RpTheHotrod
RpTheHotrod
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@alunsa said:
https://forum.deadbydaylight.com/en/discussion/comment/3089198#Comment_3089198
"If they have spine chill" gave me a laugh. I havent seen spinechill be used since it removed vaulting buff.
Pretty much s tier, though not many people use it because they don't realize most of the nerf was reverted. Now it gives you a guaranteed 36 meter bubble where you know if the killer is near. Entirely removed stealth killers as a threat. No line of sight needed. No terror radius needed. Just a complete 36 meter safety bubble. If the killer happens to have line of sight on you, you also get an action speed buff.
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@c0gnu5 said:
Maybe run Discordance? It's very good info perk and it counters prove
Thought about trying that, actually. I used to run it awhile back. Time to give it another go.
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@johnboy said:
I played killer an hour or so ago and the survivor stacked her endurance effects with metal of man and dead hard and I hit her twice when she was already injured dead hard animation never played am I missing something? Are you allowing stackable endurance effects again
Pretty sure I read that Mettle isn't considered an endurance effect.
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@KolbyKolbyKolby said:
Two people on a gen without Prove Thyself prior to the patch took 6 seconds longer than 2 people on a gen now with Prove Thyself.
Are you really insisting that 6-7 seconds off a gen (which **still** benefits you since only gen being worked on) is really so drastic that it necessitates multiple gen perks? That simply doesn't sound right. Maybe try utilizing chase perks to end your chases quicker to poush people off gens sooner.
Prove thyself doesn't make survivors able to do gens faster than the base speed, it simply mitigates the penalty of working together, and doesn't even stack with itself.
Aye, I'm just using Prove Thyself as an example. People are bringing everything to the table in regards to gen speed pushing. Now, at least for m1 killers without an ability to travel quickly, you have to run regression perks just to try to keep the gens from popping.
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/3087687#Comment_3087687
There is no such killer in the game.
Ghost Face is one, assuming someone is running spinechill with the new super buff. Can't possibly sneak up to anyone. BHVR said he's now expected to only stalk 40 meters away, but with a 36 meter super buff, you can indefinitely avoid him.
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@foodie said:
https://forum.deadbydaylight.com/en/discussion/comment/3086275#Comment_3086275
Urban is unnecessary. You can be stealthy easily without that perk. Not only that, but I see survivors crouching to heaven and back while another survivor is being chased on the other side of the map. Crouching and hiding when the killer is nowhere near and being unproductive for the sake of what exactly is unclear to me.
I see people crouch hiding and crouch coming to save me when I'm on the hook and the killer is nowhere near me. I've gone into struggle because of urban users crouching at unnecessary times, and it kinda sucks when you've been saving them all game and the moment you need to be saved they crouch for the save
All in all, in my experience, urban users are the most inexperienced players that tend to do nothing all game and overall don't know how to be stealthy effectively.
If you don't know how to be stealthy fixated or whatever the current name of that perk is, helps. You can get an idea of how to hide, where to hide, and how to manipulate your scratch marks to get the killer to go the wrong way or lose you. Learning how to do that, imo is much better than crouch walking at normal walking speeds
Like I said, just crouching everywhere is a terrible idea. I used it where if I knew the killer was coming to my gen due to spinechill, I'd duck out of the way and hide nearby. Lower profile, the killer rarely saw me at the gen. They'd typically kick it then go about their business and I just run back and continue the gen. Killer would waste a lotnof time trying to find me if he bothered to stop and look around. Other than that, urban is pretty terrible. It encourages slow gameplay which is bad for survivors. Urban is also bad for other jobs other than gen pressure.
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@foodie said:
Im seeing survivors bringing urban invasion 🙄
It's been part of my standard build up until now with a lot of success. However, with lightweights buff, I'm likely switching it out.
The trick with using urban evasion is using it to keep constant gen pressure. Running it to sneak around and avoid the killer in general is a bad choice.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3085733#Comment_3085733
Do you mean Franklin's? Fire up doesn't do anything for flashlights
No, I mean fired up. Faster pickups thrown off their timing pretty well.
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@Tactrix said:
https://forum.deadbydaylight.com/en/discussion/comment/3083225#Comment_3083225
You misunderstood, 4% IN 2 DAYS. The drop hasn't stopped yet, it's just the beginning.
