PassarinoT
PassarinoT
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I mean it certainly rids the ability to facecamp while revving. I don't think that's too bad
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@Owlzey said:
It does sound tense that's for sure, but idk if it suits Billy. Maybe it'll grow on me.
If anything, I really love his lobby music. Definitely one of my favorites.
Yes! It feels like his chase music doesn't fit him, but the lobby music has a tinge of revenge and pain in it and I love that.
@madamretto said:
The one in the lobby sounds bad IMO, the chase one is a little better but still not very good 😐️
Personally, I like it. But different folks, different strokes, I guess. The chase music does have room for improvement tho!
@immortalls96 said:
Pretty awesome..I like the more intense beats like ph
Yeah PH is pretty cool. This one feels generic.
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@ZtarShot said:
It's kind of a vibe, but I feel like it should be Leigion's
Yeah this is fair, feels more like theirs.
@Victor_hensley said:
While i do like more chase music, this one is not my top 3. It sounds like a dumbed down version of the Deathslinger's music.
Same, feels very generic. I like that it exists, but it's not the best.
@Seiko300 said:
I like it, was a very welcome addition that I didn't know was going to be coming. I don't think there's much bad to say about it per-say, I don't like it when the unique themes are super jarring and really in your face and ears like the Doctor theme.
It is what it is.
Same here, was exciting to load in a game and hear a new theme! But honestly I like the jarring themes lol. Just preference.
@malatruse said:
It's nice that he got his own music. I do like how the instruments mimic the revving of a chainsaw. It's not enough on its own to make me play him, though.
Yes! It's nice how they do that, wish there was more of it tho!
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I personally like them. I like the ability to get new cosmetics that are otherwise near impossible to split into three bits. I want to see the devs add more creative sets, and preferably sets of 2 that can have a third customized, but still it is interesting to see. You aren't obligated to buy them.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1483166#Comment_1483166
There are snakes, they do move...at least i think their snakes? They def move
Yeah she has little snake-like "dreads" that twitch around a bit lol
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@Jesya said:
@PassarinoT placeholders don't belong in the live game -- it's broken. I can't imagine someone from BHVR thinking yeah... this looks good push it through.
Yeah, very right, could also be just early testing to see how the system works but I still don't think that should be set across a live platform from console to PC like this.
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@MojoTheFabulous said:
I don't understand why they decided to change something that had worked fine for years.
It's been very inconsistent with auras being solid, I hope this is only a placeholder while they work on making better auras that are less likely to be buggy, as they definitely have been in the past.
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I always thought it would be neat to see a clown mori in which the clown forces a survivor to drink a tonic lmao
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Personally, I like Lery's and Hawkins. I like the indoor stuff. I just wish it were better balanced and we could get a modern hospital. I want something pretty to get killed in :o
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@MigrantTheGreat said:
Imma leave this hear so that y'all know and understand that the way Spirit is being played is the way she was intended and that you really can't nerf Spirit without defeating the purpose of her!
https://us.v-cdn.net/6030815/uploads/2IP99WU6TGGJ/spirit.jpg
You can still mindgame with this, phasewalking would just hide your husk so you can move freely about without being seen at all instead of standing in one spot
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Execute or attack? The Executioner's attack is intended to go through walls
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@snozer said:
So delete her from the game, got it.
If you do the sound thing dead hard will screw her over like it screws the nurse over. Every survivor with dh will become a 3 hit down.
Lol no, she has no fatigue post-phase. Just wait out dead hard ez
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Yeah, which is why I want something to pay homage to it in DBD tbh
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@DetailedDetriment said:
I don't know why more people don't watch her hair. It's an obvious queue as to when she begins phasing.
Yeah, oddly so. might as well go all out with it.
I fear the devs are going to remove that factor when they can
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Perks in end-game screen are bugged right now anyways. It may be a visual error but they did actually have it?
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@Khakuate said:
that would be really cool
Thank you! I hope the devs do something like it, her standing still is not very cool of a power. I mean atleast on the survivor side it's not very spooky.
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I lowkey like the effect of knowing they're exposed. I hide in distant places, stalk people to exposure who I won't chase, then watch them run around trying to hide while I go hunt for someone else.
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@katoptris said:
https://forum.deadbydaylight.com/en/discussion/comment/1470608#Comment_1470608
Can we not have anymore power bar for killers
People said that like 3 chapters ago, nobody cares, they're not making killers awful, that's you not knowing how to use it effectively.
