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YuisPinkBob

YuisPinkBob

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  • @MigrantTheGreat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2262135#Comment_2262135

    The purpose of Spirits kit is to trick survivors. Reworking her kit is nerfing her, which she's going to need a buff to compensate.

    @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2262150#Comment_2262150

    OP outright says that their suggestion isn't to weaken her (third paragraph, first sentence), which is just blatantly false. It's a nerf and should be called as such.

    @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2262135#Comment_2262135

    It matters because many people like to pretend that they're asking for a "rework" (implying the character/perk/item/whatever should remain at the same level of power) when they're really asking for a nerf (meaning it should be made weaker). It's disingenuous. Honest communication is the first step in actually having a conversation. If one side starts out by trying to disguise what they actually want, you can't have a conversation.

    Since people can't seem to constructively add to this conversation without me changing the wording of the post, I'm going to alter it. I find it silly that people focus so hard on the wording of a post instead of actually contributing and giving feedback.

    The reason I didn't call it a nerf was because I didn't want people to jump on it and just disregard the points without trying to understand them first. Since that is often what happens when people use the words nerf or buff.

  • @velosinhooo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2254091#Comment_2254091

    You really do think that this game is difficult tp swf survs?

    What? I'm sorry but can you rephrase I do not know what you mean.

  • @velosinhooo said:

    https://forum.deadbydaylight.com/en/discussion/255510/spirit-rework

    Stop crying bro, this game is so easy for survivors. If you complain about that you are just a baby survivor.

    Uh. No. Clearly if you think that then you're a baby killer.

  • Personally t-bagging doesn't really bother me, it never has. Like I really don't care, the only time I get frustrated is when I don't play well and get zero kills.

    I actually think the fact that killers get so annoyed at t-bagging is useful as a survivor. Same with flashlight clicking. I've seen so many survivors (myself included, although I rarely do it and if I do, I opt for flashlight clicks) flashlight click or t-bag to get a killer to chase them so they can waste time or help a teammate.

    Obviously it's a bit of a different situation at exit gates, when it can be seen as bad manners. I think some killers may or may not deserve it but usually it's a bit rude when a killer tried and struggled throughout a match.

  • @SoapNSpook said:

    https://forum.deadbydaylight.com/en/discussion/comment/2253494#Comment_2253494

    There are too many perks that help with defeating stealth players, also it can greatly help the killers who need a setup. The counter isn't really valid, in my opinion.

    Killers who need to setup are some the ones who kind of need the help from Corrupt Intervention. They lose gen pressure so quickly just to bring their power into play, making Corrupt Intervention a fair and viable option.

    Also I believe that even stealth players should also know who to run a killer in case they get found because if they do get found, it's going to be their fault if they go down (usually). I personally don't think it's viable to completely rely on stealth or running a killer, you have to be able to do both. If you can outrun the killer for the duration of Corrupt Intervention, then great, same goes if you can hide the entire time. Corrupt Intervention is not too strong in my opinion, it is fine how it is.

  • Any build with Head On in is a fun build in my opinion.

  • No, it's not too strong.

    You and your team can still be stealthy, in fact if you really wanted, you could hide for its duration and do totems or open chests so the killer does not benefit from it. Also it's only there for a short duration at the start of the match - once it's gone it provides no further benefits.

    The main thing it is good for is getting the killer into a chase quickly, without them loosing gen pressure, and potentially 3-gening a team. It all depends on how the killer and, to some extend, how the survivors play when it is ran. It may end up bringing no benefit to the killer or it may cause them to 4K. It varies.

  • I'd say the game is in the best state it's ever been in, grind-wise. There's challenges, dailies and bloodpoint offerings. Along with certain perks that provide extra bloodpoints.

    However, I do agree that for a casual player it is more grindy and harder to progress. I'd suggest using the things I've already mentioned if you want more bloodpoints. Hopefully they make it somewhat easier.

  • Nurses are so fun! I love going up against them and she her cosmetics are great.

  • It's got to be Plague. Her cosmetics are the best of the four and her power is the most interesting. Plus I refuse to pick a killer who has really broken hitboxes (Huntress).

  • @skylerbound said:

    I would be fine with this if the spirit gets a glimpse of the survivor as well. To nerf her, you also need to buff her.

    I'd say no, she shouldn't get a glimpse of the survivors as well because she already gets so much information when phasing. Especially when the survivor is injured. I don't think she needs anymore help. The Spirit is currently strong enough to outplay survivors without seeing them and this would remain that way if they saw glimpses of her. If anything it would just add a new, more interesting dynamic and actually make her require some skill to play as.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2251697#Comment_2251697

    There is no such "rework" on Spirit without nerfing her. Because her basekit is flawless in everyway.

