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PassarinoT

PassarinoT

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PassarinoT
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  • @Rivyn said:

    Maybe I'm missing something, but what is 'two dimensional' hearing? What sound cue does she get that survivors don't?

    Two dimensional, she gets X and Y coordinates from audio basically. She can tell distance, and direction. Survivors can hardly hear either if any at all.

    Maybe even 3D is better term since XY and Z are at play.

  • No. Only reaction time. Although she is slower by base speed, her phase overcompensates. It's mindless on her end, and a frantic guessing game for survivors.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1436574#Comment_1436574

    My apologies.

    I’m saying if what if the current passive phasing had more physical impact on spirit, and gave survivors more juking options outside of her power? (not the actual phasing spirit can currently control and activate)

    So currently, from the survivors perspective they’ll see spirit randomly passively phase, and they need to listen out for the big loud vacuum to know whether she is or isn’t phasing. But as far as the player controlling spirit is concerned, they have no idea when passive phasing occurs, and it has no direct impact on the player controlling spirit.

    What i’m suggesting is instead of adjusting or nerfing her current power, make it slightly more difficult for spirit outside of her active phasing. So every time she passively phases she experiences actual involuntary phasing: she briefly loses sight of scratch marks, blood, and survivors, minus the speed increase, until the brief passive phasing ends. This can then be an actual feedback mechanism for survivors to attempt jukes OUTSIDE of spirit using her active power.

    Does this make sense?

    Don’t adjust how survivors can and can’t respond while spirit is using her actual power, nor nerf her active power, but adjust the difficulty for spirit while her power is on cool down.

    Ah I understand, that would be very interesting for sure. Her add-ons would probs work with it oddly, I like the idea though. That could definitely work. I'd like to see it be tried!

    Also, this may be a ridiculous idea, but possibly for survivors to get better input, she could maybe, when standing still or beginning to phase, emit the vacuum noise regardless. Non-directional sound emitted, BUT it does change in volume depending on how close she is to you. I feel like that could also be a slight, aesthetically improving effect. Sorta like Deathslinger's chainbreaking sound, but only depending on how close you are to The Spirit, and thus a quick death. That would offer more feedback for survivors, but not the same amount. Idk I'm tired now and I may be going crazy from time on the forums.

    (This wouldn't remove the mindgame entirely for phasing, but when standing still and not phasing, they can still hear phasing sounds, they're just being emitted from where she is and thus static, but if survivors move around, her phasing sound will adjust even if she isn't)

  • @sulaiman said:

    I hope they dont do that. i am colorblind, and cant neither see blood nor scratch marks on most maps (on some maps, i cant even se generator and hook auras). Spirit is one of the few killers i can play against those swf 10 ranks higher than me and get some success, because i dont have to rely on her scratch marks.

    IF you find her too easy, dont use her. For others, she is one of the few options.

    If this game ever has a solid matchmaking, my opinion might change, but i dont think we get one.

    That's on the devs for not optimizing for colorblind, which I think is VERY necessary for them to do but they have weird priorities sometimes.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1436562#Comment_1436562

    Longer cool down, and passive phasing becomes genuine involuntary phasing? I.e. just through normal play she is periodically losing visual on survivors, and survivors have a visual cue outside of active phasing to try and juke her?

    I'm sorry what are you trying to say?

    I should think a good power rework for her could be something along the lines of making her phase more of a "catch up" ability and offer a new alt ability that is more useful during chases and requires more skill.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/171312/spirit-has-too-much-feedback-during-phase-walk

    I mean what would be the point in playing her then?

    No visual on the survivors. No scratch marks. No blood. Maybe lucky enough to see grass moving.

    Without omni directional hearing, what does she have?

    People like to pretend that it takes no skill to learn how to navigate via hearing alone. It’s a fair reward and commendable to the player that they learn to use Spirit via hearing and nothing more.

    In a previous thread, I recommended they make use of her alt ability more, allowing her to force a fit of passive phasing, although that's not very passive then. But I think that she could use more than her phasing and make her phasing less of a pain for both sides. Possibly have an alt ability where she creates multiple bodies for a moment that walk in different directions. Just be creative. But right now, her phasing is so incredibly boring for both sides. As a Spirit main (used to be until Oni), she is too easy. As a survivor against her, you get no information.

