Ideas To Make Spirit Fun and Still Strong
Blah blah blah, yeah we all know that many people have problems with Spirit.
Her main issues are:
- There is no effective way for survivors to be able to read what exactly she is doing.
- Her skill ceiling is fairly low for how strong she is.
- Some of her add-ons are still insanely too strong.
So, my aim is to fix these problem while still maintaining The Spirit's status as a strong killer.
NOTE: Of course, this rework will likely make The Spirit less powerful overall, however, much of her strength comes from her tendency to completely remove survivors' information. I will try to give ideas that make her much stronger in other categories.
If you're still with me, let's jump in!
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The Spirit's power is called Yamaoka's Haunting, not "Yamaoka's Phasing," so let's make other parts of her power more important!
Passive Phasing Buffs
The Spirit's power now has a counter that will indicate when her passive phasing is on cooldown and active, indicated by cooldown showing the current Yamaoka's Haunting icon, and active passive phasing showing a color-flipped version.
While passively phasing, The Spirit's body and red stain become invisible.
Passive Phasing Cooldown: 7 seconds
Passive Phasing Active Time: 1 second
Phase walking will reduce the cooldown by 1 second and increase the active time by .5 seconds for every 50% of Yamaoka's Haunting power bar used. This can potentially make the cooldown and active time 5 seconds and 2 seconds respectively at base.
The goal of removing the passive phasing randomization and set it on a timer that The Spirit is now aware of is to make the mindgaming potential with this part of the power much stronger. The player can now watch their PP (hehe) timer and plan around it. Attentive survivors will also be able to tell when you are passively phasing and try to predict what The Spirit is doing.
Phase Walking Changes
This part of Spirit's power should be toned down just a bit.
The Spirit now has a visible animation when beginning her phase walk, and her glass shards will also glint brightly.
For every 25% of Yamaoka's Haunting used, an additional Husk appears at The Spirit's location. All Husks disappear once The Spirit stops phase walking.
Environmental elements such as crows and grass will be disturbed by The Spirit while she is phase walking.
This will give survivors much more information about what The Spirit is actually doing, while also giving her an additional mechanic that she can use to mindgame, similarly to the passive phasing proposition!
Add-ons Adjustments
All duration add-ons now need to recharge by an additional half of the time it gives, except for the Yakuyoke Amulet
- Shiawase Amulet: +0.25 secs recovery time
- Kaiun Talisman: +0.5 secs recovery time
- Katsumori Talisman: +0.75 secs recovery time
- Yakuyoke Amulet: +3.5 secs recovery time, no longer decreases phase walking movement speed
The Ultra Rare Add-ons also need some changes.
- Mother-Daughter Ring: Also decreases the duration of Yamaoka's Haunting by 3.5 seconds.
- Father's Glasses: Also decreases the movement speed of Yamaoka's Haunting by 15%.
The phase walking duration add-ons were pretty powerful, especially Yakuyoke Amulet, which gave an entire additional 3.5 seconds! By adding in some extra recharge time, The Spirit's duration shouldn't be overly long with no downside. I opt to remove the movement speed decrease on the amulet and just have an additional 3.5 second recharge time, since that is a pretty long amount of extra time. Instead, the movement speed penalty goes to Father's Glasses, since injured survivors will still struggle quite a bit against a phasing Spirit. I'd also suggest nerfing the Mother-Daughter Ring, which is an insanely fast movement speed increase. I think this should instead be used in shorter bursts, which is why the 3.5 second duration penalty was added. If The Spirit wants to offset this, they'll need to use a very rare add-on, which I believe is a fair trade off for an additional 40% phasing movement speed.
Lemme know your thoughts! :)
NoteS: Decreased Yamaoka's Haunting Recovery Time to 12 seconds (was 15).
Comments
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I love this. However I would make the husks appear every 25% to make it easier to tell exactly when they'll appear.
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Yeah, 25% may be the better option! Will change right away.
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Alright. In that case, it's perfect. You should tag a developer or something, because if this gets implemented, there won't be complaints anymore, and killers won't start complaining about how weak she is:)
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Sooo where's the supposed buffs in other areas to compensate? Was that supposed to be the passive phasing? If so that's not nearly enough.
Seeing as now you've added tons of counter play built into her power, lowered it's strength essentially, and nerfed her addons, how about we up the phase movement speed and reduce the cooldown?
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While yeah, the passive phasing was the big thing, her additional mindgaming potential with the husks could also be seen as a buff while in chase if played the right way.
However, I do agree that reducing the cooldown by a few seconds is warranted in this case. With the increases to recovery in the add-ons and net-nerf, increasing the frequency at which she can use her power by a tiny bit seems fine.
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I'm not sure if her husk appearing every 1.25 seconds in haunting would be a buff that you can mindgame with. But who knows
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This is essentially how Freddy's old Dream Transition worked. Skilled Freddy players would mindgame by walking one way, then back the other way, knowing that survivors would see them intermittently. The same thing could be done with this version of Spirit, except that she won't have to wait for the full duration to elapse and can end her power at any time.
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That is true with old Freddy, but spirit is blind while phasing so she cant take advantage of it as directly.
At the very least though, it would make a killer "all about mindgames" like they toted her to be when they teased her instead of what we have now.
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Precisely. Unless you had Pill Bottle, of course, but this might be a topic for another thread.
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That is true, but remember, Spirit's Husks have collision, so she may be able to force survivors to take wider loops or potentially completely block them off!
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