Spinechill needs finally a nerv. Here is why

Your Action speeds in Repairing, Healing, Sabotaging, Unhooking, Vaulting, Cleansing, Opening, and Unlocking are increased by 2/4/6%

i find that 6% is alot...... and def. to much

  • Skill Check
  • Trigger odds are increased by 10 %.
  • Skill Check Success zones are reduced by 10 %.

10% ? is to less... for newer players ok...for exp one to less

Whenever the Killer is looking in your direction when within 36 metres of you, Spine Chill activates...ok but

36 m ???? to much too, why ?... it´s not only that spinechill get activate with his functions...no it´s an big information for the current survivor that the killer is incomming too. Also it´s much more easier if you play with an swf ( sfw = voice = more information. With Spinechill = much more information ) wich is bad for the killer, specially if you want to play a stealty tactic, with some perks, offerings or killer´s ( example Ghostface ) and stuff like this. I mean we have alot of killer´s with 24m terrorradius, or some slower ones ect.

If you ask me....This Perk is good for newer players but not for the most of us, the experience ones.

Also the biggest problem is that this Perk destroying all the scare effects and jumpscares wich is bad for dbd, cause it´s an horrorgame. But that´s only my opinion. Any other opinions ? Let´s discuss

Comments

  • When I play survivor I always put spine chill on. I can say it's definitely overtuned. I can make bold moves like repairing gens in terror radius without any consequences because I'll always know when killer is coming for me.

    And it takes away a skill survivor needs to have. Awareness.

    Aaanndd... It trashes every stealth killer. What's the point of the stealth if you could counter them with just one perk?

    PS: I still use spine chill because I'm addicted to it, like drugs. I hope they can nerf it so I can cure of it :)

  • @theplaggg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2282818#Comment_2282818

    It shouldn't completely counter Ghostface and Myers though.

    Yes it should, that's it's main purpose. To counter stealthy Killers - like Myers, Ghostface and Pig, and it's the only perk that really does so.

  • @PNgamer said:

    Your Action speeds in Repairing, Healing, Sabotaging, Unhooking, Vaulting, Cleansing, Opening, and Unlocking are increased by 2/4/6%

    i find that 6% is alot...... and def. to much

    • Skill Check
    • Trigger odds are increased by 10 %.
    • Skill Check Success zones are reduced by 10 %.

    10% ? is to less... for newer players ok...for exp one to less

    Whenever the Killer is looking in your direction when within 36 metres of you, Spine Chill activates...ok but

    36 m ???? to much too, why ?... it´s not only that spinechill get activate with his functions...no it´s an big information for the current survivor that the killer is incomming too. Also it´s much more easier if you play with an swf ( sfw = voice = more information. With Spinechill = much more information ) wich is bad for the killer, specially if you want to play a stealty tactic, with some perks, offerings or killer´s ( example Ghostface ) and stuff like this. I mean we have alot of killer´s with 24m terrorradius, or some slower ones ect.

    If you ask me....This Perk is good for newer players but not for the most of us, the experience ones.

    Also the biggest problem is that this Perk destroying all the scare effects and jumpscares wich is bad for dbd, cause it´s an horrorgame. But that´s only my opinion. Any other opinions ? Let´s discuss

    Sure if they get rid of bbq and that new nemesis killer perk where he sees everyone at start of match for 9 seconds. How’s that sound?

  • @PNgamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2282813#Comment_2282813

    dbd is not a horrorgame? ok tell me another story pls

    It really isn't. Get good.

  • Spine Chill hard countering 4 killers is just horrible game design.

  • @PNgamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2282813#Comment_2282813

    dbd is not a horrorgame? ok tell me another story pls

    It isn't. It's an asymmetrical multiplayer game with horror themes. If it's a horror game it would imply DbD is trying to be a game where you're scared to play it, and your main focus is taking in the atmosphere and being immersed in the game. That's not what DbD is, it's you vs a human opponent (or 4) and you're all completing objectives and whoever completes theirs first wins. The PvP comes first. The horror is secondary.

  • @PNgamer said:

    Your Action speeds in Repairing, Healing, Sabotaging, Unhooking, Vaulting, Cleansing, Opening, and Unlocking are increased by 2/4/6%

    i find that 6% is alot...... and def. to much

    • Skill Check
    • Trigger odds are increased by 10 %.
    • Skill Check Success zones are reduced by 10 %.

