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Spirit Rework

Jane_Is_Mega_Thicc
Jane_Is_Mega_Thicc Member Posts: 137
edited April 2021 in Feedback and Suggestions

Spirit is probably the one killer that I find unfun and boring to play against, she is incredibly powerful and probabaly has no counter play. So I do have a good rework for her.

YAMAOKA’s HAUNTING: Press the active ability button to activate yamaokas haunting, when your in phase mode survivors will see your glass glowing at all times, while your in phase mode grunts of pain are considerably quieter, when your more then 24m away from a survivor while in phase mode scratch marks and pools of blood are hidden from you, when your less then 24m you can see scratch marks and pools of blood, yamaokas haunting has a cool down of 20 seconds.

This new spirit power can make her more balanced, along with not making her useless, it makes her more better when in phase mode.

ADD ON CHANGES:

Yakuyoke Amulet: Tremendously decreases the cool down of Yamaokas Haunting.

Mother Daughter Ring: Moderately decreases the duration of Yamaokas Haunting, Tremendously Increases Phase Walking Speed.

Fathers Glasses: While in phase mode, You can see scratch marks at all times. (Still a Ultra Rate add on)

These changes to her very good add ons should make them more balanced.

Post edited by Gay Myers (Luzi) on

Comments

  • GannTM
    GannTM Member Posts: 10,956

    I don't like the terror radius requirement for survivors to see the shards because Spirits can easily remove that by putting on stuff like Beast of Prey or Nemesis.

  • GannTM
    GannTM Member Posts: 10,956

    Also, I don't quite exactly understand the Father's Glasses change. Spirit could already see scratch marks in phase unless she had the Ring so I am a little confused by that one.

  • Jane_Is_Mega_Thicc
    Jane_Is_Mega_Thicc Member Posts: 137

    Basically my reworked spirit can see scratch marks at a certain range, but fathers glasses allows to see them at all times, basically an add on that makes her how she is now.

  • glitchboi
    glitchboi Member Posts: 6,025

    I feel like they should just lock the breathing/injured sounds while phasing to 50%, so that Spirits can't abuse Stridor on her. Other than that, I'm not too sure about this one. Don't get me wrong, Spirit definitely needs a nerf/rework, but...

  • Verconissp
    Verconissp Member Posts: 1,601

    20 second power recharge just using it...?

    That's...still punishing if you use her power then,

    No killer should have that long of a Cd. Especially a 110%

  • GannTM
    GannTM Member Posts: 10,956

    I don't think that will make much of an impact because good Spirits don't rely on scratch marks all the time anyway and seeing scratch marks from a while away doesn't really mean much. It doesn't exactly fix the 1v1 imo.

  • Judgement
    Judgement Member Posts: 955
    edited April 2021

    Why do people keep saying they should be able to see the Spirit when she is phasing, or know when she is starting to phase? Why does her power need to be a one-way sight line, so Survivors can see her but she can’t see them? The entire purpose of her power is to force all sides to guess and that is only swayed by negligent design.

    While she is phasing, blood trails (rework Father’s Glasses), breathing, and grunts of pain should be silenced - period. No perks should trump this. And that is literally all that the Spirit needs to have changed to make all sides happy. No more Stridor vs Iron Will. Her ability to track is no longer unbelievably bolstered by pressing M1 once before already and all parties still need to guess

    There are ways to suggest changes to a Killer without neutering them entirely or making their power better off unused like Trickster’s Main Event, or Legion. Having the gameplay shaken up isn’t a bad thing. I despise Trapper because I hate being instantly hooked for vaulting a window but I don’t complain about it because that was my mistake for not double-checking the loop. I hate that Small Game is being changed to not detect traps because I used to use it to curb my anxiety vs Trapper and Hag but I understand why it is becoming Totem only because a single perk shouldn’t end-all-be-all two Killers. I dislike Deathslinger because the sudden gunshot terrifies me every time, but I’m not going to quit the game over it.

    This game is a give-and-take. Both sides need to enjoy the game and lift each other up, not be going to war over each other. Be nice to each other, suggest fair changes that don’t reduce the amount of viable killers to fewer than there already are. Or you will get bored because the game will never change for either role.

  • Superyoshiegg
    Superyoshiegg Member Posts: 1,516
    edited April 2021

    The entire purpose of her power is to force all sides to guess and that is only swayed by negligent design.

