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Ways to Play Around Spirit

DawnMad
DawnMad Member Posts: 1,030

I am a Spirit main, a pretty good one too. I wanted to make a post for people struggling against Spirit, about ways to play around her.

First of all, the elephant in the room: Injured sounds. I find this the only unfair thing about Spirit. If an injured survivor doesn't have Iron Will, the Spirit may as well see them while phasing and nothing much would change. Always bring Iron Will, it completely fixes this and it is also extremely useful against any killer in the game.

Now on to the tips:

  • After Spirit hooks someone far away, you miss a skill check or anything else that would mean "she knows where you are and she is coming" happens, be unpredictable. Spirit is the last killer you should wait until you hear her coming, unpredictability is your best friend against her. For example, if you are on a gen start walking away 4 seconds after (BBQ ends) she hooks someone. If you make her use her whole power to get to you and not get a hit immediately now she has to chase you as an 110% killer while her power recharges which is a big headstart for you and a big time save for your team. This only requires game sense so this should come in handy for most of you.
  • Stridor is a perk most new to average Spirit's use. The perk is very strong against injured people but against healthy people it does nothing. A Spirit who mastered using footsteps, breathing and grass sounds won't use Stridor since it will mostly be a waste of a perk slot. What I mean by this is that if a Spirit has Stridor, prioritize healing and play as safely as possible while healthy. I have played against teams that healed extremely efficiently back when I was still using Stridor and I struggled a lot finding them in loops since I had nothing to go off of. Now this doesn't happen at all but for the people struggling with Stridor gamers, this should be your strategy.
  • Think of her power as a power spike. If you manage to not get hit through it, now she has to wait for it to recharge. Any time you make her power miss it affects her MUCH more than making a Nurse/Blight miss. It's nearly as bad as making an Oni waste his power since at least Oni is 115% and can actually chase outside his power.
  • Finally, don't get faked. You learn ways to juke them depending on the situation and the Spirit. It's easy to me since I know all her choices and what she probably chose in most mindgames because how much I play Spirit, just like me this is something you will also develop as you play. Most general juke is to just make distance when she goes for a mindgame. Don't do this excessively but use is like the "Running in to Nurse" strategy. It works wonders if she doesn't expect it but if she does you just get hit.

That's it for now, I hope I was of help to at least some of you.

Comments

  • BioX
    BioX Member Posts: 1,378

    so now the question remains, why do you main spirit?

  • DawnMad
    DawnMad Member Posts: 1,030

    If there is very little risk then it's the survivors fault most of the time. Assuming they bring Iron Will of course. Good survivors are very good at being unpredictable, against them just listening isn't enough since they have control over footsteps and grass sounds and Iron Will completely removes breathing when injured. Most times against these you have to rely more on prediction than knowledge so yes there is risk involved. And if you miss your power once you give them enough time to rescue whoever is on the hook and heal. That's the fun of Spirit.

  • C3Tooth
    C3Tooth Member Posts: 8,266

    I start to getting know u going around asking pointless question


    To OP, I can add in some in my perspective.

    • Flashlight on her right when she start phasing/fake to know if she fake or not.
    • (This is hard) At loops, when she fake, usually she pick an angle to able to watch the whole loops. If she actual phasing, she will just instantly going to phase mode rather than make time to get into a view angle
  • BioX
    BioX Member Posts: 1,378

    "And if you miss your power once you give them enough time to rescue whoever is on the hook and heal. That's the fun of Spirit."

    wait are you the kind of spirit to proxy camp? returning to the hook all the time?

  • gibblywibblywoo
    gibblywibblywoo Member Posts: 3,772
    edited January 2021

    This is why I dropped her myself. Too easy. Don't get me wrong, she's fun. I love her sense of speed when phasing and getting a lunge directly out of it felt very satisfying. But after a while I began realising that they couldn't have lost me/outran me if they tried.

    Also I started going against her more and more as a solo player and realised just how anti-fun chases are with her. Same reason I had to drop Freddy. It felt like beating up someone in a wheelchair.

    I feel like if Stridor weren't so prevalent on her it wouldn't be so bad but that perk removes any and all possible mindgames or back and forth. But if you make a killers power 90% based on sound obviously people are going to boost that power further. So I don't really blame the players.

    I love Spirits design, she's very creepy and the animations are great but boy is she awful in gameplay. Same as Twins but the opposite end of the balancing stick.

    This thread made me realise that every time I've stopped playing in the last few months. The last match or two were always against Spirit and I just played another game.

  • gibblywibblywoo
    gibblywibblywoo Member Posts: 3,772

    Yeah this is number 1 and when I see a bad Spirit they always waste their meter to reach a gen or something. If a good Spirit manages their meter properly they'll be phasing every 6-7 seconds. There's not much that can be done about that.

