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Thoughts on Spirit Fury

Demon_Swords
Demon_Swords Member Posts: 68

Been running Spirit Fury + Brutal Stregth + Enduring + STBFL a bunch on GF and feels like Spirit Fury is a bit underwhelming even if it is fun. I have been counting the number of pallet drops + sprit fury activations in games (though didn't record them) and it seems like there are way more games where there are 5 or less pallet drops then there are ones where I get two spirit fury activations. Its also a bit problematic that some survivors seem to tend to drop pallets before I could possible run into them for spirit fury; causing one game where I didn't activate spirit fury until the 7th pallet drop.


Even though this build seems to not be doing much I somehow get 3 or 4 kills more often then not at red ranks so It seems really weird which is the same or better then my less aggro builds.


Possible Explanations for some weirdness:

The low number of pallet drops may be because as GF I can catch survivors out much easier through stealth leading to less pallet drops.


The high kill ratio may be because this build makes me bolder around pallets as I am less worried about being pallet stunned, so I don't do any bad swings at false pallet drops and survivors don't gain as much distance post pallet drop.

Comments

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

    A lot of people sware by it but honestly I think it’s way overrated. You’re giving up two perks for this and once the survivors realize you have Enduring they’re just gonna slightly pre drop pallets to prevent more uses of it. You’ll end up getting way more time and hooks through simply gen slow down perks instead. Brutal is also way overrated since you mentioned it as well. You’re saving literally milliseconds. It’s a feel good perk rather than an extremely effective perk in my opinion.

    Post edited by Blueberry on
  • Demon_Swords
    Demon_Swords Member Posts: 68
    edited March 2021

    Note: I think doing something 20% faster means you are doing something at 1.2 times the rate (thus divide the time by 1.2) instead of it taking 80% the time to do something (or multiplying a number by .8 / 80%.)

    Ran the calculations:

    Brutal Stregth:

    Pallet break time is 2.6 so Brutal strength time would have it at a bit more then 2.16 thus saving less then .45 secounds. If you break a pallet 6 time on avarage then you save 2.7 secounds.


    Generator Break time is 2 seconds or with Brutal strength is 1.66 ish so your saving 0.34 secounds. If you kick Genrator probably about 3-4 times in a match then you save about 1 secound to 1.3 secounds. (don't know Breakable wall time but half the maps don't have them and most with them you ignore the walls anyways.)


    Brutal Strength Avg time saved: 4 seconds.


    Enduring:

    Enduring says Duration instead of pallet recovery speed so with 50%, it half's the stun duration, which causes 1 second saved from 2 second base stun.

    If you are really trying you probably only going to get pallet stun half the time (6 pallet drops /2 with 1 second off stuns): 3 seconds saved.


    Spirit Fury:

    So with spirit fury completely destroying the pallet I will say the complete pallet break time is saved thus 2.6 secounds without Brutal stregth or 2.16 seconds with it. The average number of pallets broken with Spirit fury is 1. There are some games with 2 but they are offset by the games you waste time delaying pallet breaks to break later for Spirit fury or ones where spirit fury barely made a diffrence.

    So time saved will likely be: 2.16 secounds.


    Time saved by these 3 perks are about: 8.71 seconds (it would be 9.16 but any pallet broken by spirit fury is not broken by Brutal stregth thus reducing my previous amount from that by 1 for .45 seconds.)


    Pop goes the Weasel numbers:

    Generators take 80 seconds to do and pop removes 25% progress.

    If we suppose each generator pooped will average at 50% then you are removeing 10 seconds of progress per pop. Considering there are 4 survivors, if we divide 10 by 4 then you are removeing about 2.5 seconds per pop.

    If you use Pop twice you will probably get more value then any of those three with 4 pops likely being more then all of them combined.


    After Thought:: Saving time in chase is a more valuable then slowing down survivors as faster downs lead to more pressure on survivors to get off gens to do saves or heal, but haveing Pop have similar time saveing then three perks just shows how bad the perks are.

  • boostedsurvivormain
    boostedsurvivormain Member Posts: 399

    I run it on Billy and Blight. It's pretty fun, and helps me end chases a lot faster.

  • Blazelski
    Blazelski Member Posts: 351

    Since you don't seem to know, Pop removes a flat 25% of the gen progress bar, not 25% of the current actualized progress. So it actually would save double the time you are estimating. Gen slowdown wins games.

  • MadLordJack
    MadLordJack Member Posts: 8,814

    It's a perk. Not a very fair perk, unfortunately, but also not a very strong perk, not a very weak perk, not a perk with a lot of synergy, not a perk with too little synergy.

    I just run it when I want to brute strength through the trial, usually on Legion. I do so love getting a Legion Instadown though, that is sooooooo satisfying...

  • Another_LegionMain
    Another_LegionMain Member Posts: 399

    I don't use it with enduring, I use it because it is fun.