Kaitsja
Kaitsja
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Boons and Hexes are not the same mechanic, first and foremost. So far, the vast majority of ideas I've seen for nerfing boon totems has been to make them absolutely worthless to use out of spite; which is absolutely not the way to do it.
Blessing needs to be limited to twice per totem, and boons need to have a time limit so that the effect automatically expires. I think 90 seconds feels fair. 60 Seconds feels too short, and 120 seconds feels like it could be too long. This would balance boons in a way that keeps them in a good place while also respecting the killer's time.
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As Jester pointed out, Boons and Hexes are not the same mechanic.
Boons being able to be relit does not mean old Undying should return. It wasn't just nerfed because of Ruin. If you remember correctly, you could use Undying with Haunted Ground to have it go off several times. Thus, Undying was the problem.
Boons being strong does not mean the solution is to give killers something even more powerful.
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@lavars said:
https://forum.deadbydaylight.com/en/discussion/292995/disconnect-penalty-punishes-dedicated-players
Survivor main i see....
play killer... for a week. just killer... come back and tell me how it was. you will see why killer "camp" and "tunnel". These arguments are here EVERY day, and i can tell you it's the same on both sides, killer mains cry about survivors, survivors about killers... as long as both sides are like what they are now... don't complain about players who abuse what works, or should we ban survivors as they "only do gens and loop, that is op, it's no fun" (real argument i read). And please don't tell me "i play an equal amount of killer and i never camp or tunnel". Noone does it apparently, and everyone plays always perfect and awesome and it's always the others, except it's the SWF team, then it's the killer too op.
I'd like to throw in my 2 cents and say that I play killer and absolutely refuse to tunnel/camp unless it's EGC or they force my hand. That doesn't necessarily mean it's easy. Usually the only way I walk away with a 4k playing like that is if the survivors end up with a close proximity 3 gen.
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Grades are not used for matchmaking. You have a hidden MMR Value that increases with each kill you get. If you're consistently getting 4ks, then you're going to be matched against survivors with similar MMR.
Their Grade is an indicator of how much they play, but not their skill level.
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They could probably make the skillcheck bar bigger for it, it's not really a big deal unless you tunnel.
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Boons should have a cap on how many times they can be placed on an individual totem, and there should be a timer on how long they stay active for.
I feel like a good starting point for the timer is 80 seconds, and you should be able to bless each individual totem a maximum of two times. With five dull totems, this means they can be blessed up to a total of 10 times. This cap would be universal rather than on a per-player basis, so as to discourage stacking boon perks in a SWF scenario.
This allows boons to remain strong while also acknowledging that the killer doesn't have the luxury of protecting gens, securing hooks AND snuffing out boons.
I know I made a post earlier, but I feel like I was a bit too vague and wanted to expand on that now that I have more time.
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Idea B combined with a cap on how many times a single totem can be reactivated would be best.
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@Mineguy said:
Since we have boon totems now that give the survivors equally strong effects like the hex perks it should also be possible for the killer to reactivate a hex totem in the same time then the boon ones.
Then hex totems need to have a limited area of effect. Do you like that idea? If not, don't compare boons to hexes.
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@Unifall said:
Nah he's fine. If blight uses techs then that means that they have practiced blight alot. Just because console can't do it doesn't mean pc players should be punished.
Then crossplay should be between consoles only, because blight techs are clearly an unintended unfair advantage one platform has over another.
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@JohnWeak said:
https://forum.deadbydaylight.com/en/discussion/291726/should-blight-techs-be-removed
- They were not intended so they should not exist
- Killer is unplayable without those techs
- Killer is unplayable against good survivors even with those techs
- Only 0,0001% of the killer playerbase are able to play Blight properly to win against average++ survivors
So Blight needs a complete rework, without the techs he is a pathetic M1 killer. With the techs, he is buggy but can be strong if mastered but as i have said, there are only 1 or 2 good Blight players in the whole community... it means a lot of how clunky and unplayable this killer is.
Then he should be reworked. I understand that this upsets people, but it's hard enough being a console player with all of the performance issues while also having to deal with Tech Blights.
