#Banish The Beyond Feedback Thread
1 messages · Page 5 of 1
not for me, either he kills me or I kill myself by exiting
skill issue or unlucky
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
One thing I want from suprise strike is to not be gaslighted by it when it's on cooldown
simply jamp attack! :3
My problem with lockers is how they basically don't exist on woods
i have not seen taken in woods though i played quite a bit
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
every time i pick taken(every time i can) it is always bunker
weird I see taken in woods all the time
i was lucky it seems
Taken in the woods is a death sentence
Does banishing the spirit actually weaken them? I have some doubts
no
the funny "spirit can no longer be weakened" once beacon phase ends by time
indeed
like it was a mechanic once but it wasn't implemented
and that was the remnant of it
you know i said fairly early in playtesting that that line should probably not say that cause it suggests that the spirit is actually going to have a harder time catching you
guess we forgot
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
i dont even know still what banishing is
cuz it never actually appears ingame lul
or it does in one of those big blocks of texts nobody reads but thats basically the same thing
When you power 5 spirit wells
The spirit is banished
yeah i guessed it was something along those lines
except realistically nothing actually happens other than it adds one to wins
cuz win statistic for survivor games i think is spirits banished not like maps escaped
More points
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
Also please make ironwood blockade useful ok bye
its already more useful
atm it stuns the spirit for longer
Yeah but only when injured
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
It's situational at best and 30% longer stun isn't all that good when it's only used on rare occasions
Common knowledge is better as much as it hurts me to say it
Even Light in the Tunnel has conditions for if you're injured or not
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
I basically never take one time use perks besides the self revive
Survivors instinct is useful when you know what party members you have
When they eventually all die
bru why can u get hit when u suprise strik the spirit
i jsut stunned them and they hit me aas well
:3
yeah but suprise strike is more annoying cuz there more commitment
i'd argue it's similar commitment, both cases you're risking 1 hit worth of damage in exchange for a stun
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
eh fair i guess
range is 5 blocks though, i'd say thats big enough to not be risking a locker search kill
yeah das true, i frogot abotu that
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
People complaining about wynntils map are a bit stupid. they just can turn of hades sharing their location with party
can u see the killer's location with wynntils?
anyone that does not disable hades can be seen by anyone else with artemis
Rat mythic plushie when?
by anyone that also doesnt have hades disabled
if you disable it you can also not see
unless its worded well but executed poorly
you can have hades enabled, but just turn share with party, friends and guild off
and then still receive data but not send any of yourself
share with guild offscreen
there are separate options
Yea
But if yoi turn off share info
You dont receive info
I tested it
And it was confirmed by wynntils devs
tf I just charged a well twice as fast by myself at the start of the game
are u lagging?
no
he literally just double swung
he missed once and landed a hit almost immediately and I died
-.-
also why are there barriers above the 1 block tall crates in bunker
whats the point of jump when I cant even use it to get over objects
I dodged a slash and smacked my head against it and died
you're not meant to jump
can we not walk on slabs with high jump boost
high jump boost doesnt prevent jump boosting
o
yea originally the minigame was gonna use high jump boost but we had no way of stopping people from jump boosting with it
so it had to be changed to this
and this doesnt work the best
can i just ask what the literal technical implementation of detecting jumps is
there is literally no good way to detect jumps
blame mojang
i want to know, what exactly is done to detect it.
does it use a minecraft pre-made scoreboard?
is it some fancy y-coordinate stuff?
literally what is done internally to detect jumps as it is done right now
iirc its like
scoreboard stuff
but its still inaccurate
mc scoreboards can detect jumps but its still fucked up cause mojang is dumb
iirc minecraft has a built in jump detection that this uses
its just super shit
(the feature)
the scoreboard objective is inaccurate yeah
is the jump fatigue plugin coded overall
or is it cmd made
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
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```
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
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
[...] and (fatigued_protected = 0)
to the jump detection and setting the fatigued_protected to 1 as needed can deal with that just fine
my suspicion is server lag is the cause of the problems
in which case no solution is going to prevent it from being bad
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.
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)
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
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.
