gibblywibblywoo
gibblywibblywoo
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1594792#Comment_1594792
"Thats usually 4 maybe 5 options mith multiple counters."
This is exactly what it's like with Spirit. At any given point she has 3-5 valid options to catch you. If you pick the option that counters the most of her options at once (eg. the safe option) you have a high chance to escape. But then if it's later in the game you might expect her to try a different option, in which case you take more of a risk to pick this other option that less safe but more rewarding if you pull it off.
The parallels are very clear here.
You're missing the part of the fighting game where I have an animation to react to. That's a pretty major part of any mix up in a fighter.
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@ill_Boston_lli said:
https://forum.deadbydaylight.com/en/discussion/comment/1594846#Comment_1594846
theres no indication???? there is an audio queue that she is phasing or near which means you should stand tall and prepare for an encounter with her. Cant say there isnt any way to tell she is phasing if she stands still keep moving and find a safe tile she is either standing there giving you distance or she is phasing so she cant see you
Have you ever played against her? Her phase sounds are muted in a chase. Thats what people mean when theres no indication.
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@ill_Boston_lli said:
https://forum.deadbydaylight.com/en/discussion/comment/1594738#Comment_1594738
Can't All killers hear you at all times? There are a lot of good spirits that make mistakes as they are human and they cannot play perfect all the time. The key is to condition her into thinking you are going to do something then do the exact opposite. I wouldn't call her ability hacks tbf. Like someone said in a previous response she requires you to think as a survivor not just mindless loop tiles and what not. Spinechill is affective against any spirit you know 100%if she is coming for you or not and you can figure out a way to defend against her. Yes its a perk and people think they shouldn't have to use a perk to counter a killer but there are a lot of perks that help well against killers survivors do not like.
Most killers don't move at 170% speed with no indication they've activated their power that they can attack out of in less than 1 second of appearing.
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I quite enjoy getting a good shock-stun and hitting the survivor in the pallet they can't drop as doctor. Very satisfying.
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@thesuicidefox said:
I was going to post this as a reply to another thread but realized this might actually help a lot of people understand the Spirit debate a lot better.
___________________________________________________________
If you have a problem with Spirit then you have a problem with mix-up characters in fighting games.
https://gamerant.com/ten-iconic-character-archetypes-fighting-games/
"Instances in which a player is faced with the possibility that their opponent is going to make one of numerous potential decisions, Mix-Ups are a fundamental part of fighting games. Specific games will even feature characters that possess entire movesets that are entirely based around the utilization of mix-ups, forming the archetype of Mix-Up characters. Mix-Up characters will possess numerous moves that have a similar or even identical start up animation that are then followed up by attacks that must be blocked or dodged different ways."
Spirit is literally this type of character, the one where you have to read and predict. Now in the FGC, it is actually VERY COMMON for strong mix-up characters to get a lot of hate from the general player base.
https://www.youtube.com/watch?v=6OHMFsAXvFc&ab_channel=Nickopz
I don't expect you to sit through the video, so I will just summarize this as people don't like to have to change their tactics or play re-actively to their opponent such that making the wrong read will get you seriously punished.
This is basically what is going on with Spirit.
The thing is, just like Spirit, these characters have counter play. It's just that, by the very nature of what how they were designed and what they do, also by the fact it can be very frustrating to play against them due to the high punishment for mistakes and the ease of making said mistakes, makes this probably the most hated character archetypes in the FGC. Which is exactly what is going on with Spirit.
My theory is that because Spirit is the equivalent of a mix up character in a fighting game, a lot of players just don't understand what to do and/or get frustrated more easily when what they do doesn't work and they are dead for it. It actually has nothing to do with her having counter play or not, and everything to do with just what she does, period.
If you hate Spirit, that's fine. Go ahead hate her. I hate Doc for reasons I won't get into. There is no problem with that. But don't be intellectually dishonest about it and claim she has no counter play. SHE DOES.
Like mix up characters, I don't see Spirit going away anytime soon. You are just going to have to learn to accept her as part of the game. Yes, Prayer Beads were OP and she did get an update to balance her out more. Honestly the only way the devs can satisfy most of you at this point is either deleting her from the game, or giving her a Freddy makeover, and I neither expect nor want either of those, and I don't think you do either guy or gal reading this.
