Oiry
Oiry
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2773716#Comment_2773716
You can read "You" as "Someone". Not you specifically.
And well, my empathy might be quite low for Killer players currently, because of the constant complaints and hypocrisy. (And use of unfun playstyles.)
You can just say - Boil Over is a strategy. How about that?
Boil Over might be the first Perk which actually hinders the Killer in a way that they cannot make BPs. Obviously, still more than a Survivor getting facecamped, but usually only Killer players are able to ruin the others experience by not letting them play. The worst thing Survivors were able to do is being annoying. But they cannot really hinder the Killer player to get points or to win.
But now with Boil Over there is a big outcry (which will go down soon, since not many players will run Boil Over anymore after it loses the "new"-feeling) - because suddenly a killer player might not be able to get Hooks. So maybe Killer Mains will stop parroting "It is a strategy" to highly unfun playstyles. Because it is equally a strategy to play Boil Over and spam Map Offerings which benefit the Perk.
Hypocrisy.
Okay.. reading your comment makes me think you have played like 50 killer games tops. Most likely on lower or mid MMR.
The survivors are able to make any game for any killer miserable because the game is designed that way. Boil over is just an additional tool the survivors are getting to achieve this.
Facecamping? The funny thing about face camping is that it's incredibly boring and annoying to go up against, I agree, but in the end, you rush gens and the game ends pretty quickly. The worst thing that can happen is killer lets survivors bleed out, which is 4 minutes. Also annoying, but in my experience, if the survivors want to, they can do ANYTHING they want with most killers, and the better the survivors the more options they have. Check this example, https://www.youtube.com/watch?v=8TJSvaDTrWA But I'm sure you can find a lot more. Let's be honest, killers can be terrible people, too. But when I play survivor, somehow I never really feel too affected. Again, worst case scenario I bleed out. Best, I give up on the hook. I'm a survivor, I have that options.
Let's be honest, Boil Over is somewhat of a tragedy. I believe PixelBush included it in a video as an example of a perk, that is well-designed, not fun, incredibly weak, and should stay that way because no one would like it buffed. This was, I believe around a month before they announced the buff. I admit that boil over is probably not the strongest of perks. But it's another tool for people who want to bully to use. The counterplay? Letting people bleed out on the ground. Is this something that we really needed? I think they could've buffed an aspect of the perk for a start. They buffed 2 and added another one. Why?
Circle of healing is somewhat similar, just much stronger. It motivates tunneling and camping. At least here you can argue that killers that wanted to win tunneled before CoH either way, but with Boil Over you are pretty much doomed because you cant hook the person. period. Some people argue that the problem is not the perk, but the map design (which sounds very reasonable), but I have a feeling it doesn't change much.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2768009#Comment_2768009
I never said Old System was good. I said new system had chance to make game better. But problem is MMR is not looking your skill. It just looks did you win or not.
Yes, but that's how MMR usually works. It never looks at your skill, it looks at your results and assumes your skill. If you are a really good survivor and your MMR is lower than it should be, there is a large chance that in 100 games you will escape more than die, even if in some matches you will feel like you did really well (because you most likely did), but you've lost MMR it actually won't matter in the long term.
Reading your post makes me feel that you and many other people had unrealistic expectations towards MMR. Basically, you wanted mirrored matches. If the killer wants to have fun, let's pair them with non-sweaty survs that are also there to meme and have fun. And this would be.. AWESOME! However, I don't think currently this is even planned. The game is basically many times "won" or "lost" before the match before even started, because the killer is bringing the top addons, and actually doing a 50 win streak or because survivors decided to sweat with the most meta things and just rush the gens asap. Is this a fun system? I don't think so. And MMR is supposed to make it a little bit more balanced, but it still can't pair people with the same goals together. The same killer that sweats today, will serve drinks in the saloon the next day.
The devs clearly do not consider removing MMR, and the reasons can be different. First one, I think this system legit works better than the previous one, at least in terms of matching you with people around the same skill. Again, I wish we could some indication of a number or badge or smth just to see if we are actually getting better over the months, but well.
But the second reason: They are gathering an insane amount of stats using sbmm. Now they can actually separate data from lower and higher MMR and make good design decisions.
Unfortunately, I doN't think blindly looking at the data will cause a better game design, but I've been wrong in the past.