What's up with bounty spirit 12?
bugged
believe me when i say i have tried
or just limit how long wanderer can be invis
nah give him a parasite pet to throw at survivors
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
"wanderer is not op"
vermin - burrows - destroyable
taken - lockers - avoid lockers
keeper - range - dodge/take cover/heartbeat
terror - traps - be careful
wanderer - invisibility - ??? run away ???
"bro he has to decloak its not op"
if his speed was like 5% instead 20% then he would be way less threatening
Too bad the cloaked speed overrides at minimum and he's 60% faster
And as it's been said, you can't even run away
you literally can, whats the harm in him following you while cloaked
if a wanderer is on me while cloaked, i literally just stand still
when he starts uncloaking, its plenty of time to get to a blockade
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
still gets to have 20% speed at base for some reason
hes essentially immobile while uncloaking. you have plenty of time to get enough distance
also all 20% speeds are going to 15%
- keep an eye out for smoke particles
- plan an escape route if he sneaks up on you
- conserve blockades near wells you're focusing
if you ignore all counterplay then i understand why you may not see any
Escape routes don't really exist if you don't have blockades, as he's faster than you for all but 3 seconds
see #3
If you don't have 3 you don't have 2
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
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
isn't base speed still where half the strength of the spirit comes from
of wanderer, yeah
everything you mentioned is universal to any spirit, it's not unique to wanderer
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)
pre-run?
?
run towards your escape route when you see the smoke
you're wrong
lol...?
Ig, but if you have the right sounds on, you've got the noisiest run ever bc everything is dirt 😛
he can probably see you as well
whats the issue
Then you instantly get outpaced and attacked?
he cant attack while cloaked
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
Maybe the well next to it too
- bunker isnt unmemorizable at all
- what strategy im telling you to run away when the spirit sees you
- 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
- There's this whole section that looks like another, and has no wells in it, with bunker being a giant maze.
- That's just stating the obvious, and applies to literally everything in this game
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
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
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.
- taken can teleport into a locker and instantly blind (killing sprint) and exit the locker within ~2s.
- 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
- terror can place snares, which wont catch you off guard at a well, however it can lead to immediate hits if unexpected.
- 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.
i never said taken wasnt busted either so 🤐
theres counterplay for taken just like there is for wanderer
Taken has counterplay of avoid lockers
I can't help but notice that the counterplay to all of the spirits is Be Aware of Your Surroundings
yes
"There are other spirits that can attack with less warning" Fully visible & Heartbeat & Strategy
And just knowledge of where the rat burrows are
-rat loses heartbeat
-taken has no heartbeat while in locker (there is the enter noise which is your warning, but thats only ~1s before they can reasonably react to you and blind you)
There's also exit noise if they miss
oh yeah if the rat places them in the open then just watch them, they emit particles and quiet sounds when hes burrowing
Oh, interesting
wondering how much taken would change if you could hear a heartbeat while they're in a locker
- 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
Not as much as you'd think
Idk about you, but I use taken as a bit of a "Oh I found you now you die" thing, and hiding in lockers generally isn't too effective
-playing taken
-walking around
-jeez, there's nobody over here
-cloak
-teleport
-oh. how ya doin.
-murder
Yea
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
99% of the community disagrees with you
i think i agree with the general consensus that wanderer's too strong
At least make hitting him with a blockade a bit better
you dont speak for 99% of the community
im not sure ive seen many people saying he's fine
I haven't met anybody who does
I don't, but from my interactions with it, that is what I have observed
lex im honestly over it, if you wanna nerf him then im done helping balance
ok?