Be honest with yourself first and we can have an actual discussion about Spirit.
Its a bit more complicated than that. Mix up character tend to be you need to block low/high or tech a grab. Thats usually 4 maybe 5 options mith multiple counters. You can also see the animation and react accordingly in a fighter
A game like dbd has way too many variables for that. It's more akin to a mix up character that just vanishes at the start of an animation and you have to guess low/high/tech with no indication.
There is no "read" with Spirit because she's completely invisible and chase music often overrides her footsteps noise.
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@KingOfBadRNG said:
it gives you 150k blood points if you enter discord150k
I'm telling for all who don't know
I got hype than realised I already did it. Forgot how bad the bp grind is when restarting.
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/1591721#Comment_1591721
Sure he’s loopable. And I agree that Oni with his power is stronger than Hillbilly. But Hillbilly doesn’t have to collect blood.
I play a lot of base kit Hillbilly. If you’re on Discord we should hangout some time. Maybe we can play together and chat.
This this this. Too many player focus on if the killer can counter loops but not if they can make up for it in other areas. Billys one shot and mobility that he always has access to more than make up for it.
If you deny Oni the first hit by not taking too many chances at loops you can deny him his power for the first 5 minutes of a match.
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@tylxr_jay said:
https://forum.deadbydaylight.com/en/discussion/comment/1593688#Comment_1593688
i know that only a random number of palletrs can spawn but i thought they changed it so only 1 pallet can spawn at each filler pallet and jungle gym.
Its based on minimum distance. Looks like this is just out of range to allow it maybe.
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@Boss said:
Seems like with every new Killer, i wish more that they would go back to the older ones and think of something new.
Recently viewing a kill animations compilation, which is of course ordered from old to new, quickly makes you realize how incredibly outdated the first few really are, at least in comparison.
With graphics updates happening, i really wish that this could be done for the older animations somewhere along the way of those updates.
Would you like new kill animations?
Trapper and Wraith both have quite possibly the most boring moris in the game.
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Don't they only increase the chance? Not gaurantee?
Either way, left behind has been a consistently pointless perk since it was added.
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@Suvakita said:
I've been thinking in using this perk but I always change my mind. Does this perk really makes a difference? Do I need to use with ironwill ?
Never really. I don't think the 9% is worth the slot. WOuld be nice if this is not happening got a buff as great skill checks are trash on gens now.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/1594118#Comment_1594118
The other day I watched multiple teammates Self Care through Sloppy, Dying Light and Thana against a Legion. This is what too much Self Care does to people’s brains.
You haven't felt the overwhelming urge to (rightfully) DC until you've seen that exact play against a forever freddy. At that point they're just wasting everyones time and I'd rather play another game.
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/1594158#Comment_1594158
Your response definitely does not meet my experiences with self care users. I could record the results of my games with self care users. Let's just say it's really quite bad. Majority of these players are incredibly bad.
#BuffPig.
Same here. This week alone I've seen several games thrown completely by self care users when I'm on hook. Even with Kindred active. They'll see the other survivors engaged by the killer (or dead) and still think the 36+ second heal is the right option.
I think its a solo survivor thing for some players. Not trusting others to heal you.
Its why I say that the worst possible advice you can give a new survivor is "play claudette first".
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/1594076#Comment_1594076
Self Care is actually more efficient. Heal time is the same: 2 Survivors healing for 16 seconds is the same as one for 32 seconds with regard to doing generators. But there's no time spent finding each other. Self Care's performance with regard to Survivor outcomes is quite good, actually.
It's not always the right play to spend 32 sec to heal, but it's not always the wrong play, either.
I think I should put this response on a keyboard macro. :D
The main problem is when they use it when sloppy butcher is in play. Which is most games nowadays. It's astounding how many players do that in red ranks. They're better off just throwing on Leader and getting on a gen. Or better, using dead hard which is basically a free health state.
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@MadLordJack said:
I love that a perk from a paid DLC is always at the top, or near the top, of any of these lists. It warms my heart, it really does. DS overperforming and no incoming nerfs, so far as we know.
