The NEW Thaye Ghost is REALLY GOOD & REALLY BAD – Phasmophobia New Update



Welcome back to the New Phasmophobia Update! In this video we find the NEW Thaye ghost and we learn everything it can do. This ghost has probably the best design out of any ghost in the game, HOWEVER it’s really weak and the way it’s ability works is super bad. With some small changes they can make this ghost into a masterpiece! I really hope they decide to change it! Let me know what you think! Much love and see you during the streams 😀

I stream every day on https://www.twitch.tv/insym
Twitter: https://twitter.com/InsymTtv
Discord: https://discord.gg/insym
Livestream VODS: https://www.youtube.com/c/InsymVODS
Clips: https://www.youtube.com/c/InsymClipss

Intro art by: https://twitter.com/ImagimationA
NOTE: This video was recorded on Phasmophobia update v0.6.2.0

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49 thoughts on “The NEW Thaye Ghost is REALLY GOOD & REALLY BAD – Phasmophobia New Update”

  1. i think insym has a point bout the ghost but i want to add a little idea to help
    so i fully agree with the ghost being dependent on ppl in order for it to weaken, but my idea is to make the ghost a little different is that the more players that are in the lobby the longe r the duration of each “stage”, kind of like what they did in the patch notes with the hiding spot… for example each individual adds 30 seconds to each “stage” for example…

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  2. I think it would be really cool if they made the weakening times of the Thaye in different rhytms like the first time after 8 minutes than at 14 than 18 so the times between it getting weaker gets shorter but it will be at its peak for longer

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  3. id love a ghost that could explode every single light on the map out in one go at the same time if sanity reached 0-25% and chain hunts once you hit 50% that would be insane. imagine prison/asylum with 0 lights XD there seems to be too many ghosts that has speed as its main identity/ability.

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  4. Maybe keep it max speed until you complete these two things:
    1. Find the ghost room
    2. The first hunt occurs
    This way the ghost won't slow down that quick and this makes Thaye a nightmare to deal with on large maps like school and prison. Once the two requirements are met, the ghost will slow down gradually over the next 10 minutes till it reaches its slowest speed

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  5. I don't think making it based on the time in the ghost room is a good idea. Or it would have to be significantly shorter time – like every stage per minute. I rarely spend more than two minutes in the ghost room per investigation – too busy running back and forth for equipment, and why would I camp in there just to see a later stage of a possible Thaye? Also, some rooms are a bit of tight fit, so you kind of just end up standing outside the door and spend even less time in the ghost room. But then, for multiplayer and on big maps, one minute per stage would be too short… I would instead propose to make it simply based on distance from the ghost (through walls and all) – let's say within five meters of the ghost on small maps and perhaps more on bigger maps. That, I think would work better with the five minute timer. You would have a good chance of seeing more of the stages without altering your way of conducting an investigation.

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  6. I still maintain that there is a divide between what the game is intended to be (scary-but-not-exactly-horror investigative) and what the collective game mechanics end up becoming, but I recognize how tough it would be to fix it.
    The biggest issue is the investigation is the main part of the game. Ghost personalities or special abilities actually detract from this because as we all know from these videos it's insanely easy to start figuring out ghosts based on minute and common behaviors. The whole point of the game is investigating, if each ghost is (metaphorically) wearing a different colored shirt, how exactly does that take investigation?
    Ghosts also don't do much unless it's interacting with evidence items. Insym must not put very much to youtube compared to how much he plays, because my own personal 110 hours (yeah not as much I know) has been full of everyone chanting obscenities and the ghosts' name trying to get literally anything to happen. Oni/Shade isn't scary, it's the only detectable ghost by activity for us.

    Phasmo needs a reconsideration overall to lean into its' game design more, or to change its' philosophy to be more in line with the game they've made and are adding changes to (in the context of, without considering the overall direction of the game).

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  7. Would it work in multiplayer if you used average time in the ghost room? I think that might work and even if one person spends more time in the room it will always average out between everyone else’s time.

