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Broadside12

Broadside12

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Broadside12
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  • @Awakey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1595459#Comment_1595459

    I'm not going to go in depth with this comment, I just want to point a few things out.

    • Spirit cannot see blood while in phase, only with a UR addon.
    • Stridor comes at the cost of distorting depth perception, so take advantage of that if you infer that the Spirit has the per
    • "the punishment for guessing incorrectly is to reward the attacker". Is getting hit for guessing incorrectly not a reward for the attacker/killer?

    -Fair point in that it is not base kit. However the option still exists and still illustrates the point that the Spirit does essentially 0 guess work while the survivor has 0 real information.

    -Stridor 'distorts' depth perception for only as long as you are not used to the change. A Spirit who runs Stridor and is familiar with the change suffers no downsides. In general, these arguments tend to assume the players are familiar and skilled with their respective side.

    -The discussion around punishment/reward is an attempt to display how in a fighting game the defender still has agency and can turn the interaction around. If a Spirit minds their phasing bar they will never be punished in any real amount for making a mistake.

    All of this is merely an attempt to illustrate why Spirit is not a 50/50 and why games with Spirit can be seen as unfun for the survivors.

  • This is a major false equivalency.

    Fighting Game

    In a fighting game a 50/50 is a technique which is usually set up before hand by a combo, telegraphing to the other player that an attacker is going for a 50/50.

    The "punishment" for guessing incorrectly is actually a reward to the attacker for initiating combat. Fighting games which lack rewards for initiation (For Honor anyone) suffer from a stale game play loop which is generally un-fun to play and to watch.

    The 50/50 is inherently a guess where either side can come out on top if guessed (or read) correctly, meaning the defender has an option for not only saving health but actually punishing the attacker.

    Both players have an equal chance at guessing correctly, the attacker is rewarded more highly to encourage interaction (IMO how games should be).

    Dead By Daylight

    Spirit's phasing is not a 50/50

    -The survivor does not know if she is phasing (barring the inconsistent and impossible to replicate "glowing shards" which are hidden on certain cosmetics anyway)

    -The survivor cannot see, hear, or bump into the spirit

    meanwhile

    -The spirit phasing can freely get to either side of a loop meaning physical barriers (pallets, vaults) are mostly ignored

    -The spirit can see blood, scratch marks, and environmental physics (crows, survivors push grass and corn while moving through it)

    -The spirit can hear the survivor running, walking, standing still (breathing), fast vaulting, slow vaulting, fast locker, and slow locker

    -If the spirit finds the survivor she gets a hit. If the survivor somehow dodges the spirit they gain mere seconds in a chase. Good spirits reserve full charge for a chase and only use a quarter to a third of the bar to get on the same side of the loop as the survivor.

    -Iron Will counters injured grunts, while Stridor counters Iron Will, thereby negating the perk.

    -Quick and Quiet does allow you to enter a locker without any noise whatsoever. This is generally a bad idea as lockers are a huge commitment and getting caught ends the chase even while healthy or with endurance.

    As you can see there is actually little to no guess work for the Spirit, while the survivors have no information or defense.

    However Spirit's still lose. That is down to gen speed being extremely fast, and not survivors outplaying the killer. The Spirit can win every chase quickly while still losing all the gens, leading to a game experience where interaction is punished for both sides.

    Thus many people dislike facing Spirit.