I think in the long term MMR does work. People really like to look at one game and say "it doesn't measure skill". Well, I think on the larger scale of hundreds and thousands of games it actually kind of does, but the thing is, no one but BHVR wanted MMR. And seemingly no one but BHVR is happy about it :D
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I don't get why people don't like MMR. I really don't. The only real downside of it I see: you don't see your progress anymore and that is awful.
If G is a killer that is playing "fair", and he faces against "genrushing" SWF, that means that SWF is not as skilled as the ones at the top of the foodchain, IF the MMR managed to pick people at your rating. Did it? Well, that's my problem, we don't know. But it did happen to me. On Pinhead I was very bad and was basically just training for a few days losing most matches. At one point I get a lobby with 4 toolboxes. My eyebrows raise, but who knows.. maybe nothing serious. Game loads, Haddonfield offering. I'm getting ready to sweat and tunnel. Plot twist: it was basically 4 babies. With 4 brand new parts. But basically babies on Haddonfield.
I think people that criticize MMR forgot how bad the old system was. It didn't matter. Everything could have happened earlier, too. Same sweaty SWFs, or chill people. A random mix, just like now. But we can't see our MMR.
One more thing that is kinda bad: many people now feel like they are forced to get kills/escapes, which is pushing some games to a very sweaty, stressful manner. To be fair, this did happen before, too, I just feel like it wasn't this often.
In terms of "I looped the killer for 5 gens, but got facecamped and lost MMR". I think this is a useless point brought up. Do you see your MMR? Does it matter if you've lost it? No. Is the system perfect? No. But if you are such a great survivor, that your MMR should defly be higher, unless you are throwing, you can still defly escape most of your matches, meaning you will get more MMR overall, if you are getting better.
Overall, I don't like MMR. I really don't. But if I think about it, I have a feeling it's not MMR's fault, but the game design's fault. The MMR is just a great thing to blame, so I don't blame the game itself.
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If it was self-care speed, it would be a completely okay perk. Not only you need to find a totem + set it up, but also every time someone needs a heal it takes a long time and the person has to run to the totem. Would it be a perk with potential? Absolutely! You give an option for your team to heal, if you waste time setting it up.
I would argue if it was a 16-second self-heal, it may still be extremely strong, but I think I'd be okay with it because again, they have to run to it first. The main problems with CoH are actually central totem spawns that are hard to snuff, and the fact that snuffing is extremely inefficient.
Then again, my main problem with it, is that it motivates tunneling and nerfs hit n' run, a playstyle I really like to play against and play as. :(
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I like both idea. Corrupt sometimes is kinda bad, because it can force survivors to do the gens I don't want them to do. A notoriously great example for this is Storehouse.
Another problem with corrupt is that against focused SWFs it may force to just 2 min stealth it. If it's basekit everyone may just decide to stealth it, and that would be boring. People suggested BT + Lethal Pursuer instead, as a more straightforward and interactive solution. I'm not a fan, though.
I feel like the map design is a huge issue when balancing the game. Maybe doing smth like BT + all survivors always spawn together unless used an offering. I feel like making survs spawn together is long-time overdue. But I guess I'm alone on this :D
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Every 4th or even 3rd match someone dc's after being downed or just kobes on hook. After that it's usually gg, even if not I dont wanna continue that game most of the time. Not as surv, not as killer. Annoying and people should think before pressing the "ready" button.
It's especially funny when I play killer, they make 1 or 2 TERRIBLE plays, go down and then DC. When they are being sandbagged, at least I can somewhat relate, but when you just can't own up to your mistakes, I find it pathetic. Again, maybe it's just me
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I do believe Plague is one of the best-designed killers in the game. She is versatile, strong, and has several counterplays, each with its own throwbacks. She has to adapt to the style the survivors choose to play, too. I really like her.
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Second this. If survivors don't play a game that you are comfortable with, don't play it at all.
If you feel like you will learn smth from this game, learn it, but always prioritize your mental health
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Not an expert, but Twins are also incredibly dangerous vs Solo survivors. I think it's a whole different game if it's swf
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I mean, we need some kind of system that does not scale exponentially but linearly. I do agree with them on this.
One example could be: Bloodweb now has 150 levels, and every 50 levels you can unlock the character's teachable. Once unlocked, the perk is available on all other characters without unlocking.
I think the above is a bad solution, but it demonstrates a solution.
What they say is removing the perk tiers would be the same amount of work-time as developing the above solution, so they want to win some time in the long run. I think it's... probably okay..?