Edit: Also, no Resiliance? I see that perk in almost every game.
I don't think very many people are buying the Halloween chapter jsut for DLC anymore considering its been out for 3 years at this point and has been on the shrine countless times.
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@Zeus said:
Why self care though?
It being that high explains why gens are never getting done in my 2 minute plus chases
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@Hektic3000 said:
The biggest thing is that I just want equality between platforms, i don't want to be at a disadvantage over factors that I have no control over.
Thats why their balance arguament of wanted "parity" between all versions is laughable when they're refusing to support KB+M on console versions and leaving it in its current state.
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@Skrill0x said:
She went from being hated by survivors and loved by killers to just being hated all around. You cant play her anymore with that cooldown on high rank, I mean you barely could before the cooldown nerf because survivors at rank 4 and below know how to break line of sight but now its just impossible to ever catch someone.
Nurse was a guess game from the start, as soon as someone breaks line of sight all the nurse can do is guess whereas survivors with their superior third person vision can see you around corners. There was no reason to give her power a cooldown, absolutely none. Look at her stats now, she went from being the most liked killer to the least liked one. I feel like my sister was abused bruh....
Her mobility took a hit and there are very few Nurses capable of actually breaking the game like she can at top level. A top tier nurse is like a unicorn at this point.
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@kamisen said:
Okay, can we please have some tips and tricks directed towards more skilled survivors? I feel like I'm missing out on some good stuff!
Here's a couple of things that come to my mind:
- If you're going for a cheeky pallet stun, don't run while attempting the drop. When running through a pallet, you only get the prompt to drop it when at the furthest edge of the direction you're facing.
- When being slugged and waiting to be picked up, crawl to a loop. This is especially helpful when the person trying to res you is in a chase and can gain some extra distance from the killer.
- It's harder for the killer to snowball if you don't rush hooks early game. Tunnel vision is harder when you have gens to kick.
- Don't dc on your team!
Hell nah. Recovery bar always comes first. If I'm being chased and try to tuick heal you when you;ve been down for over 30 seconds and that bar aint full you're on my "do not unhook, ever" list.
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@KingFrost said:
Prioritize getting survivors off of gens over getting downs in the early game. Helps a LOT. It seems counter-intuitive, but it works.
Cannot overstate this enough. I see too many red rank killers with decked out loadouts just run past a gen with 2 or 3 other survivors on at 90% just because they're so dead set on downing the Nea that teabagged them at the start or something. Than they camp the hook, get 2 kills absolutely maxiumum and complain post game.
I mean, that injured ( or maybe not injured) survivors not going to just teleport to a generator. They're going to have to potentially heal, track one down thats at 0 and start from there. Meanwhile that Dwight with prove thyself and a tool box will run away when the gen completes and have another one done in 40 seconds.
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@Yamaoka said:
Anyone else feel the same?
I haven't lost a single kill since the Bubba rework so it's certainly not his power that bothers me.
Not even one single person has escaped so far - yet I don't feel happy about it. There's something I miss about old Bubba but I just can't figure out what it is.
Sorry if this seems like it makes no sense.
Probably how i felt when Fred changed. Challenge is gone. He's not top tier but outside of the best survivors you're probably not going to lose much if you have a good grasp of the power. New powers fun to use but feels kind of brainless. Then again, old LF was pretty brainless too.
Outplaying a good team with a low tier killer felt real good because it meant you were smarter/better at a base level. I don't really get that feeling with most high tiers. Even if the killer is still pretty skillful in excecution.
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@__Lukas__ said:
I’ve been playing this game for a little bit. Got about 500 hours between killer and survivor 50/50 and I really love this game and all of its quirks. I play it daily and enjoy it so much. Before immersing myself in the culture in forums and streams I would have never guessed the community would be so intense about “toxicity” and “entitlement.” I have a suspicion that the people who just like the game are a silent majority. I think many peoples personalities have caused the culture to be really heated. I just take everything as part of the fun and just enjoy it.
Flashlight clicky clicky? It’s a dece distraction I guess and I’m just glad they don’t have medkits.