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@PandaChris said:
https://forum.deadbydaylight.com/en/discussion/comment/2606143#Comment_2606143
Ya, it's almost like when they added even more healing to the game that survivor bouncing and leaving them in an injured state punishes the killer even more because everyone heals up so fast now.
Just like how the game made it so that one of the best ways survivors can win is to gen rush, one of the best ways killers can get ahead in the healing meta is to get a survivor out of the game asap now.
But ya, let's keep buffing healing in the game cause I'm sure that will promote killers to leave survivors in an injured state and will fix camping and tunneling.
I'm merely pointing out that boons won't be seen as a problem if kill rates against survivors running them are significantly higher than escape rates with that perk.
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It'll probably get buffed with the way killers are camping and tunneling their way to a 4k every match.
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@Haddix said:
https://forum.deadbydaylight.com/en/discussion/comment/2604094#Comment_2604094
The only counterplay versus a good Nurse is making her misblink with LOS breaks and distance making/double backing. Good Nurses misblink against good Survivors at least a few times. No Nurse is always hitting both blinks every single time. You see it in competitive matches. What makes counterplay possible is the fact that she has 2 shots at you. A 3rd can patch up those mistakes completely and will shut down counterplay in most scenarios.
It also gives you a faster recharge if you have all 3 up and only use 1-2. EVEN faster with recharge addons.
If you're facing average survivors, sure, you probably don't need it. But anyone who knows how to face Nurse will likely make her ######### up at least once or twice, and the extra blink makes that far less possible.
You're not wrong, but that doesn't necessarily make the add-on a problem since balancing decisions are not made around "good" survivors. They're made around average survivors.
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I'd just like to point out that if you want a perk nerfed, the answer isn't to tunnel/camp survivors to death. Especially since the survivors aren't at fault here.
For simplicity's sake, let's say there's x2 CoH and Shadowstep in every game. Now, let's say you tunnel or camp your way to a 4k every game.
From a data standpoint, this is going to show that these perks aren't a problem. But if you let them escape, it's going to show that these perks are potentially overperforming.
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Honestly, while I haven't personally played against 3-blink Nurse, I don't see it as a problem.
People who suck as Nurse or are still learning her aren't going to fare any better than they would with two blinks and those who are already good at Nurse don't really need it.
I'd consider myself somewhat good as Nurse, and I've used triple blink for a few games. Found myself not really needing it most of the time.
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NOED isn't really a problem. Just make it so there's no surprise after the final gen pops by having the "Exposed" status effect pop up after the final gen is done.
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When you lose 3 gens in less than a minute, it makes sense as to why killers camp and tunnel.
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Mother-Daughter Ring could use a rework that isn't a net nerf, but other than that I'd say Spirit's in a really good spot right now.
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@Nayru said:
https://forum.deadbydaylight.com/en/discussion/comment/2594357#Comment_2594357
there is no time to find a totem if you have about 1000+ hours experience with spawns
i bother because perma we'll make it + self-heal medkit speed in the outskirts of the map where killer will never patrol is obscene for 1 perk slot
And survivors will have to travel to that area every time, which means they aren't on gens. Survivors not on gens are survivors that aren't a problem.
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Boons aren't that big a deal. They're strong, sure but the fact that you have to take the time to find a totem, then bless it, then use its effects means that there are so many reasons to not bother.
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Yes, just recently actually. I was playing Ghostface, and the survivors bullied the crap out of me. I lost 3 gens in under a minute, with the other two being at least 50%, there were two people running prove thyself, and of course they all had sprint burst. The survivors constantly revealed me and only used strong loops.
After two games like that I swapped to triple blink nurse with the purple range add-on. Needless to say, I stopped getting bullied.
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@JacksonWise said:
https://forum.deadbydaylight.com/en/discussion/comment/2592328#Comment_2592328
You missed my point entirely. Most of the time when you shock a survivor and it SHOULD prevent them from vaulting, they still vault anyway.
That's more of a timing thing. If they get the vault prompt before your shock hits them, then the shock won't prevent their vault.
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No. Their lack of care proves they aren't deserving of any slack.
