the third anniversary in summer 2019 and it has never recovered since. It just varies how long it will take. On a good day 3-5 mins, on a bad day 5-7 mins.
Otz the other day said his girlfriend played for about 3 and a half hours and only got 5 games due to queue times.
But whatever the developers obviously see this as a non-issue. I mean survivors themselves have said they would rather wait 20 minutes than face a spirit or a freddy so I guess fun is more important and we can keep expecting killer nerfs and awful maps that take no skill to win as survivor
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2050001#Comment_2050001
1) No because spirit isn't a 50/50 and more a 0.2/99.8.
2) As someone who mains PH you don't use POTD in the open. You either take the risk and prediction at a loop where they're hugging the wall with a single flick direction or you use it to zone. I assume it's a similar principle for the rest of the ranged cast but I can't talk about them cause I don't play them (Plague being the only one I've played a bit of and with her you SprayAndPray™)
Its funny how those spirit numbers dropped so radically from the 50/50 thats always thrown around. Funny how that works.
Also yeah I get PH is only good in certain situations. Kind of shows how what the devs said about his nerf....sorry I mean update was a lie
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2049988#Comment_2049988
Doesn´t matter how often it does happen, if it CAN happen. Thats why i don´t get all the other people, that make condescending comments about the killer being afk. It happens and its not the killers fault.
No.
Nobody encounters genrush squads in the game
Nobody encounters extremely good swf groups
But every Spirit in the game is a 10,000 hour sweatlord who makes 0 mistakes and theres NO COUNT3RPL4Y!!!
It’s true because the survivors told me so
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@th3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2049977#Comment_2049977
Precisely. Your region only matchmakes you with players from your region so when the number of users online drops, it will have issues. That's why they have talked about combining queue regions to increase the number of players to matchmake from.
Also another thought is that mmr will allow matchmaking to be much faster, as I noticed my matches on average were found faster at all the times of the day.
But in Europe 24/7 there are too many survivors and not enough killers.
I’m not sure where OP is from, based on the streamer maybe Korean servers? Either way in their region it sounds like there is also too many survivors and not enough killers.
So even IF U.S servers had a perfect ratio of survivor and killer players, then by making matchmaking worldwide you’re inheriting a lot more survivors than you are killers and this will affect your lobby times
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@just_teme said:
https://forum.deadbydaylight.com/en/discussion/comment/2047563#Comment_2047563
"oh please as survivor you just do a little flick and it avoids any kind of ranged shor. Hatchets, harpoons, of POTD attacks. An entire attack dodged because of a little flick."
If you anticipate that the survivour will just run in a straight line with these killers you are trash tier with them.
They can flick to the left or flick to the right. It’s a 50/50.
Isnt a 50/50 the reason survivors are crying their eyes out about Spirit every day?
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@fogdonkey said:
I have this feeling: Currently the survivor hitbox and rotation center is not the middle of survivor body but behind the survivor. That's why it is easy to dodge e.g. huntress, because they often aim for the body, not for the invisible rotation/hitbox behind the survivor. But if you aim for that invisible hitbox behind, you will hit them no matter how much they wiggle. The update just fixed that the rotation center and hitbox is more inside the survivor. So nothing really changed in movement speed, acceleration, hitbox size, etc. The only thing that changed is where the survivor body is painted. It more accurately painted the survivor body around the hitbox and axis of rotation.
That's why I think the update was good, and should not have been reverted. BHVR could communicate a bit better and explain why it was a good thing, not just instantly revert when survivors start to cry and complain.
Its also very telling how they’re willing to pull months of animation work out of the game in an instant if survivors complain, but when the lots of people playing killer say autohaven is too dark or meat plant has too many god pallets they flat out refuse to do anything about it
It’s very obvious where their priorities are.
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I did one yesterday with 2 keys. Took franklins but the main goal was to bubba facecamp them out of the game one by one.
It worked. Ironically a survivor who never brought a key got to escape.
You can cry about hard facecamping all you want but what’s the point in playing normally when they have 2 chances to all escape early? There’s no point. It was a meme game from the very beginning. They’re lucky I even accepted the game because a lot of killers would have just dodged
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@th3 said:
I wonder why if less players are playing killer I get instant matches as a survivor in the morning. There's no indicator at any level that dbd is dying or losing players. The real issue is the distribution of players. There are too many survivors queued up at night and not enough killers, just like there are too many killers in the morning and not enough survivors. They've talked about combining matchmaking pools which will mean you get matched across a wider region rather than just (US east) or (US west) players only.