Exit gate tbag? Lmao go head and do your thing
Noed rekt during endgame collapse? Lol I guess my team is ass and didn’t do bones
Tunneled to death? Decent move can’t blame them. Guess I shouldn’t have got caught first.
DSed? Nbd it’s only once if it gets them the escape I wasn’t in a good position anyways
Gens just pop off? Well I should have prioritized better
I think a lot of y’all just don’t know how to handle a loss. Sure some of this stuff feels slimey but it’s a competitive game and slime is part of people’s competitive nature. May as well just have a laugh and que up again.
The fog smells like butthole for all of us so ya might as well take a whiff.
I'm nearly 4 years in. I get pissed off with it and have issues with it a lot of the time but if I didn't love it I wouldn't still be here.
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@Auron471 said:
The game isnt scary so let us meme harder with dance emotes. lol
EDIT:
We are getting a battle pass so lets just become Dead by Fortnite.
where is that floss dance emote BHVR!???
Default dance or death
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@BabyDweetMain said:
The forums are majority killer mains. I've seen so many toxic cry baby entitled killer main posts who literally demand the devs to constantly nerf survivors even more. Its frustrating to read and it's pretty sad honestly.
I play majority killer and a lot of the killer complaints here are extremely embaressing. You can tell its newer players the majority of the time, or just unskilled players but that goes both ways.
The game does have its imbalances (SWF mainly I mean lets face it) but a lot of the killer complaints blow it out of proportion or whine about the possiblity of the 1% sweat squad destroying them every match.
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@thisrandomguy said:
https://forum.deadbydaylight.com/en/discussion/comment/622612#Comment_622612
Really? They shine when she phase walks? I didn't even know that lol
It can only be seen on certain outfits within 8eters or so. Its not an proper tell.
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@GoodLookinCookin said:
Strange question, but will they do a character design and animations graphic update? It would be cool to get some dismemberment and such with the moris.
I know that certain countries ban this, but is there a way that there can be different versions with gore and not gore? Or is there something im missing.
Games big in Asia. So no. They're cery touchy about that stuff. Probably why theres still no decapitation mori.
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Canping your first hook is a terrible decision and gens are by far the most boring part of the game so increasing them is out of the question.
Apparently theres a new early game system being revealed at some point
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@MeltingPenguins said:
I mean, I know some of you hate playing and facing Caleb, I can respect that, but for those with better taste and skill: Do you actually use the Branding Iron and coin, or can name anyone who does?
I find it too hard to discern wether they're just in rangenor not for the coin. I've never actually used the aura revealing one
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@Kilmeran said:
This isn't necessarily about stealth as then Pig would enter the mix.
But as far as general play at the green and purple ranks, who do you feel is the better stalker Killer, Myers or Ghostface. They both have their strengths and weaknesses.
I'm actually torn on this one, so looking for thoughts from y'all.
If myers gets his tier 2 early I would say hes much better than GF. His detection is broken both ways. Some matches you can never be revealed no matter how overt your stalking is and other times you're getting revealed from 2 meters past a fence.
Ghost face is only better if you don't acutally play him as intended and just use the shroud for a free first hit. He's a pretty flawed killer
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@Saucynuggets43 said:
Recently I played around with a couple of perks and since I don’t really know much about them I just got a perk called NOED. My first match I got a 3/4 and was wondering if using it was toxic, since much of the community seems to think so. Then again survivor will be survivors.
I don't think so. If you down someone a minute in camp them to death and than bank on noed netting you another kill or two, maybe. I think because newer killers who aren't confident enough to risk leaving the hook use it that way people assume everyone does.
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Another problem is newer perks either being better replacements for meh existing perks. Or just being awful, more situational versions of other perks. We've seen what happens when they try to make a new meta perk (MoM).
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This has made me wonder if Botany Knowledge and Leader could be a potentially good build. Counter sloppy both on yourself with a medkit, other players and when others heal you.
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Billys fine. If theres any killer thats barely different to play between PC or console (outside of framerate) its billy.
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@Magnathema said:
Last night I was chasing a Bill who I knew had Dead Hard. At one point I dropped so many frames that I thought he used Dead Hard and I swung...only to whiff when he actually used Dead Hard.