    10% ? is to less... for newer players ok...for exp one to less

    Whenever the Killer is looking in your direction when within 36 metres of you, Spine Chill activates...ok but

    36 m ???? to much too, why ?... it´s not only that spinechill get activate with his functions...no it´s an big information for the current survivor that the killer is incomming too. Also it´s much more easier if you play with an swf ( sfw = voice = more information. With Spinechill = much more information ) wich is bad for the killer, specially if you want to play a stealty tactic, with some perks, offerings or killer´s ( example Ghostface ) and stuff like this. I mean we have alot of killer´s with 24m terrorradius, or some slower ones ect.

    If you ask me....This Perk is good for newer players but not for the most of us, the experience ones.

    Also the biggest problem is that this Perk destroying all the scare effects and jumpscares wich is bad for dbd, cause it´s an horrorgame. But that´s only my opinion. Any other opinions ? Let´s discuss

    Nah, SC is fine. People just exaggerate and hop on bandwagons too much.

  • Make it not work on stealth killers. That's all.

    It's not strong

    Or remove the extra speed in vaulting

    Which I know people will not support.

    That's the only nerf I can see. One of those two.

  • 1 thing I can agree on nerf is 36m may dropped down to 32m. 36m is far beyond TR. Stealth killers suffer the most, but with high speed as Wraith, GF, Shape, not that bad. In other hand, the perk counter Pig really hard. 36m detection over 28m TR, her stealth exchange slow speed, makes both play lose-lose for Pig.

    As for 6%. It takes roughly 5sec for killer to get in chase with you. For those 5sec, instead they do 6.25%, they do 6.63%. Merely 0.38%. With High Mobility Killer, they benefit 0.1% at best.

  • @PNgamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2282817#Comment_2282817

    fact is DBD is a horrogame and facts dont lie. Point

    The devs don't even call it a horror game anymore. At most this is a horror-based game.

  • @Starshadw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2283251#Comment_2283251

    Yes it should, that's it's main purpose. To counter stealthy Killers - like Myers, Ghostface and Pig, and it's the only perk that really does so.

    So spine chill should make these 3 killers powerless against you the whole match? Ok got it.

  • @Beelzeboop said:

    More skillchecks makes it even better for genrushing. I didn't even know that was a thing. That's not even a disadvantage once you get past low yellow ranks.

    It's amazing that this perk hasn't been reworked already. It's extremely powerful against some of the weakest killers on the roster, gives several general bonuses that can help out any player, regardless of their skill level, gives a bonus (no matter how small) that's specifically helpful to genrushers, encourages passivity, and gives survivors way more information than they already have with no input from either side needed.

    Imagine if there was a killer perk like this.

    Spine Chiller

    Your Action speeds in Picking, Dropping, Hooking, Vaulting, Pallet breaking, Breakable-Wall breaking, and Generator damaging are increased by 3/5/7%

    Your red stain is 20% larger.

    Whenever a survivor is looking in your direction when within 36 metres of you, Spine Chiller activates.

    The speed would almost be as good as Fire Up because you get it from the start even if you don't get as much, plus tracking with a larger range and more accuracy than Whispers. While the red stain increase would be a minor hindrance to newer players, but could be actually utilized in mindgames by more experienced players.

    You really think survivors would be fine with that? You wouldn't be able to even look in the direction of the killer without him being at least somewhat aware your location.

    Survivors already get massive amounts of information in basekit. The only thing the killer has on them is generator auras (object permanence makes up for this on it's own) and the locations of Hex totems (but current totem spawns make that worthless). Oh, and they can see hooks, but only while carrying a survivor. So, Counterforce, Visionary, and Saboteur give you killer abilities basically. The main reason no one runs most of these is because survivors already have a huge FOV and a third person camera and can tell how close the killer is at almost all times and can tell which direction they're looking.

    The fact that survivors feel like they need a counter to Undetectable is insane. All Undetectable does is make it so that the killer doesn't necessarily call out their location constantly. Even then, basic audio cues such as the the insanely loud breathing pretty much every killer has or killer specific sounds such as pounding footsteps and dragging blades should be enough. That's not even mentioning how many killers are almost impossible to miss visually. Ghostface and Wraith are the only killers that are actually stealthy at all beyond undetectable.