Sounds like a good way to kill off a game that the survivors liked playing. Review bombing has long term effects. New players are more likely to steer clear of the game for months to come if it delves into negative reviews. We need more new players.
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@Dead_Harder said:
Really? You give up a perk slot for a mechanic that can be avoided 9 times out of 10? Ok
That's what they are there for, swapping different builds.
I do the same thing except I use fired up
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@Reshy said:
What Myers needs is a travel system similar to how he works in the movies, where once you take your eyes off of him he suddenly becomes much faster. Ditto with Ghostface. Maybe make it so that Myers gets faster when stalking rather than slower, but only when survivors aren't looking at him? Either that, or a weaker version of Dredge's locker teleport (IE has to enter the locker to teleport versus doing it whenever).
They both definitely need help, especially considering their massive nerf due to the newly buffed spinechill. Mandy at BHVR said they expect Myers and GF to start stalking from 40 meters away now they they can no longer sneak up on spinechill users.
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@VioletCrimes said:
https://forum.deadbydaylight.com/en/discussion/comment/3077361#Comment_3077361
The issue isn't the glyph being challenging. The issue is lack of accessibility. No gameplay element should cause players physical pain. A feature that gives players severe headaches or worse is simply bad design.
Dunno what's up with BHVR, first Ghostface migrain music and now a migraine sound effect that lasts the ENTIRE MATCH even if your challenge is completed. Almost feels like we're getting pranked.
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@Barbarossa2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/3084808#Comment_3084808
So they only tbag when they're bullying? Yeah i'd be hooking then face camping that kind of person.
He also banned me from his stream when I showed him the video, you know, because he was "really curious when he ever tbagged". Bullies get really upset when they are the ones on the defensive. XD
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Killers tend to be pretty vicious, so I tend to be nice. You know, give the survivors a break from time to time. Sometimes it's nice to have a heal party match every so often.
Normally I do a normal match and give hatch, but if the survivors are having a rough time, like 0 or 1 gens completed and they are on death hooks, I usually let the last two survivors out the gate so they didn't have a completely miserable experience.
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@DemonDaddy said:
It definitely should not be alerting us to a stealth killer if not in direct line of sight. Devs know it's bugged, killswitch it until it's working properly for survivors and stealth killers.
Devs said its not bugged (which is terrifying). Mandy said they expect gf and Myers to start stalking from 40 Meters away, now (im being serious). Stealth is like the ONE thing they have going for them. That'd be like it causing deathslingers gun to not shoot, or trappers traps to not activate. They SERIOUSLY need to reconsider SC to not work against undetectable.
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@soulfire22 said:
he picked killer, got into the match
first down, survivor dc'd
second down, put her on hook and stared at her, when survivor came to unhook, downed and slugged.
chased after the last 2 who were running in the same direction, downed one, left on the ground, chased after the last, downed the last survivor, put her on the hook, put the third person he downed onto the hook, and the last person bled to death from being on the ground for so long.
has a dc counter for how many people rage quit against him.
honestly, watching all of that go down i have no doubt in my mind the issue with this game is getting worse and more people are gonna quit. it was filthy to watch.
I've noticed a fair share of toxic streamers. Some are self-advertised bully squads.
I went up against an swf squad who kept swarming hooks, so when I'd try to hook someone I kept having to swat them away like flies to clear the hook. One started crouch spam taunting, so I gave them all the attention they were craving. Hilarity ensues. (Names redacted)
https://youtu.be/K703AHDSdBU -
@Jangles said:
My hearing is terrible from a work accident. The new spine chill is too confusing for myself. You don't need all that information, perk lights up and you look behind you. But then to change the premise behind the accesibility just means I have to entirely relearn the how the perk works.
By terrible I mean to hear anything I need to turn up the volume enough to do more damage to my ears to hear. Hence why spine chill was a staple on every character I had. Games recently have had me staring at the perk trying to figure out what it means instead of using it as a que to look behind myself or move. I've recently had to just take it off and have ended up just leaving after one or two games. I really hope this could either be reworked again or reverted. Its current itteration is too confusing for the intention of the perk.