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@slendermansmoom said:
https://forum.deadbydaylight.com/en/discussion/comment/2591776#Comment_2591776
MWAHAHA "laughs in restraint carters notes" how about his shocks reveal your aura for 5 seconds and your fake doctors auras point towards you giving you away every 7 seconds
Honestly, I'd be fine with that so long as shocks didn't prevent actions.
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Boons would have to be buffed massively in order to compensate for that.
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This is a list of killers I hate playing against because they're simply unfun to play against. I don't think all of them could use changes, some of them I think are fine but just boring to play against.
Trickster because he's blatantly overpowered.
Blight because almost every blight I've played against tunnels off-hook due to how fast he moves and pinballs off everything.
Doctor because his shocks prevent you from vaulting/throwing pallets, ontop of revealing your position, ontop of making it so you can't use items while in Madness 3. I'd find him considerably more fun to play against if his shocks only revealed your location.
Hag because of the camera snapping to her phantasms.
Legion because mending simulator is boring.
Bubba because chainsaw go brr.
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You don't need to use her Iri. It just takes a little bit more creativity and skill now, rather than just fake phasing and putting survivors into coin-toss situations.
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More evidence of the game being absolutely broken. I understand that it is hard to fix the plethora of issues with this game, but can we please make game performance a priority instead of pushing out new content constantly? It's hard to enjoy said content when faced with this plethora of performance issues.
https://youtu.be/dSBcsj_xWg8 -
If you see a ghost face who locks you into a 3-gen stalemate for 30+ minutes, know that that's me and I'm not sorry.
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/2578590#Comment_2578590
Yeah, because you know what's not confusing? Running Surveillance and Trail of Torment, then working out what a yellow generator means. How about adding in Discordance too.
Or for survivors, that gen just lit up yellow. Now is that because my teammate's working on it with whatever they renamed Better Together? Is it a gen someone just got off with Blast Mine so I probably shouldn't head over there? Or did the killer use Trail of Torment and I should be aware that they're undetectable until I touch it? Hell, it could be the gen I put Red Herring on and then forgot.
I seen somebody use Repressed Alliance once while I was playing survivor, and was quite surprise by the aura colour being white. I then immediately questioned why we couldn't use that for blast mine/better together (I'm not learning the new name) instead of yellow.
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In terms of how I play, though..
As Ghostface I'll put you in a three-gen and hold it for 45 minutes. That's not a joke. With range add-ons, I'm really good as Nurse but otherwise terrible. With Plague, it's very much map dependent but I can usually 4k by EGC.
The rest is fairly self-explanatory.
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This is how I view each of the killers without add-ons in relation to their current/soon to-be power and potential. It's not quite as simple as Best to Worst, but it's nothing too complex either.
C Tier doesn't mean they're bad, just woefully average. They neither excel nor underperform in any particular area.
D Tier means most survivors make a mockery of these killers, and aren't really phased by them. They're simply not particularly suited to the current meta.
S and A Tier should speak for themselves.
B Tier means these particular killers have either decenr anti-loop potential or decent map pressure.
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@Rhoska said:
https://forum.deadbydaylight.com/en/discussion/comment/2563349#Comment_2563349
This forum exists as a communication interface between customers/players/clients amongst themselves, and to Devs, as moderated by a designated staff.
Its not rocket science, and all game forums since the internet has existed have been in the same format.
What part of that are you not understanding?
I understand perfectly well what a forum is, and what it's purpose is. What I don't understand is the point of your questions directed at me, specifically.
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@R2k said:
Those who complain about tunneling are [Bad word] players who don't care about anything and most likely don't play killer.
Complaining about tunneling is probably a babie mindset. It's not Survivors who should decide how are they going to die. And if such players expect killer be nice and friendly and follow survivors rule book then they are delusional.
The whole rulebook argument is stupid. Not every survivor is the "evil 4,000 hours knows every loop and will run you for 5 gens" type.
Being tunneled isn't fun, and complaining about tunneling isn't a "babies mindset"; survivors who just want to play casually and not worry about meta perks or how long they can run the killer for get tunneled off-hook because the killer's afraid they'll get genrushed if they don't.
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Healing is a part of the game's base mechanics. Being tunneled isn't fun. It's a tactic that requires absolutely no skill and unfairly punishes the unhooked survivor.