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  8. i feel like the timer should start as soon as you enter the ghost room(and it never stops), so you can hang around the ghost room and not be in it whilst it decays, especially for new players as when i started i wasnt entering the ghost room for more then 5 seconds at a time, so that way if it does take 5+ minutes to find, its not already weak, but it also helps new players. and continuing what @Samuel Antuna said, have the ghost progress back to Oni state the longer your out the house or away from the room

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  9. Time in the ghost room can be highly variable, though. I often spend very little time in it, and sometimes don't even realize it until the results screen. I feel like a lot of people wouldn't realize how to weaken it, too. Though, perhaps it would work better if it's being in the same room as the ghost rather than the actual ghost room? Both of those ideas would still make it possible to investigate for a long time without the ghost ever slowing down, which would just be confusing.
    I wonder if it would be better to tie the weakening to the number of hunts instead of time directly. This would ensure that you always experience the "danger phase", and I feel like that would help address the inherent balancing issues with different playstyles and map sizes vs. time elapsed.

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  10. I think that this ghost is okay. It one of those ghosts that gives a VR player or a new player a chance a somewhat decent chance at not being absolutely blasted by this ghost unless terribly unlucky. Most other ghosts really takes some practice because most of the others, either speed up over time, or are insanely fast and are way more likely to kill except the ones who have various slow speeds during a hunt, and of course the terrible hunting Yokai. Some ghosts are very player friendly. This one of them, along with the shade, deogen, and Hantu I'm certain temps. I suppose they want some ghosts to have an easy factor to them because for alot of people they tend to simply like factor of actually surviving a mission most of the time. If this ghost already has the ability to be super fast for longer, it would kinda worse than a demon, and demons are already one of the unexpectedly team wiping ghosts out there

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  11. Maybe it could be based on sanity? So the higher the average sanity is, the faster it is (and then lower sanity makes it slower). That'd be cool because typically you try and keep your sanity high using candles, lights, and pills…so you would be unknowingly making it stronger in that case.

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  12. so you just look with cam for orbs or look for lower temp to find the room, slam book and dots in the room visible from cam and leave the house, wait, and you got him.
    I think they should give him like .. kind of a hidden stamina bar, whenever he does sth it drains, like being close to human, interact with sth, even hunt. and make the speed equivalent of that.
    like 100 stmn, interact with door: -1 throw a knife -1 and so on. hunt is like -1 per second he spots a player, so he is a set percentage faster than player but will slow down to a speed somewhere between player and player sprint

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  13. Thinking about the whole mechanic for the ghost I do believe the best approach would be to average the time in the ghost room for all the players and calculate the weakness of the Thaye with this time so if all the players are in the ghost room it gets weaker if only one player is in the room and three are exploring the house it doesnt weaken it fast.

    It should also get stronger the more sanity it drains maybe give it a sanity drain ability to offset the weakening of the ghost.

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  14. I do think there are cool tweaks that could be made to this ghost such as time spent in the house/the ghost room but I also don't necessarily mind having a somewhat slow/inactive ghost. All the new ghosts keep coming with new exciting abilities, I think you need some plainer ones to balance it out a bit!

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  15. What I would like to see that it starts with a higher than demon threshold for hunting but it's hunt % deteriorates. Like the hunt threshold should start mega high but decay faster than the speed does.. Maybe every 2 minutes.

    80 > 70 > 60 > 50 > etc etc … Something like that.

    Edit: Also, maybe it's decay could be in the neighboring room or hallway as well.. Not house wide but also not just in their room.

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  16. There are some good comments about improving this mechanic. Here would be my take:
    Weighted System based off of Proximity
    Ghost starts with 1000 points
    If player is in the following room:
    Ghost Room: -20 pts/s
    1 Room away: -10 pts/s
    2 Rooms away: 0 pts/s
    3+ Rooms away: +10 pts/s

    Speed and hunt range can be based off of the 'Ghost Points'.
    (These are all just soft numbers and I have not considered balance at all.)

    I can see a few things to tighten up (map size, player count, difficulty), but I don't see any of those having blockers with this.