I remeber when they first added the new animation for dead hard. I didn't see it for 3 months despite using the perk because the game would hitch when you would use it and the fps was so low as killer that it was so choppy that it just looked like they phased across the floor.
Survivor is almost OK outside of status effects freezing the game but killer is just painful nowadays.
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I remember when they said every major update would include optimization steps for console. Framerates been getting worse and worse every update for over a year now.
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@mintchapstick said:
Which challenges are you guys struggling with? I only have 3 left and I swear I just cannot get them for some reason. On paper they don't sound impossible, but for some reason I just can't do it.
Survive with 3 other people leaving the trial before you--I almost never have a full team leaving the trial!
Stun the killer 3 times in one trial--killers at the rank I'm at usually know better than to get stunned.
Survive as the obsession--I FINALLY figured out a way to ensure getting the obsession without using DS (I'm awful at hitting DS and every killer just slugs anyway), but now I just have NOT been able to survive.
What about you guys?? I've done all of the killer challenges, but I'm stuck on these 3 survivor ones!
I gave up on the third tome when I got to that "Get 2 gen grabs in one game" challenge. Short of farming that's straight up impossible with how buggy they are and how alert red rank survivors are on gens. Tome 3 had awful challenges. I like the ones that challenged you to switch up your perks and play style. I dislike the specific survivor ones.
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@BabyDweetMain said:
So when I see that a killer brings a Mori, I always bully them due to how many times I used to be insta Moried at the begining of the game. But...I've found that if a killer has a cool cosmetic, I don't mind being moried... Like especially if the cosmetic is new, I'd actually love to see it in a Mori. For example. I had two games. Both killers were Oni. Both brought a Mori. One had default skin, one had the Minotaur skin. I was mad that I got Moried with the default skin and literally crawled to make it so a barrel was blocking the whole Mori. But with the Minotaur one, I love the skin so much that I intentionally went down in a dead zone so I could also clearly see the Mori. It was sick and I didn't even mind it. I left that round thinking of how cool that skin is and how nice it looked in the Mori.
Is that wrong of me?
Eh. If the killer uses a mori theres a 9/10 chance they're going to hide nearby the hook for a free early mori. I hate the way moris affect the dynamic of the match and usually just let them kill me so I can play a proper match sooner.
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@FFabeq said:
By hook stand-off I mean killer waiting for survivor to unhook and then grab him off.
It's not fun nor interesting.
(I know it probably won't be fixed/deleted, but still.)
You're not always going to be able to save someone. It's part of the design. Punish the killer by leaving them at the hook. They'll lose ranking points and give you an easier time with gens.
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@Kilmeran said:
Just curious which Survivor "skin" you play the most. Since I'm trying to finally put a bit more time into survivor side, mine is Laurie.
Why?
My avatar should explain that. 😁
Jane on console.
Dwight on PC cause no dlc. Might switch to Jake long term though. I find sabo builds a lot of fun.
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Never tried Hunch. Small games one of my favorite perks for solo so I might check it out. Would be a lot more useful on maps like Hawwkins and The Game.
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@Nos37 said:
The Hag is just a glorified camper. Everyone of them (except the ones with a broken keyboard/controller who cannot physically hold the necessary button for marking).
I've heard mention of a possible solution, and it only seems fair: have all Hag marks within 12m of the hook be removed when a survivor is unhooked. You cannot possibly believe that a survivor is supposed to crouch-walk up to the hook, unhook, and both are supposed to crouch-walk away before the Hag returns, do you? (Wait, ofc you do; it's been like this since Hag was released)
The Trapper cannot put traps close to the hook. The Executioner cannot leave trenches near the hook.
I've been playing a few green and purple hags recently that just do this. Unfortunately my teammates feed right into it.
2 things happen to hags that play this way:
They rank up from bad survivors only to get slapped the heck down when they try this on good survivors and they either drop the character because they don't want to learn or they just derank.
A hag played properly is both fun and scary as well as very strong. A hag that camps hooks will only win against bad survivors.
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This bug pops up again every second update.