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Paying money for a character doesn't exempt them from being nerfed. M&A Slinger was frustrating to play against because his terror radius was so tiny, and quickscoping created a lose-lose scenario for survivors where nothing they do will matter.
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No.
People thought other dbd-esque clones would provide competition but in the end, they never really capture the essence of what makes dbd special.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2564044#Comment_2564044
that was a bug that was still present after the nerf for a day. tell me you don't play killer without telling me you don't play killer.
They gutted her addons. aka they gutted her speed.
I'm gonna make it real simple for you my dude. She's already faster than survivors while phasing, so it's not a big loss. If you can only get kills by using speed and duration add-ons, you're not as good as you think you are.
I read patch notes, I don't pay attention to bugs.
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@Legionair said:
https://forum.deadbydaylight.com/en/discussion/comment/2564158#Comment_2564158
In the end the game still revolves around kills, you can get 8 hooks and 0 kills, that in mmr is 4 losses for killer
Then you got outplayed, and you'll lose MMR and gradually get easier games. That's how the system works. When you win, you gain MMR. When you lose, you lose MMR. It's not rocket science.
As survivor, I'm no longer playing to escape because escaping means harder games. As killer, I get my 4 stacks of BBQ and then aim for as many points as possible without trying to sacrifice the survivors unless they do something to annoy me.
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@Legionair said:
https://forum.deadbydaylight.com/en/discussion/comment/2564118#Comment_2564118
I can get 2 kills a game all day and never pip and more often than not depip
Pips aren't equivalent to winning. The MMR System doesn't factor in pips or what you did in the trial, it only cares how many kills you got. Pips are progress towards your grade, which isn't used for matchmaking.
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@Legionair said:
https://forum.deadbydaylight.com/en/discussion/comment/2564047#Comment_2564047
Yes but the thing is, the devs havent really said what a "win" or a "loss" is and have further went to hide mmr so we cant see if we actually win or lose and what our mmr does accordingly, also sbmm tracks a match a 4 different 1v1's between killer and survivor based on the same amount of objectives which isnt ideal since your team can do objectives while you chase or do nothing and the game counts it as a win for you vs the killer 1v1
They actually have. A win for killer is 2 or more kills. A win for survivors is simply escaping, and a loss is being killed or sacrificed. It doesn't track anything else.
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@Legionair said:
https://forum.deadbydaylight.com/en/discussion/comment/2562734#Comment_2562734
If they wanted to be fun and not competitive they shouldnt have implemented SBMM, js
SBMM only tracks if you won or lost. It's more accurate to call it win based matchmaking. The more you lose, the easier your games will be. The more you win, the harder your games will be.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2562729#Comment_2562729
https://forum.deadbydaylight.com/en/discussion/comment/2562695#Comment_2562695
They removed all speed and duration addons so yes.. they gutted her speed.
God pallet isn't lose lose?
Haddonfield god window and house of pain isn't lose lose?
Do you play killer?
Those aren't lose-lose scenarios. For survivors, a lose-lose scenario refers to a situation in which they walk away injured regardless of their choice.
Before his nerf, Pyramid Head could cancel his rites of judgement and immediately swing. This created a lose-lose scenario at pallets where the survivor could drop the pallet and still be injured or not drop the pallet and still be injured, hence the term "lose-lose".
They didn't gut Spirit's speed, they changed her add-ons. Her base speed and speed while phasing are both unchanged.
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@Rhoska said:
https://forum.deadbydaylight.com/en/discussion/comment/2563097#Comment_2563097
So?
This board has a moderation team that deals with posting that breaks the rules.
I don't really understand where you're going with all these questions.
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@Rhoska said:
https://forum.deadbydaylight.com/en/discussion/comment/2562676#Comment_2562676
Why not?
Cant you?
I most certainly can, but I can't say the same for others and I've seen plenty of posts on here of people just resorting to insults because of a differing opinion.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2561635#Comment_2561635
Sc2 has 200K+ players on average playing ranked and much more playing custom maps. Also Sc2 is known as best balanced RTS game. So u failed here.
