Door Hiding is BACK… But there's a Catch – Phasmophobia



Twitch: https://www.twitch.tv/nuzzgard

As part of the map layout & hiding changes, they’ve also reverted the door positions to their original locations. BUT, the ghosts can now reliably check behind them.
Just how dangerous is door hiding now? Let’s find out.

New Map Layout & Hiding changes: https://youtu.be/HOnoY_D9pJ4

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10 thoughts on “Door Hiding is BACK… But there's a Catch – Phasmophobia”

  1. Doors got nerfed harder than the old paramic lmao, but I do think it was necessary. Some of the new hiding spots are a bit OP (like the shelf next to the washer/dryer in Willow), but it's better than having a safe spot in half of the map's rooms

    I do like how all hiding spots aren't 100% guaranteed on Intermediate and above, but I do think it's a bit flawed with how it's implemented. Along with a minimum amount of spots, there should also be a maximum to prevent games on higher difficulties from becoming too easy, if you've got good luck. The min and max change depending on the difficulty and the map size. For example, Nightmare Tanglewood can have 1-2 spots, Nightmare Prison can have 3-5 spots, and Nightmare Asylum can have 4-6 spots

    There should also be a check to make sure all available spots are spread throughout the map and that each floor has at least one spot (exception for Tanglewood if only one spot is made available). This would especially be helpful on bigger maps, as I imagine having all spots being on one side of the map on a single floor on Nightmare would be, fittingly, a nightmare (lol). Nightmare should be challenging, not overtly-frustrating and impossible

    That's just my two cents though. I'm not a game dev by any means, but I do want to find ways to make Phasmo more balanced but also keep the fun

    Edit: Grammar

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