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GrimReaperJr1232

GrimReaperJr1232

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  • @Xanderino said:

    It's not even about the number anymore, they added a lot of pallets, and many of them are either decently safe or outright god pallets. Devs claimed many times this game is all about mind games, but what the hell can I mindgame when I'm basically forced to break the majority of them. Damn I agree it was a killer sided map. For sure it was. But it went from being a quite killer sided map that needed survivor buffs to being almost Haddonfield level of desperation. I honestly think they need to get rid of some pallets, a few of the god pallets, and make the more of them mindgameable, because right now, unless I happen to have brutal strength, this feels outright unfair.

    Before the rework, the Game was a very killer sided map.

    The reason for this is simple. There were loads of safe pallets but that's it; very few proper tiles or vaults, so once the killer eats through them, you're dead.

    However, the developers instead opted to fix this by adding MORE safe pallets. So many, in fact, that the map feels awful to play. There's no mindgame or any real killer-survivor interaction; hold W and drop a pallet and repeat until you hit a dead end. It's insufferable on both sides.

  • @WishIcouldmain said:

    Can someone explain how a killer where he doesn't need to do anything to get his power. An anti-loop that is drop snares all around. That makes Doctor and Clown laugh at how simple it is. A good detection tool since for some reason you can't crouch over it. A teleport that can reach any gen no matter how far a generator is make Oni, Billy, and Blight jealous. A character with little to no difference between a god tier Freddy and average Freddy. Freddy is the lamest simplest character in the game. He doesn't need to time or reload his anti loop no Cooldown and always has it. Doesn't need to do anything to get his power. A gen teleport where he doesn't need to find an angle around objects. Someone somehow explain if Freddy takes much skill.

    He takes a ton of skill. I mean, do you have an idea how hard it is to stay awake playing him?

  • Having more than 1 Legion would mean completely reworking Legion's entire customization system, as well as changing currently existing cosmetics, some of which were paid for.

    Furthermore, trying to swap between 4 people would be a nightmare. I mean, can you imagine how much of a hassle that would be to track, not to mention the button configuration.

    Even then, this change doesn't really address any of Legion's issues. That being a poor 1v1 chase when it comes to downing survivors. It's very gimmicky, and would mean transforming Legion into an entirely different killer, something that was only done to Freddy, and many Old Freddy mains hate the New Freddy because it's not the killer they spent countless hours into. A similar thing would happen to current fans of Legion, something that should be avoided however possible.

  • His bell doesn't make a sound until halfway through the uncloak animation (1.5 secs) but it's been that way for a long time.

  • @GannTM said:

    Just going to ask a straight forward question to the people who want Spirit "nerfed": are you asking for a buff to compensate? It doesn't sound like you are because of the way you're wording your logic. I feel like a lot of people need to realize balancing things out doesn't always necessarily mean nerfing them. Let me educate a lot of survivor mains that the definition of "nerf" is "to decrease the power of something." Why does Spirit need to be a weaker killer? I main Spirit and agree she needs some tweaks but it's not impossible to keep her as strong as she is while balancing her out.

    I've seen many people make proposed changes to Spirit that have so many flaws in it that it makes me feel like they have never played Spirit before. I remember watching this one guy on YouTube that ranted about how "OP" and "easy" Spirit was and proposed that they should bring back the breathing bug along with having a fatigue coming out of phase similar to what Nurse and Legion has. As you expect, I didn't hear about any buffs she can receive to compensate. These two changes would immediately drop Spirit down to B-tier and would honestly make her just as hard as Nurse in some situations. Honestly wouldn't really mind if she was almost as hard as Nurse as long she's still on Nurse's level of strength. Adding a fatigue to Spirit's kit is such a big addition that you'd almost have to make Wakazashi Saya (purple reappearance add on) base kit to balance it out. I've also heard people say Spirit shouldn't be able to hear survivors while phasing. Spirit relies so much on audio that this would about kill her. All survivors need to do against Spirit is to make distance and double back as soon as they see Spirit stand still if she couldn't see or hear them.