My main concern is that judging by the upvotes to the grind questions, EVERYONE is very concerned about the grind. So I feel like they should prioritize this issue a lot.
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I am a TTV.
I am not getting paid to destroy other players. In fact, I am mostly not getting paid at all lol
There are some people that do hunt me first, and I just try to use these encounters as an opportunity to become better at the game. But these encounters, thankfully, are EXTREMELY rare. Most people, I think, perceive ttv's as normal players (because we are), that later you can check their vods to see the game from their perspective and learn something new. At least when I'm playing against a TTV that's what I do. It makes me learn more.
Unfortunately, I can't really blame people for dodging multi-TTV lobbies, because many times they can be the most toxic/sweaty groups in the world. But the difference between them and the other toxic and sweaty groups is just their names. Also when I'm with my TTV friends, we are usually just memeing, which basically includes us roleplaying some stupid joke, like "looping after mommy huntress". Do we go down? Ohh, yeah! Are we having fun? Yup. And I think the killer, too.
The fact that you've used the word "disgust" makes me kinda sad. I'm not sure if you've had some bad experiences in the past with some streamers and now you are categorizing all of us in a negative light.
In short, you are the minority. There are certainly people like you, but I think it happened to me less than 5 times. It happened less than some funny meme joke, like Victor following me the whole round and the killer's name as a joke was "paid actor".
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This is why balancing while relying solely on statistics can be very dangerous.
Here are 2 killers I hated (and against 1 still hate) to play against: Wraith and Bubba.
Why? Because They seemed too strong, especially when I was very new to survivor. As a killer main I did understand that they are not OP and their potential is actually very limited (especially Wraith). So how I see it: Unless the killrate is some crazy %, like 70%+, you have to not care about and focus on the higher Mid-high MMR. When I constantly loose against Wraith and Bubba, it's my job as a player to learn how to counter them and how to get better against them. Same against harder, more teamplayer testing killers like Twins, Plague, Cenobite or Hag.
Me learning how to play against them and getting much better results is what makes this game satisfying to play. And this is where listening to low MMR data may be very misleading. Now obviously, if you lose against Plague for 50th time in a row, then maybe BHVR should look at the aspect of "how do we make it easier for newer players to understand the power of the killer". And also let's be fair, to actually meet Plague 50 times you'd need a large number of hours in dbd.
This game is heavy with info. But if you want survivors to learn and actually enjoy. Remember, a person will meet Twins less than 3 times in 300 games (I'm pretty sure most of the 1% pick rates is on high MMR). YOu won't learn how to play against them even if you have a few hundred hours in the game, yet you can actually already be at mid-higher MMR.
Sorry for ranting. Just to summarize: blindly relying on stats to balance your game is EXTREMELY dangerous. Stats is a great tool, but you have to be cautious, how you use it. Imo, obviously.
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I support this
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*Oiry bing-bongs in Spirit chase music*
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@fblurbg said:
https://forum.deadbydaylight.com/en/discussion/comment/2761702#Comment_2761702
Did you not read anything in my original post? My issue with the addon nerfs is that the addons aren't the problem. Camping is. That's why the changes won't do anything, because it doesn't address the issue. Yes, weakening their addons counts as a nerf. But it's not a meaningful nerf. Sure, their kill rate might go down by 1 or 2 percent. But nerfing those addons doesn't address the core issue.
Yes, but they know it. They said in the QnA that the changes they've done required almost no devtime. These were changes that the designers could do themselves by tweaking the numbers. Addressing Twins in a meaningful way will require a lot of dev and designer effort which they do not have atm.
I personally think they should've not even touched the addons, if you ask me, BUT, since high kill rates of Twins was an issue for them, they decided to nerf these addons.
Is this a good change? Probably not. Will it achieve the goal? Most likely. Is the goal dumb? I think so. Is it my job to decide that? No. :D
Also, I did not react to your original post, but to your comment
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Make BT basekit. Make Corrupt basekit. Noice.
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@fblurbg said:
https://forum.deadbydaylight.com/en/discussion/comment/2761679#Comment_2761679
Problem: Twins' camping makes them incredibly strong
Solution: Nerf addons that have little to no effect on their ability to camp
Do you see the issue?
What you just said makes no sense. No one talked about camping. Did I miss something?