But I digress.
I think regions vary.
For me killer is instant 24/7 in EU. Survivor always takes minutes.
I see us streamers and theres a slight delay to killer. Not long but maybe 30-60 seconds.m. That isnt there on the EU servers.
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What is sal_gu’s opinion? I’m curious what people are saying.
The killer experience is definitely becoming less fun. I find a lot of it is the maps.
I’ve said from the last mid chapter that I’m quitting myself is meat plant isn’t fixed because it’s horrendous. Now I’m being reasonable, I didnt expect any changes in the trickster update because it was just weeks away, but I expect changes to the map in the next mid chapter and if not then I’m taking a long break from DBD because a lot of the new map updates are coming out terrible and meat plant is the cherry on top of a very crappy tasting cake. I’m terrified of what they will do with Coldwind but I can see the rancid abbatoir window coming back into play.
Behaviour really needs to hire new map designers because the maps in this game have long been horrendous and very unprofessional and some other parts of the game are well done but the maps just make it feel like the kind of unity clone game you used to find on steam greenlight
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The devs dint care, they’ve given up on killer long ago.
The vast majority of people that come to this game play survivor. Therefore it makes more sense to cater to the playerbase by making the survivor experience more enjoyable because its that which is selling the game.
All they need to do for killer is the bare minimum to placate the small number of people left playing killer just to keep the game running. You would think they would turn it up a bit due to queue times getting long but I guess not. They seem content to keep putting out trash maps so I guess they figure the queue times are fine.
May I ask what killer you used and what map you played on? I feel maps contribute greatly to the problem. Its so easy to have a bad start on a crapfest like Badham for example that if everyone is on gens like in a swf the game will be over very quickly.
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@DecisiveDwight said:
https://forum.deadbydaylight.com/en/discussion/comment/2049086#Comment_2049086
Tell me about it I'd have a field day posting the things I want removed from killers or nerfed it just feels constant and I don't think the devs help when they give in to their whims if they just turned around and told them it was done this way because said reason no one could argue but no they're too busy trying to get killers to play which isn't happening because it's the most unfun role going not because of gen rush or SWF but because they have one objective give them other tasks and the game would balance out evenly.
give in to their whims? lmao every killer the survivors wanted nerfed has been or will be nerfed.
If killers had their way half the maps in the game would be reworked to a much higher standard.
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@HR_Helios said:
https://forum.deadbydaylight.com/en/discussion/comment/2049075#Comment_2049075
No he's fun because he's balanced and we'll made.
So this is the survivors standard for balanced...Demogorgan. The killer with the lowest killrate in the game. Ok.
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@HR_Helios said:
https://forum.deadbydaylight.com/en/discussion/comment/2047770#Comment_2047770
Freddy isn't op. He's boring. That's the difference same with deathslinger. He's boring not op. Freddy's Counterplay is throw pallets down early same as clown and stay awake. His skill cap might as well be non-existent because my dad who's got maybe 400 hrs is rank one with him. And no offense to my dad he's pretty bad. The issue with freddy is that he's so unfun to go against. Especially with his addons and perk combinations that can make games take ages.
Demo on the other hand is fair AND fun to play as and against. There's more Counterplay than just throw pallets down early. There's lots of interactivity between demo and the survivors and he's fun.
He's fun because he's weak.
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@BadMrFrosty said:
If the survivors are good, and they have decided to win - defined as: bringing the best perks, focusing on gens, and holding chases for an average+ amount of time, yes, you lose. This game doesn't function so long as the power role (survivors) decide to do their objective. It's broken on a fundamental level, and the numbers support it.
This. If you play solo you see how many survivors walk around doing nothing. Then you go against a 4 man where all 4 sit on gens when not being chased and you can see how the game just breaks. The game is not balanced around 4 survivors on generators. It's balanced around maybe 2 doing the objective and 2....doing other things.
Think about this:
If the gen times were designed in such a way that survivors HAD to spend every possible second on generators, it wouldn't be a very fun game would it? it really would be a hold m1 sim. So the developers allow some free time, to raid chests, to explore, to play stealthy, to run around with a flashlight clicking it for the killers attention. They do this so survivors can chill a little bit and do more than hold m1 from start to end, this is to make the game more fun.
