#Banish The Beyond Feedback Thread

1 messages · Page 5 of 1

quaint sentinel
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works 99% of the time

delicate berry
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not for me, either he kills me or I kill myself by exiting

quaint sentinel
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skill issue or unlucky

civic token
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i mean i just hide in one of two lockers and hope spirit checks the othr locker im not inn :3
or jsut dont go in lockers/enter or quickly exit and hope spirit sucks

quaint pike
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One thing I want from suprise strike is to not be gaslighted by it when it's on cooldown

safe junco
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simply jamp attack! :3

rapid totem
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On gob

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1 person hides while the other person opens the gate 🥰

near slate
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My problem with lockers is how they basically don't exist on woods

rich sinew
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i have not seen taken in woods though i played quite a bit

long meteor
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is there a pity system for spirit selection? ie if you haven't been spirit in a while will it increase your chance of getting spirit

rich sinew
long meteor
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weird I see taken in woods all the time

rich sinew
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i was lucky it seems

near slate
rich sinew
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mhm

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prob

near slate
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Does banishing the spirit actually weaken them? I have some doubts

safe junco
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no

quaint pike
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the funny "spirit can no longer be weakened" once beacon phase ends by time

rich sinew
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indeed

quaint pike
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like it was a mechanic once but it wasn't implemented

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and that was the remnant of it

indigo plume
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guess we forgot

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the lore of the minigame is that youre catching spirits in the beyond and to do so you need to turn on all the wells

rough otter
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i dont even know still what banishing is

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cuz it never actually appears ingame lul

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or it does in one of those big blocks of texts nobody reads but thats basically the same thing

spring needle
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The spirit is banished

rough otter
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yeah i guessed it was something along those lines

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except realistically nothing actually happens other than it adds one to wins

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cuz win statistic for survivor games i think is spirits banished not like maps escaped

near slate
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Yea

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Surviving isn't as important as murdering the spirit

bronze willow
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Make spirit a bit harder. Maybe something as small as 4 wells need powering and reduce total to 6 but atm it's a bit easy to win against a non coordinated team

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Also please make ironwood blockade useful ok bye

safe junco
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atm it stuns the spirit for longer

bronze willow
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Yeah but only when injured

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If you're in pfinder you don't want to be injured cause, well, pfinder. And if you're with friends in a call you can coordinate healing rather than be injured

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It's situational at best and 30% longer stun isn't all that good when it's only used on rare occasions

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Common knowledge is better as much as it hurts me to say it

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Even Light in the Tunnel has conditions for if you're injured or not

steep saffron
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well
Light in the Tunnel is a one time effect, and it'd be pretty poor if it only healed you once a fifth well was powered

fathom fossil
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I basically never take one time use perks besides the self revive

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Survivors instinct is useful when you know what party members you have

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When they eventually all die

civic token
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bru why can u get hit when u suprise strik the spirit

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i jsut stunned them and they hit me aas well

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:3

peak lance
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unfortunate timing

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the same thing can happen with the pallets

civic token
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yeah but suprise strike is more annoying cuz there more commitment

peak lance
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i'd argue it's similar commitment, both cases you're risking 1 hit worth of damage in exchange for a stun

civic token
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one is a perk and even if u at full health u can get dropped if u get out 1 pico second too late bc they search u AND u can get injured randomlly

peak lance
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eh fair i guess

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range is 5 blocks though, i'd say thats big enough to not be risking a locker search kill

civic token
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also u can destroy burrows while invincible

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:3

civic token
patent birch
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100% not accurate review of funni dbd ripoff: The local void has once struck again by removing a chunk on the exact location i spawned, RAT, wanderer being to OP, bugs'There are no bugs in wynncraft, only features', when you played 253 games, and is to good but get accused of using wynntils map 💀, Rats, rats we are the rats, 1536 essence grinding. The 2000 hour tf2 sniper main playing keeper, nerf, nerf, 1 essence, 16 minute game, KEEPER BUG STILL EXISTS, the average juker lasting 50 hours in a grave while dodging spirit, West Forest Gate: random stuff, East forest gate: killer's hunting ground, East Bunker Gate: Nerfed with no more locker, West Bunker Gate: meh, when the escape beacon spawns next to an open gate, 'A tendril of darkness' TAKEN HEN-, Panic Zealot has breached containment and is shitting purple crystals

rich sinew
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People complaining about wynntils map are a bit stupid. they just can turn of hades sharing their location with party

indigo thunder
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can u see the killer's location with wynntils?

quaint sentinel
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yesnt

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the feature can be disabled

gentle tulip
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anyone that does not disable hades can be seen by anyone else with artemis

proper yarrow
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Rat mythic plushie when?

quaint sentinel
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if you disable it you can also not see

gentle tulip
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unless its worded well but executed poorly

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you can have hades enabled, but just turn share with party, friends and guild off

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and then still receive data but not send any of yourself

quaint sentinel
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no

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you dont receive data as well

rich sinew
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share with guild offscreen

rich sinew
quaint sentinel
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Yea
But if yoi turn off share info
You dont receive info

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I tested it
And it was confirmed by wynntils devs

fathom fossil
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tf I just charged a well twice as fast by myself at the start of the game

fathom fossil
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also a spirit just swung twice in 1 second

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what

rich sinew
fathom fossil
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no

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he literally just double swung

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he missed once and landed a hit almost immediately and I died

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-.-

rich sinew
fathom fossil
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I heard the miss sound

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idk what happened

fathom fossil
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also why are there barriers above the 1 block tall crates in bunker

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whats the point of jump when I cant even use it to get over objects

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I dodged a slash and smacked my head against it and died

spring needle
fathom fossil
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can we not walk on slabs with high jump boost

spring needle
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high jump boost doesnt prevent jump boosting

fathom fossil
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o

indigo plume
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yea originally the minigame was gonna use high jump boost but we had no way of stopping people from jump boosting with it

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so it had to be changed to this

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and this doesnt work the best

gentle tulip
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can i just ask what the literal technical implementation of detecting jumps is

indigo plume
gentle tulip
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that's what is said

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i believe that there are buggy ways to do it

indigo plume
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blame mojang

gentle tulip
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i want to know, what exactly is done to detect it.

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does it use a minecraft pre-made scoreboard?

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is it some fancy y-coordinate stuff?

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literally what is done internally to detect jumps as it is done right now

indigo plume
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iirc its like

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scoreboard stuff

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but its still inaccurate

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mc scoreboards can detect jumps but its still fucked up cause mojang is dumb

spring needle
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its just super shit

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(the feature)

gentle tulip
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the scoreboard objective is inaccurate yeah

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is the jump fatigue plugin coded overall

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or is it cmd made

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okay i almost answered my own question unless there is some way to manipulate player with some added compatibility, commandblocks can't take away your mana or remove hunger instantly

gentle tulip
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Repeat every tick for every minigame player:
y = player's current coordinate y (as a decimal)
if player has nbt {OnGround:0b}: increment airborne by 1
else: set airborne to 0
if (y > old_y) and (airborne > 3) and (at the player's feet position there is no vine nor ladder): The player jumped, congratulations :confetti: 
old_y = y```
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was the last attempt at changing jump detection something similiar?
if not, is there anything wrong with a solution like this one?
I have tested a cmd version of this with some artificial tps decreases and even with like 18 or 19 tps, it still was 100% consistent and lower than that it remained at least satisfactory while still having no false positives, going up or down slabs, stairs, falling any height or climbing vines / ladders

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just this WILL trigger on natural upwards launches like vermin / pallettes but as i heard so far there is already some internal shenanigans to make sure those can't trigger jumps, so just addign a simple protection clause like

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[...] and (fatigued_protected = 0)
to the jump detection and setting the fatigued_protected to 1 as needed can deal with that just fine

ocean marsh
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my suspicion is server lag is the cause of the problems

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in which case no solution is going to prevent it from being bad

gentle tulip
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what server lag specifically? tps should be the same as what i tested (which wouldn't break unless wynn would go into literal unplayable for other reasons territory) and client to server connection... i guess yeah that could break this if players effectively teleport server side but that already breaks the game outside of jumping.