    I disagree with their point about Stridor/Breathing though. A good 90% of the cast breathe extremely loudly even without Stridor, especially if they've just been running for a few seconds. Add on that a lot of Spirits (even ones that could easily play without it) use Stridor for extra handholding and tend to jack their volume up and regular breathing is incredibly loud and can be used to track through walls.

  • DawnMad
    DawnMad Member Posts: 1,030

    No, thats called pressure. If there are no hooked or injured survivors while you are in a chase using any killer you are heavily lacking pressure.

    She would still be losing around 10 seconds each time she got mindgames at a pallet but yes, the quick bursts can be deadly. Running away sometimes works pretty well against that too since you usually get enough distance to get to a safer tile by the time she catches up.

    The duration addons are really weird. I expected them to reduce consumption rate because that would explain recharge time staying the same but no, it literally increases the recharge rate AND the total duration. It's coded like it's intended.

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,810

    Just for some numbers here, Yakuyoke Amulet increases duration to 8.5 seconds, whilst decreasing speed by 15%. Mother Daughter Ring boosts it by 40% so when combining both a spirit has 8.5 seconds of phasing at 201% speed (or 8.04m/s) every couple of seconds due to the increased recharge of Yakuyoke.

    Thanks Spirit.

  • FreddysMixTape
    FreddysMixTape Member Posts: 80

    I feel like you already start this out by mentioning one of the biggest problems with Spirit as a whole, having to bring a specific perk every game just for the off-chance you go against her is silly and completely unreasonable. Neither killer nor survivor should have to bring a specific perk every game just because one side could potentially use a certain killer or perk. Regarding the rest of this:

    First point is fair enough, like sure you can do that and extend the chase by a fair amount. Is it a lot? I don't think so but for the sake of argument. Sure, this works.

    *Starts by saying how hearing injured survivors makes chases extremely easy and borderline unfair, then proceeds to say Stridor isn't that good. I don't know what to tell you here, like I kinda get what you're saying but you also mention yourself how this perk alone basically forces healing, at which point you're probably gonna end up wasting a lot of time especially if the Spirit also runs Sloppy, which a lot of Spirits happen to do, basically putting you into a lose/lose situation, as you'll either end up wasting a lot of time to the point where you just lose due to the amount of time wasted healing or you lose because you're injured against a Stridor Spirit. Also Stridor does something against healthy survivors, their breathing will be louder which should make getting hits even easier.

    Regarding your third point, someone else already mentioned it but you generally want to use your power in short bursts at which point the recharge time is generally under 10 seconds and even if you do use your full gauge for some reason, the maximum recharge time is always 15 seconds, 15 seconds during which you can still run after someone and still get a potential hit in. I feel like you heavily blow out of proportion how punishing her power is here.

    Last point reads as like "Just play better". Like ok? Let me just play Spirit for 2000 hours so I can achieve understanding of the very frabic of mindgames themselves so I may be able to make a perfect read on when the Spirit uses her power.

  • DawnMad
    DawnMad Member Posts: 1,030

    I wasn't trying to undermine Stridor there, I was trying to say that most of the time if a Spirit has Stridor healing efficiently is the best strategy against her because most Spirit's who use Stridor can't really use footsteps and such for tracking. If they can they usually don't use Stridor since there are much better perks for Spirit, not because Stridor is weak (it is overpowered), but because it's just overkill when you would be better off by investing on information or gen defense. Her ability on good hands don't need any help from perks.

    15 second charge is a good amount. Compare her to Deathslinger in this. Firstly I don't think they are the same tier at all but Deathslinger is a good example on downtimes. A good Deathslinger can basically hit any survivor in around 12 meters in line of sight, but what makes him balanced is the time he wastes reeling in, reloading and patroling generators. Spirit can also suffer from a similar problem, if you make her miss she may need to wait up to 15 seconds for her ability to recharge, 1.5 seconds for her activation and around 2-3 more seconds to catch back up before she gets another chance to hit you. This is why making her waste her ability is a big deal, if she uses it to patrol generators now she has to spend this whole time again to hit you if played unpredictably.

    I wasn't trying to say "Just play better", I meant that you will play better against her the more you face or play her. I know this is obvious but people disregard it way too often. I meant that if I and other Spirit players can predict Spirit's reliably, even survivor mains will be able to juke her more the more they face her, and if people decide to take her for a spin for a couple games they will have a much easier time against her. I started with "Don't get faked" because of this, many players stand on pallets or some even vault in to Spirit when they should be focusing on breaking line of sight, this is a very common example and something you learn as you play and play against her.