The whole problem comes when you get survivors that are very competitive and don't mind holding m1. These are the survivors that are fine with a 3 minute game. It doesn't matter if they're solo or swf but obviously swf is much more powerful due to the information they get.
These games only the Nurse stands a chance.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/2049053#Comment_2049053
Face camping typically would only get you one kill. If you're getting more than that you're not facing skilled players. You're treating newbs as badly as you were treated by those survivors that triggered you...
You'd be surprised how many survivors can't let their friends go. Very few teams will ever rush the gens and leave one to die, very few. Someone will come for the BT play eventually. Also, I got Rancor as a back up just in case ;)
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/2049026#Comment_2049026
Doesnt sound like youre numb to it...
Sounds more like some survivors triggered you so hard its shaped how you play all your games rather than "gettin' gud" and actually outplaying/out skilling them...
I outsmart them 😉
Now whose more skilless, the camper, or the red ranks that lose to a camper? makes you think doesn't it.
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@Zozzy said:
I love this. You mention 360s and everyone defaults to the "360's do nothing" or start teasing for being 360'd even though i don't get 360'd on normal killers.
The 360 is used to avoid shots from ranged killers and nurse (when they are not fov cheating) as well as pounce killers like demo and victor and to an extent billy and blight. You aim where they are and pop they teleport left or right leaving it to a GUESSING GAME like spirit is for survivors.
I know rules for thee and not for me is how survivors think but the arguments presented are just like the old infinite days. "just chase someone else"
It is funny how everyone fights so hard for something that is considered "weak" to the point the developers do a poll for it..
360's do nothing but survivors will fight tooth & nail to have them in.
Kind of like when they say Dead Hard is a worthless perk as it leaves you exhausted on the ground but every survivor at rank 1 uses it.
It's almost like they're not being truthful 🤨
The thing I hate about 360's is how dumb they look. Some survivors can pull it off extra hard, and they go from in front of you, to a big whizz behind you at 200mph. I almost took my mouse off my mousepad the other day trying to keep up with that. It's just daft. Survivors complain about blight turning 180 degrees, yet it's ok for survivor models to do it?
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@DecisiveDwight said:
https://forum.deadbydaylight.com/en/discussion/comment/2047350#Comment_2047350
Says about entitled survivor mains bit clearly sits here crying about a perk we use to gain distance on you meanwhile rancor allows you to Insta kill me for being your obsession hooked or not, bloodlust allows you to catch up to me quickly with no skill involved or how about we discuss the big elephant in the room stridor if I'm running iron will why should your perk counteract mine if I'm playing stealthy stridor ruins that completely because you can suddenly hear me despite the fact I should be 100% muffled at top tier.
Except DH is meta and one of the most used perks by rank 1 & 2 survivors, barely anybody takes Rancor because it's so easy to play around. Bloodlust exists due to bad map design, you know this. It's a bandaid the devs had to add in. Lastly yeah you can say stridor trumps iron will, but then botany trumps sloppy butcher. Head on and DS now trump enduring since it doesn't work with them anymore. There are lots of perks that outdo others. Heck hangmans trick doesnt even bring back hooks against sabo anymore, it just shows you that someone is screwing you over
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Eventually you become numb to it, and then you become like myself, facecamping survivors out of the game without a shred of mercy of sympathy.
They create the monsters that they hate.
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Yeah a lot of people have said this on here. I'm colourblind and when survivors in prestige cosmetics pass in front of the dark walls I sometimes lose sight of them a little bit because it all kind of blends into one.
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@SnakeSound222 said:
https://forum.deadbydaylight.com/en/discussion/comment/2047693#Comment_2047693
I started thinking about that when The Game was reworked and turned out to be absolutely terrible. What if we finally get what we've been asking for, and turns out that the map is even worse?
Well look at Badham's first rework in 2019 and then the graphics update in 2020. Not that much changed to be honest. Kind of less random pallets but all the usual safe zones still exist, now with breakable walls. The school itself is still 2+ minutes of shift+w chasing. The long fences which everyone hated have still made it through 2 reworks. Then you have groaning storehouse where they opened one window that was previously closed, and strengthened one window that was previously nerfed.
