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What if Spirit was balanced around an interact-able environmental object?

TheClownIsKingTheClownIsKing Member Posts: 6,278
edited January 6 in Feedback and Suggestions

What if instead of changing or adjusting spirits power directly, there was instead objects placed around the environment that give the survivor that activates it a limited period of time to see into the spirit world?

I.e. that survivor will still see spirit as she phases until the timer runs out?

So kind of like jigsaw boxes, clocks, and fountains placed around the map, if a survivor reaches one and activates it, that particular interact able goes on cool down, and that survivor can see spirits movements while phasing for let’s say 30 seconds.

Post edited by MandyTalk on

Comments

  • chieften333chieften333 Member Posts: 1,554

    I'd say intractable shrines that let you see glimpses of her, could be on the same timer as her passive phasing. Kind of like what freddy does when he's within 16 meters of you.

    Just so her power isn't rendered completely useless from a single survivor having too much info in a SWF.

  • TheClownIsKingTheClownIsKing Member Posts: 6,278

    That’s why I was thinking it would need to be a short timer, they’d still need to have los on spirit, and the objects would go on cool down once used

    maybe be in far corners of the map too?

  • TheGannManTheGannMan Member Posts: 5,979

    This is actually a pretty interesting idea. Although just making this change could make her significantly weaker, so there should be a buff to compensate for it.

    There should be 6 or 7 ethereal plane portals survivors can use around the maps. Once when a survivor interacts with one and goes through the full duration, it will be unusable until every other portal is used. Once all the portals are used, then spirit gets this really powerful ability for 45 to 60 seconds. She can maybe go through walls or something crazy like that, but before people freak out, the ability won’t last long.

    They should still give her an indication if she’s phasing but don’t tell where she’s going unless s survivor interacts with a portal.

    I think this overall can force survivors to make smart decisions on whether to conserve the portals or not while also making it a more interactive experience with spirit and just gameplay wise in general.

  • TheClownIsKingTheClownIsKing Member Posts: 6,278

    No I was thinking no more than 4, and they shouldn’t be placed anywhere convenient for survivors either

  • TheGannManTheGannMan Member Posts: 5,979

    Yeah 4 might be about right, but either way, the concept sounds cool.

  • ukenickyukenicky Member Posts: 1,123

    This is a really cool idea I actually love this.

  • [Deleted User][Deleted User] Posts: 5,229
    edited January 6

    That is a countermeasure that mostly just benefits SWF though?

    I mean I really dig the theme of it; just not sure it really deals with the problem that spirit brings to the table.

  • XyvieliaXyvielia Member Posts: 1,639

    This is more of an indirect nerf, which doesn’t really feel like a nerf at all, and if anything, prevents her from being nerfed to an extreme that she doesn’t need.

    Really like the concept, and the conceivable execution feels as though true Spirit balance is justified.

  • CLB198CLB198 Member Posts: 265

    Wards

    Can be charged up for 60 seconds to prevent the spirit from using her power within 30 meters

    Decrease in a 2 to 1 ratio

    Time maxed at a shared 120 seconds between all boxes

    Inspiration taken from the spirit being revealed when Adam lights his lighter in the trailer

  • ukenickyukenicky Member Posts: 1,123
    edited January 6

    For those saying this would be a considerable nerf to her just think about it this way:

    Imagine all the phase grabs she could get off said interactable objects lol

    Edit: Survivors interacting with the objects that is. I didn't think I needed to clarify that but just in case. I also wanted to add an additional tidbit: an interactable object like this is a side objective so this would theoretically buff her by giving her kit slowdown. Are you forcing survivors to do this new, optional objective? No but it's there if Survivors want to be able to see Spirit while she's phasing or take their chances, you know, dying.

    Again I really like this idea and am surprised I've never heard it pitched for Spirit before.

  • ALostPuppyALostPuppy Member Posts: 3,399
    edited January 6

    ...or just make the grass move while she's phasing...once she enters phase she completely disappears and the chase music stops until she reappears. You hear the vacuum sound and it gets louder and quieter based on how far she is away from you. As Spirit moves through grass you can see and hear it move. Decrease her movement speed while phasing but buff the duration and recharge rate.

