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Eninya

Eninya

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Eninya
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  • It will never be better than running NOED. Honestly, the only thing I want to run Rancor for is stacking with Remember Me and Dying Light.

    Get your tokens, all generators get repaired, and then you execute your obsession and the Exit Gates will take forever. lol

  • She only has, like, 4 addons that are actually good. Her Ambush counters itself and is largely a trash ability/"power".

    The only buff she needs is the removal of her Ambush roar, but one of the DbD devs confirmed in a livestream that they aren't going to remove the roar... or buff her in general. They didn't even comment on her balance as it stood.

  • It definitely needs to have a more forgiving window like Hag's is now, especially on Grudge.

  • @stvnhthr said:
    She seems overpowered to me. I'm level 15 and have faced her 11 times. 6 of the games she killed all 4 survivors in the first two minutes. 4 of the games one or two survivors disconnected as soon as they learned they were facing the Spirit. In one game we got 3 generators done before she killed me the last survivor.

    She can find you if you are motionless and she is phase walking which I don't understand, I thought she could only see footprints. I was motionless and hidden on a second floor and she came straight to me.

    I know the devs try to balance the killers abilities so the outcome is up for grabs, it just doesn't seem that balanced right now.

    I imagine in a couple months her weaknesses will become apparent and facing here will be a bit more balanced.

    She is great to play as because you are almost guaranteed to kill all 4 survivors, so from a killer's perspective she is aces.

    She's pretty easy to deal with, especially if you've played her and understand. It sounds like you're just new-ish, and you're playing against a lot of veteran killer players that picked her up. A vast majority of killer skill comes from knowing how survivors play against you/your killer choice, and applying your judgments and intuition to the match. I've done some badass things with The Spirit, but it's hard to be consistent purely because of her own weaknesses.

  • To be fair, that would happen even if Hillbilly was on the opposite side of the map and chainsawed into your general direction.

  • Pick your mains and grind your perks.

    A standard M1 killer is good to practice the general functions with. You'll need to play both sides to really be good at both. Afterwards, you'll want to pick a killer whose power(s) interests you. Some killers move at different speeds, or emphasize different strategies. For example, Pig players are really prone to camping, but the best ones know how to control the game with a lead by splitting their traps and chases effectively.

    Trapper and Hag are good with mindgames, and it can be pretty funny running people right into a quick down with them.

    For video guides: Ussylis is great (some are outdated), as well as Pyrus (also a bit outdated, but largely still relevant).

  • 1.) Yes. Flailing is being camped/killer is close.

    2.) Some people burn them up quickly, pool them, or invest points into 'mains' or killers instead.

    3.) Same as above. I only use items with certain addon combinations a lot of the times.

    4.) Mist caps, supposedly, with a single Murky (+3). Clear mist is a double edge for the killer, since you can quite literally disappear into the mist as a survivor. Killers can clear it to make finding survivors easier. I prefer thicker mist, personally.

    5.) Preference. I like Claudette because I know where she can blend in on most maps, and I'm a tryhard for stealth and juking. Other survivors blend in better on other maps, such as Bill and David being able to be good in Red Forest and Azarov's, but more cosmetics have been release. At this point, you might as well play whomever you think looks/sounds the best to you.

    6.) Keep your head on a swivel. Look around at all times for him stalking. Constantly break line of sight. If you see him coming, just run. Don't wait at a pallet, he'll just farm you for Evil Within. Waste his time with line of sight as much as possible. He will hit EW3 regardless, so you want to delay that for as long as possible. Furthermore, if it's been a long time since he's tiered to 2, you'll want to throw pallets early and not risk for stuns. Never save during EW3 if he's anywhere nearby, and don't attempt body blocks as well. Absolutely wait for it to run out if you can.

  • @SovererignKing said:
    Zixology said:

    I haven't been pallet stunned since the update. I just swing at every pallet now and either I hit them and don't get stunned or I don't hit them and don't get stunned. I was kinda looking forward to using Spirit's Fury with a anti pallet looping build but now there's just no point.

    Pallet Stuns are bugged at the moment. They aren’t hitting when they are supposed to and just “bounce” Killers back a little. It’ll be more worth it when hey fix that.