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also jump scoreboard / the jump detection mc kind of brings by itself is actually jank, like even under good connection (at least from what i worked with) so i honestly wouldn't be surprised if that is actually the issue and its not necessarily tied to lag (though lag would probably worsen it)

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unless unimplementable i'd wish it was at least given a shot to try hardcoding jump detection like this because false positives on jump fatigue are universally disliked and anything to get rid of them is probably heavily appreciated

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that said; i don't know to what extend something like this was tested or if testing this would take up too many resources, but the potential gain for the minigame is pretty significant imo.

near slate
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What's up with bounty spirit 12?

safe junco
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bugged

rich sinew
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known issue

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we are secretly time travelers

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just forgor it

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Fruma lore 💯💯💯

ocean marsh
near slate
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Make wanderer get countered by preminition

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In at least some way

rich sinew
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or just limit how long wanderer can be invis

near slate
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Or just, yk, replace wanderer

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xD

rich sinew
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nah give him a parasite pet to throw at survivors

gentle tulip
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Most pfinder parties you can just play wanderer go on top of someone and uncloak and they'll not move and get hit, so some player silliness might make him feel stronger than he is.

Though I will admit that counterplay to garvan is very limited. Like yeah you can recognise him coming but until he commits to the uncloak, running away doesn't really help you much, it just wastes your time by not being on a well since he can just decide to keep staying cloaked if you book it to a palette

polar blade
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"wanderer is not op"

rich sinew
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vermin - burrows - destroyable
taken - lockers - avoid lockers
keeper - range - dodge/take cover/heartbeat
terror - traps - be careful
wanderer - invisibility - ??? run away ???

polar blade
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"bro he has to decloak its not op"

rich sinew
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if his speed was like 5% instead 20% then he would be way less threatening

near slate
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Too bad the cloaked speed overrides at minimum and he's 60% faster

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And as it's been said, you can't even run away

spring needle
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you literally can, whats the harm in him following you while cloaked

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if a wanderer is on me while cloaked, i literally just stand still

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when he starts uncloaking, its plenty of time to get to a blockade

steep saffron
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I suppose the main thing is that the spirit is forced to slow down significantly while decloaking, so if you see them coming closer or hear the decloak you have a moment to get some distance
mind you, not much distance, because nerd still gets to have 20% speed at base for some reason

spring needle
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also all 20% speeds are going to 15%

spring needle
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if you ignore all counterplay then i understand why you may not see any

near slate
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Escape routes don't really exist if you don't have blockades, as he's faster than you for all but 3 seconds

spring needle
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see #3

near slate
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If you don't have 3 you don't have 2

spring needle
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but yeah i agree, if he sneaks up on you and you only have 3s to react, with all nearby blockades spent, you'll probably get hit

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he then either recloaks, in which time you certainly must have found a blockade, or chases you like normal, in which case he basically has no power except base speed

steep saffron
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isn't base speed still where half the strength of the spirit comes from

spring needle
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of wanderer, yeah

polar blade
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everything you mentioned is universal to any spirit, it's not unique to wanderer

near slate
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And knowing where he is doesn't seem all that helpful when you can't do much with that information, except hide in noisy lockers or get caught (Or on woods use the corners on everything)

near slate
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?

spring needle
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run towards your escape route when you see the smoke

polar blade
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lol...?

near slate
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Ig, but if you have the right sounds on, you've got the noisiest run ever bc everything is dirt 😛

spring needle
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whats the issue

near slate
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Then you instantly get outpaced and attacked?

spring needle
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he cant attack while cloaked

near slate
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I can think of one place on woods where this strategy can take effect, and that's the well surrounded by pumpkins. Idk about bunker bc bunker has too many unmemorable hallways

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Maybe the well next to it too

spring needle
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  1. bunker isnt unmemorizable at all
  2. what strategy im telling you to run away when the spirit sees you
polar blade
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  • If you don't normally plan an escape route and preserve blockades near you when powering a well against any spirit and not just wanderer, then I don't know what to tell you. These incredibly basic and fundamental survivor strategies don't give any argument against wanderer not being busted
  • Many wells on both maps are in very cramped areas covered with corners, and so even if you keep an eye out for his smoke particles, 95% of the time he's able to easily gain more distance on you than any other spirit when listening for heartbeat. He has to decloak, sure, but it doesn't nearly make up the amount of time he can both scout wells and get up close to you

I'm legitimately baffled as to why you're so hellbent on not nerfing a blatantly busted spirit

near slate
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Also, only applies to small portion of community, there's one spirit well spawn on bunker that I can never manage to find, and I always think I'm next to it bc of one of the rooms up the stairs looks exactly like it

polar blade
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theres a drop down in the upper area near east gate when you take the ladder or stairs that has a well near it in a corner

spring needle
# polar blade - If you don't normally plan an escape route and preserve blockades near you whe...

my point is that these basic survivor strategies counter wanderer harder than other spirits. by conserving blockades and planning routes, you're not caught flat-footed when he appears.

you also ignored my point about watching for smoke. there are other spirits that can attack with much less warning.

  1. taken can teleport into a locker and instantly blind (killing sprint) and exit the locker within ~2s.
  2. rat loses heartbeat for 5s after leaving a burrow, which is enough time to move around corners in these cramped areas to immediately hit survivors
  3. terror can place snares, which wont catch you off guard at a well, however it can lead to immediate hits if unexpected.
  4. keeper can shoot 32 blocks away. this is slightly farther than the heartbeat, and in woods can catch people instantly off guard if they are not looking out.

wanderer being good at catching people off guard is obviously countered by people being aware. I believe the fact that many in pfinder aren't aware is the reason he seems stronger than he is.

polar blade
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i never said taken wasnt busted either so 🤐

spring needle
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theres counterplay for taken just like there is for wanderer

near slate
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Taken has counterplay of avoid lockers

steep saffron
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I can't help but notice that the counterplay to all of the spirits is Be Aware of Your Surroundings

near slate
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"There are other spirits that can attack with less warning" Fully visible & Heartbeat & Strategy

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And just knowledge of where the rat burrows are

spring needle
near slate
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There's also exit noise if they miss

spring needle
near slate
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Oh, interesting

steep saffron
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wondering how much taken would change if you could hear a heartbeat while they're in a locker

polar blade
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  • There is absolutely zero reason to believe wanderer is somehow more subject to the most basic strategies in game. He has the best scouting of all the spirits and is the best at chasing players down. You don't have to "catch people off guard" for him to be effective. He literally just exerts constant pressure on every player by being faster than any other spirit
  • I literally mentioned smoke...? Taken can pretty much lock the last couple wells off entirely if you simply get unlucky with locker placements. Rat burrows can actually be destroyed, terror is generally too slow, and keeper can't always make use of his crossbow when even woods has many corners to run around
near slate
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Not as much as you'd think

near slate
steep saffron
near slate
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Yea

spring needle
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sorry pinna i dont think we can reach a consensus. from my viewpoint, designing the game and from the months of testing we've been doing (wanderer was the first spirit we made), ive found consistent and feasible strategies and playstyles for being able to avoid them and time-waste. im against nerfing him further

polar blade
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99% of the community disagrees with you

ocean marsh
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i think i agree with the general consensus that wanderer's too strong

near slate
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At least make hitting him with a blockade a bit better

spring needle
ocean marsh
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im not sure ive seen many people saying he's fine

near slate
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I haven't met anybody who does

polar blade
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I don't, but from my interactions with it, that is what I have observed

spring needle
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lex im honestly over it, if you wanna nerf him then im done helping balance

ocean marsh
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ok?

