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thesuicidefox

thesuicidefox

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thesuicidefox
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  • It's not random. Freddy will always appear directly next to the gen facing out on the side opposite the direction he is coming from.

    Imagine it like each side of the gen has a door, and he walks through the door from whatever direction he was approaching.

    The only time it doesn't happen is when that side of the gen is blocked, and how it decides where he comes from I have yet to figure out. But considering the normal teleport has a set direction, I'm willing to be there is a pattern.

    So as long as Freddy is not running Class Photo, you can tell what direction he is coming from based on where the husk spawns. If you suspect he is faking it, don't run in that direction.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/597926#Comment_597926

    Oh, yes. I must admit, they may have gone a little too far with that nerf.

    Yea but the problem is Legion's power is inherently flawed. The only actual solution would be a complete rework, which would take forever considering how long Freddy took. So instead of doing that, they just decided to nerf him. They said they plan to revisit Legion in the stream, so this solution was probably just temporary until they could devote the time to an actual rework.

  • Wraith because I seem to just have a magnet in my head because I'm always the first found and I constantly just run face first into him. Part of the reason I run Spine Chill all the time.

    Also Clown because I always just ignore the bottle's slow down effects.

  • It works. I've made BT saves against Freddy when asleep.

    This is one reason why I push for the BT icon to flash when you give someone BT off the hook, so that you know you gave them BT for sure. Simple QOL change.

  • @fly_172 said:

    https://forum.deadbydaylight.com/en/discussion/comment/597980#Comment_597980

    I’ve never ran NOED, but no ruin? Props bro. Thanks for the addition it’s cool to get people to relax some and see what dope things they’ve done. I feel that key struggle so much thoooo lol and ik what you mean about low ranks. I got put up against a bunch of rank 15’s even tho I was like rank 8 at the time (rank reset) and they were all two hooked before a gen was even 50%, it hits you in the feels lol. Hope you like the Freddy Rework and good luck with those daily’s, tho you’re not the one who needs it lmao

    My build was Nurse's, BBQ, Surv, Rancor, Zblock, Masterpiece. I would just control gens so hard with Surv and keep everyone asleep all the time. Literally you would wake up and I would put you to sleep immediately, there was no reprieve. But I also had to sweat my balls off which is why I just eventually settled on doing Ruin/NOED combo, as it meant I could almost play with my eyes closed and still win.

    I like new Freddy but I will miss some of the old tactics. Especially Rancor, that perk was so amazing for him because the obsession never saw it coming (since they would need to be asleep when a gen pops to see the aura). I will also miss my super OP builds for Freddy that were IMO impossible to escape unless I literally told you my build before the game.

    But as it stands now, I'm just a monster with new Freddy. 4k 4/5gen like 6 or so games I've managed to play yesterday.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/597964#Comment_597964

    The map is also a big factor in whether there are even usable fake pallet spots. + you could some in areas where a chase never occurs.

    Yes definitely. Some maps are pallet deserts where you don't even get value from the add-ons.

    There are also some tactics that hard counter pallets. Rainbow Maps or Maps with yellow twine will reveal fake pallets when you are asleep, as they are killer belongings. WOO can be used to determine where the real pallets are when awake, so you can more easily remember which ones to use, or if a real pallet was already used. And then there is SWF. One tactic my friends and I discovered, is when 2 survivors are on different sleep cycles, they walk around together and the awake one will point out if a pallet is real or fake. If it's fake the sleeping one will drop it. Then before the awake one falls asleep, they snap/clap the other awake, and switch roles. It's really kind of just a waste of time since you should be doing gens but it can be used to seriously crush fake pallets if the Freddy is really good or the group keeps falling for the fake pallets.

  • Before the update, I was told on numerous occasions that I'm the best Freddy at rank 1. I would play without Ruin or NOED and still body SWF groups. One was actually some friends I mentioned in the Xbox thread that are the few survivor mains of that group, really good ones too. I had them all dead to rights but only got a 2k because they found a key >.> just my luck.

    But since I stopped playing Freddy as much, the past like 2 months I just run Ruin/NOED combo so I can have chill games. Still, I don't think any survivors even made it to end game against my Freddy, so it honestly didn't even matter I had NOED. It was just insurance so that I won't get bullied.

    I've also been told I'm a really good Spirit, GF and Huntress (when I mained her). One group, I felt so bad for these guys, I had a Spirit daily and just treated it like a normal game. Completely crushed them. The David had NM and DS, he was the best of the group but still an easy catch (even disregarding NM). The Meg was decent, but the other two were low ranks, like 14 and 18 or something. After the game David's like "wow your really good why are you rank 7??" and it was because rank reset and just not playing as much as I was previously (because queue times are too long). I told him and then mentioned I woulda messed around if I knew 2 of them were such low ranks (I didn't tunnel/camp, but I woulda slugged them or something to farm a bit). Just unlucky I had a daily and was playing my main killer. That's part of the reason I'm avoiding my current Spirit daily xD I just know I'm gonna get some low ranks and it will be like throwing puppies into the lion's den. I can't have that on my conscious.

