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So, how do you feel about the Calm Spirit nerf?

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  • NegiNegi Member Posts: 354

    Did anyone ever actually use this or are people just mad for the sake of it?

  • tinycrowtinycrow Member Posts: 29

    Because it removes value in all other situations outside of the niche one. I'm all for the silent cleansing/searching to be added if it's without the penalty, or at a minimum, less than a 30% penalty (worse than 4 stacks of Thanatophobia).

  • tinycrowtinycrow Member Posts: 29

    I did actually use it, cause I like not screaming. But since it's not a perk used by a lot of people, the negative feedback on this change is getting overlooked over all the other changes in the PTB.

  • CoffeecrashingCoffeecrashing Member Posts: 687

    The scream removal itself might not be worth a 90 second cooldown, but the crow bypassing definitely is worth a 90 second cooldown. And since the perk does scream removal and crow bypassing, the perk should go on a 90 second cooldown if either of them gets bypassed.

  • kingcarl2012kingcarl2012 Member Posts: 961

    It takes what 16 seconds to open/cleanse, and with this its like 20. You can offset the open time with pharmacy so maybe if they added a cleanse speed buff to small game to compensate that would kinda cool.

    But frankly stealth shouldnt come for free. And the whole reason they changed calm spirit was because not many people ran it, and since it is a stealth based perk they gave it extra stealth utility.

    I still see it as a buff overall

  • Izo_QuartzIzo_Quartz Member Posts: 244

    It sucks, but it's not as bad as the big pharmercy nerf. you can no longer be garunteed a green medkit from a chest while healthy. by the time you're injured, all the chests would have allready been unlocked, making the perk unusable.

    This was a perfectly balanced perk that literally no one complained about, but had the lame excuse that "they don't want teammates to steal thier medkit". it's kind of offensive that they're trying to trick us into thinking it's a buff, same with calm spirit...

  • NicholasNicholas Member Posts: 1,844

    The bigger question is, why are we grunting and making noise while cleansing totems anyway? lol

  • SonzaishinaiSonzaishinai Member Posts: 6,733

    Overal i'm a fan of adding a negative to a powerfull effect as it opens more creativity.

    You can add effects that normally would be to powerfull on their own without having to worry about it going out of control

    That being said

    Not making noise while opening a chest/cleansing a totem or not making a explosion while missing a skillcheck aren't exactly the thing i'm thinking of when i say powerfull effects

  • tinycrowtinycrow Member Posts: 29

    More often than not, you are opening a chest and cleansing/blessing when the killer is not around anyway, and those actions are still slower with this change. Therefore, it is explicitly a nerf in those more common scenarios. That cannot be denied.

    I only think the slower speed is potentially a fair trade-off if you start the action while inside the terror radius.

  • JagoJago Member Posts: 1,670

    It couldnt be more deaD.

  • kingcarl2012kingcarl2012 Member Posts: 961

    And in those scenarios the slower speed isnt a factor because you arent in danger anyways.

    To your second point i could agree but it would have to affect you mid action if the terror radius comes to you.

  • HectorBrandoHectorBrando Member Posts: 2,755

    Barely anyone used it but people are not mad because they nerfed it, people are mad because they nerfed it while they believed they were actually buffing it which shows lack of understanding about the game.

    The fact several unused perks which were going to be buffed/changed to make them more appealing and supposedly shake up the meta in reality got nerfed or barely changed at all (Calm Spirit, Pharmacy, Sole Survivor, Dark Sense, Deja Vu, Tenacity and some others) is what makes people angry, before these changes a lot of people wondered if the development team understood their game, now we have confirmation they dont.

  • kingcarl2012kingcarl2012 Member Posts: 961

    How about cleansing devour hope against a doctor defending his totem with his static blast

  • tinycrowtinycrow Member Posts: 29

    It still interrupts the action, you just don't scream. The Doctor could then do what any other killer does and check on the totem, especially since they would likely know someone has Calm Spirit. The survivor's madness level would also increase, which is reflected on the HUD. Nearly everything has a counter in the game, Calm Spirit is no different.

  • tinycrowtinycrow Member Posts: 29

    The slower speed is a factor though, that's why killers run Thanatophobia, Dying Light, etc. that slow down actions when they aren't around. The extra seconds on a totem could make a difference in getting a generator done, getting an unhook, etc. That's why it shouldn't be a penalty when the killer isn't around (and the only fair way to determine that is with the terror radius), if they want to call the Calm Spirit change a "buff".

  • kingcarl2012kingcarl2012 Member Posts: 961

    Is the killer really gonna waste the seconds to go check the totem if he shocks and there is no proc there and a proc somewhere else just assuming someone is running calm spirit and cleansing the totem. I think not.

    Right but if you start the action outside the terror radius and the terror radius comes to you the slowdown should still kick in. Like with couloraphobia if your healing outside and the killer comes to you the slowdown kicks in.

  • HectorBrandoHectorBrando Member Posts: 2,755
    edited July 25

    Not only that, if the Doctor is actually decent he will know someone is using Calm Spirit already because as you said, the madness increases but he didnt see a scream, odds are if he blasts with a Hex inside his radius, sees a madness tier up (either by seeing the Survivor portrait or a BP prompt) he will beeline towards it, in this case Calm Spirit acts as a tell for Doctor to check the Totem ASAP.

    "I blasted with the Totem inside, Calm Spirit user got tiered up, he may be very close to the Hex, I should check it", congratulations your "stealth cleansing perk" actually gave you away and if you got interrupted at second 14,01 onwards the 30% increased time actually prevented you from cleansing it! YAY!! BUFFS TO SHAKE THE META!!