    You can see Wraith coming at 20m, you cant see Spirit.

    You can get out of phasing and attack immediately, Wraith needs to uncloak.

    Both Spirit and Nurse cant attack immediately after phase/blink. Missing the attack cost Nurse 2sec fatigue, Spirit can keep on the chase.

    Nurse breathing when start to charge blinking, know the length of her charge, has her direction of blinking. You get no info from Spirit.

    I don't understand why people are so obsessed with the phrasing instead of the idea itself. I'll call it a nerf if that's what people really want but I don't think it particularly adds anything to the conversation.

    The Spirit needs to be changed from her current state. As you've already said, she's flawless, she has all the abilities of the Wraith and Nurse without any of their drawbacks. I think that needs to be the focus not the fact it's a nerf. However, I'm glad you pointed these out, I would not have thought about it this way and it actually adds great reasons as to why she needs altered to make her fun and more fair.

  • Honestly no, I haven't been preparing at all. I never do though.

  • Personally I would not consider running it now (to be fair I never ran it in it's original state either). I do agree that this version is healthier for the game but I don't think it's worth a perk slot anymore. Although based on other people's comments I can see that it does have some benefit.

  • @ItzPixelYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/2251920#Comment_2251920

    I'm not really asking on counterplay suggestions because that's just not the issue here. The issue is he's literally just a horrible spammy Killer for newer players to play as with the additional bonus of his knives ignoring majority of the meshes & blockers around the maps. They really botched the coding up with this guys knives. What happened to me that made me create this post was getting hit with his knives on Borrowed Time and then I used Lithe run around the corner which is about 25 meters away from him and still get hit from his main event.

    So it's never just as simple as run behind a rock or wall when there isn't any to run behind in certain areas on maps.

    Well then it's just unfortunate if you get caught in open areas. That's the same with any ranged killer, along with the likes of Leatherface and Hillbilly.

    Also in regards to his power, it's fine, if anything it's on the weaker side of things since Main Event only comes into play in open areas (like you just stated) and he struggles with map pressure on bigger maps. Plus it takes a little while before Main Event can come into play.

  • @YunJinLee said:

    I find Trickster very fun to face, and to play as. Also, idk why y’all are so “He doesn’t fit the style of Dbd” and #########, while y’all are wearing Bunny Feng Min

    Literally, I'll never understand why he doesn't fit when cosmetics like the Clown's and Legion's exist. If anything I'm glad we have a killer that stands out, it makes him more interesting and unique.

  • @glitchboi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2251948#Comment_2251948

    Ehh, it's just locking the volume of the grunts and breathing on the Spirit's end.

    True, true.

  • @glitchboi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2251937#Comment_2251937

    No no, Stridor won't work while phasing (which is good) because by default the grunts and breathing will be locked to 50% instead of being at 100% unlocked by default. Stridor will still work on Spirit, it just won't take effect while phasing.

    I think it's a pretty good idea. Although I feel like it may be complicated to implement and could be viewed as unfair if it is only restricted to the Spirit and no one else.

  • @glitchboi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2251907#Comment_2251907

    Absolutely. Basically, when you phase, you're able to hear the survivors like usual. Breathing sounds, grunting sounds, all that jazz. However, Iron Will reduces the grunting sounds by 100%, eliminating them. This makes it harder for Spirit to be able to get them.

    Stridor on the other hand, is able to increase them (making the opposite of IW). It makes it easier for Spirit to hear survivors while phasing, making it WAY easier for her to down them while phasing.

    That's why I want them to be locked to 50%, so that it'll still take skill to get the survivor downed, and it'll negate Iron Will while phasing.

    That seems like a fair suggestion. So Stridor will still have the same effect except that it won't be as loud for Iron Will users, if I'm understanding this correctly.

  • @glitchboi said:

    This would be the best way to give her counterplay. Good Spirit players will be fine with this change.

    But I still think the grunts and breathing sounds should be locked to 50% so that IW doesn't cuck her and Stridor doesn't help her while phasing.

    Would you be able to re-explain your second point as I'm not entirely sure what you mean by it? Thanks!

  • @Altarf said:

    https://forum.deadbydaylight.com/en/discussion/comment/2251887#Comment_2251887

    Spirit's default phase duration is 5 seconds. Not to mention the ability to cancel the phase early could reduce the effectiveness of this change if the glimpses don't happen quickly enough.