polar blade
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seems pretty childish to refuse further help because of one thing you disagree with coming to pass

safe aspen
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I think wanderer is fine

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nerf locker guy instead

indigo plume
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so i think thats a good sign that it needs a nerf

polar blade
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both wanderer and taken could get nerfed a bit

indigo plume
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eh

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taken has a higher skill ceiling

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but i think him being able to camp gens so hard is an issue

polar blade
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i mean yeah sure it definitely does but that doesnt mean he isnt really good

indigo plume
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maybe he can tp to less lockers the more wells there are powered

polar blade
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in regards to skill ceiling

indigo plume
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like he starts able to tp to 10 in 1 go

polar blade
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and even then i think it's pretty simple to learn

indigo plume
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then when 1 well is powered he can only tp to 8

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then to 6

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then to 5

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then to 4

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and then to 3

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so like he gets weaker as the game goes on

polar blade
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think an easier solution would just be to put a long cooldown on his teleport

indigo plume
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so although he doesnt speak for 99% of the community he is probably right that 99% of the community hates garvan

polar blade
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i am the 99%

spring needle
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yeah then nerf him

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why dont we make it so he can only use cloak for 10s

indigo plume
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i am still not sure why youre so intent on keeping him the way he is

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cause theres absolutely no way you actually think hes fine as is

spring needle
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because i think he has a lower skill ceiling so more people are able to play him "well", and therefore seems stronger to people who cant

indigo plume
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basically everyone can play him well

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i agree that having a low skill ceiling character is a good thing to have

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but garvan is TOO good

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anyone with actual skill can easily stomp pfinder with him

spring needle
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anyone with actual skill can stomp him

indigo plume
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ive played like 15 games as him against nip nop and only once have i actually failed to avert banishment

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and nip nop has actual skill

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i think the difference is that in that round i was up against 2 skilled players instead of just 1

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and honestly

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a low skill ceiling spirit that requires skill to defeat is not a good thing

spring needle
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so you're saying that 75% of survivors were bad

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and the spirit won?

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preposterous

indigo plume
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50% of the survivors didnt know what they were doing and yet i still just barely lost

spring needle
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are you confused

indigo plume
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low skill ceiling spirit that is too easy to win as and can absolutely stomp anyone without actual skill

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thats your problem

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naturally the low skill ceiling spirit needs to also be forgiving to less skilled players

spring needle
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and yet half the survivors were bad and you still lost

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i do agree with your point though

indigo plume
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otherwise you just have everyone choosing the braindead easy spirit

indigo plume
spring needle
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i think maybe id be more open to it if I heard an idea for a nerf that wouldnt just make him unfun to play

indigo plume
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actually only 1 person was completely clueless

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the other guy was just average

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but still

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it shouldnt take 2 skilled players to barely defeat a garvan (with only 1 escapee)

spring needle
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yeah for sure samsam

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so how should we nerf him

indigo plume
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i dont think any of my nerf ideas would make him unfun to play

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i've been intentionally avoiding that

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i think the big issue is just his speed in general

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after playing him a bit i think his base decloaked speed is fine

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maybe decloaking should just prevent movement entirely/take longer

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cause its really easy to prepare yourself to chase someone or hit them immediately upon exiting cloak

spring needle
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so 4s?

indigo plume
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i dont think he needs harsh nerfs i just think he needs some changes to make him less insanely overpowered

spring needle
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hes not insanely overpowered

indigo plume
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i think speed while cloaked is part of what makes him fun so its kinda hard to avoid that

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gen positioning is a big part of it

near slate
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Hit him harder in the head with blockades

indigo plume
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it feels fair when all the gens are really spread out

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but when theyre close together the survivors basically cannot win

spring needle
indigo plume
spring needle
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when we were originally nerfing him

indigo plume
spring needle
indigo plume
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i didnt say 2x

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oh

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sorry misread your reply

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sure but its still barely a nerf cause i rarely ever see people stunning him while hes cloaked

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its a nerf but not a meaningful one

spring needle
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Which is something people were complaining about, him easily just cloaking and catching up

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(Which i disagree with but still)

indigo plume
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ok but heres the issue

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you usually dont know when hes stalking you in cloak until hes literally decloaking next to you

spring needle
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Do people not look at the particles

indigo plume
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when youre running away you usually are looking in the opposite direction of the particles

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also the particles are intentionally difficult to see

spring needle
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when hes cloaked...?

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this is what i dont get

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if you arent thinking at all then yeah youre gonna struggle

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but if hes cloaked, why are you still running for blockades

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why not use f5?

ocean marsh
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im not a fan of f5

indigo plume
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once again

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this is pfinder

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nobody is thinking

spring needle
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oh right

polar blade
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i almost always play in f5

spring needle
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so we should balance spirits around people being shit

indigo plume
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and as much as you dont like that

spring needle
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?????

indigo plume
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it has to be somewhat fair for shitty players

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while not being extremely easy for skilled players of course

polar blade
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I’m not sure why skill is even the question here

spring needle
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its not fair to the spirit if we're balancing them for them to be fair against people who cant play the game

fathom fossil
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To be honest I didn’t even know wanderer was tangible during cloaked

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Also he usually just decloaks on you so when are you actually gonna stun him with a blockade

civic token
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particlkes

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ive done it twice today :3

fathom fossil
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Wanderer has been in over 90% of my games as well which is honestly very annoying

civic token
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the only annoyign thind abt wanderer is pfinder shitting themselves wehenever its picked

fathom fossil
civic token
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but atrh same time i haven gotten it in all my games

fathom fossil
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I think the spirit is just way too fast

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Also taken should have heartbeat inside a locker imo

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Stunning a spirit with 20% speed doesn’t even feel impactful cuz he catches up to you so fast

civic token
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it hath been aquired

civic token
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taken in locker is kinda obvious

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u caan tell they in a locker cuz it will say occupied and hav purple eyes and u shuld avoid lockers anyways

fathom fossil
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You have to get right up to the locker to see it is occupied, and most of the time you will be powering wells

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Lockers are also not very avoidable lol unless the play is just to not power the wells with lockers in proximity

civic token
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i feel liek th purple eyesd will be visible enugh but idk i havent played with a taken in hella long

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or at least havent seent hem tp

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they just abusing 20% ws as taken 💀

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so goofy

steep saffron
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will say that increasing the teleport time to get to further lockers is quite impactful
the downtime that is incurred warping from half the map is. hm. noticable.

peak lance
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kinda hypocritical that you're fine with balancing around bad players when it buffs wanderer, but not when it nerfs wanderer

spring needle
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im not saying i want wanderer to be good to account for bad spirit players, im saying wanderer has a low skill floor and ceiling, so you can choose it and do okay but they should be one of weaker spirits overall at higher skill levels

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and tbh ive thought about it a bit more, i think in that regard id be okay with a nerf to wanderer, if so many people are still on that side

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i just dont like making changes based on reactionary feedback, which is what i felt like a lot of it was at the time

peak lance
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i personally dont have a stand on the wanderer feedback tbh, but i do think spirits overall could use more player agency on both sides