  • I've been running BBQ, Ruin, Pop, Discord, and Swinging Chains. Last add-on I've been trying different stuff, but I think Nancy's Masterpiece is the best. I heard Thrilling Tremors is good for him too if you combo it with Pop. Once I get around to dumping some more BP into Freddy for TT I'm gonna swap it for Discord.

    People say his snares are bad aren't using them correctly. They are VERY strong if you place them right. That means putting them at loops in spots where it's impossible to avoid if the survivor wants to run that loop. It can cut the loop short easy. And if it's a super strong loop, like house loops on Haddonfield, you just set a few of them and now the loop is shut down.

    Pallets are indeed stronger, but they rely on survivors falling for it. Right now that's all the time because all this is new, but trust me in a month when survivors learn how to play around fake pallets they won't be nearly as effective. Snares are just way more reliable even if they ultimately are not as strong as fake pallets.

    Sloppy is also a good pick. And so is SF/Enduring. Have yet to really try a lot of other stuff yet.

  • I look at something like "remove looping" like I look at players asking for devs to "remove wallbouncing" in Gears of War.

    You can't. Not without literally gutting the game. Both are inherent to the design of the game. It's impossible to actually remove. You can balance it, but that's about it. Unless you want DBD to be a totally different kind of game.

    Honestly if you legit think that looping can or should be removed, then you need to find a different game. Sorry to say.


  • @Talmeer said:

    https://forum.deadbydaylight.com/en/discussion/comment/597026#Comment_597026

    Addon dependence should never be the way to go for killers and survivors.

    The base abilitys should always be strong enough, so that the killer, or survior can fulfill his role.

    Imagine survivors could only repair gens with a certain addon... That is just meh...

    Wish you luck Nurse guys. After the Legion mega-nerf, Pig nerfs and killer perk nerfs, we know you will need it^^.

    I disagree. Killers should be good enough at base kit to handle 4 solos, but if you want to play against SWF you should need add-ons. Not ultra rares, just white maybe yellows. If you main a killer you should have a crap ton of white/yellow add-ons, and even if you don't you should still have plenty enough to maintain consistency.

    Like I main Spirit, p3 all perks, and I have like at least 100 of each white and at least 50 of each yellow. I have no problem just using add-ons even if I feel like I might not need them.

    The problem with your line of thinking is that, if a killer is good enough to compete at the highest level without add-ons, then anything extra you give them just makes them too strong.

    And unlike survivor items, killer add-ons persist throughout the game. Yes, survivors can keep their items after a trial, but if you bring a purple medkit with the best add-ons it has a finite amount of usage. Killers on the other hand have their add-on effects then entire time with no limit, which is why it's okay to require white or yellow add-ons to make them viable at the highest level. Especially when it's really not that costly to use them.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/597916#Comment_597916

    There had better not be people saying Legion needs a nerf.

    I mean old Legion. There were indeed killer mains saying he needs to be nerfed.

  • @Raidoku said:

    Add me on xbox Raidoku Samurai im pretty much one of the elite 4 on xbox (rank 4) :D

    No offense but I've never heard of you.

    There is a very active community of top rank Xbox players. I know most of them, and they all know each other. If you play at red rank there is a super high chance you run into them, I'm pretty sure like 75% of red rank players are in this group. Most play SWF when they play survivor, only a handful ever play solo. And a lot play both sides, I could probably count on one hand the ones that are exclusively killer or survivor. Though if I had to pick an alignment, I'd say most are killer mains.

    I would list names but it's against the rules and I would literally list like 50 people.

    Also not everyone is cool with each other. Some people hate each other and will tunnel them off hook to mori and stuff. Most are cool with everyone though.

    And I won't give details, but all I will say is be careful what you say to high rank players on Xbox. Remember, they all know each other.

  • Have you actually read any of the 'nerf Nurse' threads?

    There is a plethora of killer mains saying she needs to be nerfed too. Same thing with Legion. So stop making this a "killer V survivor" main thing.

    And while I agree her base kit is fine, her add-ons definitely need to be changed. Nerf extra blinks/range and buff other stuff to make it actually useful.

  • When dedi's come around this shouldn't be an issue anymore. Survivors that DC will leave behind a husk that will let you hook them for points and such. You probably won't get 3 hooks, just 1 or 2 at best, but you will get the Malicious and Devout points.

    @fly_172 said:

    https://forum.deadbydaylight.com/en/discussion/comment/597825#Comment_597825

    I get your point about people complaining about not winning all the time, but this isn’t actually about that. @ggallinftw is complaining about the killer adepts, which require you to get a 4K and 2 pip atm. I know some people might not care about achievements but it’s fair to acknowledge those who do, and if you feel the expectations are unrealistic then we should consider how the achievement works.