I don't expect Haddonfield to be much different. Breakable walls will be added of course. Aside from that a few little changes maybe but I'd bet all of the same problems exist just looking at all their previous reworks.
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This is what I've been preaching around here. People demand that killers should take more skill, meanwhille these same people shift+w every chase, abuse the strongest window on the map, drop god pallets, and tap E for distance. There's a lot of time that can be wasted by survivors with no skill required. The other day I saw a survivor run through shack, around because they could, drop the god pallet, run through the saloon, up the stairs, through the window and around. All that against a 115% killer. I kept following them just because I get curious how busted the game is lmao but yeah one god pallet here and there should not allow the survivor to shift+w around the entire damn map.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2048881#Comment_2048881
and... so what if you miss a couple of attacks due to a perk? It's really not the end of the world, and most likely not the end of the match either.
Considering how easy it is to link some of the safe tiles together, a DH for distance especially early game can be extremely powerful. It also doesn't help if you need momentum as a low-mid tier killer and they keep using DH for distance to delay any kind of pressure. Saying "you just miss a couple of attacks" is like saying "its only a 5 second stun" for DS, it completely misses the point and underestimates the perk.
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Post on the forums about more killer nerfs
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@Seanzu said:
I remember when people used to do nothing but
"Wow, now the survivors have had this nerfed, I wonder what they'll do next", turns out both sides do the exact same thing, DS being nerfed & OoO being changed, it's onto Dead Hard threads every other day now.
The perk is fine, leave it be.
Who said it's the same people?
I've never been too bothered by DS. Sure it can be annoying when it's abused but I can play around DS for the most part. No matter which killer I pick, the majority of them have their power cucked by Dead Hard.
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@Enlyne said:
https://forum.deadbydaylight.com/en/discussion/comment/2047837#Comment_2047837
Comparing dead hard to mettle of man is a very weird move, one required you to take protection hits, which at the time mostly didnt work correctly, and required you to hinder your own team when it came to performance just to try and get them.
Dead Hard is, it really really is an -exhaustion- perk, its meant to give distance, its such a simple concept to grasp and its like everyone is going nuts over this perk which isn't so hard to deal with.
You can't deny that going from healthy to downed is pretty much taking out one perk from the loadout in exchange for a hook state, that's just it.
God forbid survivors have an active exhaustion ability, the horror.
mettle of man didn't require protection hits originally. It was literally just a third health state. Dead hard is having the same effect, you're going to go down, tap E for free distance and now you don't.
Sure you don't get the speed boost like Mom, but you can use this every chase and theres no aura downside.
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Sounds have been terrible for years and seem to cut out randomly. Most survivors are predictable though, try to guess where they're going to go, usually to the nearest safe object
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@OldHunterLight said:
I have never heard someone call demo weak, demo is extremely balanced and still stronger than trapper and legion.
I love playing as and against demo, I play him very often but I haven't played against it in like 2 weeks.
His addons are meh since his brown ones are the best ones.
He is the best user of STBFL.
The ones that call demo weak are the ones that probably just play freddy with ropes and chains + pop thana and sloppy.
How do you explain him having the lowest killrate?
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I tried it once.
Rank 1 supreme sweatlords as killer
Usual purple-green rank teammates as survivor.
Never again.
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Look at all the dead hards. Clearly a weak perk, clearly not meta.
I still dont get where this “lithe is more popular” stat comes from unless its ranks 10-20.
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Far too powerful. If you’ve seen Tru3 play it shows how strong windows is. You always know where safety is and you make a direct route for it. It can be very powerful on a good survivor. Im starting to see more people use it
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Legion. I’d have gone with a power that relates to the 4 characters rather than vaulting pallets and deep wounds
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I had a game where I could not rancor the obsession. Only ever seen it once. This game sometimes has the most random of bugs, especially when relating to sounds
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I like people that arent afraid to let their guard down. I was roleplaying as a blendette on yamoaka against a myers and every chase id run and duck in a bush, and eventually he started being nice rather than tryhard and he thought it was funny.