    So I reckon they either add input for survivors, such as an occasional frame of where she is in phase, or they remove some of Spirit's input. That's all. She's just highly unbalanced when put into logical analysis.

    Also, without omni directional hearing, you have to use trial and error with your ears to find survivors. Not a mental map that is oh so easy to complete. Instead, you have to make that input in your head.

  • @CosmicParagon said:

    Give me a break, her only basekit inputs are noise and scratch marks. Her UR addon removes one of those, leaving her with just sound

    Sorry? I want her to be fun to play? Is that what you want to hear? She is literally so boring and braindead to play right now. Hell, maybe she should have 115% if her hearing is no longer directional. But her basekit inputs during phase are DIRECTIONAL hearing and scratch marks. Survivors get audio cues, but nothing directional. I don't care if she can hear survivors, but she should not be able to track them down instantly with two dimensional audio if survivors get zero to one dimensions.

  • @Yeebud said:

    So now that they nerfed Billy, people are trying to get them to nerf every good or viable killer? No. Spirit might be annoying to face sometimes. But she already got nerfed once. She isnt OP.

    I don't care for the billy nerf, although everybody seems to revolt, I never liked billy. But I'm saying she either needs to provide more information during phase walk, or she should get less. You shouldn't be getting twice as much audible information as survivors. Although I love her aesthetically and such, her power is absolutely unbalanced and no skill required.

  • As a 50/50 split main on survivor and killer, I wholeheartedly agree. I used to main spirit but she is SO mindless and easy it got boring within a month.

  • @LordGlint said:

    Temple for sure. I might be the minority here, but I actually LIKE the temple.

    I think we ALL love the temple here, I mean I hope at least. Ormond is a white hell.

  • It sounds radical, but I always wondered about a "trip" mechanic. Mostly if a survivor is running a killer in a single area, back and forth looping, they may begin to slowly lose balance and occasionally "trip" allowing the killer to gain a great amount of distance. Of course, for this to be considered IMO at all, I think maps should have more interactive routes to run for survivors so gameplay is not just running around a single pallet for half a minute.

  • @LordGlint said:

    Every character for the archive is characters you can unlock via iri shards, they did it that way for a reason. As for the perks required for the archive challenges, they also intentionally put the required perks in the shrine of secrets while the rift is still up.

    Again, I mentioned this and acknowledged that there was an incentive to buy via iri shards. But splinters are not new, either. They used to be in-game, but have since stopped showing. This is only to make the archives more accessible, this game can already be money-hungry enough with cosmetics. And with how slow earning iri shards is, you expect people to predict and unlock 1-4 characters and their unique perks over the course of a single tome? Sounds intimidating for new players. That's literally half the reason I meet people and they don't play past a few hours, the grind in this game for every aspect.

  • I wish they still made these. Hell, they should even make them for survivors for the archive challenges. That would be nice.

  • I believe it is an exploit if they stand there before endgame begins. Did you file an in game report?

    Also, I highly agree. I believe that there should be a mechanic where if the killer and you are colliding for more than 5 seconds, their collision should be momentarily disabled.

  • I feel. This is almost as bad as the first dedicated servers PTB. good god that was a wreck.

  • Odd. I didn't note it, but it could maybe be map graphical reworks? Not sure still

  • @Toybasher said:

    Nah. That's cool if getting hit with knockout "Concusses" you. I am curious if this is some kind of buff to blindness.

    Yeah, I like it. It's interesting but also I would like to see what all they added if they didn't mention these things.

  • Lowkey, I had an idea for making like a 2-4 second endurance status effect as default for unhooked survivors, then have borrowed extend the duration and also combine the current WGLF with it and re purpose WGLF

  • I think it's nice! However, I think this should be a rare occurrence and, if anything, cheaper. Locking players in to buying a 10$ cosmetic is ridiculous. But I do think occasionally it is appropriate. Also, some should be only 2 piece linked cosmetics IMO. Like the Robbie The Rabbit collection, it makes no sense how the weapon cannot be changed. Just money hungry I suppose.