    You actually don't need a 4k to get killer adepts. They say "Merciless Victory" which means a 2 pip. At every rank but red that means you can technically not get a 4k and still get the achievement.

    However, IMHO, the achievements should be changed to require 4 sacrifices with the killer's 3 teachables. That would bring it more in line with how the achievements worked before emblems and make it slightly easier since you don't need basically a perfect game. It'd also remove mori's from the equation.

  • @Kaelum said:

    https://forum.deadbydaylight.com/en/discussion/comment/586225#Comment_586225

    Hey @Peanits, I’ve been thinking along the same lines as @Condorloco_26 has. The ranking system has proven in all of its incarnations, that it just doesn’t work for grouping players. I know that you guys have been trying hard to get it to work, but I think that after 3 years we all have to agree that it is a failed experiment.

    The only fair way of matchmaking is to use a hidden ranking system that is solely based on hours played, tiered in a progressive manor. Ranks from 0.0 to 5.0, on a logarithmic scale where 1,000+ hours = 5.0, should allow for a more fair system. It would also end DCing to drop in rank, as it would be impossible to derank.

    Rank resets would become a thing of the past, as you rank up endlessly until you have your 1,000 hours and always play with experienced players. Experience takes many forms, and truly isn’t measurable in any automated means. MMOs essentially do this as well, as you level up your characters you play with others of a similar level.

    "The only fair way of matchmaking is to use a hidden ranking system that is solely based on hours played, tiered in a progressive manor. "

    No.

    I know people with over 1000 hours that, not to be mean, suck at the game. They play for fun with friends and don't even play meta or use broken items outside of an occasional key.

    I also know players with 500 hours that are really good at the game. Not amazing, and not good at everything like players with more experience, but they can do certain things well that you'd think they have 2k hours.

    Also smurf accounts are a thing, this would just make it easier to smurf.

    Any ranking system that would factor hours played is inherently flawed because hours =/= skill.

  • It seems this experiment is moot considering they said they ARE changing Nurse. And by the sound of things, it was something they were planning to do for some time, meaning this was pointless from the beginning.

    Honestly people need to stop with these "experiments" simply because the points have already been made.

  • Toxic?

    Xbox?

    Were you around during 360? 🤣🤣🤣

  • Fix the bug and there is no problem.

    If you want to slug just wait a moment for them to be on the other side and swing. You will hit them instead of grab, the catch being it's obviously a slight risk they will get away.

    And tricking the killer to grab in some cases is a valid tactic on survivors' end.

  • After playing against some Myers, I'd have to agree. I think the new Exposed effect is generally a good thing, but for Myers specifically the sound should be removed or tuned way down. The VFX can stay.

  • @Mc_Harty said:

    Art.

    Ok now I'm more confused.

  • @Peanits I would like to see you guys buff some of the status effects. If Hemorrhage and Blindness actually did something useful then by default all add-ons that inflict it would be more useful.

  • Not complaining about the game.

  • I don't see them changing her base kit. If anything they nerf her SLIGHTLY so that she will need to use white add-ons to be the same as before (but will still be very strong).

  • @MegMain98 said:

    https://forum.deadbydaylight.com/en/discussion/comment/596963#Comment_596963

    @thesuicidefox I don’t see how it is a bug. Why would it be a bug unless the devs have stated that it wasn’t intended? I don’t mind her having footstep sound. Since it has been said that she doesn’t move grass or corn, I believe she SHOULD move grass or corn.

    It's a bug because it wasn't a thing until a few updates ago. It's probably low priority which is why it hasn't been fixed yet (and because it makes it easier to play against Spirit).

    I will say no, she shouldn't move grass/corn. She would be completely gutted on Coldwind maps. It would basically be like her phase woosh from her PTB, where it was directional and she was super easy to avoid.

  • @ArecBalrin said:

    Holy smoke, he's still using the 'people learn the game mechanics' narrative.

    Whatever could be exploited on day-one was being exploited on day-one, it did not take long and awareness of this stuff was being spread by streamers just as fast as the game itself was. This goes for both sides, but survivors were worse and had much more to exploit.

    The devs are clueless about how this game is played; it's why back then they claimed infinites 'took skill', not that they didn't understand like any sensible or humble person would do when talking about a topic they're unfamiliar with, they said it 'took skill'.

    They then didn't know what pallet-looping was, leading them to introduce Bloodlust, which does nothing against pallet-looping. That was all because survivors were pretending to not know either even as they were using it, but filled the Steam forums and Reddit with misinformation suggesting that killers 'just break the pallet'. This gave the devs the impression that pallet-looping was when a survivor ran around a pallet that was already downed and the devs also couldn't understand why killers didn't just 'break the pallet'.

    Even now, they duck on obvious gameplay questions because if they had to talk in specifics, they'd be picked-apart on how boomer-tier they are on it.