seems pretty childish to refuse further help because of one thing you disagree with coming to pass
me me me
I think wanderer is fine
nerf locker guy instead
i had a game where i chose wanderer and then one of the players put a wall of text in chat saying "ALERT!!! WANDERER!!!! PANIC!!!!" repeatedly and then the other players spent the rest of the game complaining
so i think thats a good sign that it needs a nerf
both wanderer and taken could get nerfed a bit
eh
taken has a higher skill ceiling
but i think him being able to camp gens so hard is an issue
i mean yeah sure it definitely does but that doesnt mean he isnt really good
maybe he can tp to less lockers the more wells there are powered
in regards to skill ceiling
like he starts able to tp to 10 in 1 go
and even then i think it's pretty simple to learn
then when 1 well is powered he can only tp to 8
then to 6
then to 5
then to 4
and then to 3
so like he gets weaker as the game goes on
think an easier solution would just be to put a long cooldown on his teleport
sure he doesnt but literally every game ive played as garvan ive just had people begging me to nerf it and saying its overpowered and choosing to hide in a locker instead of doing gens
so although he doesnt speak for 99% of the community he is probably right that 99% of the community hates garvan
i am the 99%
i am still not sure why youre so intent on keeping him the way he is
cause theres absolutely no way you actually think hes fine as is
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
basically everyone can play him well
i agree that having a low skill ceiling character is a good thing to have
but garvan is TOO good
anyone with actual skill can easily stomp pfinder with him
anyone with actual skill can stomp him
ive played like 15 games as him against nip nop and only once have i actually failed to avert banishment
and nip nop has actual skill
i think the difference is that in that round i was up against 2 skilled players instead of just 1
and honestly
a low skill ceiling spirit that requires skill to defeat is not a good thing
so you're saying that 75% of survivors were bad
and the spirit won?
preposterous
50% of the survivors didnt know what they were doing and yet i still just barely lost
are you confused
low skill ceiling spirit that is too easy to win as and can absolutely stomp anyone without actual skill
thats your problem
naturally the low skill ceiling spirit needs to also be forgiving to less skilled players
and yet half the survivors were bad and you still lost
i do agree with your point though
otherwise you just have everyone choosing the braindead easy spirit
i BARELY lost and the difference is that the 2 players i was struggling against were actually good at the game instead of being just average
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
actually only 1 person was completely clueless
the other guy was just average
but still
it shouldnt take 2 skilled players to barely defeat a garvan (with only 1 escapee)
i dont think any of my nerf ideas would make him unfun to play
i've been intentionally avoiding that
i think the big issue is just his speed in general
after playing him a bit i think his base decloaked speed is fine
maybe decloaking should just prevent movement entirely/take longer
cause its really easy to prepare yourself to chase someone or hit them immediately upon exiting cloak
so 4s?
i dont think he needs harsh nerfs i just think he needs some changes to make him less insanely overpowered
hes not insanely overpowered
i think speed while cloaked is part of what makes him fun so its kinda hard to avoid that
gen positioning is a big part of it
Hit him harder in the head with blockades
it feels fair when all the gens are really spread out
but when theyre close together the survivors basically cannot win
i suggested 2x stun time while cloaked
stuns punishing him harder could be cool
when we were originally nerfing him
its kinda really difficult to whack him while hes invis cause youll rarely notice him
2x stun time is a long time
i didnt say 2x
oh
sorry misread your reply
sure but its still barely a nerf cause i rarely ever see people stunning him while hes cloaked
its a nerf but not a meaningful one
the point would be to punish him for harassing people while cloaked
Which is something people were complaining about, him easily just cloaking and catching up
(Which i disagree with but still)
ok but heres the issue
you usually dont know when hes stalking you in cloak until hes literally decloaking next to you
Do people not look at the particles
when youre running away you usually are looking in the opposite direction of the particles
also the particles are intentionally difficult to see
when hes cloaked...?
this is what i dont get
if you arent thinking at all then yeah youre gonna struggle
but if hes cloaked, why are you still running for blockades
why not use f5?
im not a fan of f5
oh right
i almost always play in f5
so we should balance spirits around people being shit
and as much as you dont like that
?????
it has to be somewhat fair for shitty players
while not being extremely easy for skilled players of course
I’m not sure why skill is even the question here
its not fair to the spirit if we're balancing them for them to be fair against people who cant play the game
To be honest I didn’t even know wanderer was tangible during cloaked
Also he usually just decloaks on you so when are you actually gonna stun him with a blockade
Wanderer has been in over 90% of my games as well which is honestly very annoying
the only annoyign thind abt wanderer is pfinder shitting themselves wehenever its picked
If stun duration is doubled during cloaked I doubt it would be used often at all
but atrh same time i haven gotten it in all my games
I think the spirit is just way too fast
Also taken should have heartbeat inside a locker imo
Stunning a spirit with 20% speed doesn’t even feel impactful cuz he catches up to you so fast
it hath been aquired
all 20% speed si getting nerfed to 15 which is cool
taken in locker is kinda obvious
u caan tell they in a locker cuz it will say occupied and hav purple eyes and u shuld avoid lockers anyways
You have to get right up to the locker to see it is occupied, and most of the time you will be powering wells
Lockers are also not very avoidable lol unless the play is just to not power the wells with lockers in proximity
i feel liek th purple eyesd will be visible enugh but idk i havent played with a taken in hella long
or at least havent seent hem tp
they just abusing 20% ws as taken 💀
so goofy
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.