    That's how I'd change Spirit. You can still "stand still" to mindgame but you'd be using your power to do it. Or if you want to phase to a survivor you now have a choice. Do you take a shorter path to them but disturb the grass and show where you are, or do you walk around the grass to keep the survivor guessing but you risk taking too long to catch them etc. That's how I'd do it.

    Plus seeing the corn move when she's phasing towards you at high speed would actually be quite terrifying to see.

  • TheClownIsKingTheClownIsKing Member Posts: 6,278

    Can you just shut up and stop twisting words in all the posts you comment on!

    I never said anything about a DIRECT change to her current power and stats. Simply SUGGESTING an ADDITIONAL gameplay mechanic that OCCASIONALLY lets a survivor see her BRIEFLY while phasing.

  • TheClownIsKingTheClownIsKing Member Posts: 6,278

    How so?

    The ongoing complaint of not being sure where spirit is going during a chase affects SWF and solo

  • TheClownIsKingTheClownIsKing Member Posts: 6,278

    It’s funny. Going way back when they first announced the Freddy rework, one of the core reasons they were doing it was because they felt survivors didn’t understand how Freddy’s invisibility worked, even though HE DID in fact move grass and disturb crows as (what I thought) was a very fair cue that survivors needed to learn to watch out for.

    Yet here we have spirit that gives survivors no visual cue whatsoever, and her audio cues leave a lot to be desired.

  • C3ToothC3Tooth Member Posts: 3,578
    edited January 6

    Jigsaw & fountain is find, except fountain needs a rework that Killer is the one who decide how to use it, not survivors.

    Alarm clock is really pointless, it really should at least increase the timer to 4min to make it worth. Then every wakeup decrease the timer by half.

    I actually have the same idea to Wraith. I think every Killer should have something to interact with to weaken Killers. Just like disarming traps on Trapper.


    What if:

    Clown

    There are bottle table around the map. Where bothside can interact like Fountain

    If Clown reload on a bottle table (remove his current reloading), the table will have bottles on it. Then survivors can destroy the bottles on it. Next time Clown reloads on the exact table will have 1 less bottle (or take longer to reload). There are 5-6 table around the map


    Wraith

    There are more Bells around the map.

    If Wraith Bong on the Bell, his cloak become invisible for 60sec instead of his current cloak. That bell is also light up (but not so easy to see). A Survivor Bong that Bell will cancel the invisible and instantly uncloak him, 1sec stun. If his invisible is timeout, the light on that Bell is also dimmed.

    List go on.

  • NegiNegi Member Posts: 310

    I honestly think she'd be just fine if they removed her ability to hear sounds during phasing. Would turn it more into a mindgame with only visual cues that the survivor can play around instead of "You breath, you die."

  • ALostPuppyALostPuppy Member Posts: 3,399

    Yep, it's what made old Freddy so interesting and good Freddy players and survivors knew how he worked. Blows my mind that they still think Spirit's current design is ok when they said that about old Freddy, which is what I want Spirit to be similar to but we're still stuck with this blue abomination.

  • TheGannManTheGannMan Member Posts: 5,979

    No, this is not the solution. It's not a mindgame because no one is outsmarting each other due to the fact they can't see or hear each other. This change would kill spirit while still having the same issue her power has, which is not giving feedback to the survivor of where and what she's doing. She's be just as boring to go against and will be super unplayable. Sounds like this is a loss for both sides.

  • SquillDBDSquillDBD Member Posts: 159

    I don't think Spirit needs any changes apart from her add ons

  • hello_hruhello_hru Member Posts: 44

    I don't like the idea of objects placed around the map which solely benefit survivors that aren't affected by some sort of de-buff. If you do this you'd need to apply something to the survivor that benefits the killer.

  • TheClownIsKingTheClownIsKing Member Posts: 6,278

    It can already potentially benefit the killer.

    • they’ll be in far off corners of the map. Survivors need to waste time reaching them.
    • It’s only activate a short period of time (let’s say 30 seconds). That survivor may not even get into a chase with spirit during that time.
    • It’ll be far too dangerous to try and activate mid chase because like clocks and fountains, they’ll have a charge bar that needs to be filled.
    • That object will go on cool down for at least a minute, if not longer.
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