    Wow. It's obvious you have no clue how things actually work. If jumping to conclusions was an Olympic sport, you'd be Michael Phelps.

    I'm just not even going to bother anymore. Your bias is so bad.

  • @theArashi said:

    https://forum.deadbydaylight.com/en/discussion/comment/596085#Comment_596085

    @DudeDelicious

    Someone already said it but I'll say it anyway.

    Back in the day infinites were real pain.

    • No bloodlust,
    • no mechanic that allows killers to increase in speed
    • no window blockers if survivors vault them too much
    • fast vaults from any direction
    • exhaustion perks recharged mid-chase,
    • sprint burst every 20-40 seconds(depending on which patch you were on)

    And with all that, we were told they were just a mindgame. Currently some loops can be called infinites as they waste huge amounts of time but back in the day survivor literally had to fall asleep to get caught.

    Old Tru3's vid on survivor abusing one(old cow loop).

    https://youtu.be/hsie4pHH99E?t=448

    This was back when everyone, including the devs, didn't have a full understanding of the game's dynamics. It was only after people played a lot and learned the mechanics really well that stuff like this emerged. Hence why all the changes since then to stop infinites and shorten loops.

    Just look at some of the new tiles on forest. They prove the devs have a very clear understanding of how looping works because all those new loops are pretty fair to both sides. Survivors have ways to extend the chase/escape the killer, and killers have ways to mind game the survivor or brute force the loop.

    So many people think the devs are clueless how this game is played, when in fact they probably understand it better than anyone, including the best players. That's why they are hesitate to change stuff willy nilly and only push out changes they are confident would have a positive result. If they didn't do that, and just did whatever, they would only be creating more work for themselves as they have to go and fix it (and deal with the community backlash in the process). And some stuff got pushed out because to find the best solution would just take too much time. Legion changes, Pig changes, etc., go live because it's the best they can do in a short time. If they were to do to Legion what they did to Freddy, that means we'd all have to deal with some stupid broken BS for a LONG time. Not good, so they give us a temp fix that might suck a bit for some people (namely Legion players) and then revisit it later when they had the time to come up with a better solution.

  • @MegMain98 said:

    @thesuicidefox Maybe I’m mistaking it for footsteps. I have heard footsteps before and nobody can tell me otherwise. That’s one of the ways I can tell where she is during phasing because I’ve AUDIBLY heard her footsteps.

    I could’ve sworn I’ve seen grass and corn move but maybe it is just me hearing her rusting through corn/grass/bamboo.

    Some people seriously don’t have ears, I’ve heard Spirit MULTIPLE times on where she is during phasing due to footsteps and rustling.

    Footsteps are audible but AFAIK it's a bug. It's not supposed to be that way.

  • @NMCKE is on Xbox. I know others but can't remember who at the moment.

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/596203#Comment_596203

    I'd beg to disagree. If the purpose of your reworked block add-ons is to keep them from waking up and make them not bother, why not quicken the rate at which you fall asleep. If there just going to fall asleep quickly putting them back into deep dream state, I feel that would be more useful in preventing waking up.

    That is another option too, but it could be too oppressive. You already fall asleep when he hits you.

  • @Jonavov said:

    @thesuicidefox I never said that resil was weak, I acknowledge I effective it is with a no mither build. I just assessed the cost-benefit to taking a hit from a killer (with the idea that my no mither suggestion is put into practice) and getting resil’s buff. Don’t get me wrong, I run that combo all the time and it’s great.

    but in all honesty, that hypothetical you set up is fairly circumstantial. While yes that does happen from time to time, it happens infrequently to the point where no mither’s downsides are still too prevalent. My point was to give make no mither more effective in more typical situations. I.e, getting chased alone by a killer, getting tunneled by the killer even when in a group, etc. Yeah, the instance you brought up is completely valid but I also don’t see how that situation wouldn’t be possible if my suggestion was brought live to the game. You can still sponge the hit (whether or not you are put into the injured or dying state) and you can still recover from being slugged by the killer. They are faced with that dilemma regardless.

    You can certainly make the claim that no mither is already strong for people who are smart enough to use it effectively (believe me, I’m there with you), but the disparity between its upsides and downsides is to vast to the point where it ends up being a niche perk for certain situations, memes, or a perk that is simply left in the dust. If you gave people more opportunities to use it and get value out of it in a normal way like the way I suggested, it might become more of a viable perk that (for all we know) could shift the meta in interesting ways leading to more diverse playstyles.

    No ‘normal’ survivor could do that (unless they had unbroken but I get what you mean), yes, but then again just consider the potential no mither would have to be a consistently effective perk on its own. Getting that 2 hit potential would make the benefits meet at a fairly equal level with its downsides while still being capable of demonstrating the hypothetical situations you mentioned above. And if you still believe that it would be too strong or too imbalanced in some way, another change could be made for all I care. I just think that this change could make no mither a little bit less of a wasted perk to some people.

