RpTheHotrod
RpTheHotrod
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I see them all the time, but usually they use subtle ones. I'd imagine with all the news of the dbd shakeup, it would also attract more cheaters. Sadly goes with the territory. I have not seen a blatant cheater outside of a few teleporters.
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@Tranquil_Blue said:
I guess BHVR's theory was: "since the basekit is improved, players will now experiment more with other perks." But the problem is that many players can and will continue to use 4 slowdown perks (even if it's a different combination of perks than before) because it remains highly effective (and in many matches, downright oppressive).
Now, to be fair, it's hard to say whether the 4 best slowdown perks now (plus the 10 second extra gen time) are actually giving you more slowdown during the match than the best slowdown perks gave before the patch. But slowdown definitely feels very strong (maybe stronger) for killers now, especially since your base chasing power has also been buffed.
I honestly wonder if it would be a good idea to put a cap on slowdown perks ("use up to 3 of the following" or something like that, which would still be plenty).
I'm a killer main. I'd cap it at 2. I personally have only used one. It was pop up to this point, but in undecided on which to use, now. Experimenting with eruption. Jolt seems too RNG if you're downing them near a gen or not b
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I see this cheat fairly commonly. You can entirely look away or at a wall and still get blinded. Easy to spot it's use. Just report and move on.
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I'm a killer main. Frankly I think they should have just nerfed DH (maybe - on the fence on that one), added generator kick damage, added basekit BT, bloodlust buff, and have spinechill not affect undetectable. All these other changes was a bit....much. (though I do LOVE the new lightweight)
Yes, survivors are powerful, but that's only really on the high-end. For a game to have longevity, you want to encourage newcomers, and most newcomers would be playing survivor. I imagine most newcomer experience is pretty bad at this point.
Then again, that's just my opinion. Having this be a balanced game is so hard. It's more likely that someone plays at a disadvantage, but winning the match shows that, "wow, you know what you're doing!" effect. This is 4 v 1, so the question is, should the 4 players have the difficult attempt at a win, or should the 1? If it's the 1, then that makes the killer not all that scary and is against the theme of the game. If it's the 4, then the majority of the playerbase is frustrated. That's a hard game to balance.
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@MrMori said:
Guys chill out, the perk is bugged, it won't light up against undetectable killers once they fix the bug, only on direct line of sight.
Although I personally think it should just not work against undetectable killers at all, even with direct line of sight.
But at least now only GF and Myers are hurt. Pig, Wraith and Sadako will all do better.
Not to mention fewer people will run it since vault speed got removed.
It'll be fine.
It's not bugged. The patch notes themselves say it does a flat 36 meter radius trigger. IF the killer has a terror radius, then it also has extra effects on top of that. This is really, really bad.
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@KajdanKi said:
Spine chill is now even better then the previous version. I was suprisef it worked against cloacked Wraith :D
GG ghostface, pig, myers ;)
Stalking is almost impossible, now. Most gens are at least protected by walls so stalking IS impossible, and for gens outside in the open, survivors are pretty easy to spot you and move to the far side of a gen. Even then, if you manage stalks, then any time you're within 36 meters, they have a head start to hightail it to a loop. It's also now completely impossible to catch survivors off guard removing elements of surprise or jumpscares.
The moment you try sneaking up on anyone, they take off running. It was bad before, but at least you could side-walk to counterplay it, but now the counterplay is removed.
As for BHVR saying stalk from a distance, Myers is penalized for stalk speed at a distance. Ghostface is easily revealed in a match - especially with Off The Record survivors following you around, so stalking is uncommon, and wraith doesn't even have the option to stalk.
Stealth killers are already low on the totem pole on viability. This completely guts them.
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He is one of the most frustrating killers to play against. You need a team of survivors who all know his one counter, and that's super rare to get.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/3078585#Comment_3078585
Is it intentional that Spine Chill’s icon is lighting up whenever the killer is within 36 meters, even if there is no terror radius and they don’t have LOS on you? Because that’s what’s happening right now. It’s like a reverse Whispers and there’s no way for a stealth killer to sneak up on you at all.
Aye, and that's incredibly bad for healthy gameplay. I play both sides. It sucked hard-core as GF, but I ran it on a survivor last night. I was up against a wraith. I was in a basement working on a gen. I knew I was 100% safe the entire generator because I had a 36 meter detector. I didn't even bother to have to keep an eye on the stairs or any corner. No need. I knew I was completely safe from being sneaked up on ad long as spinechill didn't light up. I just stared down the generator the whole time and ignored the environment entirely because new spinechill makes stealthers 100% not a threat in any form or fashion. Once it did light up, I walked over into a locker elsewhere in the basement. Again, didn't bother to look for him. Just waited for the spinechill to deactivate then knew I was 100% safe as he's far away now, hopped out and back on the gen. No way I could have even been stalked by Myers or GF since the gen isn't in the open.