Ever since Clown, we have gotten 7 killers with power bars. They're not that bad.
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The Looking Ball Man
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IMO If it were linked to generators, I think that could a be good concept. Survive to 1 gen left to get 4 stacks. Idk what other bonus it could get tho. Maybe slight sprint burst upon gen completion.
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I REALLY WANT THIS.
Also, the rest of the concept art masks PLEASE! They are too good to not be used. (The disc-crested one is my fav)
And maybe even the concept armor.
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Train bots to teabag, that's all I'm saying
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@CertArn said:
https://forum.deadbydaylight.com/en/discussion/174427/hard-mode-concept-thoughts
So how this will be harder for a killer? Because sounds like killer heaven to me.
I hope it'll be more balanced, if anything. But I guess only a test of it would tell. I think it could be evenly difficult. And more scary ;o
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This is exactly one of the main issues with DBD rn. The objective requires little to no boldness and is too fast to complete. I tried to make a rework concept to remedy this, but didn't get much traction.
@PassarinoT said:
To access the document which is way better organized, here's a link:
(The document contains more information regarding perk rework ideas. Forgive me if something is missing, it's a bit dated)
https://docs.google.com/document/d/1mko1qyx1asSN9Ff7OzS3IjNGL3OWsgc_Ni0ZYeXA50c/edit?usp=sharing
Generator Rework/Alternative Gameplay Concept
Summary: This concept is a rework to generators to make the main objective 1) less monotonous to complete, and 2) more risky to complete. The objective of this rework is to make survivors more bold by going around the map, searching for parts to finish generators, and risking being caught. Alongside this, it makes generators more interactive and less boring to work on. Generator work itself takes 40 seconds for one person to complete a generator, but this does not include time to find parts. This rework will also hopefully change, or even eliminate, the idea of “genrushing.”
Section 1: The Generators
Reduced amount of generators may sound insane, but I believe that the part/segment system will make this more balanced and scary to play with.
- Each trial, 6 generators spawn around the map.
- 4 generators are required to activate the gates.
- While repairing a generator, the progress bar is broken into 4 sections, which I’ll refer to as “segments”.
- Each generator requires 4 different parts for each section to be completed.
- Each segment takes 10 seconds to complete, with a total of 4 skillchecks distributed every 2.5 seconds.
Section 2: The Parts
Parts are similar to items, but do not appear as being held by a survivor. By default, only one can be carried at a time. This is to slow down genrush and force survivors to be more present in the map.
- Each game, there are 24 parts hidden around the map. 6x each of the 4 types of parts.
- Survivors can, by default, carry 1 part. Toolboxes will affect this.
- To find parts, survivors must search boxes around the map. Each map spawns 32 boxes.
- Searching a box grants 50BP in objectives.
- Searching a box takes 4* seconds by default. (*Reduced from 8)
- Searching a box emits a noise that can be heard within 8 meters.
- If a survivor has a part held, they cannot search boxes. If all generators are completed, then boxes may be looted for bloodpoint bonuses and shard bonuses.
- Boxes can contain the following:
- Part type 1 (Always spawns 6x)
- Part type 2 (Always spawns 6x)
- Part type 3 (Always spawns 6x)
- Part type 4 (Always spawns 6x)
- Bloodpoint bonus, gained in addition to post-game score. Anywhere from 500BP to 3,000BP.
- Iridescent shard bonus. Anywhere from 5 shards to 20 shards.
- Boxes will spawn spread apart from one another, and should be slightly hidden, if not more.
- Good examples of box spawns include:
- Behind walls near the edges of maps.
- Next to a tree or shrubbery.
- Between debris or objects in a main building or jungle gym.
- A few in the basement.
- Next to locker spawns.
- Boxes are themed differently for maps, similar to breakable walls.
Section 3: The Repair Mechanics and Rewards
Survivors repair mechanics are tremendously different than currently, with one survivor being able to install a part in 10 seconds with 4 skillchecks and being able to earn up to 1,100 objective points if all great skillchecks are achieved. But this comes at a cost, survivors must find 4 different parts to complete one generator.
- Each generator has 4 segments which each require a unique part. When a generator has been repaired with a specific part, a survivor cannot contribute to that generator unless they have a different part obtained.
- For example, a generator has been repaired with part type 2. If a survivor has found a part type 2 and tries to repair that generator, they cannot. They must find a part type 1, 3, or 4 to contribute.