    I get why you would want the extra health state but all it does is require you to engage with the killer to get the benefits of NM's synergy with other perks. If you start the trial injured you don't need to do that and can hide from the killer as much as you want (which you should want to hide a lot because you are NM).

    And that's just one example I can give that I can explain easily. Other situations are more nuanced and it all depends on what's going on and how well you understand the mindset of the person playing killer. Like you could have two of the exact same situations, where in one it's a bad move and the other it's a good move, because in one the killer won't panic and take the bait, and the other the killer has shown mental weakness and will panic allowing you to do whatever it is you are trying to do. I wouldn't pull that kind of stuff against someone that's not going to flinch from it, I will against someone that will spend 10 seconds deciding what to do. It's about reading your opponent more than anything.

  • @marcus I can't quote you

    RE: Doc...Yes, but in situations where you want to just be stealthy then it is an option not normally available to you. For example, if you are the last one alive.

    RE: second post... Ask any of them if they actually tried it in KYF. I will guarantee none did because if they did they would see she doesn't move grass/corn during phase walk. They are going by hearsay, what someone told them or what someone else says they saw. None of them can actually say she moves grass/corn if they tested it because it's not a thing.

    And I didn't say you can't play against Spirit. I said I'm telling you she doesn't move grass/corn because it will make you better against her.

    @NuclearBurrito I'm on Xbox.

  • @Marcus said:

    https://forum.deadbydaylight.com/en/discussion/comment/596331#Comment_596331

    1 That Spirit had Mother Daughter Ring, she could make that distance. Even when she appeared, it was clear that she came from the pallet, that's why the other grass didn't move. She was still phasing because she was still invisible.

    2 This is again is not the only video where I saw grass moved by a invisible Spirit, but it was the most recent one.

    3 I like you call people "full of #########" even if you don't know anything about them. Not all people from Reddit are Omega survivors biased, there are also nice people who actually know something about balance. So practically you said you are the only one right and the other are wrong, right ?

    4 I don't need to test anything in KYF when I saw it happening in game and other people did as well.

    Except that they are full of ######### because I've tested this myself extensively. SHE DOES NOT MAKE GRASS MOVE. Not during phase walk. Post phase walk =/= phase walk and that's exactly what that is. Either the grass moved because it was post phase walk or because that's the exact spot where the Kate was standing when the Spirit also walked in the same spot.

    Also it doesn't matter if she had MDR because she most likely would have gone in a straight line to him. And even if she came from the pallet, there is grass in that direction too which also did not move. The grass only moved directly where the Kate was in the near exact moment when she appeared on the screen.

    Unless you show me a video of you (or someone else) in KYF game where the Spirit is literally running circles around them in phase walk, you can't convince me she moves grass BECAUSE SHE DOESN'T. She just doesn't. You can pretend she does all you want, but she doesn't.

    And I'm telling you this to help you play better against a Spirit. If you are running around thinking she can move grass and then she suddenly appears right next to you, you will get hit. If you realize she doesn't move grass and change your tactics you can decrease the chance you would get hit.

  • @Marcus said:

    https://forum.deadbydaylight.com/en/discussion/comment/596331#Comment_596331

    https://forum.deadbydaylight.com/en/discussion/comment/596331#Comment_596331

    https://forum.deadbydaylight.com/en/discussion/comment/596331#Comment_596331

    https://forum.deadbydaylight.com/en/discussion/comment/595052#Comment_595052

    Well, Stridor counters Iron Will and not looking directly at the survivor counters Spine Chill. Plus, Doctor has specific add-ons to show auras when Madness tier up and these add-ons counter Calm Spirit. Also, Iron Will is garbage against Plague and Spine Chill doesn't work against Scratched Mirror Myers.

    "Not looking at survivors counters Spine Chill" yea but it's very difficult to do. Also just realizing a survivor has Spine Chill is difficult. Iron Will at least has a dead giveaway that you won't hear them even when you are right behind them.

    Those add-ons do counter Calm Spirit, but if you just stay in Madness 3 he can never find you unless he also sees the Doc illusions.

    Scratched Mirror Myers is super easy to beat because he is slow and can't get bloodlust. So you run to any decent loop and infinite him. If you don't see him, just assume that he is nearby, you can usually find a spot on any map where it would be impossible for him to come toward you without you physically seeing him. Also Calm Spirit soft counters SM Myers because he still disturbs crows. So if you run Calm Spirit then suddenly hear crows going off near you and it's SM Myers, just start running. It could be another survivor but if you have Bond or are in an SWF you can eliminate that problem easy.

  • The fact you safety pip/depip says a lot though. This might be an effective way for killers to get kills against bad survivors but it won't help you rank up, and it won't be effective against survivors willing to commit to gen rush counter. You also really didn't get a lot of BP from it. The one game went to the very end so you got 29k, but in games where it didn't get that far you're not going to get a lot of BP. On the contrary, when you play fair and still 4k 4/5 gen survivors you will consistently walk out of games with 30k BP.