    I really don't mean to be rude when I say this, but if you don't play Spirit, then your ideas for her probably aren't going to be good, and this applies to every killer. If you do want to brainstorm good ideas, play Spirit more often and you'll get a better understanding of what would be best for her. Also, for the love of Jane Romero's thickness, please stop saying to nerf a killer without proposing something in return. That right there proves to me you're only for one side. Not saying there aren't people that are bias towards the killer side and think that Spirit's flaw in giving the survivors little information is balanced. There are definitely a lot of Spirit players that ruin the reputation of my waifu because of their toxicity and entitlement. We can all ignore those people and the survivor mains that do the same and have a civil discussion about this topic.

    I like Spirit. I like her a lot.

    I do believe her breathing bug should be back, however. Spirit's main complaint is how non-transparent she is, which is reasonable. I don't think that alone warrants a compensation nerf.

    Fatigue, however, is unnecessary. It wouldn't accomplish anything except make her less pleasant to play. I do believe her add-ons should be looked at, as some are just... absurd (i.e MDr-Amulet)

    Also, "for the love of Jane Romero's thickness..." I love you for this line. Lmao

  • @Chrisko said:

    My UI doesn't change for the survivor when they are being carried to the hook from when they were downed.

    Am I missing something? Is this a bug?

    I mean, you could keep an eye on the slug.

  • @dspaceman20 said:

    I do everything to try and counter her i lose line of sight, I double backing at her a lot and I still get hit. I literally try everything and I still die. Its honestly unfair. It doesn't help that this patch make hits look even worse then before.

    And people complain about bugs but a good nurse can completely ignore that and still 4k. I know it seems like a survivor main is complain but I honestly don't know what to do can someone please tell me what to do because honestly it feels impossible.

    No.

    You can break LoS and be unpredictable. It'll help, especially against average Nurses.

    Good ones though? There's a reason the DS-Unbreakable 4-man combo is considered by many to be the bare minimum to win against one.

  • You can't. You walk to their back and try to get them to misuse it. It's not so much counter play as much as praying they make a mistake.

    That said, there are some killer specific fakes or tricks.

    Wraith - Bell Tech. Basically, tap m2 as if you were going to cloak and it'll make a rattle noise identical to what survivors hear when you are about to attack.

    Demo - Hold the shred at their back for a moment. Either they use DH or get hit by an attack too fast to react to. Only thing they can do is guess and pray they timed it right.

    PH - some survivors get fooled by his M2 animation where he's putting his sword in the ground and DH in panic.

    Clown/Freddy - this isn't so much as bait, as much as diminishing its value. Their power pretty much destroys the distance gained by DH, although they will keep the i-frames.

    Doctor - You can DH through the shock, but they can't DH if the shock hits them first. Either they use it then or risk getting hit.

    Now, if the survivor uses DH for distance to get to a pallet or something (provided you're not Clown or Freddy) then you're screwed. Noting you can do. No, really. No counter play at all.

  • @Dragonshensi said:

    I play killer as well but not as much as survivor. Are killer mains enjoying the update? Cause survivors sure arent. Every match I’m in the killer wipes the floor with survivors and can usually do it while hopping on one foot and blind due to the hit boxes. I mean it’s gotta be like shooting fish in a barrel for Killer mains.

    No.

    It's a desynch issue with the servers. What looks like a BS hit on the survivor's side looks perfectly normal on the killer's. They're not suddenly getting hits across the map.

    In fact, sometimes it's the opposite. Sometimes you'll swing at the survivor's back and somehow whiff because both your sides told a different story, and the server chose them. To the killer, it looks BS, but the survivor probably believes they juked a hit, making noticing it much more difficult.

  • @Fantasy said:

    A survivor shouldn't have to wait until the killer can move again after picking another survivor up to drop a pallet to save them. It just makes no sense and they should drop the survivor if they get hit with a pallet at any point.

    If a killer doesn't look around before picking someone up and they get stunned it's on them.

    Friend, there was a time where pallet save timings were removed.

    News flash: It was MASSIVELY hated and caused one of the biggest dips in the playerbase the game's ever had.

    So no, it won't happen because it DID happen once.