- Only one survivor may work on a section at a time. However, multiple segments can be done at once.
- This means that survivors can finish a generator in ~10 seconds if prepared well enough.
- However, every survivor will have to find a different part around the map.
- To gauge the amount of progress even further than generators completed, a circular UI will surround the generator icon with a percentage of how many segments have been done. This will be visible to the killer and survivors alike. I’ll refer to this as the “Segment Gauge”.
- This gauge is out of 24 segments. Once a segment is finished, it will update with the current amount.
- For example, if 6 segments are done, the gauge shows at 25%. If 12 segments are done, it shows at 50%.
- This is seperate from generators complete, survivors can have 75% segments done without a single generator completed. (Basically, all gens have ¾ segments done without one finished.)
- Cancelling a segment repair does not explode a generator anymore, even if a skillcheck comes up, but instead erases all progress on that segment.
- Repairing one segment on a generator rewards the survivor 300 base objective bloodpoints.
- Skillchecks do not instantly reward the survivor. Instead, they are added to a final repair score once a segment is completed.
- For each good skillcheck, 50 points is added. For each great skillcheck, 200 points.
- Failing a skillcheck adds no points.
- For example, I complete a segment with 2 good skillchecks, 1 great skillcheck, and 1 failed skillcheck. My segment repair score will be 600 objective points.
- Add-ons and perks can be used to increase bloodpoint gain.
- When a generator is powered, all survivors gain survival points as follows:
- 1st generator completed: 400 survival points.
- 2nd generator completed: 300 survival points.
- 3rd generator completed: 200 survival points.
- 4th generator completed/exits powered: 500 survival points.
- Escaped: 3,500 survival points. (Hopefully, other scores for survival will be more common. Hence why it is lowered.)
Section 4: The Killers Side Of It
Killers can no longer kick generators, but interrupting a survivor repairing will reset the segment they were working on. Alongside this, the part/segment system forces survivors to move around the map more, making them easier to find and creating a more dynamic interaction between killers and survivors.
- Killers can no longer kick generators, but can gain bloodpoints for interrupting repairs.
- If a survivor stops repairing for any reasons, it grants the killer 50 deviousness.
- This total is tallied up and granted at the end of the round so as not to reveal survivors cancelling when a killer is nearby.
- Killers may trap a box, this effect will last for 45 seconds. If a box is trapped, once fully looted, it creates a noise notification for the killer. This action takes 1.5 seconds.
- Killers may also close an opened box, this will also trap it for 30 seconds. When searched, nothing is provided for the survivor. This action takes 1.5 seconds.
- Trapping/closing a box grants 50 bloodpoints in brutality.
- If a trapped box is searched, it will grant the killer 100 bloodpoints in deviousness.
Please feel free to ask any questions, I may have phrased a lot of this oddly. Don't hesitate.
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@NursesBootie said:
https://forum.deadbydaylight.com/en/discussion/comment/1471180#Comment_1471180
I like chase potential so i played a lot of slinger in the last few weeks. Denying exhaustion perks is one of the most satisfying things you can do with him.
And pulling someone down from a second floor while they teabag you. So good.
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@Oicimau said:
https://forum.deadbydaylight.com/en/discussion/comment/1471254#Comment_1471254
Nice.
My point is that not using any perk as killer is way more handcapping than no perks as survivors. ;)
Yes this can be true. Unless it's a 4 man SWF and they're coordinated lol
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@28_stabs said:
I believe auras were added to keep the motion. Remove auras and we will have less action. And the harder is game, likely, the less players will stay.
Hm fair. Maybe there could be an added mechanic/objective to keep survivors bold and moving about.
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@Oicimau said:
Hard mode? Use No Mither as survivor, or no perk at all as killer. :D
LMAO Trust me, Spirit or Legion is easy w no perks. Atleast after 2.7K hours.
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I knew I was getting myself into that... Atleast it's out of the way, ty lol
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Is this official or are you, piece-by-piece, speaking this into existence? Either way, I like it. Is it your work? Looks familiar from elsewhere.
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@NursesBootie said:
https://forum.deadbydaylight.com/en/discussion/comment/1471123#Comment_1471123
Haha redeemer go boom
A Laurie got off the ground with adrenaline today, so ofc I snatched her mid-sprint-burst and downed her once again. *laughs in deathslinger*
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1470722#Comment_1470722
That was the most important part of tge message so thats fine. Not every killer needs a power bar
I ain't saying they do, but literally any killer can have a power bar, it's just a visual indicator of it's use. I mean like you can put on on wraith's uncloak and recloack. It's just a visual.