  • I completely understand you. I get 4Ks constantly, but this game is still a weight on my shoulders when I boot it up. Even when playing casually, it has it's ways of tilting me without release. Even when playing casual I still get stressed by the bugginess of this game. It's just competitive and while fun, I think it's toxic in large durations.

  • @Teethgrinder83 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1397449#Comment_1397449

    Ok that's a bit of a relief to know, I bought Oni same time as when the silent hill chapter came out and I've been playing terrible with him-I'm not a great player by far but I didn't think I was quite as terrible as I seemed (since other killers I've been able to pick up easier), hopefully its as buggy as you say then it'll get fixed and I'll actually up my game a slight bit lol

    Yeah, he's a bit bugged rn sadly. but his core mechanics aren't too awfully bugged, just weird things like after hits he spins 180 degrees for some reason, but I'm sure you'll do well with him :)

  • @JephKaplan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1397441#Comment_1397441

    Ye i personally agree, the whole idea behind the chapter, Spirit's lore, her visuals, the map, the map's lore. Its a very polished chapter same for cursed legacy demise of the faithful and stranger things, they are all really polished and feel like a lot of work went into them. But smth like chains of hate, darkness among us (all the bugs and legion on release) and even curtain call, they all feel so just bad and almost fan made like its smth u'd read about on the forums not smth a million dollar company would release, especially chains of hate, still can't believe thats a legit chapter.

    Honestly I'm surprised you said Demise feels polished. That chapter felt VERY quickly made IMO. But, I also find it strange you didn't like Chains Of Hate. As much as I did not want a western style killer, the map feels amazing, the killer's lore is great, and his power has great potential to be fun. But Darkness Among Us and Curtain Call are gross IMO. Esp Curtain Call bc it's also a recycled map but I guess I can give them a break on that because that's when they created the cosmetic shop so I guess they focused on new cosmetics more.

  • IT IS SO IRRITATING! I LOVE playing Oni, but can't! He is so bugged right now. From his power randomly filling but being unable to activate, to his hits spinning him, it's all just so disorienting and frustrating right now. And that really makes me sad bc he's my main

  • Demise Of The Faithful ;,(

    It felt so rushed and badly made. The lack of effort on the map and killer mori was disgusting. Recycling so many old assets, making a temple that looked so marvelous in the trailer look that bad was disappointing. Also, The Plague's power is aesthetically displeasing and annoying mechanically.

  • @MusicNerd_TC said:

    Shattered bloodline. It brang spirit, the most bland, braindead, easy to play, and uninteresting killer in the game. Cool perks though.

    Okay, I entirely get the spirit being a hated killer. I don't like playing as or against her, she is very braindead to play BUT the chapter? hoooo I LOVE shattered bloodline and I get your opinion but her design and the map is everything IMO and I think it makes it a contender for being better than worst.

  • They really do need to slow their role. Maybe a DLC every 4 months, take their time on it, and focus on game health. This game is so depressingly messy right now.

  • While we already sort of have a ghost, I would LOVE to see a more western take on a ghost. Wraith sort of embodies that but I want to see something that is entirely invisible minus a shadow left behind with eerie noises while in stealth.

  • @SweetTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/1392730#Comment_1392730

    The mobile game actually has an interesting feature in that it has survivor tickets that let you test out survivors for something like 24 to 48 hours. It would be nice if such a thing existed in the main game for killers if they were unable to add bots. Because there's nothing worse than shelling out money for a killer that you don't find fun.

    Yes! Such a shame how they stopped making splinter offerings, too. Alongside this, I really would like to know how PC/console devs aren't picking up on the little things mobile is doing which is far better. Such as the character tickets, DC bots, far better rewards/tasks, and even a combined offering/item pool for survivors.

  • I like them! Oddly, I think we have some similar killer perk ideas but hey, great minds think alike :)

    I made a killer concept a while back with some perks and a power, alongside a lil art if you ever want to bash on my perk ideas, here it be:

    https://forum.deadbydaylight.com/en/discussion/153994/killer-concept-the-hazard

  • I don't keep links on hand, I'm sane, but it was in a forum post regarding the linked cosmetics with a title along the lines of "are you joking?" and peanits responded something like "nope. not joking"

  • @KrazyAce13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1385377#Comment_1385377

    Oh ok i havent played with her much or checked out her items, so this might be a bug issue then?