  • @BabyCameron10 said:

    Please! It shouldn’t be that hard to add an obsession by default. Just had 3 games in a row where there was no obsession and the killer took advantage of it. They know nobody has DS and will tunnel like crazy!

    This is what I get for not using DS? No wonder it’s a meta/crutch perk on survivors. It is basically a must perk to bring at this point. It’s pretty much a gg if playing solo and nobody has DS.

    Here's a better solution.

    Make it so DS doesn't create an Obsession until used, similar to Nemesis. Done. Easy.

    Now Obsession perks can be used by killers without withholding important info, and now the Killer can't abuse the absence of an anti-tunnel perk.

  • Yamaoka Family Crest - Most people forget about this Oni addon for good reason. Survivors within 12m scream... on missed attacks. Worthless.

    Frank's Mixtape - This needs no introduction. 5 secs per stab, so discounting the initial stab, you'd need to hit them 4 times. So 24 secs of fatigue and recovery 3 times for a down. 72 seconds of just fatigue and recovery. Punish greeding the mend then? You mean the bar you can't read that doesn't deplete when they run?

    Stab Wounds - Another from Legion. Whereas Frank's reduces the DW timer by 5 secs per stab, this is... minus 3 seconds. It's insulting.

    Summon Stone - Blight's one bad add-on. I can at least see Adrenaline Vial being scary on some God Tier Blights. This? Insulting bad. 12m of blocked pallets? That's worse than Blood Favor, not a good comparison.

  • Solidarity will always just be an either terrible or okay perk.

    The perk's weakness is that if you're injured, you're not the survivor going for risky plays like unhooks or whatnot. It requires both of you to be injured AND not using a medkit (for some reason), and you save maybe 8 seconds when you get healed which is good, but you could run Botany to *consistently* save 4 seconds on a heal to others.

    It's just not worth it.

  • @kaijudane said:

    https://forum.deadbydaylight.com/en/discussion/comment/1918879#Comment_1918879

    "LeT mE GiT tHiS sTRaIgHt"

    Please. I'm so tired of half-wits conjuring up as much crap as they can to avoid admitting they use bbq to make hunting as easy as possible. Killers are not viable without it anymore.

    Bbq has a ton of replacements. Right off the bat: Thrilling Tremors, Surveillance, and Bitter Murmur.

    Bbq is a perfectly balanced perk with a bunch of counter play. If you refuse to do it, then that's on you.

  • "Whenever the killer strikes a Survivor, they have deep wounds for 20 full seconds. It's paused when inside the terror radius."

    Incorrect. When Legion was initially nerfed, that was how it worked. However, with the introduction of the Oblivious status effect, it was changed so that the timer would pause if the survivor was running. Thank Freddy and Oni (Nemesis) for that.

    "Whenever they attack a survivor already inflicted with Deep Wounds while in Ferocious Frenzy, the attack will remove 5 seconds from the counter. If the survivor is attacked again before they attack another survivor, the ability ends instantly with no penalty to the survivor."

    This is a very, very, very dark road you're going down. Remember, we have Frank's Mixtape. That makes the 5 seconds, 10 seconds instead. This is similar to Old Legion, which is not a very good comparison. That is a killer that almost killed the game.

  • @Ivaldi said:

    So with the Nurse projected to be in part of the new tome; I decided to spend the week learning how to play her... currently I run the standard build Infectious/Sloppy/PGTW/BBQ with double recharge addons but i've come across a few issues and i'm not sure if i'm just doing something wrong.

    1) Blinking randomly stops working and gives an infinite audio bug loop that forces you to let go of M2 and wait a few seconds before being able to use it again.

    2) After blinking i'm not able to immediately M1 at times and I have to wait a second before M1'ing again.

    3) When attempting to blink up (knowing its an empty space above me) sometimes she just blinks straight.

    4) When attempting to blink through an object; even though I know im holding it long enough (ie a pallet or wall).. sometimes it just refuses to blink through it and I end up blinking right into the wall/pallet.

    1) known bug. Try waiting about 7 seconds before blinking again.

    2) That is the M1 bug. It's an issue with Dedicated Servers and how they interact with her power.

    3) Yep. Common bug.