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the way i see it, theres

  1. lots of wanderer players because wanderer is much easier than other spirits, and because people keep saying wanderer is strong
  2. lots of complaints because more wanderers means people die to wanderer more
  3. lots of new players getting stomped by wanderer players because the skill requirement to play against wanderer is too high (newer players, especially on the underground map, cannot be expected to know where pallets spawn)
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so i would say the solution to this isnt to directly nerf wanderer but to offer an option for low skill counterplay

polar blade
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utter nonsense

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bringing up skill is pretty silly 99% of the time

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it’s an overpowered spirit

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it’s not that deep

spring needle
polar blade
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you nerf it…?

spring needle
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im asking how

steep saffron
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inexplicably, I only just now played my first round as Keeper
honestly?
pretty happy with it
very nice for stopping people from running away when you can just. shoot them.

polar blade
#

I’d either keep cloak as is but drag his base speed down to terror’s level or outright remove the speed in cloak (probably even give it a penalty) and keep the base speed the same

spring needle
#

💀

polar blade
#

skull me all you want 🤷

spring needle
#

open to alternative suggestions

steep saffron
#

in addition!
it takes a solid 3 seconds for nerd to decloak
I was not aware until looking at it now just how much time that is to space yourself out before he can speed back up

vast shell
#

i uncloak in front of people and sprintjump once towards them immediately after they pick a direction. i can usually get a hit within a couple seconds of uncloaking unless they’re right by a barricade

safe junco
#

jamp attack! :3

rich sinew
lucid wolf
lucid wolf
lucid wolf
# spring needle because i think he has a lower skill ceiling so more people are able to play him...

imo i just find him so unfun to play against. the whole part of the game that is strategizing of where to move based on heartbeat, or when to keep powering a well vs leave it and hide, is completely removed when someone picks garvan, good or not.

all i see is: unfun hero, complained about a lot, why does it matter if he's "technically" the same strength as other spirits? That's not the experience most people have. Might as well take action while the game is still around, since it's gonna be gone so soon (sadly)

#

like we dont really have the time to wait for the playerbase as a whole to just get better at the game and learn how to exploit his weaknesses

#

like most other games do

rich sinew
#

Thats why Garwan should take longer to destroy barricades.

lucid wolf
#

Could be a good nerf. I feel like it doesn't address the main issue of what makes Garvan unfun to play against imo, but I also have no idea of how to tackle that issue. It seems too tied into the design of his character and i might be the only one that has that exact problem with him.

vivid quail
#

wanderer is one of the more balanced spirits imo especially if survivors aren't AIs. theres a lot of warning given to the players when uncloaking, and as long as you dont pick lone soldier (god forbid) the boost from being hit is very helpful in running away

#

it has a high floor but a somewhat low ceiling depending on the survivors

rich sinew
#

tbh there was one game (woods) where we (survivors) really coordinated, were in groups of 2 mott, often messaged where we saw him and ended up banishing him and everyone escaped

low wedge
#

Especially since if they lose you they can just go back invisible and easily find you since you can see their particles but can't see which way they're looking

spring needle
#

what if we just reduced base speed to 10% for wanderer

rich sinew
#

ok

lucid wolf
#

ok

fathom fossil
#

ok

vivid quail
#

based

last fractal
#

Yes please

spring needle
#

is that enough

rich sinew
#

ya could also make him destroy blockades 20% longer.

gentle tulip
#

Ngl I kind of like the idea of garvan being about sneaking up on people and I feel its kind of a shame that he's pretty much as effective if you just barely run into someone and uncloak in their face.

So what if there was an extra clause:
Uncloaking takes considerably longer if you are within direct line of sight of a survivor. (Normalised Vector between players eyes and spirit eyes dot product with their facing vector > 0, no blocks in the way)

#

So watching out for his particles has a greater impact and you're not just fucked if the nearby palettes were used up even though you did notice him coming.
Adds a little more depth to garvan and more breathing room for survivors if he isn't played sneakily.

#

Garvan to 10% base speed is probably a fine nerf but just makes him feel more sluggish ig?

fathom fossil
#

You would never see the particles

gentle tulip
#

I am not sure what you are on about

fathom fossil
#

How often do you see wanderer particles before they enter within 10 blocks of you

gentle tulip
#

A lot of the time lol

fathom fossil
#

Bunker?

gentle tulip
#

Sure

#

The idea is that you'll have to advance from behind obstacles or uncloak further away

#

Or suffer the uncloak penalty

fathom fossil
#

Really depends on how fast he uncloaks behind objects

gentle tulip
#

Not any faster than rn

fathom fossil
#

Oh

#

Probably fine then

gentle tulip
#

This is just meant as penalty for being very obvious with your approach

polar blade
polar blade
vivid quail
#

i mean thats never been that hard for me

#

u just gotta be good at dodging or avoiding the spirit and outplaying them

polar blade
#

applies to literally any spirit

vivid quail
#

exactly

indigo plume
#

no

#

i think his base speed is fine (or could maybe be knocked down to 15%)

#

i think decloak time could do with an increase

polar blade
#

making him terror speed or giving a speed penalty during cloak or just significantly increasing decloak time could all work

gentle tulip
#

They will also make the wanderer feel like a tumbling rock trying to catch up to anything

#

Also I am pretty sure cloak already has a speed penalty?

rich sinew
#

or (4th time typing this) increase time it takes for garwan destroy barricades

polar blade
gentle tulip
#

I could be wrong? I recall it that way but idk.

polar blade
#

Brother it literally increases your speed

gentle tulip
#

Oh

#

You mean CLOAKED speed

#

Not cloak speed

#

Yeah ofc cloaked speed is faster

polar blade
#

Yeah I…. said “during cloak”

gentle tulip
#

Cloak is the period of turning on cloaked for me

polar blade
#

Semantics

gentle tulip
#

Regardless uh sure? Tbf it only hurts his patrol which there are way worse offenders in terms of patrol

polar blade
#

Only really taken is definitively worse

#

Rat can have better patrol

#

But at least it has counterplay by destroying burrows

#

Nothing against wanderer

gentle tulip
#

It would be cool to see garvan have more counterplay than just get gooder at chase

#

But just making wanderer stats bad is a pretty mid way to achieve that imo

polar blade
#

Why lol

#

Stats are everything

gentle tulip
#

Playing garvan should not feel as awful as terror raw chase

polar blade
#

It would become pretty problematic if terror suddenly got more than 5 base speed

gentle tulip
#

Terror has a trigger to hit power, garvans just assists chase

polar blade
#

What makes cloak powerful beyond just the added speed for patrolling wells is the fact that, unlike some people telling you that looking for smoke particles is consistently a foolproof strategy, many wells are in very cornered areas where you will be unable to see his smoke until he’s right on you, giving him way more initial distance on you compared to other spirits’ heartbeat

gentle tulip
#

Regardless I do think garvan should be changed to have more counterplay, but Tealy is also right that just blank nerfing his stats isnt gonna be fun

polar blade
#

So obviously something needs to change about his ability to get distance on players and scout wells

#

Be it either reduced cloak speed, base speed, or decloak speed

fathom fossil
#

me when wanderer can just go invis and chase me and theres nothing I can do

#

how do u outrun speed 3

polar blade
#

"he has to decloak so its balanced"

spring needle
#

wanderer will be 3s behind you no matter what

low wedge
#

Could just put the pumpkin gui on a cloaked wanderer? You can't see him easily he can't see you easily

low wedge
#

aw would be fun though

ocean marsh
#

well its physically impossible

#

so .

indigo plume
#

doesnt the pumpkin gui come off in 3rd person anyway

chrome dirge
#

Give cloaked wandered nausea!