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  17. something you need to realise as well is that there isn't a beta of it any more so this the first official testing they can do with people that aren't themselves, so things will probably change, but ofc they actually have to get others to test it

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  18. For the concept you talked about of how it should be with the decreasing in activity, it should be pretty easy to implement tbh. Start counting when ANYONE is in the ghost room, no matter if it's 1 or 4 players, and stop when there's none left in the ghost room. For extra balancing you could also add 30 seconds per extra player to each timer (if the default now is 5 min, 10 min, 15 min, 20 min, … with 4 players it would switch on 6.5 min, 13 min, 19.5 min, 26 min, … (depending on how many phases it has of course)).

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  19. I like the Obake because it forces people to actually pay attention to fingerprints, rather than spotting one one time, going 'okay that's that', and never even bothering to check again. It inherently complicates that evidence.

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  20. I know that this would be asking even more of the dev team from a coding perspective but when I first read the description of the Thaye I imaged a ghost that would basically have a health bar. The more time you spend in the room that health bar would go down and as it does it becomes weaker but if you leave the room then that health bar would slowly start regenerating. So it would be this back and forth battle with the ghost.

    On big maps you'd have to camp the ghost room to make sure it gets weak then go and get equipment from the truck quickly before it starts becoming more powerful again. To me this sounds like the best version of this ghost. It would really punish players who are scared of being in the ghost room but I think that's really good for the game since it would give these people an incentive to go into the ghost room. Which I think Phasmophobia is at it's best when you are in the ghost room. For new players and more experienced players.

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  21. Wait does this ghost not speed up over time as it chases you (sorry if I missed that in the video)? Or is it just too subtle compared to the speed reductions it gets? They could just keep everything the same but make the speed decreases less dramatic so it stays dangerous and unloopable for 10 minutes instead. Or adjust the speed increase while chasing to actually increase as the base speed decreases, so yes it becomes very slow and easy to avoid but once it spots you gets faster quicker making it remain dangerous despite decaying. Lots of cool ways to adjust the balance of the game.

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  22. I think for multiplayer, they should create a second timer, take each individual members time inside the ghost room and divide that by the number of players to balance it out closer to single player.

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  23. I personally think that a good change to the thaye is to increase how long it takes for the ghost to get weaker by difficulty. The time could go up by 5 mins for each difficulty increase or double from 5 mins. Basically going amateur 5 mins, intermediate 10 mins, and then professional 15 or 20 mins, so the more veteran players have a tough thaye for longer while the newer players get an easier thaye faster. Also nightmare thaye could be same time as professional or longer, like 30 or 40 mins. but whatever the devs do will at least help the thaye.

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  24. I wish the twins was a double ghost pair of children twins holding hands when they manifest, that would be so cool. It can hunt holding hands so it walks like 1 ghost during hunts but its called the twins so i really wish it was manifested as 2 kids holding hands. Would be so creepy 😍🙈

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  25. The thaye should totally have the room timer like you suggested would be hella cool 😲🥰 and asking how old and listening to it go from young to old would be epic ❤️🥰

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  26. Thaye – first time u pronounce it in the video pls use that one. So pronounce it like fey but with th. The second way sounds like a person’s thigh😂 i cannot take the ghost seriously thinking about hunting thighs🤣

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  27. I think the ghost having a timer that dictates how aggressive and fast it is is genius. Also, if the worry is that the ghost will be too weak in multiplayer, have the timer be be slightly affected by the number of people playing, kinda like how you lose sanity faster when you're a 4-man group vs playing solo, or how there are now more hiding spots when you're a full squad. I feel that would be totally balanced.

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  28. What I found out doing no evidence run that helped to identify it was that it hunting threshold also lowers over time, it can hunt in the same room but what put a nail in the coffin for identifying this was that after a while it could start hunt in the same room only if your sanity is lower than around 15, and there was no freezing at any point in time so I was sure that any ghost without freezing would have started the hunt, and after that also the hunt was slow so it was easy Thaye.

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  29. Got a thaye ghost combined with a board game asked it at the start how old it was and it answered 49 and after being in the house for 17-20mins I found out it was a Thaye I asked the board again how old it was and it answered 49 again. Sadly it doesn't grow as in age on using the ouija board would been a nice little touch 🙁 @Insym

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  30. If they did ass that timer there are also a lot of other cool things they could do with it in future updates. What if in the future they added ghosts that get more aggrieved based on ghost room time.

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