I also had a game where a survivor is on a hill and I cba walking around just for her to drop so I motion with my weapon for her to come down, and to my surprise she did 🤣 I let her go for that
But I have no issues with sweaty games either. I like it when someone plays well and they dont feel the need to tbag at the end. Someone who you remember for their skill rather than their attitude. I still remember one survivor who was like a damn bot, they made NO MISTAKES whatsoever. Not once. I hope it wasnt a stretched res user lol. Normally you can get a survivor to make one mistake but not this one. Like 3000 hours on survivor alone. They were a swf but not toxic, no tbagging, just really good players, and thats what I remember them for playing wel, rather than remembering them as just another toxic swf
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At this point it seems like pretty much everyone has said it’s insufferable. Even the fog whisperers that try to be positive have been negative on it.
I worry that it will be left for years. Maps are some of the most pressing issues in the game. I’d rather they just hold off on new maps or new reworks and do a pass on all the maps we have so far. The fact that they won’t even acknowledge it is the worst part, look how quick they were to acknowledge and revert survivor animations. But when killers have a problem with the maps its just silence for 4 years. Why are players treated with such disregard and contempt?
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@Enlyne said:
https://forum.deadbydaylight.com/en/discussion/comment/2047567#Comment_2047567
Let's just ignore the amount of instadowns implemented in the game, or the latency issues, or the game bugs which happen to render the perk useless at times.
Latency problems are irrelevant. I don’t see the devs rushing to buff plague or doctor even though they get cucked by latency all the time.
Instadowns? Lol we pretending that every down is gonna be an instadown now?
again it goes back to mettle of man because i remember that being a big excuse at the time “just use instadowns”
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To play as or against you mean?
Play as: Blight
- Bouncing off objects you didn’t intend to
- Sliding off objects you did intend to bounce off
- Low pov making corn and swamp maps unplayable for me
I’ll give him another try once his pov is updated but he’s the only killer in the game I actually despise playing.
Against: Ghostface
Mostly the unreliable reveal mechanic. The fact that you can be revealing him and he walks past a blade of grass for half a second which cancels it entirely but reveals your position. The fact that theres no warning and no penalty to his stealth, he just walks around a blind corner and smack.
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He’s trash.
If we use killrates to say “freddy op” then we use killrates to say “Demo trash” because he has the lowest.
He has too much counterplay in everything that he does and he gives out so much information, meanwhile the opposing side has very little counterplay and information in comparison.
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@Seraphor said:
I mean, if "standing still" isn't enough of an indication that she's phasing...
What exactly are you going to do differently?
Just assume that she's both where she's standing, and also 'making her way towards you' at the same time. Instead of running back to where she's stood, run/walk/crouch in one of the many other directions.
Lmao its not rocket science is it? But yeah thats the general gist of it. Never run at the husk, but expect her to be coming at you, or if there’s a window or pallet nearby expect her to be expecting you there.
Im not trying to brag or be dishonest but I can generally read most spirits like a book. Its hard to explain what goes on in my head because it all happens in seconds but its a case of understanding the other players skill level, understanding the situation you’re in, understanding whats around you, and it always boils down to “what would I do in this situation” and it turns out the other player was thinking the same thing because it’s the most obvious play.
If its a bad Spirit its even easier because they are so predictable. They’ll always look in the direction they’re phasing too which anyone will tell you is a big no-no.
The only time you’re screwed against spirit is long corridors i.e midwich because there’s often nowhere to go but one direction.
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I’m more concerned for the map reworks honestly. Some people say its Haddonfield, others say its coldwind.
Looking at what they did for other maps we can expect the problematic coldwind main buildings to return in a big way. If Rancid abbatoir window returns and the breakable wall is too far from the window to make a difference to the loop like it is in groaning storehouse then I’m uninstalling anyway because I’ve had enough of ######### map design
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@Mandy said:
I'll completely disagree that Dead Hard is remotely trash...whilst granted a lot of the time, if you're trying to evade a hit, depending on the server connections etc you will still get hit, but due to the fact that it gives a boost of speed at the click of the button still makes it the strongest exhaustion perk available. Dead Harding for distance to a pallet or a window to extend a loop is one of the most strongest thing a survivor can do - it's especially strong in the hands of a good survivor who knows that by dead harding they can get an extra few loops in.
I am really glad that someone at Behaviour can see just how powerful this perk is. It’s used by most rank 1s in my region for a reason.
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@tjrsla said:
https://forum.deadbydaylight.com/en/discussion/comment/2047040#Comment_2047040
Bedham got is rework i thinj it was in the first map to get rework
And they’re still some of the worst maps in the game despite being reworked twice.