    Holy hell. I knew wasn't high as f*ck when I kept seeing this, and also being virtually immune to pallet stuns since this patch.

  • As a Pig main, she is TERRIBLE for farming bloodpoints. Like, dog ######### awful, even after the fix to her BP returns right after her release.

    If you want to farm on her, you need to run Distressing to help Deviousness in particular. You won't get many Ambush hits unless you camp or deliberately go out of your way to set them up. It's not even remotely optimal to play like that, either.

    When I'm feeling lazy, I use Trapper with Distressing to farm, since a trap going off is 2000 points each, all by itself, so he caps out quickly. Nurse and Huntress can be good to farm, too, if you're good with them.

    Anyway, Pig's BP gains from Deviousness are significantly lower than most of the other killers because her primary method to obtain them (Ambush) is laughably bad at actually ambushing people. So, you'll need to rely on her traps and buffing that with Distressing. The devs aren't concerned with Ambush sucking balls, so this is really the best you can do with her. The rest of her functions like a typical M1 killer, so she'll be fine in other categories.

    Like I said, if you really want to farm with her the best, surefire way is to camp. Ambush people coming for saves. Easy, but lame.

    Edit: Forgot to mention that Ambush offers very low Deviousness returns in general. Seriously, Pig is one of the worst killers for BP farming.

  • If she's going to be designed around her power, it needs a shorter cooldown, and some other changes to improve its application. Right now, she does give too much warning, and it also has absolutely no accuracy to dropping on survivors beyond a guess. Audio cues from running and moans, as well as visual cues from scratch marks, are virtually useless for pinpointing a survivor's location. I've dropped on people I could hear moaning right beside me, only to find them ~8 meters+ away from me (while using Stridor and headphones).

    Her power is not strong enough to justify the brutally long cooldown. However, if it had a much lower cooldown, you could justify the huge weaknesses. She runs slow, but a more frequent usage of her power--aka, more chances to correct "misses"--this would balance out her lack of innate accuracy tools and slower movement.

    The alternative, is giving her regular movement speed and the ability to vault faster during her power, but this makes her a bit generic, and takes away from her identity.

  • @Jack11803 said:

    @DeadByFlashlight said:

    @Jack11803 said:
    They’re just given stronger abilities. Devs realize full speed would be crazy. Also, pig is 115 like everyone else. Doc is 110 in treatment. Myers is 104 in tier 1. Etc

    I think the word "stronger abilities" can be discussed after the last patch.... :wink:

    Nurse literally ignores game mechanics.

    She doesn't ignore skill, though, and neither does Huntress. The Spirit could probably use a buff, but the Pig, Hag, and Huntress don't (minus hatchet hitbox fix).

  • This literally never happens for me as a killer, but it happens sometimes against other killers. I'm guessing it's a latency thing.

  • @DemonDaddy said:
    Eninya said:

    @HP150 said:

    Nah. All the other killers just need a buff to movement speed. It would (slightly) bring them more in line with Nurse + Billy's map pressure. The reason why Billy and Nurse aren't dumpstered on at Rank 1 is because they can exert map pressure, they can end chases quickly, they can patrol gens better, and they can get in another chase soon after they've hooked someone, mitigating the good ole "gen rush" (ie, survivors knowing what they're doing and not screwing around on dull totems/crouched in a corner).

    An overall movespeed buff for all killers has been long overdue. People are tired of seeing only Nurse and Billy at Rank 1 but nobody is willing to accept drastic changes for the other killers.

    Uh, no. Nurse and Hillbilly need a nerf in tandem with split-generators/objective being reworked. You don't bring balanced killers up to the OP killers when the entire reason objective is the problem.

    Forgive my ignorance if I missed this during a Q&A or dev stream  but what do you mean by split generator / objectives. I know they mentioned adding more objectives but I don't see how nurse or Billy get called into question. And the only thing that comes to mind when you say split-gens  is when survivors intentionally keep repaired generators separated from one another to prevent a trifecta.

    A big issue with the game is that it's far, far more effective for survivors to split up and do generators independently, spread across the map. The killer cannot lock down the entire map, so he can only realistically defend one or two generators. While he's out of range of the others, they know it's safe to keep going. While you do get a pretty sizable speed bonus for working on generators together, it's not SO big that it feels worth it beyond convenience.