It's been said that Twins that know what they are doing are using this addon. So the nerf will affect them. Do they camp or don't camp doesn't matter? They DO use the addon, which (according to you) doesn't help them camping. So they either don't camp or don't want to camp. Even if they do camp, the addon still makes them weaker.
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@fblurbg said:
https://forum.deadbydaylight.com/en/discussion/comment/2761625#Comment_2761625
No, it solves no problems because the addons aren't the problem.
Problem: Twins's kill rate is too high at high MMR
Solution: nerf the addon that everyone uses at high MMR, reducing their powerlevel a tiny bit, thus making Twins less viable at high MMR.
Which part am I missing?
Again, I don't agree with the change, I'm saying just because you say everyone uses the addon, who knows it's great, doesn't mean it won't solve this particular fact they do consider a problem.
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I don't want to see it, but I want some kind of sign that I am getting better at the game. Right now you can play 1000 of matches and you will still play the same game of the same difficulty, cause of how MMR works, without any actual feedback from the like "hey, you're doing pretty good"
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@fblurbg said:
https://forum.deadbydaylight.com/en/discussion/comment/2761566#Comment_2761566
"lindly following stats without any further thought clearly isn't what's actually going on here."
Except it is. Stats are the sole reason these addons got nerfed, because the stats said they needed to be.
You know why Twins players who ran these addons had such a higher kill rate than Twins who didn't? Because every single Twins player runs them and the only ones left are the ones who don't play Twins. Those addons greatly mitigated some the most frustrating aspects of Twins, making them extraordinarily popular amongst the Twins community. I can say with 100% certainty that the majority of people who weren't running those addons on Twins were people who don't play the Killer and don't have the addons—in which case, yeah, they're not going to get a lot of kills with the Killer they don't play and haven't grinded out.
It still solves the issue, doesn't it? If they want the numbers to fo lower with the addon, even if 98% of players use it, they still nerf these addons and get the result they need.
Don't get me wrong, I don't like changing stuff based solely on stats, but what you say here makes no difference, right?
You can argue that good Twins players can get those numbers without the addon, but you can't prove it from a stat perspective (which is what they are supposedly looking at)
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@Saitamfed said:
https://forum.deadbydaylight.com/en/discussion/comment/2761519#Comment_2761519
I mean they could do it but that actually means they can't slack anymore... because they've told the playerbase to wait about a lot of stuff (one of the most waited things was returning the legacy to the owners) and then they told you "You know what? Screw you". And it will force them to fulfill their word instead of playing and fooling around.
Knowing how development works from the inside... it never works like that. I wish I could say "ohh, they just had to work harder", but 99% of the time it's actually because when you develop there are like 420 different problems being thrown in your face that you have to solve.
I know some people expect them to work 20 hours a day, but... let's be real...
Communication with the player base is hard, especially since many players don't really understand or sympathize with them. These people will not like anything. You are only saying soon? Bad. Saying dates but not delivering? Bad. And don't forget, the upset people are always the loudest ones.
I'll let them say when they are ready. Saves me and others disappointment. With the QnA, you can get a general idea about the plans. A very vague, but an idea. I'm glad I have it.
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I do not agree with the changes and I do want the Twins to receive buffs... and even more than buffs major QoL changes/rework.
But they did say that these are the changes they could do without development time, basically. so these changes were basically almost "free" in terms of dev time. I am not sure if these changes will essentially cause the results they want, but it's good that they know Twins need major changes. Currently, they just don't have dev time to do them.
Hopefully, "soon".
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I do COH needs either a more significant nerf, or a complete rework, BUT:
I am glad they did acknowledge the problem
They acknowledged the problem by actually implementing a nerf into the game. I did not expect a quick action like that. This feels good.
I do still think they have to nerf it in a more significant way. I hope they know it, too.
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@R1ch4rd_N1x0n said:
https://forum.deadbydaylight.com/en/discussion/comment/2759413#Comment_2759413
^ this is very true.
Sadge.
Yeah, I realized I was just ranting about Pig, because I REALLY like Pig for some reason. The whole crouching, the traps, the boop da snoot... But at one point you just don't know why keep playing if people escaping is kind of a given...
Having some fun chases on her is not that bad. The funniest ######### is when you meet the toxic people (not players, people), that brag about them escaping because I'm trash... okay, mate.. :D
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2760744#Comment_2760744
She does need some buffs (like I already mentioned in the other thread). She isn't unplayable, though.