    I think all you proved was that it's easy to camp low rank survivors.

  • @Marcus said:

    https://forum.deadbydaylight.com/en/discussion/comment/596288#Comment_596288

    The Spirit was still phasing, she appeared just after grass moved. She was still in the ethereal plane when grass moved and the other grass didn't moved because she came from behind. Also, this is not the only video I saw Spirit moving grass, but I am not gonna to look for every video now. Also, I asked people from Reddit if they saw a phasing Spirit moving grass. I asked them specifically if they saw grass/corn/bamboo moved by a phasing Spirit and they said they did, and it wasn't one, it was several people who told me that. I don't think several people lie, especially when they have no reason to.

    No the other grass didn't move because she doesn't make grass move. She was coming from his far right. There is absolutely no way she was able to get right behind him without making ANY other blade of grass move. And it only moves a split second before she appears on screen, which means she was ending her phase walk and was in a post phase state. If she did make grass move during the actual phase walk you would have seen an invisible thing push through all that grass around him. That didn't happen in the video. The grass moves and literally frames later she appears on screen. That is post phase walk NOT phase walk.

    Go try it I'm telling you she does not make grass move. Try it, stand in some grass and have your friend walk around you as Spirit. It won't move. I've tested this extensively, grass/corn does not move. You are welcome to make your own video where you prove me wrong.

  • @Chaotic_Riddle said:

    https://forum.deadbydaylight.com/en/discussion/comment/596272#Comment_596272

    So we’re not allowed to voice our opinions and just pretend like everything is going to be ok? Yeah, I’m sure that’s gone well before for any community in any other game that has had balancing issues. And I really don’t want to come off as rude to you, because I am not like that at all and I thank you for the feedback that is given, but some of us just don’t want constant updates with no answers. If you can respect that, thank you, if not, then just ignore us. But it’s our decision as a community to voice our feedback when something needs to change.

    I never said you can't give feedback.

    But it is very childish to sit there and stomp your feet "demanding answers". You're just causing this problem for yourself. The devs have no obligation to tell you every little thing they do. When they are ready, they will tell you something, until then give your feedback and just be patient.

  • @Marcus said:

    https://forum.deadbydaylight.com/en/discussion/comment/596258#Comment_596258

    Https://youtu.be/1LoU-5F1qSs. Watch from minute 27:00 and you will see a Prayer Beads Spirit who clealry moved the grass.

    The grass moved because she came out of phase walk for a lunge. If you notice, NONE of the other grass moves at all, which it should have considering the direction she was approaching from. So when that grass moved she was basically not in phase walk, she was in post phase walk lunge. That's not the same thing.

    Try it in KYF on a corn map or near grass. Pick survivor, stand still in the corn/grass and have your Spirit friend phase walk around you. Nothing will move.

  • @Jonavov said:

    @thesuicidefox I can see where you are coming from (especially with resil), but I’m talking about the viability of dead hard exclusively. When in tandem with resil and dead hard, it is a pretty solid combo. While the combo is nice and resil is valuable from the start, you don’t need dead hard unless are already in a chase, making it nearly pointless to jump into the killer then attempt to escape for only a small buff from resil.

    My point was mainly to suggest strengthening the perk so that it, by itself, is more powerful rather than being a lackluster perk working with a couple of other solid but niche perks. I still think this change would be acceptable since no mither’s effects only bring value in the injured state and killers almost always tunnel you like there’s no tomorrow. This change wouldn’t make no mither worse, it would make it better. The thing is that it may make the combo a slightly more difficult to get value out of but that is far outweighed by the potential to take a second hit, substantially reduce the odds being tunneled, and all other negative effects you get from being condemned to the injured state for the entire game.

    I get what you mean and I do like your 2nd suggestion. Whether or not any of this gets implemented is a mystery, but I figured I’d share my thoughts as a no mither player. I do appreciate the feedback.

    Resil is actually a very strong perk. Gens in about 60 seconds, faster vault speed, faster totems, faster unhooks, faster everything. That little 9% can make a big difference.

    NM is already very strong when you understand what to do with it. The fact the killer can NEVER slug you or else they lose your hook is where the power lies. That means you can put the killer in a catch 22 position if you play smart. For example, if EW3 Myers is chasing another survivor and you jump out and sponge the hit for them, that's a catch 22. Either Myers takes your hook and loses EW3 in that time or they slug you and continue the chase on a guy that's now miles away. That's just one example of something you can do with NM. No "normal" survivor can do that.