    Multiple people working on a single generator usually means they're desperate for it and it's worth it for the killer to camp because survivors are rarely working on repairs together out of necessity, unless they're trying not to get 3-genned. (I'd argue the 3-gen strat is a problem, but it's more of a symptom of a lot of other systemic problems in the way the objective currently functions.)

    I feel like Ruin should be baseline, and independent generator repairs should be on the border of "too slow" to encourage people to work together. This would make ally aura reading better, allow killers to have a fourth perk in place of Ruin (that cannot be destroyed), and pave the way for substantially better balancing of Ruin's effectiveness in general around the killers and their allotted effective time.

    Hillbilly being "broken" with mobility is a serious road block for altering map sizes and obstructions, and he really does need a nerf. It will happen in tandem or right around the same time the devs decide which direction they want to take the future of the game. Bottom line is: Hillbilly's power is over the top, and any changes that benefit the killer standard underneath him will legitimately turn him into an unbeatable god for anyone half-decent with his chainsaw. Huntress is considered the third best killer, and the pinnacle of balance, but Hillbilly has been where he stands forever, so the community is a little hypocritical on the subject. Nurse is a special case, since she's already got some pretty harsh penalties for being bad, but her skill ceiling is almost impossible to balance around. (Also, most maps having huge sweeps of LoS for her doesn't help.)

    TL;DR: Hillbilly is broken and has to be nerfed moving forward. His OP-ness is a result of other parts of the game being unbalanced/needing design updates.

  • I can't pallet stun a killer to save my life this patch, literally. I don't even GET pallet stunned on the Spirit.

  • It's a poor man's NOED/Devour Hope. I think it's a wasted slot, since it does next to nothing until the end of the game.

  • I can confirm it's bugged, though I can't say if it's always bugged. Pretty much able to hit anyone off the hook just as before.

  • The game would need to be completely rebalanced around something like this, though cool as it could be. For example, audio would need to be revamped for survivors, and even the terror radii may need to be altered. Powers would need to be rebalanced, too.

    Essentially, first person survivors would require an entirely different game.

  • Flashlight range needs a nerf. It's, like... 20 meters. I ate a hatchet at an exit gate and suicided basically to test the range, and it's pretty broken.

    However, I recommend using Monitor & Abuse and ignoring flash-fag all game. Yeah, Hag is slower than average, but you have to remember that the flashlight guy is literally doing nothing all game. You need to use this to your advantage and hunt others. If you chase someone else, and the flashlighter is following you, that's already 2 people not doing progressing the game. It might be hard to get a pick-up if they don't go down near a wall, but just injuring someone is enough to keep them off of a generator until they heal. If this is a frequent occurrence, I recommend bringing Sloppy Butcher, and possibly NOED, Dying Light, or Remember Me and trying to avalanche the late game.

    Alternatively, try to use line of sight to your advantage, to turn around and hit the person with the flashlight. If you injure them, you can tunnel them to death if you're not behind.

  • @HP150 said:
    Nah. All the other killers just need a buff to movement speed. It would (slightly) bring them more in line with Nurse + Billy's map pressure. The reason why Billy and Nurse aren't dumpstered on at Rank 1 is because they can exert map pressure, they can end chases quickly, they can patrol gens better, and they can get in another chase soon after they've hooked someone, mitigating the good ole "gen rush" (ie, survivors knowing what they're doing and not screwing around on dull totems/crouched in a corner).

    An overall movespeed buff for all killers has been long overdue. People are tired of seeing only Nurse and Billy at Rank 1 but nobody is willing to accept drastic changes for the other killers.

    Uh, no. Nurse and Hillbilly need a nerf in tandem with split-generators/objective being reworked. You don't bring balanced killers up to the OP killers when the entire reason objective is the problem.

  • @Kalec84 said:
    I'd love to know why with all those players i literally can't find a single match as killer...

    New killer release/hype. A lot of killers hosting games. It'll die back down in a few more days.

  • @Grey87 said:
    Easiest fix (for all hex perks) is to have the totems respawn after X minutes , same as with hooks ant traps.

