Has Phasmophobia Gotten Too Try Hard?



——————————
I stream on TWITCH
Monday – Friday
1:30pm – 8pm Central Time (CST)
https://www.twitch.tv/dusktheviking
(time is different on Wednesday during school year)

My Twitter
https://twitter.com/DuskTheViking

My Discord
https://discord.gg/kdaGqrE

——————————
Curious about the rabbit logo?
Zero Sugar, 10 calories, and has added vitamins
Sneak energy does sponsor me, but even before they did I still considered Sneak the best energy drink on the market.

Check them out here
https://us.sneakenergy.com/collections/deals
Promo code – DUSK
——————————

source

42 thoughts on “Has Phasmophobia Gotten Too Try Hard?”

  1. Honestly as someone who plays casual but still plays a bunch, I do like how quickly you a ghost responds now. I played solo a lot and I'd be on a map for 40 minutes before I'd get enough info to figure out the ghost. For me, the game being harder makes it scarier and much more fun for me.

    Reply
  2. It’s weird. Before the “DOTS” update I played daily on professional. I could count on my hand how many times I died. It was fun cuz I always figured out what ghost it was and I always survived. I don’t know what happened. But now I never survive a game and I rarely can figure out what ghost it is. That’s not very fun. It went from one extreme to the other. Was bored before. Now I just die. Haha.

    Reply
  3. I just want more progression like Forewarned. Make it so we can spend money to upgrade stuff! It would also be cool if we could get cosmetics with in game money. Just trying to think of things you could use it for.

    Reply
  4. Tbh, maybe a more clear split between Casual and Try Hard should be made…. most game genres CAN'T have both camps mostly due to how those camps affect how CORE mechanics or how gameplay loop has to be done….
    Phasmo i believe can appease both, but ghost behaviour will probably need adjustments based on difficulty (For Casual, maybe have ghost be somewhat more willing to give away clues even with the most uncooperative ones, while making them absolute jackasses for Try Hards (hide clues, fake evidence, change rooms, bait players into the deep part of the area before hunting…..)).
    To me this is what i suggest the devs to consider a bit.

    imo a "test ghost" could be made into a "easier than easy" mode to allow players to test things…. or add a "GHC style map" that allows players pick a ghost type and see some specifixs ABOUT THEIR UNIQUE BEHAVIOUR, letting everyone test safely a ghost and understand hiw to deduce thwm on Behaviour.

    One tool that could added for purchase coyld be an individual Sanity meter, which could give only rough estimates on your sanity value (maybe make it a device that glows a specific color to clue how much sanity one has)

    Reply
  5. I think my big issue with professional/nightmare comes down to the fact that it thinks the appeal of phasmo is "how many hunts can we jam together" rather than "how unpredictable is the ghost".
    My favorite thing about phasmo is the ghost doing things that just come out of nowhere, one of my favorite examples is when I was on ridgeview 2f near the bathroom, I knew where the ghost was, but I turned around and saw the ghost just randomly turn the corner and turn towards me before disappearing. That scared the SHIT out of me, but with how the game is now there's less of a "is the ghost hunting or is it not, am i safe or am i in danger" and it feels more like "set up your max security and pray the ghost doesn't spawn in a bs location blocking you in an area, and pray it doesn't randomly wander into your face"

    Reply
  6. For groups, I find Intermediate to be a great blend of difficulty and spooks since you aren't on such a tight time limit to get the ghost's position and evidence like on Professional/Nightmare but you aren't given all night to find the ghost before it becomes even remotely dangerous like on Amateur.
    (barring some extremely unlikely circumstances like a Banshee chaining its power; actually had that happen to my buddy when the new campground map came out; the only reason he didn't die is because he was transporting two Crucifix to the site and the one broke in his hand)

    Nightmare is full tryhard and that's what it's made for, Professional is tense and great if you don't mind a bit of random lethality.

    Reply
  7. The concept that harder difficulties are for try-hards and easy difficulty has been neglected is absurd. It doesn't matter how casual a player is, they will learn the game and become more effective. Therefore, when you find amateur difficulty too easy, it does not mean it's been neglected but that the player has enough knowledge to consistently outplay an AI that has been constrained to make amateur difficulty amateur.

    The logical way to solve this is to remove some of those constraints i.e increase the difficulty.

    Reply
  8. Idk, I DO feel the game has catered too much to the try hards out there.

    The problem with simply playing armature if you are casual, is just the fact that there is always peer pressure from other players who are not casual chill players. For example, what I mean is, you may be casual, and want to have some fun, and you do not mind playing on professional or nightmare, but you are sick and tired of losing your expensive items. You would rather save time and money by just having fun in armature or intermediate.

    Then there is what seems to be the bulk of the phas community, pressuring you to "just get gud" or "you just gotta get better". The problem here is, Phasmophobia used to be accessible to all regardless of difficulty, and to me that made the game more fun and more played back then.

    Reply
  9. My problem with the higher difficulties is that they punish you outside of the current missionfor simple mistakes by making you grind for hours to restock your shelves. Especially with the increased ghost aggression over the past few months

    Reply
  10. Practically speaking the only thing the difficulty changes is how fast you get to the point of ghost hunts, ghost behave more or less the same no matter what difficulty you play at.