You know, you bring up a solid point. When I've been using it, I stop looking around the environment entirely. I just stare at the icon to let me know what's going on. I can easily tell if I'm safe, if I'm in danger, and if I'm heading towards or away from the killer........and through all of that, I do find myself just staring at the icon.
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@Phantom_ said:
I always wondered why repairing a gen didn't require you to search for components across the map and then actually have to fit them in the gen accordingly, connect wires etc. instead of staring at a progression bar and hitting skill-checks from time to time.
Add the snake game from the indestructible Nokia 😂
This would actually be pretty cool. Like an Easter egg hunt. Though it would get somewhat trivialize once you memorized all the locations.
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@Biscuits said:
Spine chill needed to be changed it directly trivializes the undetectable status effect. The current version is still way too much for stealth killers and basically makes those killers unplayable on it's own.
The developers should do what they can to accommodate hard of hearing individuals, but spine chill is just too much. The value of that perk is pure insanity when it comes to playing against stealth killers.
Absolutely agree. One perk absolutely invalidates an entire class of killer....and it's the class having a hard enough time as it is.
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I've had it really confuse me. I'd be behind someone about to strike, swing, then they'd just vanish. In reality, they put on the brakes when I hit, I hit their DH, and since they had no collision, they disappeared through me and started running in the opposite direction, lol.
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I dunno whats up with these killers. I feel everyone should be having at least some fun. If survivors are having a rough time, especially no gens getting done, I usually let the last two survivors have a heal party then let them finish the last gens and let them go. They know I "won", so why shove their fave in the mud? It's not much of a match if the other side is getting stomped. Is my killer style that rare? All I see are people complaining about killers driving them into the ground.
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@Marik1987 said:
Freddy reached D-Tier now. All he had left with Gen-Defense and Teleport is gone now. DMS is the only thing left.
Whats up with teleport?
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3082917#Comment_3082917
I still sneak up on Spine Chill survivors. Just because they know you’re in the area doesn’t mean they know what direction it is or if you’re even coming their way. You just have to remember you’re not invisible so you need to use line of sight blockers on the approach.
Don’t get me wrong, Spine Chill is a solid perk, it’s still basically as good as it was before. It’s not invincible though.
Its generally easy to know which direction the killer is coming from unless you're at a center gen. Most gens only have a couple of ways to be approached from. Survivors just have to run away, and considering they have a 36 meter head start they are getting away (unless they stay in place...then thats on them - but that's just them ignoring the per).
In my experience so far, the moment I'm within 36 meters, they all take off for the hills and find another gen. You can actively avoid the killer at all times running that perk. Been running it on my survivor every match. So far, I've been last to get hooked. Just makes evading killers super easy.
As for stealthers, you can't get sneak attacks on anyone. They know you're in the area, so they aren't going to stick around and wait for you to attack. It's essentially giving them their own custom terror radius - defeats the whole point of having stealth, so yeah, at that point stealthers are just m1 killers without their main power.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/3082884#Comment_3082884
Before she was D-tier. But honestly? Even with the buffs she got last time to her addons, I would place her in the lowest of C-tier. This is because her ambush ability does nothing against survivors who just hold W. Against better survivors you are essentially a slower m1 killer with slowdown. A lot of her addons still suck too. The stealth can sometimes help, but is also kinda weak.
The only thing that makes her strong is when running tampered timer and crate of gears. But again, she is an m1 killer. They might be stronger without dead hard, but they can still be dealt with very easily.
All stealthers moved to f tier considering their stealth was removed from them for anyone running the new spinechill buff. Stealthers can no longer sneak up on anyone, and BHVR stared that Myers and Ghostface is expected to limit their stalking from 40 meters away, now.
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Legion and plague jumped up, for sure. Any stealther has dropped to F tier now that their stealth was removed from them when equipping a commonly used perk.
Just legion and plague alone may bring a thana nerf.
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@H2H said:
IMO the self care nerf was a bad call. For a single survivor, I think self care SHOULD be stronger than COH. The trade off with COH should be a weaker heal that everyone can use vs SC’s stronger solo heal. Otherwise, why would you ever bring SC over COH?