isnt the whole idea of wanderer being good at low skill floor to account for spirit players being shit?
kinda hypocritical that you're fine with balancing around bad players when it buffs wanderer, but not when it nerfs wanderer
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
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
i just dont like making changes based on reactionary feedback, which is what i felt like a lot of it was at the time
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
the way i see it, theres
- lots of wanderer players because wanderer is much easier than other spirits, and because people keep saying wanderer is strong
- lots of complaints because more wanderers means people die to wanderer more
- 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)
so i would say the solution to this isnt to directly nerf wanderer but to offer an option for low skill counterplay
utter nonsense
bringing up skill is pretty silly 99% of the time
it’s an overpowered spirit
it’s not that deep
what should be done
you nerf it…?
im asking how
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.
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
💀
skull me all you want 🤷
open to alternative suggestions
in addition!
it takes a solid 3 seconds for
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
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
jamp attack! :3
I meant there is really no specific way to counter it. Wanderer taking longer to destroy barricades seems fair.
hey tealy, dont generalize. my feedback on wanderer is STILL reactionary! 
this is the take of someone who has never been invested in game design
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
Thats why Garwan should take longer to destroy barricades.
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.
i disagree personally
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
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
Will point out I've found on woods even that warning can just not matter. Sure you get a head start but the speed can eventually be a problem
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
what if we just reduced base speed to 10% for wanderer
ok
ok
ok
based
Yes please
is that enough
ya could also make him destroy blockades 20% longer.
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?
Avoiding los would be ridiculously easy
You would never see the particles
I am not sure what you are on about
How often do you see wanderer particles before they enter within 10 blocks of you
A lot of the time lol
Bunker?
Sure
The idea is that you'll have to advance from behind obstacles or uncloak further away
Or suffer the uncloak penalty
Really depends on how fast he uncloaks behind objects
Not any faster than rn
This is just meant as penalty for being very obvious with your approach
lmfao?
no
“lot of warning” >3 second decloak time where you’re already on a survivor and can catch up in 2 seconds
i mean thats never been that hard for me
u just gotta be good at dodging or avoiding the spirit and outplaying them
applies to literally any spirit
exactly
ngl
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
making him terror speed or giving a speed penalty during cloak or just significantly increasing decloak time could all work
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?
or (4th time typing this) increase time it takes for garwan destroy barricades
How do we tell him
I could be wrong? I recall it that way but idk.
Brother it literally increases your speed
Yeah I…. said “during cloak”
Cloak is the period of turning on cloaked for me
Semantics
Regardless uh sure? Tbf it only hurts his patrol which there are way worse offenders in terms of patrol
Only really taken is definitively worse
Rat can have better patrol
But at least it has counterplay by destroying burrows
Nothing against wanderer
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
Playing garvan should not feel as awful as terror raw chase
It would become pretty problematic if terror suddenly got more than 5 base speed
Terror has a trigger to hit power, garvans just assists chase
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
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
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
me when wanderer can just go invis and chase me and theres nothing I can do
how do u outrun speed 3
"he has to decloak so its balanced"
Could just put the pumpkin gui on a cloaked wanderer? You can't see him easily he can't see you easily
cant do that
aw would be fun though
doesnt the pumpkin gui come off in 3rd person anyway
You can also just f1
what if wanderers heartbeat didnt shutdown when cloaked?
I think that would make it very underpowered
Can easily detect now
Plus has to uncloak
yeah
the point of cloaking is to lose detection
yea thats the entire point
My only idea about cloaking detection is premonition being reworked, but that isn't really a good idea
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.
Garwan doesn't have a specific counterplay.