    Perhaps she loses all of her power gauge after a phase regardless of how long she phased for, but her phase recharges faster?

    You're completely right. I actually forgot that it was only 5 seconds. That makes your initial suggestion of 2 seconds work and be fair.

    I don't see a problem with the power gauge completely emptying and refilling faster. It seems like a pretty reasonable idea.

  • @Altarf said:

    I like the glimpses idea, but their appearance should probably be consistent. So, like, a glimpse appears every 2 seconds or so. This would allow the Spirit and survivor to perform actual mindgames with their last known locations, doubling back and the like.

    Then again, this would eliminate the possibility for Old Freddy to return. Still, is losing out on the return of an extremely unique killer better than letting Spirit remain in her current state?

    Yeah that's a good point. It probably should happen a set number of times or every few seconds. I think that every 2 seconds may be too frequent and negate her power somewhat, so I'd be more inclined to suggest maybe 4-5 seconds instead?

  • Trickster looks amazing and is very fun at play as and against. He's easily one of my favourite killers, despite being the weakest ranged killer, with no map pressure and Main Event being useless except in very specific situations.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2251793#Comment_2251793

    I also love running Head On and Quick and Quiet together. It’s even more fun with Deception.

    Yes! I'm yet to include it in a build but I know it would be so much fun.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2251776#Comment_2251776

    I like running a lot of varieties but my main one is BT, DS, WGLF, and Prove Thyself. I sometimes will stick Deliverance over Prove Thyself.

    Ah fair enough, a good build. I personally go with Adrenaline, Head On, Quick & Quiet and Any Means Necessary. The build provides very fun experiences.

  • I made a thread with a similar idea, but instead of having glass shards shimmering, she shows ghost-like glimpses of herself at random, infrequent times.

    I'll link the thread here if you want to see my idea in more detail:

    https://forum.deadbydaylight.com/en/discussion/255510/spirit-rework

  • @GannTM said:

    People that play Yui are good people so I always let them go.

    Facts.

  • @Shooby said:

    Love this idea, and have been recommending something similar recently. The idea of leaving glimpses or husks of the Spirit during phase to give survivors info creates a new mind game without being unbearable to play against. Imagine a tile like cow tree, where you see Spirit rounding the tile, but backtracks and hits you at pallet... So much better than standing still to mind game.

    I honestly can't believe that the devs haven't considered this as an option or implemented it already. When I first heard the suggestion, I was instantly like "this is exactly what the Spirit needs".

  • If you want one with amazing cosmetics then I'd go for All-Kill. Both the Trickster and Yun-Jin look great in their base cosmetics, along with their store ones also being really good.

  • I mean if you're using Steam to play DbD on then it's bannable. Since Steam has rules against VPNs. But I don't think Dead by Daylight itself has anything against them.

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/2251697#Comment_2251697

    But there really is no way to balance her without nerfing her at the same time. Any sort of changes to her that would allow counterplay from the survivors is a nerf. Not that it is a bad thing though.

    I suppose but I would view it more as a rework than anything, since she will stay as one of the strongest killers regardless.

    Plus by saying nerf, it would derail the thread as it would most likely turn into people complaining about it straight away instead of looking at it constructively and trying to understand the benefits.

  • @theplaggg said:

    So basically just nerf her and call it a rework.

    It is a rework. Her power would literally be altered to work slightly differently.

    Also it's not a nerf, it just encourages alternative gameplay and actually means that Spirit will require some form of skill and effort. It will also make matches much more interesting and engaging for both sides. It does not mean that she will be weaker.

  • Hands down the reworked maps look better. They're way more detailed and appealing to look at.

  • @YunJinLee said:

    Good change, survivors could finally have some information when she’s phasing or not if this was added.

    That's actually a really good point that I forgot to mention. I'm glad you did.

    It's probably the worst thing about playing against the Spirit - she gets so much information when she phases and survivors literally get none, giving them no chance in a chase.

  • You might as well just take them out as you find them. It reduces the risk of forgetting where they are and increases the chances that NOED will never come into play.

  • 99'ing an exit is fine. There is nothing wrong with it. It's a counter to Blood Warden and it can help both the survivors and killer, depending on the situation.

    Killers can open the gates themselves so it's fair. By opening the gate after a survivor is downed, a killer guarantees Blood Warden to come into play with little pressure lost. Alternatively, if survivors opening a gate is a problem then No Way Out can be ran so survivors cannot open/99 the gate for a short period of time.