  • xXCAM3R0NXx
    xXCAM3R0NXx Member Posts: 387

    But she isn't like nurse, if you miss a blink with nurse, the survivor can gain quite abit of distance due to her recovery of her blinks, slow movement speed and fatigue.

    However if a spirit misses a phase walk? How is that a bad thing? You instantly start moving at your normal speed, no fatigue, in fact you gain a quick burst of speed when you come out of it and it doesn't take too long to recharge

    So let's use your scenario, if someone went for the hook.

    If a nurse missed a blink chain, she'd be in fatigue and the survivor can get the unhook and both make a little distance whilst she gets ready to use her blinks again.

    If spirit misses her phase walk, the survivor can get the unhook, but most likely get downed whilst doing so as she wouldn't be in no state of slowdown.

  • FreddysMixTape
    FreddysMixTape Member Posts: 80

    Regarding Stridor, fair enough. I'd still say its like one of the best perks for her simply because it becomes incredibly oppressive, especially if combo'd with Sloppy.

    Yeah but you rarely charge it for the full 15 seconds, if it always was a 15 second CD it'd be a different story but it's not, 9/10 times, especially if the Spirit is good; it's shorter. So if they do use their power to catch up they generally have it up after just 9~ seconds max. 9 seconds during which they could still get a hit in or at least get a pallet drop depending on the loop the survivor is in.

    Regarding your final point; Considering how her power has absolutely 0 tells and she can basically use it whenever I feel like that most of the time I "outplay" a Spirit its just them misplaying, I got the same feeling from playing as her, and I did play her for a lot of games due to genuinely wanting to see if peoples complains about her were true such as wanting to see if there are things that do work, and while there are some things you can do, they are generally niche and not applicable in a lot of situations.

    Also I should point out that I don't think Spirit is OP, I just find her power to be incredibly oppressive and unenjoyable to go against especially in a soloq scenario.

  • chieften333
    chieften333 Member Posts: 1,554

    You can't rely on grass sounds on reworked maps as spirit.

    Either because of a bug, or on purpose, there are no grass sounds for the new grass.

  • SeannyD115
    SeannyD115 Member Posts: 583
    edited January 2021

    Some survivors can crouch while injured and throw off the cries of pain. This works as a somewhat counter to stridor with or without iron will. But some characters have cries of pain that are too loud like bill and Jane so this doesn't work on every survivor.

  • dspaceman20
    dspaceman20 Member Posts: 4,699

    What about her addons? What do you do if she has very strong addons to lesson the counters you mentioned?

  • GannTM
    GannTM Member Posts: 10,888

    As a Spirit main, I appreciate putting the time and effort into making a post like this, but there's just not much you can do against Spirit. Now, I'll say that the Spirit player still needs to good to be oppressive as these tricks will 100% work against a bad Spirit.

    I don't think that a player should be forced to run a specific perk to hopefully counter a killer that might show up in one of their games is fair at all. Let's say you are wanting to bring Iron Will in case you get Spirit in your game, but you actually get Plague as Iron Will is super useless against her. Do you see what I mean? A perk shouldn't be the only reliable counter to any killer. Imagine if Doctor was so oppressive that you had to bring Calm Spirit in every game to have a chance against him, that would make him as equally hated as Spirit is.

    I have definitely gotten juked before by survivors that know what they're doing, but it's not that big of a deal when I do as it doesn't take that much time for my power to recover unless if I have to use the full duration. There really needs to be a bigger penalty for Spirit's power when she missuses her power. I'm thinking she should lose around 40% to 50% of her power instantly after she comes out of her power while still keeping the same burst of speed coming out. This can reward the survivors for outsmarting the Spirit because as of now, the reward for countering her isn't that much. On top of that, there needs to be a tell when she's using her power so survivors can play around it without having to toss a coin.

    Now don't get me wrong, Spirit's my girl, I love her bunches. She's so fun to play and I just fell in love with her the second I started playing her, but she's in massive need of a rework. As it stands right now, a very good Spirit has very little counter play and the counter play that she does have doesn't reward the survivors enough.

  • GannTM
    GannTM Member Posts: 10,888

    Very silly question. People can play Spirit if they want to lol.

  • Hoodied
    Hoodied Member Posts: 13,020

    Spirit is actually rewarded for not landing a hit after she is done phasing, cause she just got REALLY close to you, when compared to Nurse who has a long fatigue and slow m/s in general (97.25% I believe is her base, 300% while in blink) and Blight actually is punished if he misses as he must syringe first, during this state he has reduced Sensitivity. Blight can also be punished if he can't bounce off the wall and accidentally goes too far, this will result in a massive distance change between you and the survivor you are chasing.