Self care shouldn't be more powerful than coh, though. Coh can be shut down temporarily by the killer and you have to be in position for the heal. Self care is a personal heal anywhere. If self care was strong, there's no point in running coh. Coh at least has its own risks and limitations.
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I tend to be a friendly killer. If the survivors are having a really rough time, I'll usually let the last two survivors have a heal party and escape. I wonder what happens when a kindly object and protesting throw object meet?
This is how black holes form, I'm sure.
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@fulltonon said:
I member it happened when I tried to edit a post, it seems to be a random thing.
I also randomly get that message when editing. Usually it's just fixing a typo.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3082205#Comment_3082205
Nah, that opens up the window for "Im going to carry you around, make you believe you are getting hatch, close it on your face" tech or the "downed, picked, dropped, picked, dropped, picked, jump off the shoulder, downed again rinse and repeat" tech, it has been shown some people given the chance can be absolute scum and even if you curb the options they can get really creative about that if they have the slightlest window for it.
Its better to just end it the moment the last person on the trial gets downed, no chances for toxicity or pointless shenanigans, you want the kill? you get it, you want to show mercy? just go AFK and let the guy get hatch or open the gates, simple as.
If they are getting dropped and picked up, they would get wiggled off. If they get dropped and left on the ground, once 10 seconds in total passes the survivor can give up. Example, if the killer drops then on the ground for 5 seconds, picks them up, then drops again for 5 seconds, survivor can bounce.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3080437#Comment_3080437
Ah, I stand corrected. I thought they were two, not three. So it's indeed busted.
Aye, that's why we are concerned, here. It essentially eliminates an already struggling class of killers (stealthers). Stealth is their entire point, and now they can't even stealth. That's like having a perk that disables deathslingers gun, or removes trappers traps.
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@Bardon said:
https://forum.deadbydaylight.com/en/discussion/comment/3077537#Comment_3077537
If it's a known bug then why isn't it listed in the Bug Reporting list?
The description clearly states "When the Killer is within 36 metres of your location, Spine Chill activates, lighting up its icon."
Sounds like they intended it to be this way.
IE Broken AF.
Aye, and that is very scary. They seriously need to change this.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/3082205#Comment_3082205
im mixed on that idea. Giving people a bleed out option can either work good or back fire terribly.
######### survivors can just purposely bleed out and leave the other 3 to fight the killer. I don’t think it would work. A suicide button in games have shown to never work
What are you talking about? The other 3 people would be dead already.
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Better solution is to give the last survivor a "give in to the entity" option if on the ground for more than 10 seconds total (adds up even if picked up and dropped again....a TOTAL of 10 seconds ground time).
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I half agree. I think solo queue survivors should get kindred basekit
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@drsoontm said:
I don't get why so many are complaining about the perk. Mandy has been very clear.
Effect 1: Terror radius AND line of sight.
Effect 2 : Terror radius (and bugged at the moment, working with reverse intensity)
I don't see the problem with this, beside of the bug.
There is 3 effects. Read the description. We have already confirmed this ingame to be accurate.
Effect 1: if the killer is within 36 meters, spinechill immediately alerts the survivor. Period.
Effect 2: If the killer also has a Terror radius, then the icon will also show a progress part that changes depending on how close the killer is. This is currently bugged where the progress bar is reversed.
Effect 3: If the killer has line of sight on the survivor, the survivors action speed is increased.
Each effect acts independent of each other.
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@Ghost_Face_Main said:
https://forum.deadbydaylight.com/en/discussion/comment/3080410#Comment_3080410
This is the 4th iteration, and yet it's the same current version, but slowed at the last two phases. It's really rough sounding now.
I do like the slower version. Makes it easier to hear footsteps.
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Killer main, here. Wouldn't mind solo queue players having free kindred. Then again, I also play survivor....just mostly killer.
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@mudokonq said:
https://forum.deadbydaylight.com/en/discussion/comment/3079094#Comment_3079094
Yea, I hope they reconsider. It's way too much information. I think it was fine before, narrow the "direction in which they're looking" a bunch and let it still apply to undetectable. That way loops aren't affected and you don't have to go out of your way in creeping up to a survivor (I don't play GF but I play a decent amount of Myers.)