    This would continue to force killers to use Ruin, and doesn't solve the issue with Ruin being cleansed almost immediately. Imagine hexes respawn in 3 minutes. That would be useless, but too strong with Devour Hope if it were 1 minute, for example.

    Ruin needs to be baseline to the generator repair mechanic.

  • Madness needs to be reworked. Once you're in 3, you're an E-Z Tunnel Oven to death without Calm Spirit.

    For starters, being unhooked and stuck in 3, and constantly screaming, is bullshit.

  • The way his power functions is kinda dumb. It's 100% RNG. You're at the RNG mercy of people popping skill checks to break the dream state, which can range from instantly to f*cking never.

    To top this off, his base aesthetic of being invisible before the dream world might've seemed good on paper, but is horrible to actually play against, particularly for new players. His lullaby has been broken from the moment he was released, and doesn't play properly, so good luck gauging him. He easily finds people because if they move, they're seen (if he's looking around the area), or they stay put and he finds them anyway. A lot of maps are very unfriendly to this issue.

    I find it absurd that they made The Spirit have directional, WORKING audio cues for her Phase Walk, but they never fixed Freddy's broken lullaby.

  • Both. I'd say Leatherface needs a change in function, since one-hits are so powerful and Hillbilly has no penalty to his, whereas LF is screwed, but he gets relegated to camping because of the way his works.

  • I'll cop to tunneling on her a lot in my last few matches. Ruin got cleansed in 30 seconds, in spite of Haunting Ground in 4 matches in a row, so knowing full well I'm not killing more than 1 person without full-on camping, I just messed around. I have bad perks for her.

    Personally, I don't think her Phase Walk is all that good for consistently catching survivors. It's so easily juked, especially when audio cues do not consistently play properly, and scratch marks won't even show up on survivors running in front of you. Numerous times I've had the sound play under me where the scratch marks stop as I hear them running, only to get it and see them 10+ feet ahead.

  • NOED is better in every single way, imo, for a late game perk.

  • @Janick said:
    This effect was also in the PTB.

    At the moment if you are within 9M of the Spirit (husk), while she use her power, you will not hear the Power sound. So this is actually an improvement over the PTB. In the PBT you could hear it all the time.

    We are fixing that in the next patch, her Power sound will not be heard while she stays within her TR (husk) 24M. Over that range, you will hear her. This was the planned version from the beginning, but our sound system with the TR is very complex and it took us more time than expected to make it work properly.

    The change is coming soon. thank you!

    Whoa, will this work with Distressing!?

  • I'm not impressed with any of her perks, and I intend to run my Hag and Pig builds on her.

    Rancor is obsession-based, which is a dumb design facet of the game as it is. It's completely outclassed by NOED, or even Tinkerer, Remember Me, and Dying Light, but again the entire obsession system is terrible game design by itself.

    Spirit Fury is probably good on other killers, but not her. Her own hit box is whack, so she won't even eat pallets she lunges into half of the time. Obviously, stack it with Enduring for greater effect. Overall, I think Bamboozle is a better perk if you're frustrated with chases, since window vaults will always be the real cancer to killers. Nonetheless, it's the most useful perk she offers.

    Hex: Haunted Ground - This thing is so lol. People just cleanse Ruin first, still. I don't know if there's some visual indicator that outs the two "bad" totems, but this perk is absolutely not frightening in the slightest on the Spirit herself. This thing is probably a monster on Nurse and Clown, but I find it a wasted perk slot if you run it only with Ruin. If you're running another Hex perk, it's probably very good, and I want to try it with all of the others, including Third Seal, at some point.

    I don't have a good perk build on Rin, but her perks aren't even good for herself. Until I can dump more points into her, I'm stuck with Ruin 2, Stridor 3, Sloppy Butcher 1, Spirit Fury 3, Rancor 2, and Haunted Ground 2. Awful spread, but I guess I'm lucky I got Ruin.

  • Having him just stack appearance addons for the (now) free Windstorm doesn't make him interesting. I just watch Wraiths stealth in 0.5 seconds, and re-appear in the same time and outrun Sprint Burst. He's basically a reverse Clown. Like Pig, they went to try and design stealth mechanics, and both killers ended up not having any measurable strength to their stealth over regular gameplay whatsoever.