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Ngl I did not read as I'm too tired for all those words, but the way you formatted the killers and their builds is satisfying.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1470608#Comment_1470608
As soon as you said power bar i was out. Hes the trapper. He places traps. He doesnt need a power bar as his ability is already limited by tge number of traps he has and how long it takes to place those. All he needs is for his traps to spawn slightly cliser together, allow him to carry 2 at base and buff the trap setting speed by a quarter to a half of a second. Thats it, hes golden.
Thank you for telling me you're not considering a word I said beyond "power bar", I'll stop reading your post right when I read "I'm out"
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I'm ngl, I think the devs should give him a new power. Still using beartraps, but something to make them:
a) easier to place
b) less fatal, but more useful during chases
My idea is give him a power bar that allows him to summon a trap in a spot and will consume half his power bar, then when a trap is disabled, the entity consumes it and gives him back like 1/3 his power bar. (power bar constantly refills at a slightly slow rate) Then, when a survivor is trapped, they have to succeed 3 skillchecks to escape it, then it is consumed by the entity and the survivor is free. This could possibly make it much easier for the trapper to place traps without consuming time and not have to walk all the way across the map. Very rough idea here.
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I kinda agree with you, but also it feels more like a Demogorgon type attack. She has a diff animation, her movement speed is linked to the attack, whereas spirit and wraith are not, and it requires a charge up rather than a simple M1. But I see where you are getting your idea.
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joey joey joey joey joey joey frank joey joey joey
you get the point perhaps
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I like mobile's approach to lobbies, although obviously optimized for a phone, it shows other survivor's perks, items, and offerings when playing survivor. Then, as killer, you can see the item they hold. But not add-ons, perks, or offerings. I wish we had this ability to see eachother's perks. That could slightly bridge the gap between SWF and solo.
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I think it would be neat if they made her breath do the thing it did in the trailer, have a dramatic effect when she begins to phase. Could be cool.
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The Strangers: Prey At Night or probably Hereditary
Both are wildly different, but I love them equally. Hereditary is horrifyingly genius, left me traumatized for ages. TS:PAN is beautiful, aesthetic and plot-wise. Great music, too. Also, Hereditary has a great score.
Something about them both just clicks with me, I can never get tired of watching them.
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@SloppyKnockout said:
It IS the entire point of her power. To use your ears. Since it's the only reliable source of information she has (if you say scratch marks are in any way reliable, you need to concede, immediately). Directional audio is ALREADY balanced. Your solution of removing it and gutting her chase potential is just awful.
The answer isn't to nerf something, but add to the survivors ability to counterplay her. Period.
Alrighty. I'm clearly not going to get through your hard head, but I understand your point. What mine is is that counterplay is nearly impossible even if Spirit gives a warning. You can try, but no matter what, she still receives far more information than survivors do, which is heavily unbalanced. But I'd be fine with giving your attempt at a fix a try.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1468044#Comment_1468044
Why does "directional" (aka, realistic hearing) audio have to be a part of a killers lore? Does resetting traps on the ground have to be a part of trappers lore? Cause it's not. That is such a weak point, lol
Again, you're wrong. Taking away her directional audio would render her chase potential worthless. She's already a 110 killer. My suggestions are flat out better. They keep her powerful, but give her counterplay. Which SHOULD BE, ALWAYS, the goal over an outright nerf like you're suggesting.
I never said it was, you said it was the entire point of her power, powers usually are a representation of who that character is, transformed into a BALANCED game mechanic. That was coming from you.
"Again, you're wrong" Sir it's not even tested, it just sounds like you have no skill and don't want your crutch Spirit to require skill and have a real learning curve. Her counterplay is still non existent. Spirit's tracking is SO braindead, you are spoon-fed information when playing Spirit. Survivors? They can try all they want to hide the information given, but it is far more detrimental than helpful.
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@blue4zion said:
I'd love to test the non directional audio for phase.
I also just want to point out that survivors can hear her footsteps while phasing, and you can see visible jerks to her animations/hair the second she leaves the husk. So there is more than just the Whooshing
Yes this is true, the footsteps are hardly reliable though, I often have to face my camera all the way from the ground up so I can hear them more accurately. I would like to see a PTB though with this effect.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1467992#Comment_1467992
The entire point of her power is to use directional sound. Again, if you take something AWAY from her, she becomes worthless.