#

This clearly has no obvious glaring problems

rapid totem
rich sinew
#

what if wanderers heartbeat didnt shutdown when cloaked?

rapid totem
#

I think that would make it very underpowered

#

Can easily detect now

#

Plus has to uncloak

rich sinew
#

yeah

polar blade
#

the point of cloaking is to lose detection

radiant galleon
#

yea thats the entire point

near slate
#

My only idea about cloaking detection is premonition being reworked, but that isn't really a good idea

azure yoke
#

I feel like Wanderer is critically unbalanced. On the one hand you have... Tealy, I think? insisting that it's balanced, and on the other you have 95% of the playerbase of BtB being terrified of Garvan.

rich sinew
#

Garwan doesn't have a specific counterplay.

azure yoke
#

The Wanderer's invisibility is understandably tricky to balance. If I were the CT, I'd probably give the Wanderer very low speed uncloaked, and lower speed when cloaked, and perhaps a 5-block heartbeat radius or another significant tell when cloaked.

#

Smoke particles are far too hard to notice.

#

Tealy's response to people hating Garvan is "jUsT uSe BaRrIcAdEs!!!!" which definitely seems very poor. Barricades only briefly slow down spirits; there's no real way, in my experience, to board up Wells the way Tealy says you could protect yourself from the Wanderer.

#

Maybe the nerf for the Wanderer could be an inability to break dropped barricades, or a slower barricade break rate?

rich sinew
#

inability would be too much

#

slower rate could help

quaint sand
#

Meanwhile panic zealot the keepers fine right?

rich sinew
#

panic zealot feels a bit underpowered imo but thats not really an issue

quaint sand
#

Just takes skill to use

#

And map knowledge

rich sinew
#

until your chat floods with "your thingy has been disarmed"

#

but i do agree

quaint sand
#

If only panic zealot relik was able to do stuff like that

#

In gameplay

azure yoke
#

Keeper feels a bit underpowered but I've never played.

rich sinew
#

it got a huge buff

#

16 att speed bonus

azure yoke
#

I suppose they could probably use a bit of homing, if Alem was weak; seems more difficult to hit if you're far away.

rich sinew
quaint sand
azure yoke
rich sinew
#

though bete noire blind thrust does more dmg

civic token
#

bete noire blind thrust momentum saltroll

#

we ignore 1/101 chance for 16 tier

rich sinew
#

ofc

civic token
#

keeper is fine rn tho

#

bow can hit over barricades and is nice if u are lazy to chase down a player
also lone soldiers just instantly die

rich sinew
#

taken is still very strong but no nearly as frustrating as wanderer

azure yoke
civic token
#

perma injured

#

so u can just snipe them from far away

azure yoke
civic token
#

and they cant react

azure yoke
#

o yeah that would be a thing

quaint sand
#

People sound like the angry Chinese golden Freddy sound effect when you’re fallen by a wanderer

#

Ngl

#

This-

spring needle
#

mfw

steep saffron
spring needle
#

Wanderer nerfs we're considering rn are 0.5s longer decloak, and base 10% speed rather than 20%

civic token
#

every 20% speed is gooing to be nerfed to 15 right

azure yoke
rich sinew
#

sounds good

spring needle
#

cool

civic token
#

sounds good

azure yoke
#

i mean now that i think about it

#

keeper is basically just 'the generic spirit' but with 8x range and the need to rummage through lockers

civic token
#

i feel like the problem is just people not noticiing wanderer going uninvis cuz they blind asf and idk how to solve that properly

rich sinew
#

locker thing aint a problem

azure yoke
#

the latter is not that intrusive i'd guess and the former means that just doing a standard, no tricks spirit run - finding the enemies, chasing them, hitting them - is much easier with the range

civic token
#

u def still need to use lockers theres no way u goign thru the game withj only 5 shots thats boring!!

azure yoke
azure yoke
rich sinew
#

but locker thing takes like 5 sec

civic token
#

its not that bad

steep saffron
#

you're really not going to be using more than 2 arrows in a single chase

civic token
spring needle
#

i think having wanderer emit particles constantly while decloaking could be a good change too

#

@ocean marsh

civic token
#

it alread has the smoke particles around it while goign unniinvs right

spring needle
#

Yeah but its in like spurts

#

While decloaking

azure yoke
rich sinew
#

imagine if we could stun wanderer while he is decloaking

azure yoke
#

also, i do like the concept of making the spirits the dead versions of major characters

spring needle
rich sinew
civic token
azure yoke
#

colossal rat for the meme, garvan for the hollow serenity, pz for the panik, alem for the 'who even knows who this guy is', and aledar for the 'we didn't make aledar a character the players care about how do we fix this aaaaaaaa' material

steep saffron
#

fight and flight now allows you to attack the spirit back
doing this 3 times will kill the spirit and win the game saltroll

civic token
#

i couldnt tell i just ran away and he caught up annwyays :3

quaint sand
#

if it shoots ya, it's gon-na hurt

steep saffron
#

6th spirit
donkey kong

quaint sand
#

When you die you get an art piece of DK giving you a thumbs up while you hear " OK! "

quaint sand
spring needle
ocean marsh
#

alright

spring needle
#

its in like big spurts

ocean marsh
#

ill look at that

spring needle
#

👍

rich sinew
#

I really like the idea of being able to blindwanderer while he is decloaking. When wanderer is decloaking left clicking him with spiritual stabilizer (it should have 1 sec cooldown) would blind him for like 3 seconds giving more time for survivor to run away or hide. Wanderers could no longer just go up and decloak. They would need to maybe do it behind a wall or further away so that survivors wont left click em.

low wedge
#

So i feel like it's an unfortunate circumstance of they notice, they try to escape but wells can delay a tiny bit to cancel?
The ones who do manage to escape instantly can end up in the scenario of they escape the chase, only to get chased quickly again right after. I feel like a nerf to the cloaking might fix the repetive chasing side where it ends up being more of a neverending chaee.

hearty heron
near slate
#

Yes you can

#

That's the whole point of taken

hearty heron
#

Or like "be careful" for panic zealot (you can legit just BE CAREFUL to avoid wanderer)

near slate
#

That lockers are no longer your friend

low wedge
#

Who tells him that taken has 20 block reach

hearty heron
#

Like "avoid lockers" when theres lockers on a beacon is just not possible

near slate
#

Lockers don't have the best visibility, so that isn't super effective all the time

low wedge
#

It is.

near slate
#

It's called actually learning to hide on the map

low wedge
#

The 20 block range will mean you can effectively have a locker within at least 4 wells

near slate
#

.-.

#

That's not very effective of the survivors if you're later in the game

low wedge
#

It is. 8 second's of glowing means the survivor has to run

#

Or you can be a real pain and attack the wells whenever they run

#

I've yet to have a taken tp near me so no idea if it gives a heartbeat but if there's a delay/doesn't. The player does need a pre warning.

hearty heron
low wedge
#

Isn't that sound global though

#

Or stupidly far reaching

hearty heron
#

Idk

lucid wolf
#

i usually feel like i have a good idea of where taken is tping if im close enough to hear

low wedge
#

I swear i hear it even when its tp'd somewhere I'm not near

lucid wolf
#

it definitely isnt global if by that u mean that u can hear when he's tping no matter how close or far

low wedge
#

Yeah its just i notice he would tp I'd hear it and hes downed someone on the other side of the map pretty quickly

lucid wolf
#

Bead Ty Baylight

ocean marsh
#

it should be like 16 blocks range?