    There's no guessing on the Spirit's part if she can hear the Survivor's injured noises. Anyone with a decent set of headphones will always have the advantage in every situation. No, Iron Will is not a good counter, because Stridor trumps that.

    It's not fair nor fun to be downed by a Killer that you cannot see nor hear, but she can hear you fine.

    EDIT: I'm aware you addressed this in your second paragraph.

  • BananaBlooD95
    BananaBlooD95 Member Posts: 555

    It's easier for a Spirit to hear a fully healed survivor let alone an injured & know exactly where they are than it is to guess where the Spirit is when she's phasing and dodge a hit when she come out of her power + the stupid staying still faking her power.


    That's what make her unfun to play against & really strong. Survivor need more information about her phasing to make better decision. An idea I've seen many times is her phasing in and out every 3-4 second so you know she's phasing and her general area. That's would barely nerf her yet still give so much valuable information to survivor & allow them to juke her.

  • Judgement
    Judgement Member Posts: 955
    edited April 2021

    Survivors do not need more information - the Spirit needs less. But that shouldn’t go to such an extreme that the Killer is not worth playing.

    Read the second paragraph my post again; neither side should have a definitive answer, both should guess, and nothing should increase or decrease the chances of a successful guess. The Spirit should get only scratch marks (and footsteps) to inform her of where the Survivor is - no blood, no breathing, no pain grunts, and no other perks to boost her ability to detect them. That way, both sides have to make a play and make a guess instead of just knowing exactly what the other one is doing.

    With my suggestion it doesn’t matter if you are injured because the Spirit can’t find you unless you run or she hears you walking. Then stay still. Then think whether she’s starting to phase to where you have been standing still, and guess. Take Fixated, slow vault windows and pallets away from her. Guessing isn’t bad, and the Spirit isn’t in need of such a drastic power-killing nerf as ‘let me see her when she can’t see me so I can be safe’ or ‘let me know exactly when she is using her power so I can let go of button and be safe’.

    And even if we do get her nerfed, she deserves compensation buffs. Increased phase speed, duration, lunge, recharge? You can’t just make a Killer weaker with nothing to give back unless they are obscenely broken - which the Spirit is not.

  • Judgement
    Judgement Member Posts: 955

    I completely agree with what you said about one-way detection. In my opinion either both parties should be able to detect each other, or neither, and I think the latter is the best way to go about it.

    Being put into the position of guessing and made pressured by needing to make a decision fast and not being sure about what’s the right one, is good. But if there’s no two ways about it and you can be pinpointed more easily the second time around than the first (you can be heard moaning and you leave blood trails even if you don’t run) isn’t good.

    It should stay just as difficult to down an injured survivor as it is to injure a healthy survivor, not become easier.

  • Seraphor
    Seraphor Member Posts: 9,436

    The Terror Radius thing is fine if phasing still has a sound when outside the terror radius. That way you either hear the radius and know she's not near you when she started phasing, or you're in her TR and need to be able to see her to tell.

    I disagree with the 20 cooldown. Her phasing is designed to be used in bursts, turning it on and off. Instead, she needs some kind of fatigue after using it.

    When exiting phase, if you swing and miss, your post attack fatigue is twice as long. If you fully deplete the Haunting Gauge, you go into the Anguish state, you need to make a hit within the next 5 seconds otherwise you get stunned for 5 seconds.

    This way, it gives her more of a skill ceiling, you not only need to use your phase in a way that gets you hits, but you also need to try not to fully deplete the gauge unless you're certain you're going to hit.

  • BananaBlooD95
    BananaBlooD95 Member Posts: 555

    A 50/50 guess with an invisible killer isn't great in the first place.


    There's 2 problem when playing vs her:

    1. The standstill "mindgame"
    2. The fact that you have to rely on a really faint sound to know if she's close, but if she's that close she's likely to hit you when un-phasing.


    By having her phasing in and out ever 3-4s a survivor will be able to tell if she's doing a standstill mindgame or chasing you and in a chase you'll gain a little bit of info without making it really unfair.


    This is a slight nerf as her power isn't affected, it's only survivor gaining a tad bit of information, they still have to react accordingly to what they see.


    Also it doesn't change the fact that her base power is second to only Nurse and her add-ons are second to no one.


    You're idea doesn't take into consideration that if a survivor stop running while she's phasing she then have 0 information on the survivor and there's also perk that remove scratch mark.