    No, devs confirmed it's intended to be a set. This is going to be a bad thing for sure if they're making seperate cosmetic pieces into sets...

  • @KrazyAce13 said:

    Its cool but unfortunately its. Licensed survivor and if you are asking for it to be a cosmetic for her they cant.

    I believe these are both in game, but one is a part of a set that cannot have anything else equipped. Which really makes no sense considering how the pieces function in that outfit in particular.

  • It would be neat if the crown acted as a hair tie and kept it all bound inside.. but that probs won't happen :(

  • Two words: Dedicated servers

  • Just listing evidence as to why he probs ain't ace. Atleast then.

  • @Onyx_Blue said:

    Are you on console? Because fps drops caused by in-fame actions causing struggling survivors to die is commonplace on console. I play on PS4. Whether it be searching a chest, a perk being revealed on the HUD, revealinb GF etc

    No, PC with no frame drops. Should have reported all of that but I couldn't find the bug reporting tab on the forum. I'm sorry to hear y'all experience that, this game is f'd.

  • @NotKillerMain99 said:

    They really should but i don't see that happening, they know that even if the game is totally broken and ridden with bugs, people will still buy cosmetics and giving them money, perpetuating BHVR incompetence.

    My point exactly. I think that making cosmetics should be a much less requiring task of the team that could be used to debug the game. This would allow the team to still have an income for cosmetics and such, all the while allowing their other teams to focus on more critical points in the game. Also, it would keep the artists in work I should hope.

  • @coppersly said:

    As a Nurse main god yes.

    I'd even be ok with like slowing down and releasing a new killer every 5~ months instead and focusing way more on bugs. I don't think anyone would complain about a mid-chapter patch being nothing but extensive bug fixes.

    Exactly.

  • @Dead_by_Gadfly said:

    Everyone but the cosmetic/art team should focus on bugs and qol changes for a chapter. Yes.

    Yes, true, but I mean they also still have to make a living so I should think they could be working on something.

  • @Kolonite said:

    they should but they really like money and know we’ll keep buying the new dlc and playing their game not matter how buggy it is

    Yes, sadly. But that's why I recommend that the art team continues to produce cosmetics to buy. Cosmetics, oddly, cost more than chapters at times and also seem like they would need less programming involved.

  • @OperationMintyHippo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1366184#Comment_1366184

    Oh just avoid the fat divot in the ground thanks for the tip!

    I mean... yeah? But I understand it is wide, and ugly, and annoyingly weird with hitboxes, but if they fix all of those things I would not mind versing Pyramid Head anymore.

  • @Kellie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1366165#Comment_1366165

    And survivors have no obligation to give you free kills.

    Then don't get caught? Then this issue would not exist?

  • He's more balanced than you might think, really. Don't want to be caged? Avoid his trails effectively, it's a strategic move.

    Then, on the killer's part, they are given a choice: Lose bloodpoints and potential perk uses and cage them, or hook them and use perks and gain more bloodpoints.

  • I love it but yeah, I can see how it's gonna be so toxic now

  • Killers literally have no obligation to give you hatch.

  • This is the exact reason I believe that devs need to implement a '5+ seconds of being run into = no collision for a moment' mechanic

  • @Dead_by_Gadfly said:

    Its a golden crow apparently

    Really? It has a VERY similar shape to the crown, and also has no animation. Very weird.

  • @malatruse said:

    I remember a thread where someone speculated she was saying "Oh no" in Babylonian which sounds about right to me.

    Oh my god that's hilarious. Imagining any other killer saying "oh no" just kills me

  • Was really disappointed with no new voice, even pig got SFX for less with her pig leather outfit

  • Can't lie, I was never big on either, but Stranger Things had MUCH better execution than Silent Hill did IMO. The map looked more aesthetically pleasing, the sound design of Demo was on point, his power was cool, and ofc S t e v e .

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