Every single successful PvP game is balanced around strong players. Git gud is mandatory for this games. None is going to listen bronze noob whining about how he refuses to improve and asks for *easy* mode because using braincells is too hard for some people.
Edit: I just checked and it has 320K ranked players during last season.
Successful doesn't mean fun. Balancing around the highest level of play makes sense competitively, but it at comes at the expense of fun. Dead by Daylight wants to be fun, not competitive.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2561485#Comment_2561485
Yeah! only killers are allowed to have lose lose scenarios. They need to sit in a corner and shut up or play like the AI that survivors dream of with all options and counterplay stripped away from them. JuSt BreAk ThE pAlLeT bRo
Typically what is fun for survivor is horrendously not fun for killer.
I don't care about the spirit changes, but if you think she isn't dead for high mmr play, you are dreaming. They removed her speed and gutted her stealth.
Killers don't have lose-lose scenarios. I don't recall reading anything in the patch notes about gutting Spirit's speed. Spirit will be fine, stop with the doom and gloom. The "Us vs Them" mentality needs to stop.
@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2561834#Comment_2561834
The thing is you can't purposely balance around noobs in games like that. Both sides have equal opportunity to play the broken things since it is symmetrical meaning even at high level play it will naturally be balanced. Just mirror the opposite side and boom Peak balance achieved.
asymmetrical games are different. We have two opposing sides with different goals and numbers. When you get to mediocre level play the numbers don't make sense and one side is clearly easier and faster to do than the other. Then it catastrophically falls apart at the higher end.
The problem with high MMR play is that you're facing SWF Death Squads who rush gens and know every loop and tile, how to run it, how long they can run it for and when to use a different loop. Leaving Spirit as is because of high MMR wouldn't be an enjoyable experience for the rest of the player base.
My point regarding Overwatch was simply that balancing for the few may make the most sense competitively, but it comes at the expense of fun. Dead by Daylight isn't a competitive game like Overwatch is. The goal is to strike a balance between what's fun and fair for both sides.
Gen speeds are the biggest problem for high MMR, but nothing gets done when everything boils down to "Us vs Them".
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@Rhoska said:
https://forum.deadbydaylight.com/en/discussion/comment/2562484#Comment_2562484
Explain.
How/why are you blaming community for the choices Devs make?
https://forum.deadbydaylight.com/en/discussion/comment/2562510#Comment_2562510
If they are reading and responding to "goofy lolkek" threads, is that effective use of time rather that engaging in constructing feedback threads with the community?
I'm not blaming the community for the choices the devs make; I'm simply pointing out this community cannot engage in civil discussions without resorting to insults.
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Because this community lacks the maturity for that.
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@Legionair said:
https://forum.deadbydaylight.com/en/discussion/comment/2561485#Comment_2561485
But why does every chase for every killer have to put survivor in the power role? Spirit made SURVIVORS guess and have to mindgame but I dont agree with making every killer "fun to play against", this means the 4v1 turns into 4 different 1v1's with the survivors in the power role while in chase which is SEVERELY unfair if objectives are going well for survivors. survivors SHOULD have to think outside the box for a killer like spirit, they made spirit "fun to play against" for survivor (AKA wayyyyyyyy easier to play vs with audio and possible visual ques resulting in no mindgame when in phase) but she will be so much more powerless in chases if survivors are at a decent pallet. why are killers the ones constantly having to mindgame while survs get it easy, arent survivors the ones being hunted? shouldnt survivors NOT feel safe? this game is called dead by daylight for a reason. not gg ez 4v1 no mindgame for every killer because survivors cant make a read
Spirit forced survivors to guess. There was no thinking outside the box. You either guessed right or you didn't. This involved absolutely zero skill and was all based on luck vs the spirit's skill and setup.
Survivors are the ones being chased, it's on the killer to predict and outsmart the survivors. Survivors have to mindgame to avoid being predictable, as do killers.
The game is balanced around fun which is what makes it accessible to a larger number of people. The 4v1 will always be four different 1v1s due to the nature of different players skill levels.
Spirit will be fine. If feedback is positive towards the upcoming Spirit changes, then they likely won't add the visual cue.