I think people are going to be extremely disappointed when Haddonfield gets updated.
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@Haddix said:
that map has a literal near infinite in its main building (you can't even start chase there depending on positioning) that has a useless breakable wall, but nothing has been done to it.
Yup, bad map creep is starting again after the graphics updates. I wonder if it will take another 4 years before they take a look at it. To be honest I dont think the game has 4 years left so sadly groaning storehouse and meat plant will stay as they are and thats why I’ll never pay money towards this game ever again
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@GeneralV said:
I was going to say that this doesn't make sense, but then I remembered a recent match and... I think you are right.
I told ya man its a thing.
Dead hard and iron will. Other 2 perks are interchangeable. Mostly rank 1s but maybe a rank 2 here and there.
The killer equivalent is a red rank Nurse. They’re the most tryhard and salty of all killers. They feel fully entitled to a 4k no matter how they play.
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@Enlyne said:
So basically we're gonna whine about a perk that requires you to be injured, and serves the main purpose of an exhaustion perk, which is to gain a slight advantage of distance.
Its not that big of a deal as it seems to be made of in the forums, seriously, its mostly you being exhausted in the ground.
The perk is fine as it is.
“Requires you to be injured”
Wow, huge requirement. I’m sure thats not likely to happen over the course of a game. Sounds very similar to the old mettle of man defence too.
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@tomas11403 said:
https://forum.deadbydaylight.com/en/discussion/comment/2047048#Comment_2047048
I think you are intentionally being obtuse. I play 50/50 killer/survivor, and the movement was awful. "un telegraphed movement" does not make for easy games, it makes for counterplay. During that patch, if a huntress threw a fully charged hatchet, you pretty much couldn't dodge it. no matter what. Having the ability to dodge makes it a mindgame, where both the killer and the survivor can skillfully outplay each other. Think about how people often complain about Deathslinger, literally for this exact reason. Very little counterplay doesn't necessarily make a killer OP, but it makes them boring and un-fun to go against. Along with that, turning around while in chase felt terrible, you actually lost distance by doing so, even if you reacted well. Therefore, killers double backing at even safe pallets could gain them distance on account of survivors not being able to react in time due to the movement at the time.
As for moonwalking, people do it for fun, obviously it is more practical to be on a gen. I don't see why, assuming you play killer, you would be unhappy with people spending time not on gens. It's similar to flashlights. People waiting around a chase for beamer saves aren't on gens, so unless you land the save (which is very counterable), you have wasted possibly up to 60 seconds, which is 3/4 of a gen.
“Skillfully outplay”
oh please as survivor you just do a little flick and it avoids any kind of ranged shor. Hatchets, harpoons, of POTD attacks. An entire attack dodged because of a little flick.
You’re given jungle gyms and obstacles around the map to avoid ranged shots. Being caught out in the open is when killers are meant to get hits, but survivors want a chance for safety 100% of the time. They dont want any situation when they’re vulnerable, which contributes greatly to the poor balance of this game and a reason why nobody is playing killer
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The fact that the company put out a survey asking if 360s and moonwalking were important to gameplay made me lose all hope in the developers.
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Dont compare her to other killers. Other killers are garbage and badly designed its just “I dropped pallet therefore I an now 100% safe”
I would recommend playing Spirit a lot. When you understand her you’ll know what the best and most obvious play is for a Spirit in a given situation, they’ll always make that play when you go against them. You also need to read your opponent, if its a noob spirit you have nothing to worry about, if its a good spirit then expect more.
For example a lot of people sit on gens near spirit then end up getting grabbed off it. Someone familiar with spirit will never allow this to happen, because they know all about the sneaky switch target gen grab tactic mid chase. If shes phasing and was nearby then let go of the gen immediately.
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Because survivor perks were designed very badly years ago and now the developers sre playing catch up on years of poor balance. So you see legacy survivor perks being changed.
With killer perks for the most part they tend to play it safe and nerf them very early on or make them weak.
I think gearhead was nerfed on its ptb? Cruel limits was nerfed on its ptb, mindbreaker and iron maiden were designed exceptionally weak.
Then you look at something like mettle of man or this new exhaustion perk both are very powerful and they just throw them in the game. They never act that carelessly with killer perks, Undying was the only one they ever threw in the game that was uber powerful,