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Freddy gets map wide teleports with a small cooldown that can be faked out of to scare survivors off gens whilst chasing something else...
Also, I thought it would have been apparent that his slowdown add ons would be in play as those are the only good ones.
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@PsycologicalTrick said:
Does anyone know any effective camping build for bubba?
Insidious
Agitation
Iron grasp and mad grit
Go exclusively for basement hooks
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Slowdown perks are pretty much the meta on Freddy. I find it weird when a player uses perks to further capitalise on a killers strength instead of covering weaknesses. I used chaser perks on Freddy.
Corrupt to slow the very early game and allow me to build up tokens with STBFL
STBFL
Enduring
Spirit Fury
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@Enlyne said:
She gets a lot of info and also has complete invisibility unlike Wraith, there's no telling what she can do, it could be the most dumb move in dbd's history that could be dodged by a rank 20 newbie and still hit you.
She gets a good nurse's level of rewards, for a very, very low skill ceiling, she is one of the easiest in the game and gets too much reward for it, hence the main reason why she's one of the most played by far.
I wouldn't say she gets Nurse level rewards but she breaks the game in a similar way too Nurse when a good player is behind the controls, where the survivors actions don't really factor into the outcome of a chase at all. No matter their skill level.
Taking a gamble when the other side has all the cards isn't an enjoyable or satisfying experience to me. If I get lucky an manage to actually drop a pallet or guess correcly on a vault I don't really feel anything. If I juke a good Billy or Huntress' yoga ball hatchets I feel like a god for 10 seconds until they outplay me, and I can tell when I played wrong and the killer outplayed me. Even complimenting them post game.
Spirit I just feel "damn, good headphones" or "Oh, stridor. well done" and instead of knowing where I went wrong it feels like there was no outcome where I could have possibly dodged the attack because she appears 0.5 seconds before the attack hits.
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@[Deleted User] said:
Her unpredictability by far.
Also her passive phasing, I've had spirits literally phase around corners into me and I didn't even see them taking the corner, they just phased around it.
Then perk synergies with her power, Stridor for example, it's by far her most powerful perk
That passive phasing add on is an absolute nightmare to play against. One of my least favorite in the game.
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@DetailedDetriment said:
That's right, Balanced Landing now needs a buff or rework.
With the recent release of the Cursed Legacy chapter, Balanced Landing was changed to no longer provide the stagger reduction when exhausted. With that nerf came the "buff" of it also removing the noises made when falling, and the grunt when landing.
The clear thing is that the nerf heavily outweighs the buff. Balanced Landing is now one of the worst exhaustion perks in the game, only just better than Head On and a not working Dead Hard. The perk is straight up useless on maps with little elevated surfaces. Even maps with several elevated surfaces are bad as you will now stagger a lot.
Now that the nerf is officially in place, it needs a sort of reverse. I'm thinking that the perk should give the stagger reduction and remove the noises made when falling, but the exhaustion aspect of the perk should be completely removed, making the two extra parts act as passive perks rather than active perks with the exhaustion portion. It is Balanced Landing after all, not Elevated Sprint Burst.
Its the best exhaustion perk for quick stealth jukes by far. And shockingly, having one exhaustion perk that gave a constant passive over all the other was unfair. Who knew
Its more risk/reward than the others. Except for dead hard because I mean, lets face it thats the best one for chases.
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@OmegaXII said:
There are far more killers that need help... pig, wraith, myers, trapper, legion, clown, etc etc...
Playing these killers in red ranks are absolute nightmare, especially against SWF.. this is one of the reason why you don't see them in higher ranks.
IMO the problem with these killers are far more important than just a spirit. If you are complaining spirit because you see her all the day, then buffing these killers will definitely help it in this case.
I don't want a nerf, personally. I want a rework. But Clown and other killers should take priority. Some of them are near unusuable right now.
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@Rin_is_my_waifu said:
I stopped reading after "I am rank 20 killer"
1) You only play one side so I don't trust your word
2) Every killer is OP against baby survivors (yellow and green ranks)
3) Play against purple or red rank SWF teams and then come back and tell me if spirit is OP
4) Git Gud
I agree with Rin_is_my_waifu. Spirit is fine /s