    4) Yuppers. Another common issue, especially on maps like Autohaven where the hitboxes are screwed up.

    Yeah, she barely works. If it wasn't Nurse, they'd be fixed ages ago.

  • @Dragonshensi said:

    I know everyone says he’s the weakest killer but he is legitimately one of the killers I always lose against. I’ve heard of the strategies of hug the walls and corners, windows,trees, etc when he revs up his chainsaw but it seems like most leatherfaces don’t have an issue with that anymore. I tried that multiple times and I’m still always downed by his chainsaw. I never seem to get away from him and it’s getting to the point where if I see a Leatherface on the field I just want to give up and DC. I’m a purple rank and I would say I’m at least ok player but anytime he’s on the field not only do I get wrecked but all of my team as well. How do we counter him? Any tips?

    No, OLD BUBBA was one of the weakest killers. New/Current Bubba is a legitimate threat you need to take seriously.

    Best advice? Make friends with windows. Once those are blocked or if he has Bamboozle, then give him the pallet. Don't even bother trying to greed it.

    You need to play very safe with Bubba. If you make a single screw up, you're dead

  • @Might_Oakk said:

    Pretty much title. Snare Freddy is pretty similar to the clown power wise on loops. Plus his other abilities.

    No.

    It doesn't solve any issues with Freddy, and his current pallet add-ons (that would become snares) are brown. It'd just be another Demo-Rat Liver situation.

  • @goat_mom_forever said:

    ... cuz I think we can all agree. standing still takes no skill

    If we take out that mind game we simultaneously keep her a very strong killer, and make her take more skill

    It's been solved before. Back when Spirit was bugged and you could still track her location by her breathing while her husk was idle.

    So pretty much that.

  • DW has 2 purposes

    1) serving as a psuedo health state for perks like BT and Soul Guard. I means getting hit isn't inconsequential but also won't just down you on the spot.

    2) When used on killers like Legion and Deathslinger, it's a stall tool. If a survivor has it, then they have to mend eventually or they die. It helps by the two time which they need, thanks to Slinger's low map pressure and Legion's poor 1v1 potential.

  • @crowbarman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1939309#Comment_1939309

    Sorry, my link is the last line of my post - a little unclear.

    You were definitely taking those turns too wide but for the difference to be that huge? Something wasn't right. Double Blood lust should've been more than enough to catch up. Hell Bloodlust 1 should've been enough.

  • This is the type of thing I would need to see footage of to say. It could range from hackers to you bumping into too many objects.

  • Legion needs some love. He doesn't need a complete rework, but he needs adjustments. Something needs to be done with his brutal fatigue, Frank's Mixtape and Stab Wounds study need a rework, and he needs to be a tiny bit faster (maybe 5.4m instead of 5.2)

  • @Shooby said:

    I'm sure I am not alone in dreading survivor queues currently knowing there are Nurse tome challenges. Here come the Nurse mains in full force, which isn't normally an issue unless they four man slug at 4 or 5 gens left with Infectious Fright, like Onis who are perfectly fine with slugging as well. What do you have to gain by ending a game in 2 minutes or less? When a killer gets four hooks after slugging all four survivors and ends with ~17K points and barely safety pipping or even depipping, and all four survivors are guaranteed a depip, no one wins. All five players enter back into long queues with minimal progress made at all. Why do this?

    Oni - Picking up a survivor cancels your power. Therefore, the most optimal way to play Oni is to slug; do the damage you can, and then pick up a survivor to save the rest of the gauge. If the opportunity to down an entire team arises... well, what's he supposed to do?

    Nurse - Nurse's mobility is abysmal. Unless you use range add-ons, her ability to mive across the map is average at best and below average at worse. The trade-off is that she has the best 1v1 power in the game. So to create map pressure, Nurses chain as many downs together as quickly as possible.

    Long story short, it's done more out of necessity than malice.

  • @KiaTheDead said:

    https://forum.deadbydaylight.com/en/discussion/comment/1935722#Comment_1935722

    I agree that it could get out of hand with Legion. But it would only do stacks for the obsession being healed, so the team would have to actively be healing the obsession. At most, an experienced survivor would know, as obsession, to only heal if necessary. They would be encouraged to go to a generator in the distance instead of going for saves.