I mean, you can play her if you are okay with 3.5 average escapes against you. I'll be kind and say 3 because it's hard to boil the hatch escape to a flat coinflip rng. Or of course, survivors do major mistakes / you facecamp. I am not against it, I just don't find it appealing
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@ChiSoxFan11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2760545#Comment_2760545
I just tried out the Video Tape/Rules Set No 2 combo on stream a couple of days ago. I used the RPD offering (box spawns are going to be much harder to get to, if people even know where they spawn on that map) and Lethal Pursuer (along with Plaything, Pain Resonance, and Corrupt -- the other three perks that are part of my current Pig build).
Lethal got me into chase with someone almost instantly, and I got a down and hook. 2nd and 3rd hooks shortly afterwards. Someone got their trap off, and they -- and someone WITH a trap -- popped a gen, and I had three survivors with active traps going. The match was over with a 4K in right around 7 minutes or so. 2 survivors died to the traps -- when the 2nd one died, I had one survivor on hook and had just downed a survivor who had gotten their trap off and hooked them for the 1st time, so it was literally "Game Over".
It was ugly for the survivors -- pressure from the traps, the map is unfavorable, early pressure from Lethal getting me a quick down, and then Plaything to cause even more havoc. That first gen was the only one that got done. As I said afterwards, the combo is deadly in the right circumstances -- granted, on a different, wide-open map and against a SWF that wouldn't pop a gen so early, it's going to lose its effectiveness, but against a team that isn't as well-coordinated, it can be very nasty to go against. Again, though -- the map offering was key (in Otz's recent video where he used the "sweatiest" builds on each killer, he used this combo and played a Midwich offering with the same thought process, I imagine).
Sounds cool, but as you pointed out, against a SFW you already have the problem of people not popping that gen (I'm playing soloQ and I'd 99% it if there is more than 2 traps remaining) plus people can call out boxes to each other. To be fair, this strat along with the map offering, can slow down the game significantly even against decent survivors.
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Idk, I understand it's probably not fun hearing "soon" n stuff, but i understand why they say it. If they say "in the 5.7 update but then smth comes along and they can't do it outrage happens. I would rather have some kind of communication between the devs and the player base. While this is not the most ideal way to do it, it is a way and I'm happy it is in place.
Maybe I think this way because I'm a dev myself and I can relate, but yeah... idk.
Can't wait for the Twins QoL changes. It's gonna take a year, but I'll happily wait.
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@Junylar said:
How do you even know you have high MMR?
@fblurbg said:
Pig is just as playable and just as unplayable on high MMR as she is on medium or low MMR because MMR doesn't work.
For you guys I can translate. Pig is unplayable if 2 conditions are met:
Survivors are doing gens.
Survivors are able to do basic looping.
This is basically what people call high MMR.
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@ThatOneDemoPlayer said:
That goes for pretty much every M1 Killer, they're useless at high MMR
Okay, so are there any solutions to this? Nerf Pig?
Or you just don't play these killers at all?
There are many killers that can of course struggle on high MMR (if not all of them), but Pig literally feels like a 5th survivor sometimes.
Edit: by "struggle" I mean the games are very challenging, but you do feel like your input does matter in the endgame result at least somewhat. Killers like Twins, or Plague, for example.
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@Predated said:
They arent necessarily useless at high mmr. Being perk dependend isnt even bad at high MMR. Literally everyone is perk dependend in high MMR. Not running BT? Well, cant really unhook your teammates untill the killer is like 28 meters away. Not running DS? As soon as the killer decides to eat it and ntice you dont have it, you're dead, especially if your teammate doesnt run BT. No DH or SB? Well, gonna be quite a problem as you are very unlikely to reach a decent loop without losing a healthstate/getting downed, especially later in the game. No Self-Care or Circle of Healing? Better hope your teammates are easy to find, otherwise you're gonna be injured for quite some time. Not running Camaraderie/Kinship? Good luck getting unhooked from second stage.
Without specific perks in high MMR, you're not gonna make it. Even Nurse is very perk dependend in the highest of mmr.
I would argue that BT and DS, while being very essential, they are not needed to do well on high MMR for survivors, because you can rush gens and not unhook in the first place. +don't go down quickly.
Also even with the best perks in the game Pig struggles. Basically still at 3.5 escapes.