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?
Meanwhile panic zealot the keepers fine right?
panic zealot feels a bit underpowered imo but thats not really an issue
Keeper feels a bit underpowered but I've never played.
I suppose they could probably use a bit of homing, if Alem was weak; seems more difficult to hit if you're far away.
it can be deadly if played right
Just like trying to make a build for panic zealot
People are getting better in the pfinder against PZ but I still love Terror. It's fun to trap all the wells, even if half the time people know how to avoid the snares.
dawnbreak panic zealot is really nice
though bete noire blind thrust does more dmg
ofc
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
taken is still very strong but no nearly as frustrating as wanderer
why do lone soldiers instantly die
which is good, 'strong but not frustrating' is a good way for things to be
and they cant react
o yeah that would be a thing
People sound like the angry Chinese golden Freddy sound effect when you’re fallen by a wanderer
Ngl
This-
mfw
I played it a solid once and was pretty happy with it
usage of the crossbow is not limited to sneaky snipes from far away, but for abbreviating chases too
why have a 4 block range attack when you can use a 32 block one just as well?
Wanderer nerfs we're considering rn are 0.5s longer decloak, and base 10% speed rather than 20%
every 20% speed is gooing to be nerfed to 15 right
fair, missing a strike because of distance is always annoying
yes
seems good
sounds good
cool
sounds good
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
i feel like the problem is just people not noticiing wanderer going uninvis cuz they blind asf and idk how to solve that properly
locker thing aint a problem
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
u def still need to use lockers theres no way u goign thru the game withj only 5 shots thats boring!!
the 'shoom shoom shoom' is very noticeable but it's absolutely terrifying because even if you book it the spirit still chases you down and it basically just prolongs your unhit life instead of keeping you safe
unless you are clint eastwood in somewhat famous film 'dirty harry'
but locker thing takes like 5 sec
its not that bad
you're really not going to be using more than 2 arrows in a single chase
pfinder is not very intellegent :3
i think having wanderer emit particles constantly while decloaking could be a good change too
@ocean marsh
it alread has the smoke particles around it while goign unniinvs right
i mean, sure, but in my experience that wouldn't help, i just run away from the noise and don't even notice the proper position of the decloaking garvan
imagine if we could stun wanderer while he is decloaking
also, i do like the concept of making the spirits the dead versions of major characters
itd help noobs identify where they are
bonk him with a spiritual stabilizer
i think i did it with a barricade but i dont think it stopped the de\cloaking
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
that should
fight and flight now allows you to attack the spirit back
doing this 3 times will kill the spirit and win the game 
i couldnt tell i just ran away and he caught up annwyays :3
just like the coconut gun
if it shoots ya, it's gon-na hurt
6th spirit
donkey kong
When you die you get an art piece of DK giving you a thumbs up while you hear " OK! "
does it not?
Not from what ive seen
alright
its in like big spurts
ill look at that
👍
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.
ehhh i noticed a lot of people react quickly. Or as quick as they can, But i've noticed even after shifting they kinda stick for a second?
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.
Bro youre trolling?
Because you cant be serious giving "avoie lockers" as advice ahainst taken
Or like "be careful" for panic zealot (you can legit just BE CAREFUL to avoid wanderer)
That lockers are no longer your friend
Who tells him that taken has 20 block reach
Like "avoid lockers" when theres lockers on a beacon is just not possible
Lockers don't have the best visibility, so that isn't super effective all the time
It is.
It's called actually learning to hide on the map
The 20 block range will mean you can effectively have a locker within at least 4 wells
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.
No heartbeat but theres a sound
Idk
i usually feel like i have a good idea of where taken is tping if im close enough to hear
I swear i hear it even when its tp'd somewhere I'm not near
it definitely isnt global if by that u mean that u can hear when he's tping no matter how close or far
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
Bead Ty Baylight
it should be like 16 blocks range?
they probably teleported afterwards
Might be me being near it then but its bunker
well you can hear when they cloak to get ready to tp? so maybe u heard them cloaking before tping across the map
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
The volume of it changes
& I meant that the survivors should've gotten at least one of those already
If its woods. Sure.