    Reply
  11. from the outside it seems like the difficulty is built around the "try hard" or streaming community. This will quickly diminish the player base and it is how games die. If the average player is forced to only play amateur, the average fun experienced will quickly evaporate.

    Reply
  12. I've been playing recently with some friends of mine that are a bit newer to the game and we play on amateur and intermediate. (Rarely professional) And we have been having a blast! Never had a problem with activity. Still tons of spooky encounters and interactions. And its a great way to learn ghost behaviors. (Which I've been slowly teaching them with help from your guides.)

    Reply
  13. As someone that plays Professional/Nightmare pretty much exclusively at this point, my problem isn't so much them adding challenge to it, but that the challenges added seem to only come in one part of the game, the hunt. Over time hunts have gotten progressively harder and harder, and for good reason they were trivial to survive before, it needed more lethality and tension behind it. But the last few changes have kinda hit a point, for me, where I think any more increases to the hunt is going to start being detrimental rather then positive.

    What I WOULD dearly love them to do is focus on the challenge of the investigation itself, on the puzzle game side of it. Nightmare Mode limiting you to 2 evidences and thus forcing you to rely on behavioral clues and secondary clues was something I loved, I dig that investigative angle to it all, having to put smaller more subtle clues together, and I've love if they explored that side of difficulty a bit more, as I feel that also achieves a similar end state.
    After all more time spent per mission investigating is more time spent in a location with your sanity draining and more chances for a ghost to hunt and more chances for a ghost to catch on to their tricks and grab them.

    Reply
  14. Amature doesnt mean a thing to ghost i walked into a willow house yesterday and had a cup knocked over as i walked towards it, it flicked at me which gave me a jumpscare never have i been so terrified of a mug

    Reply
  15. 0:10 – I was banned permanently from the Steam Phasmophobia community for saying "You are "updating" the fun right out of this game." I was attacked by the "community" from every angle, and then banned by the Mods for "excessive trolling". Don't bother going there to provide your opinion at all.

    Reply
  16. Ghost behavior is all over the place, I'm almost level 900 so I play a fair amount and I am tired of guessing the ghost on nightmare mode. On willow the other day me and a friend had a Jinn that 100% acted like Onryo, we put 2 candles in the ghost room, the ghost never blew out the candles and it left the room, we removed the still lit candles from the room and the ghost came back. We also had a demon that refused to hunt on nightmare mode and we had the 25% sanity objective completed, so of course we thought it was a different ghost. Nightmare mode would be just fine if the ghost behaviors and characteristics worked properly. The journal entries about the ghosts are almost completely useless right now.

    Reply
  17. Dusk and others, idk if you already noticed and I'm just dumb. But the dev's are teasing the new equipment models in the lobby selves. Theirs an sb11 spirit box, matched, new uv light and other stuff!

    Reply
  18. How to do professional + nightmare:
    Go with candle, turn on the breaker, find the 👻 and make a path of light between the entrance and the ghost.
    Now you start finding evidences that you don't need to be on the dark.
    The only time this fails is if the ghost is a Onryo but if it is, you'll know immediately.
    This works better on VR because you can use candle and other item all the time.

    Reply
  19. “Had Phasmophobia gotten too try hard?”
    Answer: No! Play a lower difficulty and let others enjoy the game. Maybe the devs can change ghost behaviour/movement speed between the difficulties too if it isn’t already easy enough. You can still go into professional and fuck around with mates, have a laugh, and still get out all the evidence easy without a whole lot of threat (it might hunt once, but evading is still super easy against most ghosts).

    Nightmare is the sweaty mode and for good reason – it is literally the only “end-game” specifically designed for people who want a challenge. If you don’t like it, then don’t play it – the game caters to you with three other difficulties and that is completely ok. The game is in a great spot right now and is super accessible for everyone, as long as you know your limits and don’t feel shame for not being able to do the higher difficulties. There’ll be some dickwads putting you down for not playing harder modes ofc, but you have to ignore them. There’s also some dickwads who only play amateur and call others tryhards for trying to play one of the harder modes – it’s a two way thing, neither of which are healthy

    Reply
  20. I am not sure how an experienced player can judge, whether the game is or is not playable for a casual player…? Do your hands shake like mad everytime a hunt starts? Do you panic so much that you forget to do things or dont know wheich direction to go? Do you die in games sometimes, because you didnt hit the right key on the keyboard? Did other people ever driven you outta a game you loved because you werent good enough to be their teammate? Thats what casual player is often like. We tend not to have this jovial Santa Claus attitude during this game. Sure, we love the fear, but we still need a fighting chance…

    Reply
  21. Death as an expected outcome lowers the sense of horror and tension, it's contrary to how a lot of people feel or think.
    You're more inclined to 'disassociate' yourself in an immersion sense if death is too likely of an outcome.

    I die so much now and ghosts hunt so often that it leads to the game being less scary since I don't care anymore. Plus the bloated difficulty results in dumb strategies like hiding behind/clipping through doors since nearly all hiding spots are usually blocked off or removed and you can no longer loop ghosts consistently or outrun them. I have nothing against Insym or Psycho personally, but their opinions are far too weighed in regards to the game's direction for its development, you don't design the game around some guy who has like 5k hours and is like level 7000 and knows every jank tech and intricacy of the game's behavior.

    Reply

Leave a Comment