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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.
This new spinechill completely guts stealth killers. This can't be intended. It is literally 100% impossible to sneak up on survivors, and stalking from a distance doesn't work for many maps due to gens not all being out in the open.
This perk alone completely invalidates stealth killers and turn them into basic m1 killers with no powers. This cant be intended. GF specifically has it rough as it is. The moment you're within 36 meters, survivors know you're there. This completely removes his entire stealth concept, as it's impossible to ever sneak up - turning him into just a guy with a knife having to chase everyone through loops with them having a 36 meter head start.
Spinechill was already power pre-patch. Yall said yourselves it was overused hence the PTB tuning. Yall also mentioned the change would not trigger on undetectable unless a direct line of sight, and that line of sight was added as a requirement to avoid the need for awkward movement. However, that's all been tossed out the window and now it is supercharged with no way AT ALL to counterplay it. Before, you could at least counterplay with awkward movement, but now it's uncounterable. The moment anyone has spinechill, especially with SWFs, the match is lost before it even begins if running a stealther unless the survivors can't handle a powerless killer that just has m1 attacks.
Csn you guys please reconsider this buff to not trigger on undetectable? Having s single commonly used perk that totally invalidates your killer is very frustrating. :(
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He's even worse now, actually all stealth killers, now that spinechills nerf was reverted and given a super buff. Now any time a stealth killer is within 36 meters of a survivor, they are notified. Cant even crabwalk to sneak up on them. It disregards line of sight, disregards terror radius, and disregards any semblance of good game design. This perk alone completely invalidates stealth killers. Makes it literally impossible to sneak up on survivors making them just basic m1 killers with no powers.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3077628#Comment_3077628
The idea was to help airing-impaired players. I guess I'll try the perk next.
That was the idea, but then out of the blue they buffed it into a perk that completely dismantled stealth killers entirely. They simply cannot sneak up anymore.
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@drsoontm said:
The detection is only supposed to activate if the terror radius is on.
@GentlemanFridge said:
Are y’all forgetting the perk is bugged right now? It’s not supposed to fully light up the moment the killer is in range. It’s supposed get increasingly more filled in as the TR gets more intense.
what happened to my keyboard holy-
Not according to the new patch notes. The 36 meter radius is separate from the terror radius, now. It's a completely new buff to the perk. It's completely separate from the terror radius (as they wouldn't have made a 36 meter range if it was only supposed to be based on terror radius). Essentially, running Spinechill now provided you with a guaranteed "I'm safe" bubble of 36 meters. Can work on a gen without the need to look around, know if it's safe to unhook, know you're fine grabbing that totem or unlocking that chest, know you're safe to hop out of that locker. That in itself is useful, but it completely invalidates and breaks stealth killers, as it's literally impossible for them to ever sneak up and get the jump on you. It's a problem - and it appears to be intended.
An unnatural tingle warns you of impending doom.
- Whenever the Killer
- is within 36 metres of your location, Spine Chill activates, lighting up its icon.
- If there is a Terror Radius
- present, Spine Chill will reveal its intensity using its icon.
Notice it says IF there is a terror radius, it will also let you know exactly HOW close they are, but the 36 meters is a guaranteed alarm bell regardless of if there is a terror radius.
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I'm not threatening to quit, but I likely will if undetectable doesn't bypass the new Spinechill buff (they reverted the nerf and gave it a super buff). Makes it impossible to ever sneak up on anyone running it - not even a chance to counterplay it now by looking away.
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I main Ghostface. I get revealed pretty easily, even through solid walls. (and I'm not talking about them peaking over a wall, we're talking walls up to the ceiling). I think the whole system needs to be looked at, again.
I will say, the sweet spot to reveal him is to lower your camera slightly. The "center" is slightly above the center of your screen.
EDIT - While this probably isn't your situation, I do see a lot of misunderstanding on Ghostface. If he isn't stealthed, you cannot reveal him, as he's already revealed. You can only reveal him while he's stealthed. However, what he can do is stalk you to 99%, then run around non-stealthed. Just before he hits you, he can quickly stealth, finish your progress to 100%, then instant down you.
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@Dito175 said:
This is the cutscene that plays when you get sadako's charm, did you press something? Bcz it seems you probably skipped.
Not that I know of. Not even sure how I got the charm. I don't even play her. Thanks!
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3073515#Comment_3073515
Spine Chill always had a 36 meter range.