    The only reason scratch marks are a thing is because killers would have almost no basekit tracking whatsoever. The horrible killer FOV and absurdly loud chase music makes it so that survivors can escape chases by turning their camera. Blood pools are pretty much impossible to see without running Bloodhound or playing as Victor. Without Stridor, breathing noises are... unreliable to say the least.

    You don't need or deserve Spinechill, and the killer absolutely should not have to deal with this #########. Reduce the range to something actually reasonable, completely change the "disadvantage," and then we're good. Some actual skill required or interactivity would be nice though.

    That is a weird comparison. 

    Firstly, you would only get the speedboost when a survivor is looking at you, so depending on the map an the survivors the usefulness of this effect would vary a lot and action speed up perks aren't even the best perks for killers to begin with, atleast in my opinion and 7% is a very small bonus, so I don't it would do much (maybe for vaulting? Idk). 

    The information you would get is also not that great, you would only know, that somewhere in a 36 Meter radius around you a survivor is looking at you, so that is not really different than Whispers, wich let's you know that a survivor is somewhere around you in a 32m radius except that Whispers can't be countered with looking away. 

    Yes, Whispers radius is smaller but Whispers radius scales down with tiers because it is usually not that useful if you know a survivor is somewhere in a big radius, but if you like it better that way you could try to keep Whispers on a lower tier.

    So in Conclusion: I would not have a problem with killers having this perk because I don't think it is that good and I would not run it over Whispers. 

  • @Ruma said:

    As someone who ALWAYS play Spine Chill.. I agree. But only because it instantly can tell you when the killer is coming which is extremly annoying, especially for Stealth killers. They should reduce the activation distance and or make it so it wont work against undetectable and it shouldnt work while you are oblivious.

    give it a short cd like small game, maybe 15 seconds, might give stealth killers like ghost face enough time to get close before it would go off again although it would need to be tested and more than for just abrief week on pts.

  • are you seriously complaining about a situational 6% speed boost...?

  • @Krunga said:

    Spine Chill hard countering 4 killers is just horrible game design.

    News flash: Equipping Spine Chill does not make you invulnerable against stealth killers, I have been exposed by many Ghostfaces and Michaels despite the fact that I always run Spine Chill. Just because I know the killer is coming towards me, does not mean that I know where they are.

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2283886#Comment_2283886

    News flash: Equipping Spine Chill does not make you invulnerable against stealth killers, I have been exposed by many Ghostfaces and Michaels despite the fact that I always run Spine Chill. Just because I know the killer is coming towards me, does not mean that I know where they are.

    This. It's pretty easy to tell if someone has Spine Chill if theres no other way except for swf that they could see you coming. At that point just leave and walk towards the gen looking to the side or something.

  • Lol no way. How about to learn to counter the perk by... Wow, yes, turn your camera a bit to a side when approching someone or a generator. Problem solved.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/258593/spinechill-needs-finally-a-nerv-here-is-why

    Spine Chill is a survivor perk that is meant to counter stealth killers. Killers such as Wraith and Ghostface are already very strong, nerfing this perk would make them overpowered. Truthfully the notification provided by Spine Chill does little, survivors running this perk still will have no clue where a killer with no terror radius is coming from. Spine Chill should reveal the aura of the killer for five seconds, similar to Alert, to make stealth killers not feel so oppressive at times.

    ghostface overpowered without spinechill

    this post is hilarious

  • The only change Spine Chill needs is that it don't activate when Ghostface and Myers use their power.

  • @PNgamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2282791#Comment_2282791

    no this perk is not fine...no one can tell me that this perk is fine atm....and there is a reason why so many ppl playing with this perk atm. Sry

    Is that because upwards of 60% of the survivor perk pool is borderline unusably bad?

    I mean, I don't see Spine Chill that often anymore, but it's good that we have something that competes with the absolute top most picked perks.

  • @theplaggg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2283592#Comment_2283592

    So spine chill should make these 3 killers powerless against you the whole match? Ok got it.

    That's an exaggeration. It doesn't negate the Killer's ability to find, chase, attack, or hook a survivor that's using the perk. It does seriously hamper their ability to sneak up, and that's what it's intended to do.

  • Oop- Spine chill stans are coming for you dude, Though the only nerf SC needs is that it doesn't detect undetectable killers (Tinkerer T1 Myers etc.)

  • @Tricksterisfun said:

    The only change Spine Chill needs is that it don't activate when Ghostface and Myers use their power.

    no

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