But bunker? There is literally 2 or 3 well location's in range of 1 locker attack
woods lowkey has some wells that will FCK you over
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
panic zealot Terror is hard / fun to play with
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
isn’t it a hunter win if they don’t power wells and surv if they do ?
Technically yes, logically no
yeah technically
ngl isn't it just a degree
i don’t think it’s the best metric ever tho
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
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)
it's pretty complicated but its been reverse engineered y = x/50, where x is your score and y is the amount of essence you recieve
rounded down ofc
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
banishment?
yea itd be nice to do this but mechanically its a little hard to implement
to a point that i dont want to do it for a minigame thats around for like 10 more days
idk then increase that?
if thats the indicator of kiting them and wasting their time
looking back i think i misread what you said
i thought you were asking to add a thing to give score while kiting
can that number be bumped :3
i can maybe increase the points given there but im not sure itll solve what you have an issue with
ideally, but imo any way to rebalance gain for the person kiting is preferable
sure
its something at least
idk i just realised that if u dont let a survivor do gens they get stuck on one perk entire game
: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
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
im confused what banishing actually is
you power the wells
i disagree like completely
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?
please dont make me find my previous message
if u make a game this similar dont get shocked when it happens
im not shocked
but assuming that what other games do is exactly what this game is
is just wrong
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 
if the survivors get a 'win' by having 3 alive when gens are done but the hunter kills all 3 in the short window they have between gen finish and exit gate
then that does not feel fair whatsoever
the hunter had to do REALLY well to get all 3
🤷
and its not considered a win
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
yes i literally agree
if banishment werent the main objective then what would the point in timed gate open be
so why arent we rewarding spirits if they do well by elims/prevented escapes total
if escaping was winning then literally just ignore wells and hide for 10 minutes
then why are we considering banishing as the objective
if you stop banishment on spirit there is no escape segment though...?
if it gets done automatically
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
ok i think im being misunderstood, im not asking for what u think
i never paid too much attention to it
thats what im trying to address
i dont really know how you got that from what ive been saying this entire time
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
sure man if you wanna buff spirit rewards go for it
idrk the exact numbers
nor care that much ngl
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
🤷 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
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
(and still punish people that stall progress and just escape)
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
sure
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
i mean if you kill the survivors in escape phase then you literally did a worse job because you failed to kill them earlier
that doesnt count as a COMPLETE fail to u?
and in arguably an easier phase
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
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
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
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
unneccesarily punishes a hunter bad in early game but whatever
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
thats huge yes
neither do survs tho tbh
but their inaction causes everyone to get less
if youre just fucking around as a survivor then you dont deserve any points
true but as u said thats punishing the spirit too
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
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
sure
id love for people who give up on powering and just wait for gates to open to have their location revealed
fuck them
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
🤷 i still consider banishment as the main win con and i dont really think spirits are balanced around being better in one phase specifically or the other
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
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
isn’t it like 3 seconds
on an 80 second cooldown
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
yeah and look at the trigger conditions on the other ones
it's fine given the cooldown
i think blood rush is nasty, even after nerf
still an easy take but broken ankles and fight and flight have like half the cooldown
8 seconds is insane for escaping a spirit and getting hidden again
was originally 120, i nerfed it to 60 before release, then post-launch put it back up to 90
i c
yeah imagine if instead of blood rush u just combo a dmg boost with vault
well i think it's probably fine still
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
just on paper i dont think itd be enough or how id personally change it but we'll see
Youre just about to murder it 
lol...?
oh no! anyway
what's broken ankles cooldown again
60s i think?
could probably lower that a good bit i think
considering the risk involved in using it
i mean if you're up against a pinhead spirit then pretty much any perk will work anyways
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
45s I think
me trying to get blood rush but the spirit keeps missing 😡
but yeah broken ankles cooldown is way too long imo
🤨
not sure how it's too short when you risk taking damage compared to parkour and fight and flight
misspoke
fight and flight is also too long imo
i dont really remember what it is either but it could probably be shortened too

Stun for 3 seconds of speed with no cool-down is pretty good
meant the cooldown
it does
it has like a 45s cooldown lol
that sounds a bit excessive tbh
they're nerfing base speeds of the other spirits too
rlly? i thought it waas just all 20% speed -> 15% speed(which is jsut taken and rat)
yea
wanderer's going from 20 to 10
as well
ye
are there any changes to vermin burrow destroy speed
im curious what changed your mind
i havent played in a bit. ill get back to u once i lose a game to vermin about how broken vermin is
just playing more
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
@hearty heron avoiding lockers aint always possible, especially in bunker, but ya can hear when taken tps
j have it pop out insta
Me making an obligatory watership down movie reference by cutting off the vermin’s exit ways from their burrows 
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.