Also, you can do well as a Nurse on High MMR without perks. You can end chases quickly. Perks do make you stronger, but I don't see how she is depends on them.
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I play like 50% less time overall and a lot more survivor. But well, that's just me
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I do believe boons are more or less fine, except for the fact that snuffing is inefficient and the killer has no way to counter any of the boons. CoH is an exception to it. I think its vastly overpowered, BUT.
Let's assume that from a statistics perspective all boons are okay and in fact balanced. 2 problems still
1) The perks are meta-shifting and in some maps do nerf certain killers. A great example is Twins. They added Exponential and CoH, but never actually buffed Twins. We can argue that they did buff Plague (CoH), but I don't think this is a good approach. it is a potential balancing issue, that no one really looks into at the moment. Without nasty totem spawns it may be okay, like Swamp corner-totem spawn, but it's very easy to find central boon locations. CoH also barely depends on the area, unlike its 2 counterparts.
2) From a game design perspective you can argue that Exponential motivates to not slug. I personally don't think slugging is bad, but people have expressed their concern. However, CoH makes the hit n' run strats less viable. The strats I did like to play as and play against. CoH by itself is enough motivation for me to just tunnel because that is the way to counter CoH. This is what the current design motivates.
Also the last question. If CoH would make people able to self-heal in 16 seconds without healing speed buff and the perk would have a 60-second cooldown on it after being snuffed by the killer, would you still consider it a good perk? I would. I would probably even use it. That's how insanely good it is.
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I'd like an answer for why did they change Twins, nemesis, and Clown addons. Except for the pinky clown addon, it's a list of sad changes. Problem is, we all know the answer... And I don't want to hear it from them...
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@C3Tooth said:
Im gonna make a topic "More people should draw Spirit" because her arts give me more joy than playing against her without Iron will
Show me the art :O
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2751216#Comment_2751216
to annoy you obviously. Just ignore me if you don't like my comments lul
I never said you annoy me. I also never stated that I don't like your comments. They are quite hilarious, to be honest, :D
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2751225#Comment_2751225
I would love to play against Spirit once a day. I think on average I’ve played against like 2 or 3 a month since her nerf.
Yeah, it's sad. I would really like to play more against her. She is fun to vs. But I'm on low MMR and most of them are very bad and play a heavy facecamping style, which usually make me even more sad.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2751196#Comment_2751196
I’m sure you’re not too bad, you just need to keep practicing with her. Believe me, she isn’t a low skill killer like everyone makes her out to be. Not saying she’s Nurse levels of skill but she has a high learning curve nonetheless.
How often do you see her as survivor if I may ask?
I mean, Nurse feels super easy to play right now, especially compared to Spirit.
I think I usually see her like once a day, sometimes less. Definitely not a very common killer. So I'd say like one in 20 matches. Most of the killers I face are Bubba, Nemesis, Wraith... Specially first 2 is like suuper common
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2751175#Comment_2751175
You're like Jehovah's witness on your door. same type of annoying
You commenting over and over on a thread that supposedly annoys you is incredibly cringy, but mostly just dumb :D. If the person/post/thread/website annoys you, leave and never come back. This is not your forum, not your home. You have to choose what you are okay with consuming/watching/reading/clicking/interacting with. It's weird that we have to tell you this unless you are a child, which I suppose you are not.
No one knocked on your door. You clicked this thread and decided to comment because you couldn't handle your bitter emotions. If it annoys you, why are you here? If it annoys you so much you can't stand without commenting, maybe consider taking a break from the.... internet? Idk... XD
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@TheGannMan I am trying my best, man :3
Also, I do see Spirit on my survivor games. Not too often, and when I see one they are usually very bad. Like very very bad. I'm pretty sure my MMR is not the best as survivor.
But yeah, I mainly play Oni right now instead of Spirit. Playing Spirit, for now, is very stressful for me. Probably because I am terrible with Rin. Basically, after 2 games of Spirit, I switch to 4-5 of Oni and then back to Spirit. Super-hard and you can make many mistakes as Spirit. She defly has potential to be very fun though
Also her new terror music and chase music are incredibly. Im specially a fan of the terror
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Ohh, didn't know it's fixed on the PTB! That's actually a great job from BHVR! No sarcasm! I was worried it's gonna stay for long, like the muted 4th gen.
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@BenSanderson55 said:
I played Spirit a lot yesterday because I hadnt done her challenges. There is a stand still mind game that works (maybe not against good survivors, but they might not expect it after nerf).