ocean marsh
low wedge
#

Might be me being near it then but its bunker

lucid wolf
low wedge
#

Maybe. Im fine if that's the case then

#

I've never had it tp near me so no idea about the warning and i can't tell as it.
But yeah. The ones who said avoid lockers you aren't doing that

near slate
#

The volume of it changes

#

& I meant that the survivors should've gotten at least one of those already

low wedge
#

If its woods. Sure.
But bunker? There is literally 2 or 3 well location's in range of 1 locker attack

lucid wolf
#

woods lowkey has some wells that will FCK you over

chrome dirge
#

I love pit well and tree well

#

Thing is spirit rarely checks those from what I’ve seen which makes them rather easy to get

#

Solely because they don’t think people will try them

quaint sand
#

panic zealot Terror is hard / fun to play with

bold anchor
#

yeah im kinda sick of the payment for matches

#

why does a hunter that elims 2/4 survs (which in 1v4 games is always considered a draw) nearly always gets less than the survs

#

i just had a game where i got a 4/4 elim and barely got more than the surv with the most

#

idk why 0/4 1/4 arent considererd surv win, 2/4 draw, and 3/4 4/4 elim as hunter win

vast shell
#

isn’t it a hunter win if they don’t power wells and surv if they do ?

near slate
#

Technically yes, logically no

vast shell
#

yeah technically

gentle tulip
#

ngl isn't it just a degree

vast shell
#

i don’t think it’s the best metric ever tho

gentle tulip
#

if survivor escaped = spirit got trolled lightly
if spirit was banished = spirit was trolled MASSIVELY

#

(i have never actually seen a game get a banishment done but fail to have any escapes so I will die on the hill that they are just stronger versions of another)

#

also what even is the essence formula??

#

it always just feel likes a function of how long the game went on for

steep saffron
#

shouldn't it just be 1 essence per 50 score accumulated?
I guess more of the confusion comes from how you get score
(because losing health and dodging spirit attacks gives slight amounts of points, apparently)

lucid wolf
#

rounded down ofc

bold anchor
#

also i think u should increase perk progress for the person kiting spirit

#

u kite for a while and then realise u have 30 progress

ocean marsh
#

to a point that i dont want to do it for a minigame thats around for like 10 more days

bold anchor
#

i mean u get progress already

#

just increase the numbers?

ocean marsh
#

not for kiting spirit

#

you get points if they miss an attack near you

bold anchor
#

idk then increase that?

#

if thats the indicator of kiting them and wasting their time

ocean marsh
#

looking back i think i misread what you said

#

i thought you were asking to add a thing to give score while kiting

lucid wolf
#

can that number be bumped :3

ocean marsh
#

i can maybe increase the points given there but im not sure itll solve what you have an issue with

bold anchor
#

ideally, but imo any way to rebalance gain for the person kiting is preferable

ocean marsh
#

sure

bold anchor
#

its something at least

lucid wolf
#

like 15 or 20

#

would be cool

bold anchor
#

idk i just realised that if u dont let a survivor do gens they get stuck on one perk entire game

ocean marsh
#

idr what it is currently off the top of my head

#

yea its not ideal

lucid wolf
#

its 5

#

rn

bold anchor
#

:doom:

#

also id say with surv perks

#

the speed boost from vaulting is like. unbeatable

#

compared to the trigger conditions of some of the other speed boost ones its wayyy easier to trigger.

#

like 100% easy

#

either reduce that one or bump the other ones up

polar blade
#

banishing the spirit is the main objective and what id consider the win con

#

if you banish the spirit you win if you dont you lost

#

escaping is just a bonus objective to me

bold anchor
#

im confused what banishing actually is

polar blade
#

you power the wells

bold anchor
#

i disagree like completely

polar blade
#

ok

#

i mean you dont have to just take my opinion on it

bold anchor
#

dont shoot me for drawing comparison but in idv when last gen is powered and gates start opening the hunter typically has a power that means every hit is an instant down, dbd has a similar feature but idk how exposed works
so that means hunters have an even easier time downing survivors after gen progress is done

and in this the only way to kill survs is to hit them twice- if you have more than 2 people make it to end game u can basically guarantee that theyll make it out. because u rescue with full health and then just dmg boost to gate that the 3rd surv opened

still very easy for at least one person to escape if 2 make it to the end, harder to get 2 out.

so why are we punishing hunters that do well in late game?

polar blade
#

before i read everything else

#

this isnt other games

bold anchor
#

please dont make me find my previous message

#

if u make a game this similar dont get shocked when it happens

polar blade
#

im not shocked

#

but assuming that what other games do is exactly what this game is

#

is just wrong

bold anchor
#

that where ur wrong? because thats not what im doing

im not saying it is like x so u must do y

i am comparing that in this game, between finishing powering and exit gates it becomes hard to get any more eliminations than youve already got. in comparison to other asymetric games, so why does the hunter here get shafted for doing a good job

#

if ur saying that btb is beyond comparison to similar games then skull

polar blade
#

how is the hunter getting shafted

#

all i said is that banishment is the main win con

bold anchor
#

then that does not feel fair whatsoever

#

the hunter had to do REALLY well to get all 3

polar blade
#

🤷

bold anchor
#

and its not considered a win

polar blade
#

stopping banishment as spirit is much easier than killing all 4 players trying to escape id say

#

since cycling between the last 3 or so wells is pretty easy

bold anchor
#

yes i literally agree

polar blade
#

if banishment werent the main objective then what would the point in timed gate open be

bold anchor
#

so why arent we rewarding spirits if they do well by elims/prevented escapes total

polar blade
#

if escaping was winning then literally just ignore wells and hide for 10 minutes

bold anchor
#

then why are we considering banishing as the objective

polar blade
bold anchor
#

if it gets done automatically

polar blade
#

it doesnt

#

the wells power down

#

at the end stats it literally says you failed to banish

#

but could have escaped

#

i dont really know whats going on with spirit rewards

#

it could probably be buffed a little idk

bold anchor
#

ok i think im being misunderstood, im not asking for what u think

polar blade
#

i never paid too much attention to it

bold anchor
polar blade
#

i dont really know how you got that from what ive been saying this entire time

bold anchor
#

im trying to stress that for the hunter the main objective is to kill survs permenantly, and they should be rewarded more if they 'win' the match by killing more than the survs escaping

polar blade
#

sure man if you wanna buff spirit rewards go for it

#

idrk the exact numbers

#

nor care that much ngl

bold anchor
#

like if the survs do really well and all escape, they get good rewards and sprit gets shafted

and if spirit gets all elim, they get good rewards... and survs still get good rewards?

#

it feels like as long as ur working on wells as surv the fate of the match literally doesnt matter

polar blade
#

🤷 i never stress about how many points im getting

#

i literally just try to "win"

#

it's why i really hate when teammates say in chat that theyre giving up on the last wells and just hiding and waiting for gates to open

#

shit annoys the hell out of me

#

especially the amount of times where we couldve banished the spirit but didnt because they chose to not play the game

bold anchor
#

i know but if the players are trying to win by getting as many out as possible (think about the times exit gates are open but u attempt to revive the last player and get u all out)

thats telling u survivors are motivated by getting as many out

#

so why dotn rewards reflect

polar blade
#

idk man

#

it can be buffed i agree

bold anchor
#

(and still punish people that stall progress and just escape)

polar blade
#

rewards could probably be changed but my opinion on banishment being the primary objective wont

#

if you can still manage to kill all the survivors after failing to prevent banishment then good job

#

rewards could still reflect it

#

but if i was the spirit in that game id consider myself as having lost personally

bold anchor
#

for doing an even better job

#

damn

polar blade
#

sure

bold anchor
#

and if u were a survivor who had all 4 members suvive to gen finishing, and then 3 of u managed to die in the time exit gates were available

polar blade
#

i mean if you kill the survivors in escape phase then you literally did a worse job because you failed to kill them earlier

bold anchor
#

that doesnt count as a COMPLETE fail to u?

