Ruin and undying gets nerfed because it's overused. Spine chill and iron will?

Like I play killer and survivor almost equally. But on both sides these two perks are almost in every round 2-3 times. I like the perks to and use it often but when ruin and undying both got nerfed because they were overused then it also should happening to survivor perks to be fair.

Comments

  • On a real note who actually complains about spine chill and iron will lol. Out of all the perks you cld have complained about u choose those two?

  • @Bwsted said:

    They were nerfed because cleansing Ruin 4 times wasn't the goal. Read the dev's notes.

    How do you run past every totem except the undying hex?

  • Ive literally never ever once as killer said to myself "man they need to nerf iron will and spine chill" right after losing a game lol. Just take your L and do better like the rest of us my guy. Complain abt actual perks tht are dumb for survivor to have. Heck complain abt keys tht makes more sense. I get plenty of 4ks against survivors using iron will spine chill in red ranks.

  • @Zixology said:

    If "overused" was the reason, then I'd be asking about perks like BBQ, NOED, Stridor, Dead Hard, Self Care (yes, there's still loads of people using it), and Borrowed Time. Those perks are far more overused than Iron Will and Spine Chill.

    Undying got nerfed because it was OP as hell. You wanna complain about second chance perks? Undying gave you 3rd, 4th, and 5th chances.

    Ehhh....not really....the cost of using undying+ a hex are 2 perks that could be deleted in seconds after starting the match. Hell, you could have someone find your undying, then you're screwed, as soon as they catch Ruin its over, you're running a 2 perk build.

    Not surprised at the nerf though. Anything good, the devs will always eventually nerf to make the game easier and lower the skill requirement for the game. As if thats ever helped anything.....

  • @PsyQuil77 said:

    Spine Chill should only work if the killer has an active Terror Radius. Other than that, those 2 perks are fine. (Scratched Mirror Myers anyone?)

    What would you need it for, then?

  • @[Deleted User] said:

    It was nerfed because it was statistically over powered; making games frustrating regardless. Everyone was using it because it was over powered.

    Too strong = Everyone uses it.

    Self care, everyone uses it (for some reason) = Not strong at all.

    Statistically overpowered?

    You ever stop to think, that maybe it was used so heavily because gen times keep getting faster? Couldn't possibly be the one thing complained about from killer side for at least 3 or 4 releases now.....that would be too obvious. If killers didn't have to worry as much about gen times they would run more flexible and variable builds.

    But....this nerf won't solve anything. Instead it'll just have killers running even more slow down perks, while at the same time putting killers who rely on stuff like ruin or perks, get sucked out of queue. Then you'll have to deal with Nurse and Spirit and hillbilly every game like it was like a year ago.

  • @Mineguy said:

    Like I play killer and survivor almost equally. But on both sides these two perks are almost in every round 2-3 times. I like the perks to and use it often but when ruin and undying both got nerfed because they were overused then it also should happening to survivor perks to be fair.

    I play both as well, however I think the issue was more of a QOL change rather than purposely shaking up the meta. Undying had potential to let ruin last all match, which was oppressive and unhealthy.

    I think some recent buff discussions are to help other perks shine more (Open Handed, Diversion, Iron Maiden). These changes encourage shakeup in the meta.

    Spine chill i don't think needs a nerf. It can actually hurt survivors in some matches since it'll make them anxious. Other than stealth killers (Wraith, GF, EW1 Myers, Spirit) it doesn't really hurt killers. I play Doctor so ill know where you are regardless of Spine Chill. It's just makes your skill checks even harder when madness hits and its activated lol

    Funny story though! I was on Coldwind against Billy. Across the map, i see a hooked person and the rescuer and Billy thanks to Kindred. Im working on a gen as the unhook happens and I get to 70%. I hear a chainsaw but figure he's going after the 2 people on that side of the map. Nope lol all of a sudden I see Spine Chill go off and then 2 seconds later Billy comes flying out of the corn and hits me right in the face lol I should've assumed Tinkerer but oh well lol

  • The only way the devs would actually nerf Spine chill is if the stealth killers complain their butts off about it or make a counter perk. Now iron will already has a counter people hello!!! It's called stridor, just run it or stop complaining since most people don't like running it or ask the devs to buff stridor a bit simple.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2098050#Comment_2098050

    How so? Michael needs to stalk to get out of tier 1 where hes 105%. Definitely not a good idea to stay in. Tier 2 hes no longer undetectable but has a small tr so if spinechill didnt work on undetectable itd still work on tier 2. And tier 3 doesn't really matter he has a huge terror radius. So spine chill hard counters michael at his weakest point.

    That's a Michael being overly weak at the start of the game problem, not a Spine Chill one. Spine Chill is really easy to counter once you realize that someone has it, and determining if someone has it is quite simple. People always clamor for survivors to stop using meta perks but then want to go and nerf a good, but counterable perk like Spine Chill.

    Instead of nerfing Spine Chill literally just because of Michael, we should be addressing Michael as a killer and fixing his glaring flaws.

  • @PigMainBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2098261#Comment_2098261

    Ehhh....not really....the cost of using undying+ a hex are 2 perks that could be deleted in seconds after starting the match. Hell, you could have someone find your undying, then you're screwed, as soon as they catch Ruin its over, you're running a 2 perk build.

    Not surprised at the nerf though. Anything good, the devs will always eventually nerf to make the game easier and lower the skill requirement for the game. As if thats ever helped anything.....

    Undying did way too many things for what it cost.

    It allowed an extremely strong gen regression to persist for typically a lengthy amount of time throughout the trail, had added game delay from survivors having to search for and cleanse totems, while also giving aura reveal if anyone even passed by the radius of totem. In almost every scenario with the Ruin-Undying combination, the killer never really saw any downsides to using the perk. The only real situation where it did have some downside was when it was cleansed in like 2 seconds. But even then, that was relatively uncommon. It almost always was doing something for the killer no matter how the survivors played. They cleansed totems, that's a win for you. They ignored totems, win for you. They go near totems, win for you.

    The nerf it was given was warranted, and it isn't even a bad perk even post nerf. It was way too overbearing on certain killers and solos.

  • @deadbyhitbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2100374#Comment_2100374

    Undying did way too many things for what it cost.

    It allowed an extremely strong gen regression to persist for typically a lengthy amount of time throughout the trail, had added game delay from survivors having to search for and cleanse totems, while also giving aura reveal if anyone even passed by the radius of totem. In almost every scenario with the Ruin-Undying combination, the killer never really saw any downsides to using the perk. The only real situation where it did have some downside was when it was cleansed in like 2 seconds. But even then, that was relatively uncommon. It almost always was doing something for the killer no matter how the survivors played. They cleansed totems, that's a win for you. They ignored totems, win for you. They go near totems, win for you.

    The nerf it was given was warranted, and it isn't even a bad perk even post nerf. It was way too overbearing on certain killers and solos.

    People cleansing totems in low ranks is uncommon....but for actual skilled survivors its not a mystery where the totem placement is in every map. It just lowers the skill cap of the game putting totems on the backburner again. Nothing more, nothing less. I'd love to see whats happened to the game population since simplifying the game so much over the past 2 years.

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