After they throw a pallet and you're on other side across from them use all of your phase but don't move. A lot of the time in these situations survivors just stand on other side of pallet staring you down waiting for you to break the pallet or phase.
As soon as you hear them vaulting, unphase hit them. They hear you phasing forever and assume you're going around the pallet, so they vault into you. This prolly won't work forever. I dont think the directional audio cue works that well at such close range or makes them panic.
I did try something like this. In fact, because of the directional audio, you can phase to the side to make them panic, but in my first games, it never worked. Basically, they do 3 things: Leave the loop completely, stand still, vault the pallet slowly. So it's kind of a guess. To ve fair, on very short loops it always works, just because of your movement speed
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/304918/spirit-is-the-hardest-killer-ive-played-so-far
As someone who has hearing issues. I recommend audio programs that bump your audio up by decibels...Whatever you need it to be. (I need mine amped up 90 DB) Use filters to sort of drown out the chase music. I then can somewhat hear the survivors and locate fairly accurately.
I wish they never took out fathers glasses.
Sorry to hear that :S
I have heard about these programs.. maybe I should try them out, but I've been told they are not that big of a deal for an average player like me. Also I'm not sure how much that would help against Iron will, now that I think
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@NAERUUU said:
https://forum.deadbydaylight.com/en/discussion/comment/2748539#Comment_2748539
Use this power and being afk still working and don’t talk about high mmr in this game
Somehow I knew you would talk about MMR. So if you read back I specified just for you: "not stupid survivors".
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@NAERUUU said:
https://forum.deadbydaylight.com/en/discussion/comment/2748451#Comment_2748451
Listen me, I was an 1300hrs spirit and legion main.
I know of what I talk
You sound and talk exactly like the person who doesn't know what "you talk". I literally said Spirit is the hardest killer for me to play. That was the main argument in the post. It's not something you can ignore or deny, because it's a personal perception of mine. Yet you did ignore it. It doesn't matter if you have 1k hours on Spirit or 20k hours on Bubba. You either didn't read the post or decided to downplay it. Both are enough reasons not to comment because it's not constructive.
The only useful thing you said so far was to use a good audio setup (done before I started playing) and, I quote "and just afk for « amazing mind game »."
If this is not that standstill mindgame, which again, DOES NOT WORK on high MMR, then please tell us what is this secret afk technique? Again, my post specifically said I have problems against not stupid survivors. They know you can't stand still anymore
So what exactly are is the strat?
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@NAERUUU said:
Spirit hard to play ? LMAOOOO
plug ur best stereo headset
and just afk for « amazing mind game ».
Idk if you are trolling or not, to be honest. Read the post, before commenting I specifically addressed that she is the hardest for me to play.
Afk mind games don't work since the last patch.
"lmao"
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Idk, I'm been called racial and homophobic slurs in the chat. reported them. No one gives a #########.
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@Labrac said:
Against Iron Will players you want to use short bursts of phase. Instead of using all 5 seconds trying to track down an IW survivor, use only 0,5-1 and phase to the last location you saw them. Most of the time you can use the speed boost you get when exiting phase to go for a lunge. At the worst scenario your power will recharge very quickly because you barely used it and you can try it again. A lot also comes down to prediction as well.
So in a sense it's a bit like Nurse's first blink, where you blink to the last known location of the survivor to land your second blink?
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Also tagging @TheGannMan as my prev Spirit guru
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@Dino7281 said:
Spirit is not about skill that much, it's about hardware a lot. You just need really good headphones to be good with her.
I would also say prediction, but you should have that from Nurse.
I think I have good headphones, because I can usually hear the survivors.. except maybe for Ace... Hard to pinpoint breathing, though.
Predicting does work well, yes. However, on higher MMR is feels almost impossible sometimes. Maybe it's a bit like on Nurse, where you have the chain-fails? So 1 survivor tricks you like 3-4 times and you get a bit tilted and start making mistakes and then make a lot more mistakes again.
It's just a bit sad that my success on Spirit depends not on my skill, not on the skill of the survivors, but on the fact that they decided to bring this perk 3 times. How's that cool?
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I won't use Stridor either way, because it's extremely confusing to use it. Basically, it makes everything too loud and it makes tracking the real location of a survivor miserable @Smuk
Also yes. Stridor does not counter IW, which is kinda the only problem I guess I have