  • tinycrowtinycrow Member Posts: 29

    That is a single niche scenario that Calm Spirit would actually give the survivor value. That's why Calm Spirit is a niche perk that doesn't need a nerf.

    To your second point, I understand what you mean now. In my head, I was thinking the actions wouldn't be silent outside the terror radius, so you wouldn't be getting the silent action buff anyway. I'd be fine with either scenario then.

  • ACleverName4MeACleverName4Me Member Posts: 342

    I hate it. This was a nerf not a buff. Doing it silently? Yes good idea! Making it take longer? No! Why? Because that INSTANTLY deters people away from the perk.

    If they have to have the quiet function make it 30/20/10%

  • kingcarl2012kingcarl2012 Member Posts: 961

    I could maybe see that if there are no screams but especially if your playing big TR doctor there would be other screams that you'd go for over checking a totem with no screams when they could just as easily be on a gen, or positioning for a flashlight/pallet/ sabo save.

  • HectorBrandoHectorBrando Member Posts: 2,755

    If you are playing Doctor with a Hex and you blast with the Totem in the area of effect, see a Calm Spirit user tiering up you have to check it, he may not be close but he can be there and Devour Hope or Ruin is well worth the few seconds you are going to spend going there.

    In any case, even if you make the Doctor waste time the odds of this happening are around non existant, while the odds of wasting 4 seconds cleansing a Hex are going to happen always. Believing this perk got buffed or is better because of a very small fringe scenario where it actually benefits you while the most common one is being an active hindrance is ludicrous.

  • kingcarl2012kingcarl2012 Member Posts: 961

    So are you telling me that, again playing doctor every time you use your static blast, In range of your totem, you are counting all of the score events all of the screams figuring out where all of those are happening around you and looking at the portraits to see exactly which people tiered up, and Then taking 5 seconds to walk to your totem to check on the hunch that there might be someone there then walking the 5 seconds plus to where people were actually screaming.

    If you ask me if you've got 2 people on a gem with proof thyself that extra 15 seconds coulf be the difference between a Gen Getting finished or not that's a heck of a waste of killer's time I would call that a buff

  • rvzrvzrvzrvzrvzrvz Member Posts: 529

    Terrible change, I wish they'd just revert it and self care/botany too, even pharmacy is bad now

  • BlackRabiesBlackRabies Member Posts: 589

    Dead perk. If the killer is nearby you shouldn't even be doing the action or the killer is checking to protect the Hex. Making it take longer and silent will hurt you more than help since the majority of the time the killer isn't even near you when your doing them.

  • HectorBrandoHectorBrando Member Posts: 2,755
    edited July 25

    Actually I do, yes, its just counting 4 prompts tops or checking 4 portraits, its not even hard to do it (rarely its 4 anyway, usually around 1 or 2 people get caught in a blast anyway) and if I use it with the Totem inside my TR its because I want to check on it without walking towards it.

    By the way you dont need to check the portraits AND count the prompts, either you count the prompts or check the portraits, 3 prompts/tier ups and 2 screams? the Calm Spirit user was affected, 3 prompts/tier ups and 3 screams? nobody was using it.

    If you ask me if you've got 2 people on a gem with proof thyself that extra 15 seconds coulf be the difference between a Gen Getting finished or not that's a heck of a waste of killer's time I would call that a buff

    Now this, so to make Calm Spirit worth it you need 2 people on a gen, with Prove Thyself, with a Hex in your TR, with the gen progressed enough to be finished in less than 10 seconds, with people who didnt got to Tier3 (which would interrupt the fixing) with a Calm Spirit user around but far away from the Hex? I believe I have bigger odds winning the lotery than seeing this more than once per year, while wasting 4 seconds per Totem is going to happen every single match.

    I also find funny how you argue 4 seconds extra cleansing is not that determinant but checking a Hex for 5 is game losing, especially since gens now take 10 extra seconds.

  • kingcarl2012kingcarl2012 Member Posts: 961

    Alright well up where you play it may be a nerf but where i play itd be a buff because i know i cant keep track of all that in that situation.

    As for your lottery comment that would have applied pre patch as well because pretty much no one ran the perk anyways and in alot of matches there is no need to cleanse totems anywaysso it also doesnt happen every match

    3rd its 5 seconds to check the totem and 5+ potentially to investigate your screams which is ironically the extra 10 seconds it takes to finish a gen.

    Still a buff if you ask me.

  • unluckycombounluckycombo Member Posts: 582

    It's sad tbh. It already wasn't a great perk, but now Jake really doesn't have any perks that are worth leveling him up for. I don't think there should be a time penalty for running the perk because of how niche the use is.

    Ngl, this and the changes to Iron Will + Spine Chill make me the big sad. This perk wasn't made any better, and while I know a lot of people had complaints about Iron Will and Spine Chill, I always really liked them and weren't in bad spots.

    I just think it's kinda wild that they changed those perks that, while popular, weren't exactly awful to verse as a part of those 'Unstoppable Perks' (in the same way that Corrupt Intervention was changed, but tbh I can at least see where they were coming from with it, especially since there are still a lot of good Gen Regression perks in the game and a few gen regression perks were buffed during the patch.). while perks like Deadlock or Overcome weren't touched.

  • GoshJoshGoshJosh Member Posts: 4,802

    You mean the boon that requires at least 14 seconds to setup, and only affects a 24-meter radius.. and can also be snuffed (permanently in the case of Shattered Hope)? Sounds like it has plenty of downsides to me.

  • BootBoot Member Posts: 17

    Seems a completely unnecessary nerf. The perks beneficial effect isn't even strong. Makes me wonder what goes through these devs heads at times.

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