Counterpoint: pfinder
raw data can be useful but usually should be taken with a grain of salt
gonna be real perks also depend on the skill of the players using them
as well as the skill of the opposing team
narnia 
im not sure we have the tools to track those stats, but that would definitely be good to have in the future if possible
Just curious, is it possible to track how many haunted masks were bought?
nope
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
what is the haunted mask
rare gadget thing for playing around 200 games of btb
ahhh
Make Bottled Spirits stagger invis wanderer
💀
Survivors now gain score for powering an Exit gate.
will this like
do anything?
like during powering they mean?
ohhh you mean like the shop currency?
cuz like if you power the exit gate you arent gonna have much use for powerups
hooray the +12 bonus attack speed tiers will let me kill survivors 0.1s faster
Oh, I swear they should have just buffed it’s damage and ID to also apply to puppets to
panic zealot
the true hybrid weapon
spirit getting a lot more essence is whatever since u can only play it ever so often
the extra essence is great.
Attack bonus went from max +4 to max +16, all 3 spellcost reductions went from like max -120% to -180%, and the base damage of the weapon was buffed by 25%
456 --> 568
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
@ocean marsh
thats funny
only in wynncraft
Coming to a local festival minigame near you
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
Good feedback
d
69k score and 420 best well contribution
grind never stops 💪
lol just got 19 essence as a spirit, I like this change
spirit score's being lowered some soon
ig its time to sweat the game
Time to speedrun spirit mask grinding 
still no keeper buffs after the patch 😭
and taken feels as opressive as it was
I always feel like he's everywere I go
No nerf besides 5% speed....
Can still troll the pfinder lobbies 🔥🔥🔥
After all that's what it's all about
People dunking on Keeper still?
That crossbow is very useful to have on hand
ppl underestimate keeper
2s attack cooldown with the bow leads to many double taps
keeper is good
I can't decide if Wanderer is better than Taken
nicktree why no ct rank in discord
wanderer kinda plays like shit now
overnerfed imo
actually maybe not
nah samsam wanderer still op
keeper is very cool
hitscan >:))
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
yeah this is a bug that i dont know the cause of
apparently getting stunned takes you out of that state?
Happened to someone in my party, then myself. Both times, we were jumping during an attack or special ability use
maybe has something to do with jump fatigue
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
have you got the burrowing item in your hand?
Ya
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
Have you tried the classic fix of hitting them with a blockade?
absolutely useless
say
what is the context of this image
its just my frustration with people who give up powering and wait for wells to end so they can try to escape
in this game i had the last well at 90% as the other guy intentionally just hid in a locker
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
he was also screaming in chat for people to revive him the moment he got killed which was fun
that guy probably doesn't get that teamwork makes the dreams work w/ the spirit wells
idk if ur serious or not
im not
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
same, I have a vid too.
Heal players legit impossible on pfinder
LOL true
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
Disarming could reveal players too ig
eh you already know where people are
Nvm maybe just making the traps larger
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
feedback: there should be a channel for discussion of fest minigames
Feedback: no more feedback. Everyone who tries to give feedback gets coated inchocolate and fed to qira
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
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
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
to quote someone from pfinder, "terror is aggressively mid"
sometimes you can be forced into a snare during a chase but terror is probably still the worst overall spirit yeah
nah i like terror
if you know where you placed your snares
and wich ones got disarmed
you can easily have full map control
terror is fun and I will always take it if I cant go taken
don't quote myself to me
you can know where people are but your slow ass still needs to get to them
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
I disagree. There wasn't a player who wouldnt let me heal them
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
the new hot trend with pfinder is predropping every palette you come across 💀
moment
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
I think terror is pretty comfortable where its at ngl