  • @Chaotic_Riddle said:

    @thesuicidefox There’s been no reason to touch Pig at all though. Remember when they had it where her RBT worked similarly to Deep Wound in which, if you were in her TR, it would’ve stopped the timer? There was no reason for that. Granted, they never went through with it, but there was NO reason to even try it to begin with. And yes, we all know why Legion was nerfed, but that’s why we’ve been asking for a rework or some sort of buff that could still use their current playstyle but at least make them viable. And why the silence? Why are they not telling us anything themselves? We need answers for those kinds of things. I don’t want the ‘why we did/planned to do this’ for Legion, I want the ‘this is what we have planned.’ For Pig, I just want them to STOP messing with her. Two of my friends who have been Pig mains from day one can agree that the continuous amount of changes towards Pig are unnecessary.

    We need communication.

    We need answers and we need to stop being ignored.

    1) There was reason to change the Pig, as I said the old RBT in EGC would have been OP.

    2) They never even made live the TR change you are talking about. It was tested and deemed stupid. So IDK why you are complaining. Are you saying the devs shouldn't test ideas and just put stuff in the game from theorycrafting? Because that's not how game design works. You test EVERYTHING, that's literally how you solve problems in game design. You can't do that with a pen and paper, you need to play with it.

    3) The devs won't tell you ######### until they are at a point where they are confident whatever they are doing is the right move. Every time they told us stuff that wasn't ready, guess what happened? It never made it to the live game. And then people would complain about it not being fixed despite them saying they were doing X to fix it. It's better to just shut up and not say anything until the solution is actually ready to go live, and all they need to test on the PTB is the minute details like duration of effects and such.

  • @Marcus said:

    https://forum.deadbydaylight.com/en/discussion/comment/596218#Comment_596218

    You are actually wrong, she indeed moves grass and corn while phasing, I have video proof.

    LOL show me then because I've tested this to prove my friends wrong and she doesn't move grass/corn.


  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/596222#Comment_596222

    I'd suggest playing a Social deduction game of some sort.

    Especially One night ultimate werewolf if you have people to play with.

    Those games are somewhere from 50% to 90% mindgames depending on which one you play.

    It won't help you with DBD fundamentals, but it helps you get into the right mindset.

    It can help, but predicting another person's behavior is not something that anyone can do. The reason survivors can do it against most other killers is because most killers have limited options in mind games. It's like, red stain mind game and fake-pickup to counter flashlights. I honestly can't even think of any other mind games that matter. But Spirit has significantly more options available as mind games, and that's why people have trouble with her. They can't handle all that and just resort to bot mode where they become predictable AF.

    It was part of the reason I was so good with old Freddy, because he had a lot more mind games open to him than normal killers. And not just the transition mind games, because he could basically track everyone in the game you could mind game survivors by changing targets constantly. When survivors are confused and don't what I'm doing it's literally like easy mode, even if they are normally good survivors. And that's also the reason most people sucked balls with old Freddy and complained he was weak (which he was but not as much as people said). These are the type of players to put someone to sleep, chase them until they catch them, find another survivor, rinse repeat, and that just doesn't work with him. You NEED to disengage and change targets often. You NEED to scramble survivors and make them unsure about what you are doing. If you can't do that, he's complete trash. If you can, he was actually a very effective killer.

  • Legion got nerfed because he had no counter play and he took no skill to be super effective with him. You just hit a survivor with FF, then look at the floor and follow blood. They go down in like 20 seconds and all you did was land a basically unavoidable hit. The whole "Nurse has no counter play" thing is debatable, and even if she does not, at the very least it takes skill to use her and if you successfully dodge a hit she has to use that skill to try again. Legion though... if he missed it was like so what? He just swings again immediately. No cool down and no penalty at all on missing. He was faster than normal killers. Completely disregards pallets/windows. And he had the ability to just cheese chase mechanics. THAT is why he got nerfed. It was just stupid to play against him.

    Pig, on the other hand, got a nerf to RBT because of EGC. I think they could have handled it better. I was an end game Pig myself, when I used her. But it makes sense considering how OP RBT would be in EGC if it wasn't changed. That said, I hope the devs decide to revisit this and find a better solution because the one the came up with is just dumb. IMO, it should just work like it did before, but if there is an active trap the EGC timer is paused, and if she places a trap on someone during EGC is resets the timer. That would let her play much like she did before and be fair for EGC.

    As for the stuff in the recent patch, I don't know yet if it was really a nerf. Someone showed a video of them with like 3 STBFL tokens landing ambush on the obsession and they didn't lose tokens. So in that way it's a buff. And AFAIK, the "basic attack" clause only applied to Dark Devotion, Infectious Fright, and MOM, where the first 2 were changed anyway to remove the clause leaving just MOM. So that's a buff as ambush won't proc MOM (even though MOM is crap now).

    So to say that she's unfairly being nerfed is just not true really.

  • @[Deleted User] said:

    @thesuicidefox Damn. I guess even some of the best players in the game just suck at mind games specifically against Spirit and only Spirit, then.