I just recently started playing Myers pre patch. I noticed that you get a stalking speed penalty if you are far away. Essentially, you are rewarded with faster stalks if you manage to sneak up close to survivors and then stalk. With the new spinechill, this will be impossible, so you are stuck at a penalized state for stalking, as per BHVR's comment earlier, Myers is expected to now stalk at 40 meters away.
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@Mandy said:
Spine Chill needs a 36m range for activating...Ghostface and Myers can both stalk from 40m away, so they can quite easily be out of Spine Chills detection zone.
Please understand that the majority of generators are protected by walls, and indoor maps 40m stalking isn't even possible.
Stealth killers are unique in that, while facing other kills essentially is, "Here comes killer, run, hide and evade, now it's safe, back to the gen\rescue", going against Myers\GF is a breath of fresh air. Now it's about paranoia, have to be on alert, and sometimes some silly jumpscare situations. It's a mixup from the usual matches and brings back a bit of horror to DBD. However, if they are now to be limited to 40m stalks, it just devolves to the same ole same ole, here comes the killer, run\hide\evade, now it's safe, back to the gen. No more paranoia, no more working on the gen only to look around and spot Myers staring you down, and so on. You don't even need to look for the stealther, anymore. Just stare at Spinechill, and if it activates, leave the area. It's guaranteed safety.
What if other killer powers were disabled in a 36 meter safety bubble? Within 36 meters, Deathslinger can't fire his gun. Huntress can't throw hatches. Trapper traps won't activate. Dredge can't teleport into lockers. Sounds silly, right? Absolutely! Yet here we are, Myers and Ghost Face's entire power...sneaking up on survivors...disabled if within 36 meters of survivors. While other killers can just immediately head to a generator, stealthers have to spend extra precious time setting up a sneak attack. That means trying to evade being spotted, taking longer routes to flank, and get into position. Just like a few days ago, I went all around a generator area to attack from behind, and watching the streamer's steam post-game, he told his group, "Wow, he really did the long-game for that attack, there!" All of that extra time used up will be thrown out the window if survivors simply are notified now if you're coming up on them. It just turns them into a basic m1 chaser. No more spooks, no more jumpscares, and any time wasted trying to set up an attack is wasted...so just hold W and chase.
Going up against stealthers is just a lot more entertaining from both the killer and survivor's point of view. It's a break from the usual. It's one of the few things left in DBD where the game still feels like a horror game. With this change, we will no longer have situations like this anymore. These were all recorded pre-patch. They would all be impossible with new spinechill.
They very well could have immediately turned, but they were having enough fun with it to stick around and see what happens:
https://youtu.be/H2IHVwWNrlkWith new Spinechill, they would have just avoided the house entirely. They'd never turn the corner and be getting stared down by Myers.
Or this
https://youtu.be/xdcw-tWJMZgThey were having a blast! Big change from just the usual hear the killer coming and run then return.
also no more generator jumpscares from the other side of the generator like this:
49 votes and 8 comments so far on RedditGhostface gets even hit harder, as not only is his power robbed of him if within 36 meters of survivors, but they can also rob him of his power if they reveal him at a distance (and considering he can be revealed through solid walls now as well as when facing away from Ghostface, it's rough! I have video that shows this if you want it).
Please reconsider Spinechill to not activate against undetectable. It's a single perk that effectively removes stealthers from remotely being a threat outside of running around with attack swings. Their entire point of existing is invalidated.
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little tip, some survivors have a blindspot on opposite sides of generators. Can set up some hilarious grabs like this:
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I'd be happy to give you some pointers if interested in adding me on Discord. If you're on PC, add me on Steam and I'll give you my Discord on that. I main Ghostface, though I also play survivor heavily. I have a lot of success with him. I will say, playing Ghostface or Myers right now is the worst possible time in DBD history to do so considering the massive nerf they've been given with the new Spinchill surprise buff, but as long as no one is running it, you should be fine. If they are running it, your powers have been removed for the match as you'll never be able to sneak up on anyone. Myers is hurt a bit less on this since he's only half a stealther. Us stealth killers are hoping they make it not activate against undetectable.
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@Canas said:
https://forum.deadbydaylight.com/en/discussion/comment/3079687#Comment_3079687
Alright, might as well delete Wraith, Myers, Pig, Ghostface and Sadako then.