  • It was a nonsensical nerf with no logical basis behind it. You can still get run through 10+ pallets and loops on Haddonfield with mildly bad RNG for that map, for example.

    I mean, it also feels like chases are harder to even keep now. I'm following someone, slowly catching up, and suddenly I've lost the chase and Bloodlust credit, only for it to immediately restart. We were running in a straight line, and I didn't fall behind or pass by any obstructions. It's very stupid.

  • Ruin needs to be baseline, consistent, and the generators to be rebalanced around it. Imagine having the freedom to take a fourth perk, but also not worry about Ruin getting cleansed in 15 seconds-60 seconds, so it has an impact.

    I hate how Ruin is absolutely required to play killer in green ranks and higher.

  • Playing some more with her and experimenting with addons and maps, I still stand by that she needs more frequent usage of power, and the duration or speed lowered to compensate. The wind-up on top of the long cooldown is hard to deal with, so she should have one or the other, or just be more frequent in general.

    Edit: I've been broadcasting games for a couple hours today and yesterday, and it doesn't make sense that moves below average speed. I thought this was something they'd buffed from the PTB, or at least that's what I heard.

    Furthermore, the hit recognition on her attack is bugged as all hell. Hitting people through pallets (audio response from survivors), but eating the stun after the hit has completed and not getting credit is bullshit. So is just hitting people and not getting them. Close range lunges whiff often, and I know her lunge range is shorter than other killers--something else that was supposedly changed for all other killers in this last patch. There's something seriously very wrong with her attack, though. Too many instances where you randomly hit objects or just don't get hit credit.

    To add to this, a double edged bug she also has is that pallets do not consistently stun her. In fact, you have to be right underneath one to get a stun. This might seem good for lunging through pallets, but it completely breaks her own perk for needing to be stunned to auto-break them.

    Anyway, I'm on the fence about her power change. It needs a buff in some way, but she also needs her attack fixed and to move at normal speed. Phase Walk is nowhere near as reliable as any other slow killer's power in any context. It makes you jump back to hooks or generator patrolling, but it's virtually useless in a chase once people figure you out. I've been using Stridor 3 a lot, but I've come to terms with this perk still being unusable and broken, and it will never be fixed. It seemed good on her at first, but the audio cues are near-random while you're phased, to the point where the sound will play right on top of you, but a survivor will be 10+ meters from your location.

  • Cool concept, but seems largely useless in application.

  • Spirit Walk needs a shorter cooldown. Not significantly so, and they could nerf her speed a little, but it would be better if she could phase more often for roughly the same benefit. I think they would narrow these swings in effectiveness she sees. Also, she should be able to vault while phasing and not lose any time on it.

    @Tsulan said:
    Anyone else noticed that 24 hours after her release, killers barely play her?

    Either let her see survivors while phasing or reduce the cooldown to 5 or 10 seconds. 
    Both things just gimp her to much.

    She's Freddy 2.0

    I've played against a fuckload of Spirits already. I don't know why you aren't seeing any.

  • My pre-Emblem rank 1 build:
    -NOED
    -A Nurse's Calling
    -Hex: Ruin (required /cry)
    -MaKe YoUr ChOiCe

    Currently, I've dropped A Nurse's Calling for Stridor to experiment, and NOED for Franklin's Demise or Sloppy Butcher. Since the pallet vacuum removal and Exhaustion nerfs, I've had NOED go off only once, I think?

    I don't use much in the way of tracking perks, and I aim for 3 kills--a win. 4K is nice, and I try for it, but I don't camp the hatch, or camp in general. If I get a lead, and chain hook someone twice, I will slug them before their third hook if I'm already in the lead. A dying or hooked survivor automatically leads to at least two survivors being occupied from generators: one hooked/dying, and at least one other to go for the save. Sloppy Butcher is excellent for this.

    I dislike tunneling and/or camping, so I make fantastic usage of Make Your Choice where I can. A one-hit down is powerful, and taking down a player on a rescue in one hit leaves one person that has to heal, and another person about to be one hook closer to death. This can be a game changing perk, but you cannot always use it.

  • There's no real secondary objectives, and certain killers force me to rush generators outright, whereas I have some more freedom to try and cleanse totems against others. The latest killer is like a cooler version of Wraith, but goes to highlight the problems with the game design.