  • I love the Spirit's concept and appearance. She's great but she's just too easy to play and very hard to play against. It just results in very unfun and boring gameplay for both sides. There's no skill with Spirit and you're basically guaranteed a 4K every time you play, especially when running Stridor and Sloppy Butcher (although it is mostly Stridor that provides the benefit). As soon as you're injured, that's it, game over, there is nothing you can do except hope that she somehow messes up.

  • @Sir_Child1234 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2250762#Comment_2250762

    i agree but if you are in a team you can run jills perk no problem since you basically have 16 perk slots with 4 people

    Yeah, I understand that. However, 4-man teams aren't very common so they won't effect your games too often. Plus many 4-mans would use comms and just say how many totems are left instead of using a totem counter. Making Counterforce only beneficial for finding totems on maps where they are very hard to find.

  • I'm honestly not bothered either way. I rarely see that logo so it doesn't really impact me.

  • When the perk is at full level then the survivor's are exposed for 30 seconds. This is half of the cooldown timer so you can definitely work out how long they're going to be exposed for.

  • Dead by Daylight is an asymmetrical game where the killer is the power role. That's how it's designed to work. Obviously try-hard 4-man SWFs can take the power role at times but the power will always lie with the killer in every other situation.

  • @Sir_Child1234 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2250731#Comment_2250731

    i don't like the fact that i need to bring a specific map to have success with my perk not only that undying is fine but the new jill perk will make totems close to useless because 2 people can run it bot cleanse totems and boom they know 4 totems spots and have done 2 out of 5 totems

    Well then you just have to risk it and hope you get a good spawn regardless of map.

    I do believe that totems spawns can sometimes be unfair but I do not think that they should all be so hidden that you can never find them. There needs to be a range otherwise it will just force survivors to run things like Counterforce and Small Game if they even want a chance to cleanse hexes. It would also encourage more killers to run hex perks if they know that survivors will never be able to find them, creating even more repetitive perk gameplay then there already is.

    In regards to Counterforce, I think it's fair. It provides vital information that solo survivors need and it's only fair that survivors have some form of a totem finder when protective perks like Undying exist. It evens it out. Also how many people do you think will actually run it? I don't see it becoming a prominent thing since there are more useful perks in the game. You might see it every few matches or every once in a while but I doubt it will become part of the meta.

  • No. It should not be reverted. It was way too strong in its original form (especially on high mobility killers) and just made for a very unfun and unfair game. Plus the current Undying is still strong.

  • Totems spawns vary a lot. Some maps are better for them than others. Run a map offering if you want to make sure that your totem is never found or use protective perks like Undying that make them last longer.

    But like many other people have said, totems are a risk for a potential reward. When you run them there is no guarantee that they'll last for ages and you know that.

  • For me it would be:

    Meg: Sprint Burst - I know it's one of the best exhaustion perks but for me personally, I don't like using it and vastly prefer Quick & Quiet and Adrenaline. They fit my playstyle more and work with my usual build.

    Claudette: Botany Knowledge - I just think it's the least helpful. It's usually only beneficial when ran with something else or when a med-kit is brought in. I don't think it's worth a perk slot, unless the build is dedicated to healing.

    Dwight: Leader - Although Leader can still be very useful at times, it is often the least helpful of Dwight's three teachables.

    Jake: Calm Spirit - I think that Calm Spirit is useless if I'm honest. I'd never run it. Saboteur and Iron Will are far superior in my opinion.

    Nea: Urban Evasion - This was close between Urban Evasion and Street Wise, if I'm honest. I think that Street Wise is just a bit more helpful across the board whereas Urban Evasion is only really helpful against a Hag. Plus a lot of people who run Urban Evasion seem to play scared and never make saves ever.

    Bill: Left Behind - I think this one is self-explanatory. It's kind of pointless, especially when compared with his other teachables.

    David: We're Gonna Live Forever - Honestly, I considered putting No Mither but it can be useful in the right builds. The reason I went with We're Gonna Live Forever is because I don't see it used ever and I feel like there are other, better perks you could run that speed up healing. The only thing it's good for is bloodpoints but I'd just rather run an offering than waste a perk slot.

    Laurie: Object of Obsession - Purely because it was nerfed into the ground. It's not useful anymore.

    Ace: Up The Ante - Slightly more luck is not that helpful unless everyone is running Up The Ante. So it is just not worth it. Open-Handed and Ace In The Hole are way more helpful.

    Feng: Technician - Once you've got some game experience, you can usually hit skillchecks so it's not really needed.