Pretty much. Against stealthers, I don't even have to look around for them anymore. I just work on gens and if spinechill isn't active, I just chill...I know I'm in no danger whatsoever. No more paranoia, no jumpscares, no looking around and realizing Myers has been staring at you from behind. The moment it lights up, hide until spinechill deactivates, then I know I'm safe to hop back on. Situational awareness be damned.
My current setup is spinechill, deja vu, lightweight, and iron will (surprisingly still effective).
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/3079653#Comment_3079653
It’s bugged it’s not supposed to be doing that
Not bugged. That's just how it is, now. 36 meters guaranteed notification. If the killer also happens to have a terror radius, then an additional feature kicks in of how close they are to you visual as well as an action speed buff if they have line of sight on you.
One of the BHVR team members responded to a thread saying that stealthers will have to stalk at 40 meters, now. Mind you, that's impossible for most gens and completely impossible on certain maps. As for wraith, well, he's SOL. Impossible to sneak up on survivors moving forward.
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@KayTwoAyy said:
Anyone end up in a 3v1 against Call of Brine and live to tell the tale?
It feels like this perk forces a stalemate/checkmate condition once the first survivor has died. The killer doesn't even need the perfect 3-gen. As long as all 3 gens are on the same side of the map, they killer can apply enough pressure to keep every gen at nil progress.
Preventing a 3 gen situation is entirely in the hands of the survivors. Been that way for years. If the survivors force a 3 gen situation, they have set themselves up for failure. That's why I typically run deja vu. You can break a 3 gen situation at the very beginning of the match. It also got buffed this patch.
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@Grigerbest said:
https://forum.deadbydaylight.com/en/discussion/comment/3078938#Comment_3078938
I literally thought, that this perk lights up only when undetectable killer have clear LOS on a survivor within 36m.
But still, how is it not a bug, when the killer have no terror radius? I'm just saying that... If it's intended - i'm not touching stealthy killers. I don't wanna go into each match and hope for survivors don't have spine chill. -_-
Aye, that's why we are concerned. This completely shuts down stealth killers. It is literally impossible to sneak up on survivors. No counter play. Guaranteed safety. Stalking from a distance is not very viable due to map setups, and even so, you can't viable capitalize on the stalk if the survivor has a 36 meter headstart run.
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@mudokonq said:
https://forum.deadbydaylight.com/en/discussion/comment/3079074#Comment_3079074
Thanks, I appreciate the explanation - although, maybe it would be better if I didn't because I wasn't using it before lol. This is absurd, I agree. It could have been left as before, maybe narrowed the cone/field of view (whether looking ur way, etc.) and removed the vault speed (though after the other basic attack cooldown/reduction of speed boost from hits, I'd argue this maybe need to be put back in...but I digress!)
This sounds insane as you've described it. Apart from the unintuitiveness of the bar filling up/down (as I'm still not sure I can wire my brain to associate "filling up" with meaning heading away.)
The filling up and depleting is bugged currently and is backwards. It is lined up to be reversed in a followup patch.
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@mudokonq said:
It lights up on me when the killer isn't even coming my way, you see it as a buff, I see it as confusing. I've actually stopped using it because the lighting up and red bar make no sense in practice compared to before.
If it lights up, they are near you. If you see the red bar start to deplete. They are directly heading your direction. If the red fills up they are heading away from you. Now, not only do you know if they are heading your direction, but you get the added benefit of knowing if they are in the area, in general. It's a huge buff. I run it on my survivor personally. It's also nice because if you're in chase, you can tell the moment the killer drops chase without even having to look back.
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Nurse, legion, bubba
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Maybe only allow 2, heck maybe just one slowdown perk?
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@Grigerbest said:
Wait, what...?
So Spine chill is bugged out and it's lighten up even when the killer undetectable and have no LOS?!
You have 0 idea, how many survivors I just reported for WH while playing sadako... I feel bad now...
That's the thing, that's not a bug. They super buffed spinechill. Now it completely shuts down stealth killers and is 100% uncounterable. It's a pain for non stealthers but non stealthers have non stealth related tools for success. Stealthers rely on their stealth, and spinechill removes their stealth, so they are effectively just m1 killers with no powers.