    I'm sorry, but "predicting" and "guessing" in this instance share the exact same definition. The very definition of predicting, is to estimate what will happen in the future. You're treating this like it's a 50/50 mind game for both sides, when the survivor doesn't even know for certain she's phasing in the first place, while the Spirit knows where the survivor generally is. She can hear them (especially if they're injured), can see their current location if they're in tall grass/corn, and can see their scratch marks if they decide to sprint, and outright collide into them, letting them know where they are instantly which is very common on the indoor maps such as Lery's, The Game, or in any structure in general like Mother's Dwelling's house and Suffocation Pit.

    If I can track survivors through sound alone despite being blinded via flash lights and hearing the stupid chase music for over 5~6 seconds and still smack them, a Spirit should have no problem tracking a survivor down during phase walk.

    You people need to untie your shoes from the bias and try it from the other perspective for a while for once. I've done that, and I see why Spirit is fun to play, but I know how awful she is to play against as a result as well.

    Yes actually, they do suck at it. Just because you are good at basically running in a circle, or that you have 5k hours, or that you are rank 1 DOES NOT make you good at mind games. In fact, it seems most players are just in bot mode, doing the same sorts of things against every killer. Maybe they can do simple mind games, but it takes a certain type of mind to get into the opponent's head. It's not easy to learn or teach this either, it's more of a case of "you can do it or you can't".

    I mean, in a fighting game anyone can do a combo. It just takes practice and repetition. Setting up for that combo is a different story, especially against a very strong opponent that can read your moves.

    Like I have 10k hours across the entire Gears of War series. I was diamond ranked in Gears 4 (before they introduced d1-d5 I stopped playing before that). And let me tell you, even at a diamond rank there are players that just have no game sense and no mind games. They are literally like bots doing the same thing over and over. They fall for the same tricks over and over. Then they complain about it when they lose, when it was pretty much entirely in their control to counter. Most players honestly, truly do not learn from their mistakes over the course of a single game. They cannot change their behavior on the fly.

    So yes, being a good looper or high rank or whatever is not an indication of one's ability to mind game and/or play against mind games. And Spirit has a lot of potential for mind games and as such a lot of players fall for her shenanigans. But trust me when I say that there are players out there that don't fall for it. I've had to chase them and it's not easy. I have to really be on point and outplay them if I want to catch them.

  • @MegMain98 "She makes grass and corn move"

    Actually this is not true. Grass/corn does not move when she phase walks. It was never a thing. This is just a serious case of Mandela effect in action, and I think it's because of old Freddy as he WOULD make grass/corn move while you were awake.

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/595759#Comment_595759

    Yes the time to wake up may be short, but the time to get to something to wake up with isin't :) Your z block effect is the only thing that i see as a genuinely good idea imo, but i don't feel it fits the block addons

    (also idk if you noticed but my block addon idea would affect both the traps and pallets, So having the ability to place more pallets down is bad? or having the ability for insta downs off of a fake pallet is bad)

    Except that...

    1) Traps are already set super fast. You could boost it 1000% it won't make a difference.

    2) 8 snares and 10 pallets is plenty. Way more than you actually even need.

    And it really doesn't take that long to run to something to wake up. If you are in an SWF it's super easy to just say "I'm at shack doing a gen" and your friend comes over, wakes you up, works on the gen, 20 seconds later you wake them up, continue on gen.

    Longer wake up time would actually make a difference because it would discourage survivors from even bothering to wake up sometimes.

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/595702#Comment_595702

    Nah. it can already be tough enough to find another survivor without perks or keys, or to get to the clock which already spawns far enough away from you. plus hitting the survivor puts them into dream state instantly negating anything done to get out of the dream world in the first place. would be too op tied with paint brush, in keeping the survivors in the dream world.

    plus the Block addons are already centered around his traps which is why i centered my idea around them too :)

    We don't need add-ons that affect his traps because he can change them to pallets. That makes any combination of blocks and claws literally useless.

    And no it's actually very easy to wake up. Snap/clap is like 5 seconds, and clocks is 4 seconds.

  • Actually we don't need higher sensitivity.

    We need aim acceleration and dead zone options.

  • Blocks should increase the time it takes to wake-up via clocks or snap/clap, and Zblock should have the added effect that your clock doesn't activate for 20s after falling asleep.

  • Snares > Pallets

    Seriously, dream pallets are only good right now because it's new. But once survivors get used to it, and keep note of which pallets are real when they are awake, they will become useless. It's 100% dependent on survivors falling for it. It's only been 2 days and I've already learned how to avoid them most of the time.

    Snares however you can't avoid, and they can cut short loops or make some pallets/windows unsafe. It can also be used as an early warning system for protect stuff you want to protect.

    Pallets are stronger but way easy to counter. Snares are slightly weaker but almost impossible to counter.

  • @Rydog said:

    Random chance to wake yourself up from snoring!

    I'm not really a snorer, but if I'm on my back I can snore. And I can confirm this is a real thing LOL.

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