    Quentin: Vigil - This was a toss-up between Vigil and Wake Up!. They're both not super helpful and are rarely used. The reason I didn't put Wake Up! is because it can be used to counter Remember Me whereas Vigil will only be helpful if you are near another survivor and they are affected by something (which is less likely unless you are running after a survivor that is being chased).

    Tapp: Detective's Hunch - His other perks are just more useful in my opinion. After playing the game for a while you begin to learn where generators and totems are likely to spawn so do not really need it anymore.

    Kate: Windows of Opportunity - much like Detective's Hunch, with more game experience, you being to learn where windows and pallets are so it's not that useful. This compared to Boil Over and Dance With Me, with both of them being very useful in particular builds (this especially being the case for Dance With Me).

    Adam: Autodidact - It's just useless. It takes so long to come into play that you might as well have not ran it in the first place. Diversion may be a bit of a joke but at least it's fun and can be occasionally useful. Deliverance is clearly his best perk.

    Jeff: Breakdown - Honestly it's not a terrible perk, it's just the worst of the bunch. I feel like it was only made to try and prevent tunnelling straight off the hook, but hook spread out would still allow the killer to hook them elsewhere.

    Jane: Poised - It's just a bit pointless. It's not worth a perk slot. There are better perks that hide scratch marks or reduce their duration.

    Ash: Mettle of Man - Before it's nerf, I would have said it is his best perk. Now it's so situational that it never comes into play. At least with Buckle Up and Flip-Flop they can be occasionally helpful. Honestly, I don't like any of his perks.

    Nancy: Better Together - Fixated and Inner Strength are clearly more helpful. That's it.

    Steve: Babysitter - It's not that useful. Although it can help your teammate, it puts you at a disadvantage and its benefits don't even last that long. Second Wind and Camaraderie are way better.

    Yui: Lucky Break - This one was hard because I love Yui and actually quite like all of her perks. I only picked Lucky Break because it doesn't fit my playstyle and can only be used once but I do believe that it can be really good in certain builds.

    Zarina: Red Herring - It's just not that helpful. I think it's a bigger waste of time to touch a gen and then go find a locker just to create a notification for the killer, who may or may not go to it.

    Cheryl: Repressed Alliance - I wasn't sure whether to put Blood Pact instead because it is kind of situational, but now with the fact that there is an obsession every game it is more helpful. I just think that Repressed Alliance takes too long to be useful and most killers will just wait it out if they want to regress the generator. Plus many killers run Ruin so it would be completely pointless in those games.

    Felix: Visionary - It's easily his worst perk. It's just Deja Vu but worse.

    Elodie: Power Struggle - This one was hard because I like all of her perks but I feel that Power Struggle is often the least helpful. It's extremely situational since most killers avoid walking through pallets when carrying a survivor. Plus it requires a certain amount of wiggle progression, making it even harder to use.

    Yun-Jin: Self-Preservation - I like all of Yun-Jin's perks and by no means do I think that Self-Preservation is a bad perk, I actually like that it's quite selfish. I just think that it's the least useful in gameplay overall when compared to the other two (however in the right build it would be great).

    Jill: Blast Mine - I think all of Jill's perks are interesting and could be useful. Blast Mine just takes the longest to come into effect and be helpful.

    Leon: Bite The Bullet - I'd rather run Iron Will. Plus Flashbang and Rookie Spirit seem more useful.

  • It seems like a good idea, but in practice doesn't really work. As others have mentioned, the paused timer was abused by survivors and could be used by killers to hold people hostage in the game.

    As for the Deliverance buff idea, I like it. I don't see why not. It seems fair and reasonable.

  • I have many annoying stories of killers camping and unreliable teammates (it happens quite often so they all kind of blend together and I tend to forget them). So, instead, I want to share a fun one.

    I was playing against a Deathslinger the other day and they hooked me and camped the entire time I was hooked. They refused to leave the area, making it very hard for anyone to save. So some of my team did some gens while a Felix ran in and unhooked me. The Deathslinger then proceeded to tunnel me and down me once more. Luckily Felix and Steve distracted him for a little bit (allowing Feng, I believe, to complete more generators). They eventually did hook me again, and proceeded to camp me again. So my teammates completed the last generator, 99'd an exit and came to save me. Felix managed to unhook me because the Deathslinger got too greedy and shot Steve with his gun. I then used Adrenaline to make a quick escape and we all lived.

    I'd say that was a very well deserved outcome and a lesson for the Deathsligner to stop camping and actually learn how to play.

  • I honestly have no idea if I have or haven't. I think it's safe to assume that a probably have.

  • It's a decent perk, that's for sure. I personally don't run it because I favour others over it and so don't find much use for it in my builds.

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