    I'm not saying the idea is bad or OP or anything. I'm just saying that there are some scary perk/killer synergies.

  • @KiaTheDead said:

    https://forum.deadbydaylight.com/en/discussion/comment/1935710#Comment_1935710

    You really aught not to be healing a lot against a Legion.

    You ever try unhooking someone while injured?

  • I'd fear this on Legion with Thana/Defaced Smiley Pin...

  • Depends

    Maps like Coal Tower are pretty good. Suffocation pit isn't bad either.

    Midwich and The Game though? Those maps can burn

  • @jrinkwater said:

    https://forum.deadbydaylight.com/en/discussion/comment/1932206#Comment_1932206

    It's not that a killer who tunnels will tunnel, we can't have balance or QOL changes based on that.

    What people are asking for is to KNOW with certainty what hook a survivor is on. That is another part of this game that will groom players to tunnel.

    We can already have a psuedo individual hook counter by cross referencing the information with the number of bbq stacks. And mind you, BBQ is probably the most common killer perk in the entire game

  • His cooldown should be the more standard 20 secs but his recovery add-ons should be nerfed heavily.

  • @Rizer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1931192#Comment_1931192

    That's not the case at all... you're just cherry picking. Yes sometimes the survivors are far away enough and it's not worth going after them but there's always someone closer and just outside of the radius where it can trigger... you obviously don't play enough survivor to understand how broken this perk is.

    Or... you just need to get good. It's a perk with counter play but everything you've said only shows that you either don't care or are too lazy/entitled to do it.

    Get over it and play around it.

  • @Mandy said:

    jiggle physics are important!

    Exactly. It's silence out of respect.

  • I think the issue is that Killer Instinct isn't widespread enough for that to be useful.

    The only killer who uses Killer Instinct to track is Legion, and having a perk that only affects one killer is far too circumstantial. Everyone else who has Killer Instinct uses it more as an alert then anything, which this wouldn't really affect.

  • If you're within her TR and within 20m, then you won't hear her phasing.

    If you're within her TR and within 21-24m, then you'll hear a very quiet vacuuming sound

    If you're 25m+ away, then you will hear her phasing.

  • @WishIcouldmain said:

    The ones that have an element that's inconsistent and need to be cleaned up. Huntress needs her hitboxes fined tuned and add-ons re-done. Plague's puke is also inconsistent hits that should land don't and vice versa. Ghostface needs his Night Shroud to be consistent. When he shouldn't be taken out behind a wall. And still have it in the wide open. Blight his FOV fix and collision. This might just be me but Hillbilly's hotbox is weird sometimes.

    Trapper needs a 2 trap capacity base

    Wraith needs Windstorm base

    Billy needs his animations fixed and for the new add-ons to be not god awful.

    Nurse needs bug fixes... a lot of them.

    Myers needs T1 to not be a hindrance

    Hag is mostly fine but needs a limit on how close she can trap a hook

    Pig needs her traps to be more reliable

    Legion needs their cooldown reduced and for Stab wounds/Frank's Mixtape to actually do something

    Plague needs her puke hitbox looked at

    Ghosty needs his reveal mechanic to be more consistent and for his base cooldown to be better

    Slinger needs a punishment for spamming M2

    And Twins.... hell, idk where to begin with them.

  • You do realize you're suggesting nerfing what many in the community to be as one of the most balanced killers in the game, right? And that you're providing no argument other than he annoys you... for some reason.

  • @REL1_C said:

    A lot of survivors say that spirit is "Uncounterable" , so I have a great change.

    • Instead of giving spirt her "Phase" Instantly, why not give her "Orbs", like Oni.

    Default: Spirit has a 5 second duration phase and a 15 second power cooldown.

    • Nerf: Spirit phase duration will decrease to just 1 second

    New: Each survivor you injure will grant you 1 orb, max 10 orbs. Each orb increases the spirits phase duration and phase cooldown.

