Phasmophobia

Phasmophobia

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Blendy Dec 26, 2024 @ 4:54am
camp woodwind has never been good
I want to say this is from someone with almost 700 hours into phasmo with prestige 7, everyone has some story about how "this thing worked" or "this thing failed", but woodwind has always been a buggy mess. With one purpose only and that's for grinding levels. Past that at its core its awful. Bad experience with every single hiding spot on the map. I find it hard to point to any spot on the map where a basic function didn't end in disaster. i cant point to any other map and say the same. Its no wonder everyone cheats when the built in hiding spots end in death from a coin flip. finding the ghost i would describe as "poor+" since the map is just a circle with conflicting zones put together. With a long history of things like the ghost stuck in a wall, the picnic table, the white tent, T3 crucifix not working, the most recent kids tent, the floating glitch, the table glitch, hiding behind the fire pit, and wherever else was picked apart over the years. i just ask that the actual map gets fixed for once to be in line with the other maps, instead of god mode glitches that make the map more playable then it has been in years

Bottom line i want to honestly know if I am alone in saying that: woodwind has always been terrible and is in dire need of some kind of change. (look past playing it just for grinding xp)
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Showing 1-2 of 2 comments
Super Moogle Dec 26, 2024 @ 5:52pm 
Woodwind suffers from the same problem that old maple lodge suffered from imo, the areas are just too wide open with very little to break line of sight. Once the ghost has a view of you, you only have one decent option if you don't have a smudge (or god spots).

This wasn't so bad when the picnic tables reliably broke LOS, but now the ghost can see you from certain angles directly across the table which makes looping (legitimately) extremely difficult. This only leaves running back behind lover's lane as the only somewhat decent option to break LOS, and relying on the ghost AI to be too stupid to realize that "if player isn't coming this way, he must have gone THAT way!"
WillDub Dec 26, 2024 @ 9:32pm 
Even ignoring the bugs, identifying where one "room" ends and another begins shouldn't require an outside source or looking at the light strings. The map just has garbage room boundaries which are needlessly confusing on evidence games. I want it to be reworked like Maple was so that it gets bigger, but all/most ghost rooms are indoors and have cohesive boundaries.
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Showing 1-2 of 2 comments
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Date Posted: Dec 26, 2024 @ 4:54am
Posts: 2