polar blade
#

and in arguably an easier phase

bold anchor
#

i mean it depends on what hunter

#

vermin has such an easy time in early compared to archer that can barely get around the map

polar blade
#

id just consider vermin superior to keeper in general

#

still though preventing banishment compared to trying to stop gates is still easier no matter the spirit id say

#

just because its way easier to cycle between the last 3 wells than having to go back and forth between gates

#

but if survivors failed to banish and were weakened in the process then it becomes easier

bold anchor
#

idk i feel like spirit should be rewarded equally between
you stalled enough gen progress and didnt get banished, and killed 2 survs, good job
you didnt stall progress enough but still got 2 survs dead, good job

#

but like u do not get paid the same in the slightest

polar blade
#

stopping banishment and killing all survivors should give more crystals than failing to prevent banishment but still killing all survivors

#

but both should have their crystals buffed sure

#

im really not disagreeing about that

bold anchor
polar blade
#

theres also the problem in that if survivors stop trying to power wells and just hide then the spirit literally cant get any points

#

maybe you could passively get points by just existing idk

bold anchor
#

neither do survs tho tbh

polar blade
#

i mean thats on them

#

on spirit your goal literally is to kill them

bold anchor
#

but their inaction causes everyone to get less

polar blade
#

if youre just fucking around as a survivor then you dont deserve any points

bold anchor
#

true but as u said thats punishing the spirit too

polar blade
#

i know

#

thats why i said spirit could probably just get passive points or something

#

or points for survivors not making any progress on wells

bold anchor
#

idv has a system where if u spend too long not decoding, not rescuing, not assisting etc then eventually your location gets revealed
if this got added and the rewards from kills by spirit then it would motivate survs to do something

#

so the surv cant just waste everyones time including spirit

polar blade
#

sure

#

id love for people who give up on powering and just wait for gates to open to have their location revealed

#

fuck them

bold anchor
#

other survs get to progress wells in peace as they arent glowing to hunter and get points

#

maybe something a bit too hard to implement now, but something to think about for event rerun

polar blade
#

terror keeper and vermin are all probably pretty balanced? wanderer as most think is still busted and taken i think is probably close to it

#

just not as many people are good at taken though

#

i usually pick vermin because funny rat and i dont feel like im cheating

#

and also doesnt really care about which map it is

#

keeper is fun sometimes though

#

crossbow can be pretty satisfying to use

bold anchor
#

no i lie

#

wanderer is weird but if it rooted u in place when u decloak i wouldnt be annoyed at it

#

cause the stats before ability is the same as vermin

polar blade
#

could work idk

#

im sure lex is cooking something up

lucid wolf
#

on an 80 second cooldown

polar blade
#

personally i would just make being cloaked a slight speed penalty so it doesnt have insane scouting ability and can still use cloak for what it was meant to be and sneak up on players powering wells in cramped areas where it's hard to detect smoke

#

it's 90 seconds

#

it was less before but it got nerfed to 90

bold anchor
polar blade
#

it's fine given the cooldown

lucid wolf
#

i think blood rush is nasty, even after nerf

polar blade
#

still an easy take but broken ankles and fight and flight have like half the cooldown

lucid wolf
#

8 seconds is insane for escaping a spirit and getting hidden again

ocean marsh
polar blade
#

i c

bold anchor
#

yeah imagine if instead of blood rush u just combo a dmg boost with vault

polar blade
#

well i think it's probably fine still

ocean marsh
#

our planned wanderer changes are just reducing base speed to +10% and increasing time it takes to decloak by 0.5s

#

and making particles more visible

polar blade
#

just on paper i dont think itd be enough or how id personally change it but we'll see

hearty heron
polar blade
#

lol...?

long meteor
#

oh no! anyway

ocean marsh
#

i think the cloaked speed will decrease as well

#

since its based on regular speed

polar blade
#

what's broken ankles cooldown again

ocean marsh
#

60s i think?

polar blade
#

could probably lower that a good bit i think

#

considering the risk involved in using it

lucid wolf
#

the “risk” is who you’re up against

#

one time i tried it against linny, never again

polar blade
#

i mean if you're up against a pinhead spirit then pretty much any perk will work anyways

lucid wolf
#

but most pfinder spirits (including me cuz i’m on a fucking trackpad while at college) will not be expecting that sort of juking movement

long meteor
#

45s I think

lucid wolf
long meteor
#

but yeah broken ankles cooldown is way too long imo

polar blade
#

🤨

#

not sure how it's too short when you risk taking damage compared to parkour and fight and flight

long meteor
#

misspoke

polar blade
#

ah

#

wouldnt say it's too long either but it is deserving of a buff

long meteor
#

fight and flight is also too long imo

polar blade
#

i dont really remember what it is either but it could probably be shortened too

hearty heron
fathom fossil
#

Stun for 3 seconds of speed with no cool-down is pretty good

polar blade
#

meant the cooldown

fathom fossil
#

I don’t think that has a cool-down

#

Don’t remember one being mentioned at least

polar blade
#

it does

long meteor
#

it has like a 45s cooldown lol

peak lance
long meteor
#

they're nerfing base speeds of the other spirits too

civic token
#

rlly? i thought it waas just all 20% speed -> 15% speed(which is jsut taken and rat)

polar blade
#

wanderer rat and taken are all 20

#

but wanderer will take a bigger hit

ocean marsh
#

wanderer's going from 20 to 10

#

as well

civic token
#

ye

long meteor
#

are there any changes to vermin burrow destroy speed

polar blade
#

ive changed my mind about vermin burrow destroy speed

#

i think it's really fair now

safe junco
#

im curious what changed your mind

lucid wolf
#

i havent played in a bit. ill get back to u once i lose a game to vermin about how broken vermin is

polar blade
#

just playing more

ocean marsh
#

im not a fan of vermin instantly cancelling destruction when it decides to travel, but i've been given the counterpoint that itd be weird if a burrow gets destroyed while the vermin is travelling to it

rich sinew
#

@hearty heron avoiding lockers aint always possible, especially in bunker, but ya can hear when taken tps

quaint sand
vast shell
#

Do you guys collect data on killer and perk usage & win rates? if not then adding that for next year may be helpful for balance decision making.

polar blade
#

raw data can be useful but usually should be taken with a grain of salt

safe junco
#

gonna be real perks also depend on the skill of the players using them

#

as well as the skill of the opposing team

civic token
#

narnia saltroll

ocean marsh
last fractal
ocean marsh
#

nope

vivid quail
#

raise your hand if you have a haunted mak

#

quaint pike
#

If you want to nerf wanderer just probably make him take more time to decloak ig

#

But then make taken not as oppressive to play against too, I always feel like he's always next to me

white night
vivid quail
#

rare gadget thing for playing around 200 games of btb

white night
#

ahhh

near slate
#

Make Bottled Spirits stagger invis wanderer

safe junco
#

💀

near slate
#

Not a big stagger, just a second or two

#

Bc the community is the spirits

quaint sand
#

" Buffed Panic Zealot relik "

#

Guys the terror got buffed finally

rough otter
#

Survivors now gain score for powering an Exit gate.
will this like
do anything?

#

like during powering they mean?

near slate
#

Essence

#

Maybe a power up

rough otter
#

ohhh you mean like the shop currency?