    Stridor still helps spirit against healthy survivors as it increases survivor breathing overall at tier 3

  • Saltjar34
    Saltjar34 Member Posts: 766

    The Houdini build is one of my favorites against Spirit. It's basically Dance with Me, Quick and Quiet, Lithe, and Iron Will. It works pretty nicely against Spirit and will be stronger if her phase noise glitch is reintroduced. It doesn't work on Mother Daughter Ring users though since they could never see scratch marks in the first place anyway.

  • Deadeye
    Deadeye Member Posts: 3,627

    "I start to getting know u going around asking pointless question" - @C3Tooth

    Seriously... apparently he is missing someone else in chase, which gives the guys on the hook the time to heal as he said. When you miss the guys at the hook, then you are massively untalented and missing them would in no way mean that they have time to finish healing... Pls think a bit rather than throwing salty default comments

  • Deadeye
    Deadeye Member Posts: 3,627

    yeah, that's an ultra rare plus a very rare. like iri heads + infantry belt. Or Honing Stone and Iridiscent Stone on Trapper. or Silent Bell + All Seeing. Or Mint Rag + Rusty Shackles. Or Pinky Finger + Cheap Gin. Or Bloody Glove + Splintered Hull.

    These addons tend to be strong and are not there for every game. If these addons are a problem, I would say bring 4 BNPs

    And I don't know if you play Spirit that much, but the Ring is not just easy mode. It is strong, but you need to master her, otherwise the missing scratch marks will actually waste a lot of your strength and with that speed you can also pretty easy run past the survivors

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,810

    I can confirm I don't play spirit at all

    Never in my life.

    (also, MDR + Yakuyoke are incredibly easy to come by. If rarity was an argument iribelt wouldn't be problematic).

  • Deadeye
    Deadeye Member Posts: 3,627

    Well, got her maxxed on P3 as well and the playerstats site tells me I have 700 haunting downs... but OK I guess it tells at least a bit.

    Agreed on the rarity thing, besides that it totally outplays my paragraphs 1 and 3 which you didn't even mention.

    In another thread I said that the "bug" where you heard her moaning while in phasing was a big delight for most people and would probably be enough of a nerf to make her fun to go against. Also in regards of that addon combo, especially thinking about the drawbacks you have (missing scratchmarks + possibly too fast) when you are able to hear her

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,810

    Not gonna lie, you can chuck on MDR and Yakuyoke and very easily find people in chases. It doesn't matter that you can't see scratch marks because you phase to where they end, then stop. Yakuyoke is carrying your recharge, scratch marks have appeared and you can see the survivor again, with the speed of MDR you have no issues making distance like this, and with Stridor it's very easy to track by sound. From my experience with using the combo, I had zero issues tracking anyone who was injured. The drawbacks are hardly drawbacks because they're very easy to circumvent, whilst making her power go from ninty to two thousand.

    Also, a survivor won't know you've got MDR. They therefore can't abuse the lack of scratch marks you see, unless they guess you have MDR, and obviously guessing that wrong will doom them further, so it's the better play to assume that you don't. Missing scratchmarks with MDR is even more beneficial when countering the good-old double back strat, as well, so it's even stronger that way.

    MDR+Yakuyoke is one of the most bullshit add-on combinations in the game, and even if you don't believe me, one of my friends mains spirit (@BigBrainMegMain, unfortunately banned) and agrees with me on almost every front.

  • Blueberry
    Blueberry Member Posts: 13,671
    edited January 2021

    The reason people struggle against Spirit is because they try to play against her like the other 99% of the killer roster.

    If you try and react to what she's doing you are going to lose because there is very little counter play there.

    You beat Spirit by forcing her to react to you. IE just one example being a fast vault while she's phasing after you and then slow vaulting back over. The ball is now in her court and she has to completely guess which side you're on. One single wrong guess here and it just cost her between a 1/3-1/2 an entire gen from your teammates. That's high risk for as 50/50 guess she has to make.

    Most people don't get this and is why they complain.

    If you're standing at a loop guessing if she's phasing or faking it you already screwed up in the first place. You shouldn't be in this spot if you were playing against her correctly.

  • Deadeye
    Deadeye Member Posts: 3,627

    As I said, I think this all just the current state. Giving Spirit the moaning back while phasing allows you to hear her movement speed so you can have a chance to notice it. Also having the ability to switch directions or running into the Spirit to make her charge past you etc with having the audio feedback.

    Just curious, why got MegMain banned?

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,810

    Unfortunately bans can't be discussed on the forums else I'd let you know

  • MigrantTheGreat
    MigrantTheGreat Member Posts: 1,379

    Because she's a killer that can do something no matter what situation she's put in and doesn't have to depend on survivor's to make a miatake to win a chase.