Survivors complain that it's a guessing game when going against a spirit, so taking away directional audio only makes it so it's a guessing game with her. Which completely invalidates her need to use her phasing. It's an awful idea, straight up. She just needs tells. A different animation on her husk when she is phasing, and directional footsteps while she is phasing that the survivors can hear and react to, also, as I said, she should effect things like grass when she phases through it.
The answer isn't always to nerf something.
Her power doesn't have an "entire point", it has multiple uses. Directional audio isn't an official part of her lore or anything, she's just a spirit. I'm not even saying this needs to be implemented. A PTB to see how much it requires skill over headphones is all I want to see.
And I have even suggested that if this change was added, her base speed could be buffed to balance it out.
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@SloppyKnockout said:
I don't think taking away the information she has is the answer. If you do that, she becomes basically useless. Going from A tier all the way down to nearly C tier.
I honestly think that if she had a visual tell whenever she started her phase, it would make a world of difference. Also bring back the thing where the grass moves where she phases and give her footstep sounds.
No, people don't realize how powerful I am saying she can be. I don't want her audio gone, I want it changed.
Currently, she can hone in on three things:
- Visual queues, minus the survivors
- Sounds: Direction
- Sounds: Volume
I am only saying to take away the directional aspect. That still leaves her with visual queues and volume. When phasing, it would become a game of hot and cold. You can't tell right away what direction the survivors are, you have to play quick trial and error with the volume. When you are going the wrong way, you'll know from decrease in volume and vise versa. She will remain powerful, just this time players will have to, drumroll please, think.
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Oh wait... This is a good point? I completely forgot about breakable walls factoring in on alert, especially with how long it's taking to add them in. I actually forget they exist until I get a new map lol.
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@Terro said:
Aren't spirit mains the ones who are generally the first ones to complain when the sound bugs out? At the very least I notice a severe lack of spirits when the sound bugs act up. I think this might just kill spirit completely. Imo spirit is fine where she is. The argument always seems to be around whether or not she's fun to play against. I enjoy playing against her but that might just be me.
Yeah I don't know how devs mess up something new with sound every patch, and how killer shack had that weird cutoff effect for so long, but still. Spirit's power lets her have way too much information when survivors get little to none. I think either survivors need some more info, or Spirit needs less.
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@MigrantTheGreat said:
https://forum.deadbydaylight.com/en/discussion/comment/1436540#Comment_1436540
If you consider her so "Boring and Brain dead" have you tried challenging yourself with her? I'm a Spirit main and the main add-on I run on her is Mother-Daughter Ring to challenge myself, what makes her difficult to use right now is delayed scratch marks (which is why I run M-D Ring because Scratch Marks can't be trusted) and game sounds breaking every other patch, hell BHVR even turned the volume of chase music up to give survivor's a "additional chance" (though they have multiple 2nd chance perks) in which she has to literally predict survivor's and hope that it was the right way to go until the chase music goes quite!
I disagree with omnidirectional sounds simply because audio is her main source of tracking while phasing, and if they do that than they might as well give her her ridiculous post-phase lunge back to compensate!
Yeah, I've done it all but I'm personally not one to use add-ons on anybody but new nurse. Her addons tend to just make her power easier and more powerful. But her power remains braindead, regardless. I liked the old post-phase lunge, I wouldn't mind it back. I just don't like how unfair the playing field is with Spirit. She gets over two times the information survivors do.
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@lazerlight said:
What I wanna know is what happened to her sparkles when she starts to phase? Why did they remove that? Now it just feels like the only "nerf" she got was the vaulting animation.
I really dont understand why people say she got nerfed. She DIDN'T get nerfed, all she got was a vaulting animation and sparkles when using her power (which for some reason got removed). Counterplay against her is simply luck. Thats always been the counterplay and it still is. No spine chill, iron will, "walking-instead-of-running", or "listening to her footsteps" is going to change that.
That is why she is hated by a lot of people. Spirits just have to use their ears and they got the down.
Survivors need some kind of visual or an actual reliable audio cue to know where she is or what's she's doing. At least a vague indicator to help survivors in their decision making.
Exactly, the playing field isn't fair. Although this game is supposed to be asymmetrical, this power isn't balanced right now.