    • Each orb increases the duration of her phase by 0.65 seconds (At max it increases the phase duration from 1 second to 7.5 seconds). (Default spirit: 5 seconds)
    • Each orb reduces cooldown of her phase by 0.5 seconds (At max it increases the phase cooldown from 15 seconds to 10 seconds).

    I understand this is a buff but now it'll make her "as strong" as nurse or slightly stronger but it'll make her much harder to play.

    I would love this as a survivor, her strength will increase from default but now it'll be the survivors who will feed her (Oni 2.0).

    This does nothing to solve the issue with Spirit.

    The underlying problem is that you do not know if she's phasing. That's it. You don't know if to try to juke her in any way or if she's just faking it.

  • @Phasmamain said:

    For clown try to bait him throwing bottles at loops so he ends up wasting them

    This is true. Although, he could use reload add-ons that can make that strategy difficult.

  • @Haku said:

    https://forum.deadbydaylight.com/en/discussion/comment/1918897#Comment_1918897

    So if you get unhooked and killer follows you aka the definition for tunneling and you run run run and there is this guy whos in undying state infront of you already at 90% and you touch him to get him up while the killer is still after you as I said and this IS tunneling, suddenly this does not count as a tunneling because you touched someone ? Yea keep dreaming you may actually wake up one day. The idea is good on definition. The execution it will be problemetic. I can see healing others in general to be a problem.

    Keep dreaming? I don't appreciate that comment. I merely explained the logic used when deciding when DS deactivates.

    Also, WHY would you heal someone if the killer is on your back? That's literally asking for them to die and then you.

  • @ChiTenshi said:

    I believe they need an updated animation to better show when they start/stop revving their chainsaws. An animation that clearly reflects their actions, and to removing surprise M1s and unpredictable grabs.

    This may slightly nerf the pair, some players use the lack of actions to “mind game” their opponents, but compensatory buffs can be put in place to ensure their performance isn’t affected drastically.

    2 compensation buffs that spring to mind include:

    • Reducing the base chainsaw charge time
    • Reducing the base heat gained from reviving a chainsaw (still not keen on the mechanic being in-game tbh)

    Do you know Bubba's default charge time? 2 seconds.... you do NOT want it to be faster.

  • 1. It was clarified to deactivate if you heal OTHERS, not if others heal you.

    2. The idea is that if you're doing something to progress the game or impede the killer's progress, then you're not being tunnelled. If you're repairing, then you're doing the objective. If you're unhooking a teammate, you're impeding the killer's objective and are therefore not being tunnelled.

  • @Rizer said:

    I always hear the argument about how BBQ is used MAINLY for extra BP but this is a fallacy. Killer mains want dev's / survivors to believe this but the real reason is, they love wall hacks and praying on noob survivors.

    The game is already tough enough on new players, why should every survivor have to waste time always hiding in a locker before a killer hooks someone? This is stupid and counter-intuitive to the way the game should be played... which is any way you want, everyone has developed a PTSD of sorts every time a killer hooks a survivor and it's dumb, it forces the player base to play a certain way and I'm tired of it.

    While a killer is hooking and carrying another survivor this is one of the only chances survivors get to recover and counter play... but we're always forced in to lockers while someone is being hooked from half way across the map... this idea is ridiculous nonsense at this point... this perk literally makes no sense at all btw from a lore / game mechanic standpoint, just saying.

    If killers want to use BBQ for BP, it should be used for that and only that... this wall hack crutch perk need to go... The killers have eyes, they can use them, and if they can't, they should just play another game. You might as well just allow 3rd party wall hacks to be used because as far as I'm concerned, this perk is no different.

    Let me get this straight.

    You're annoyed that you have to play around a perk? Not even a powerful one, just one that's ubiquitous due to its invaluable ability to double bp?

    Why the hell are you even playing the game then? It's a perk that literally encourages the killer to NOT camp! WGLF was even buffed into being one of the best anti-slugging perks in the game because of this perk. What more do you want?

  • @Casanova09 said:

    You're playing the best killer in the game who doesn't need slowdown like I'm lost at that logic. Sure run whatever but it just confuses me

    Because she's the hardest killer in the game? Unless you're a god tier Nurse, some slowdown like Corrupt is reasonable.