#

cuz like if you power the exit gate you arent gonna have much use for powerups

ocean marsh
#

score is what gives you currency after the game

#

50 score = 1 spiritual essence

chrome dirge
quaint sand
steep saffron
#

furious effigy now makes every single aspect of shaman twice as fast

#

job done

chrome dirge
#

idk any other changes it just has +16 max tiers now

#

cancelstack is back

steep saffron
#

panic zealot
the true hybrid weapon

civic token
#

dawnbreaak cstack >:)

#

bettee thaan lumina

safe junco
#

new scoring system goes wild

polar blade
#

spirit getting a lot more essence is whatever since u can only play it ever so often

civic token
#

holy mol

#

watf

#

SEVEN HUNDRED FIFTY

#

FROM KILING 3 FELLAS

#

incredible

vast shell
#

the extra essence is great.

lucid wolf
#

456 --> 568

long meteor
#

yeah so the escape beacon can apparently spawn directly on the gate switch

#

making it impossible to activate or destroy bc the hitbox overlaps with the inactive gate switch

spring needle
#

@ocean marsh

ocean marsh
#

thats funny

vivid quail
#

only in wynncraft

gentle tulip
#

Coming to a local festival minigame near you

azure yoke
#

just discovered someone with absolute dedication.

#

trying to farm essence while (according to them) their city was being bombed

#

can't throw a stone without hitting a war these days even if it's a digital stone apparently

daring owl
#

d

tired mural
#

69k score and 420 best well contribution

last fractal
#

lol just got 19 essence as a spirit, I like this change

ocean marsh
#

spirit score's being lowered some soon

last fractal
#

ig its time to sweat the game

wintry cliff
#

Time to speedrun spirit mask grinding like

quaint pike
#

still no keeper buffs after the patch 😭

#

and taken feels as opressive as it was

#

I always feel like he's everywere I go

safe aspen
#

No nerf besides 5% speed....

#

Can still troll the pfinder lobbies 🔥🔥🔥

#

After all that's what it's all about

steep saffron
#

People dunking on Keeper still?
That crossbow is very useful to have on hand

spring needle
#

ppl underestimate keeper

#

2s attack cooldown with the bow leads to many double taps

wintry cliff
#

i love keeper

#

few times ive killed all survivors was with it

polar blade
#

keeper is good

gentle tulip
#

keeper is the true goat now

#

wanderer dethroned from very enjoyable cute lil killer

gentle loom
#

I can't decide if Wanderer is better than Taken

indigo plume
#

nicktree why no ct rank in discord

indigo plume
#

overnerfed imo

#

actually maybe not

boreal ferry
#

nah samsam wanderer still op

civic token
#

keeper is very cool
hitscan >:))

tired mural
#

any other spirits having issues with suddenly not being able to interact with anything?

#

cant interact with blockades, wells, shooting bow, reloading bow, normal attack, etc

ocean marsh
#

apparently getting stunned takes you out of that state?

tired mural
#

OH

#

thank you for maybe temp fix

tired mural
#

maybe has something to do with jump fatigue

polar blade
#

I’ve had a few games recently where it just feels like vermin teleport doesn’t work at all

#

Literally just spam clicking at multiple burrows but to no avail

tired mural
#

have you got the burrowing item in your hand?

polar blade
#

Ya

tired mural
#

not the attacking one

#

rip

#

Oki I've had 4 games in a row where the spirit has bugged out and not been able to use their abilities

near slate
#

Have you tried the classic fix of hitting them with a blockade?

polar blade
#

absolutely useless

steep saffron
#

say
what is the context of this image

polar blade
#

in this game i had the last well at 90% as the other guy intentionally just hid in a locker

safe junco
#

oh that guy 💀

#

i usually only hide in lockers to surprise strike and when i know someone in the party that can lead the killer to said locker

polar blade
#

he was also screaming in chat for people to revive him the moment he got killed which was fun

quaint sand
spring needle
#

doing spirit wells is optional

polar blade
#

idk if ur serious or not

spring needle
#

im not

lucid wolf
#

i dont feel so good....

#

anyway im surprised that no one added daily challenges for BtB

#

sorry i dont mean challenges for the game, i mean like during the festival, make it so the daily challenge that players can get have a chance to be brb related

#

like "banish a spirit, revive/heal 3 people, knock down 3 people in one game as spirit" that sort of thing

#

obviously some of those might be too annoying as a daily (like if i just want my free crate i'd rather get "win dungeon 0/1" but it'd still be cool to have some push for players to play more of the game

#

then again if people want to play they will and if they’re forced to because of a challenge they prob wont be very fun teammates

hearty heron
lucid wolf
#

LOL true

gentle tulip
#

god terror on the woods is geniuenely unplayable

#

the only narrow corridors have palettes or are circumventible
there is like two wells that can be trapped up to be hard to escape when approached correctly and everything else is spread so far apart.

#

it's geniuenely not enjoyable to go against anyone that even barely understands what disarming is

quaint pike
#

Disarming could reveal players too ig

gentle tulip
#

eh you already know where people are

quaint pike
#

Nvm maybe just making the traps larger

gentle tulip
#

by just memorising what you put down

#

larger trap could help but woods is also much more open in the sense that

#

woods is areas just connected to each other

#

bunker is mostly hallways that doesn't intersect with another tooo often

#

so there is clear paths from a to b

#

that you can exploit, but woods there is typically 2-3 different openings between areas and trapping all of them off takes too many snares or or too much time to set up

#

disarming is way too good and there isn't really a great solution about changing disarming itself

#

if you make it so pz can teleport to disarmed oens too (but like only after 4s) it becomes too good for pz and making them take longer to disarm doesn't really solve the issue that pz knows where survivors are, he just cannot reach them

#

so honestly? make it so they have a hard time disarming by making traps incredibly hard to see

#

like shove the jewel further into the ground so only the very very tip is visible

#

and no particles for survivors at all

azure yoke
#

feedback: there should be a channel for discussion of fest minigames

hearty heron
#

Feedback: no more feedback. Everyone who tries to give feedback gets coated inchocolate and fed to qira

steep saffron
#

I question if disarming is the right move with snares
The spirit gets notified that someone was there, and they get to put a new snare down
Could be better just to sneak past a snare

gentle tulip
#

lol terror does not have the mobility to check up whenever a snare is broken

#

disarming is ALWAYS the right choice unless you are directly being chased

vagrant fog
#

Terror is only great if the people you are playing against are bad at the game. If they are really bad it is probably the easiest sweep

chrome dirge
#

to quote someone from pfinder, "terror is aggressively mid"

polar blade
#

sometimes you can be forced into a snare during a chase but terror is probably still the worst overall spirit yeah

quaint sentinel
#

nah i like terror

#

if you know where you placed your snares

#

and wich ones got disarmed

#

you can easily have full map control

last fractal
#

terror is fun and I will always take it if I cant go taken

gentle tulip
polar blade
gentle tulip
#

terror works on bunker to the extent that getting a teamsweep is about as hard as vermin or wanderer

#

on woods the snares just aren't triggered enough to give you the mobility you need

#

so it's find a 3 gen, hard defend it to not get banished at least and then try to secure one killer with camping once wells time out

#

it's very silly

rich sinew
polar blade
#

yeah for a while now it seems like majority of people in pfinder are aware of healing

#

unless it looks like they are literally new everyone i run into usually knows how to heal and be healed

gentle tulip
#

the new hot trend with pfinder is predropping every palette you come across 💀

chrome dirge
#

moment

peak lance
# gentle tulip so it's find a 3 gen, hard defend it to not get banished at least and then try t...

the problem is that unlike every other spirit, terror has no player agency. The best and worst terror players are only as good as the worst player on the enemy team, because good players will know to avoid snares. If the spirit places snares at choke points, they are entirely at the mercy of map & well rng to hope that theres enough proper chokes to actually get the snares to proc.

If terror's inverted heartbeat gimmick were separated from snare trigger it would live up to it's name much better imo

spring needle
#

I think terror is pretty comfortable where its at ngl