    Map size can't be adjusted because mobility on Hillbilly is busted, and he's a busted killer in general. Maps are already edging towards a compression, with The Game and a few other small maps in general. Smaller maps give everyone an advantage, but also make fixed-ranged killer mechanics far stronger, such as The Doctor.

    The game needs systemic change, not just something to generator times.

  • @Aari_Piggy66 said:
    Eninya said:

    @Aari_Piggy66 said:

    you know the same trick that was used to beat normal windstorm wraith can beat this one too put something between you and Waith.

    It doesn't matter how much of a speed boost he gets he can't teleport through a pallet or through a vault.

    Neither can most other killers, and it doesn't seem to hinder them much these days. They basically buffed old Windstorm and made it baseline.

  • Hearing it coming is still pretty scary because you can't see exactly where she is.

  • @Aari_Piggy66 said:
    I just want to initiate a moment of silence for Wraith's built-in bloodhound and and his reappearance movement speed curve.

    They were amazing features and I'm sad to see them go but we should all be happy because Wraith has gotten some really good tlc.

     However I am a little bit ticked off they just made his built-in bloodhound an add-on but what are you going to do.

    lol u srs. He outruns Sprint Burst on de-cloak baseline now.

    He's pretty broken right now.

  • Facecamped by Leatherface outside of the gate; only person hooked.
    Friend has a hatch key, and hatch is right around the corner, closer than the gate.
    4-man Mission goes down, and they successfully bait LF a few meters away, to BT save.
    4-man hatch escape.

    20+ minute game on Badham; first time seeing Huntress's Lullaby at 5 stacks
    No one could find the hex, and we're trying to power through it, but we got 3-genned.
    Finally get the hang of no-audio skill checks.
    Minute 18-19 is when someone finally found the hex.
    Bad news: :Huntress gets someone, and then hits me and chases me
    Running and hoping to lose her in the school while gates get open
    Dwight is at the school basement, motioning to follow. "Gtfo of the way, or she's going to kill us!"
    Dwight opens the hatch and we both escape, with the third man a little bit later.
    Dwight found a key in the chest next to the hatch. #########

  • @Mc_Harty said:
    This game is sexist because I popped a boner to a ghost chick.

    That pretty much the summary to those complaint threads.

    Like did we forget about Hag? She has a more horrifying story then the Spirit and shows even more skin.

    10/10 kinky.

    Also, people are just trolling. I've seen this same thing on literally every game forum I've been on.

  • Ruin needs to be baseline in some fashion--not a required perk. The difference it makes, being up for even two minutes, is absolutely insane.

    However, to mitigate that somewhat, people seem to forget that hooking someone, and then chasing someone else, means you have at least 3 survivors not repairing generators, since one is being chased, one is doing the unhooking, and the other is coming off the hook injured and likely will be healed.

    I recently took NOED out of my main's build (mostly because I 3-4K LONG before generators are repaired nowadays), and even A Nurse's Calling, and seem to do fine replacing with Franklin's Demise and Stridor. Nonetheless, Ruin has to be there because it's just too critical when it's up. The number of games I've played in almost a year where Ruin lasts a long time, and the survivors pushed through it, can be counted on one hand. Personally, I can push through Ruin easily, but the vast majority of players can't, or won't, and so it ends up being a huge priority to cleanse.

    I've always advocated for killing off the hex totem system entirely, or linking the power of hexes to the number of active totems to increase longevity of time, but also not cause perks to completely vanish if the ONE totem they're tied to is destroyed.

  • @fcc2014 said:
    They have stated the average survival rate is 2 dead and 2 killed.

    And multiple killers have been over a 50% well before any survivor nerfs.

  • Careful with this, or we'll see Laurie Strode crippling Myers for life when she cuts off his attacking arm with Decisive Strike.

  • Honestly, the altruism makes a lot of SWF groups easier than top end randoms.

  • 3,898 points. He didn't even put him on a grill hook. lmfao

  • She doesn't need a rework--that implies completely rebuilding her function/identity.

    Small buff: Remove her Ambush roar.

  • Level 63 or something. I haven't been playing too much lately.

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