  • It's exploiting a glitch/bug in the game, so....

  • I think you meant 5.8

    5.2 - default

    5.4 - 1 stab

    5.6 - 2 stabs

    5.8 - 3 stabs

    6 - 4 stabs

  • He's not the most fun killer to verse, but he's not really imbalanced. Definitely a strong one though.

  • @Terro said:

    Right now in dbd being uninjured is just plain better, while being injured makes you an easier to down and easier to find.

    Just 0.5%-5% buffs to stuff. You could even make it only work outside of killer terror radius. Something about being injured giving more focus or adrenaline or the entity's power seeps into your wounds. Maybe even the closer to death hook you are the stronger things get.

    At the very least make it harder to find injured survivors and easier to find uninjured survivors. Helps solve tunneling and helps early game for killers.

    No... like, no.

    It's already high reward. There's Resilience which directly makes you better at almost everything. Furthermore, time you're not healing is time you're on gens and putting more pressure on the killer. There's a reason good survivors rarely heal unless going for something like an unhook.

    Not to mention, it's a bit ridiculous. You harm someone and that somehow makes them *better*? Please, stop. Legion has been nerfed enough.

    If you're injured, that means a killer hit you. It's not something you should be rewarded for. Being healthy is better because it *should* be better.

  • @Grimmy_Bluues said:

    To preface this, yes I main PH but I typically play both sides equally.

    Back in late September, he received very questionable changes to power. These include:

    • After cancelling Rites of Judgement:
    • Movement speed is 3.68 m/s for 1 second
    • Further attacks cannot be made for 1 second
    • Cooldown before further attacks after Punishment of the Damned reduced from 2.75 seconds to 2.25 seconds

    This was supposedly to stop people from doing m2 into m1 at windows/pallets (Which was needed), but Otzdarva proved it was still possible with practice.

    They also decreased the recovery on Punishment of the Damned to be faster than a basic attack. which was not the right call, as this will lead to people cornering you and spamming Punishment.

    With all these changes, PH feels very mishandled and clunky.

    Let's think up a scenario: You spawn in a trial as PH on Mother's Dwelling. Your first goal is to find a survivor, so you go patrol the generators. Since you are PH, you have to leave trails to get use out of your cages, so you leave a small amount of trail at most important loops in your path. But congrats! Because you decided to use your power, you are punished for it. For every loop you trap, you go 8% slower than survivors for 2 seconds. That will add up quickly, especially on big maps like the one in this scenario.

    If you use your power a lot to trap areas, just imagine it as having to crouch as Ghostface for an entire 1/3 of the game.

    The point is, the slowdown is extremely unnecessary and hurts PH in both strength and fun-factor. It's extremely frustrating to have so many shifts in movement speed when trying to use your power. It's not like Huntress or Deathslinger either, where they have range to make their slowdown needed, and at least in their case, it feels natural.

    Honestly, just reverting the slowdown would make him feel so much better. If they are set on keeping the slowdown, then revert the Punishment recovery and let it apply Torment. Or better yet, add more range that scales with how much of your gauge you used.

    Semi-rant over, I would love to hear your thoughts on the matter.

    A little correction: Otzdarva proved it was still possible during that version of the game. It was later patched out in the patch after (undocumented change).

  • Err... she does take skill.

    Mastering her means mastering tracking by sound. On paper, this is easy. For the most part, you'd be right... because most don't realize what you can even do once she's phasing.

    Iron Will removes your sound when injured. When if she has Stridor, you're muffled so that tracking is difficult until she's right on you.

    But there's something everyone can do without a perk... just crouch. Seriously, just crouch. The muffled sound can easily trick a Spirit into phasing *past* you and completely throw her off on your whereabouts. If you're at a loop, you can even drop a pallet and she won't be able to make it to you until her duration runs dry, and then she's a powerless 4.4 killer waiting on recovery.

    You have to learn and anticipate the variation in the sounds. This goes double if using Stridor since you have to constantly adjust if you play other killers.

    Of course, as for telling if she's phasing.... well, I never said Spirit was necessarily *fair* now, did I?

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