You used to be able to counter it by looking away. Now the moment you're within 36 meters, the survivor instantly knows you're there. No way to counter the effect, at all. This makes it literally impossible for a stealth killer (who has problem as it is) to ever, EVER catch you off guard.
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@[Deleted User] said:
The chance of killer hiding his camera or walking backwards is low, doesn't really happen. It's still a nerf, the old version was better but still I support the removal of increased vault speed as it didn't make any sense with the perk concept.
Based on terror radius is giving you an idea the killer is NEAR YOU, but it doesn't tell if the killer is actually heading towards you, which was a crucial information for Spine Chill.
It makes it literally IMPOSSIBLE for stealth killers to ever sneak up on you, now. No counterplay to it.
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@Yffriium said:
https://forum.deadbydaylight.com/en/discussion/comment/3075522#Comment_3075522
Holy.....
I thought that the Spine Chill change was a direct nerf. I just tried it out in a match and it has many features that I had no clue were implemented.
This perk is definitely busted. New Spine Chill is now my favorite part of this patch.
That's what I'm saying. It literally completely in every sense of the word overpowered where makes you completely safe from stealth killer sneaks, and beyond stealth, it gives you a guaranteed safety bubble where you know you are in absolutely no danger. Completely brokenly overpowered. You don't even have to look around for the killer anymore, especially when pondering if it's safe to come out of a locker, if safe to keep working on a gen, if safe to grt an unhook, and so on.
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Can we at least get clarification from BHVR is this is a bug? I mean, this is game breaking for stealth killers. If it's a bug, when cool...we can wait for a fix, but if it's intended...stealthers have just become m1 killers with no powers...well except Myers, but he is sort of a hybrid.
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I'm just going to step away for awhile and see how everything gets adjusted. I'll come back for sure regardless of most changes as I play both sides. The only thing that would keep me from coming back to play is if they keep stealth killers unusable thanks to the new spinechill buff (nerfed was reverted and instead given a buff). Stealth killers are just a big draw for me. Removing their stealth is a deal breaker for me.
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@BenSanderson55 said:
https://forum.deadbydaylight.com/en/discussion/comment/3075547#Comment_3075547
But isnt this not working as intended? if so wouldnt rely on it too long.
According to the patch notes, it's working as intended. Survivors get a flat 36 meter safety bubble of being guaranteed that they are in no danger, now. The line of sight is in addition to that where if they have line of sight on you, you get a buff to your action speed.
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Before the patch, it was 2k to unlock it. Now it is still 2k to unlock it, but if you come across a perk you already have unlocked or just buy a perk, you have the option to level it up across all characters for a higher fee.
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@vanhoya said:
https://forum.deadbydaylight.com/en/discussion/comment/3075595#Comment_3075595
Hate to break it to you Dead_Harder but the new distortion can nullify all of those perks and very effectly i might add...
I'm sad I didn't buy distortion from the shrine a month ago or so. Seemed useless at the time. Rechargeable tokens now is very nice.
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Killer main, though I do play survivor. All I wanted from this patch was spinechill not working against undetectable. Everything else, didn't care. Let survivors be OP. But nope, the one thing I hoped for spinechill got a massive and mind-boggling huge buff after they reverted the PTB nerf. Now stealth killers are unplayable. That being said, swapping to survivor with the new spinechill chill practically gives you invisibility which is its own fun, lol. Might be time I hang up the killer coat and go back to a survivor main.
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I used to run pop, fearmonger, sloppy butcher, and nurses calling. Very successful with that set up. However, I do feel like I can probably drop fearmonger now and replace it with something else actually fun. It's still useful vs sb, balanced landing, and lithe, but that does make it rather situational.
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Try the new spinechill. They removed the nerfs and instead super buffed it. It is extremely powerful, now, and makes you immune to ever getting sneaked up on by stealth killers. I ran that baby last night and never even saw the killers unless I was going for unhook. You get 36 meters notice which is more than enough to get away. Since you have a giant safety bubble, you can also tell when it's safe to unhook. You'll never ever get caught off guard with the buff. (Spinechill alert no longer needs line of sight and ignores terror radius entirely).
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@Yffriium said:
https://forum.deadbydaylight.com/en/discussion/comment/3075140#Comment_3075140
I assumed that Spine Chill would be worse. I'll have to try it out, thanks.
Aye, they eliminated the nerfs against it and super buffed it. Now it let's you know if the killer is within 36 meters of you. No longer have to keep a look out for the killer. Lights up and you weren't moving? Headed your way. Red line starts to deplete? He's getting dangerously closer. Starts to fill again? He lost you or isn't after you. We're you running somewhere and it lights up? You're walking into killer territory. Just turn around and work on a different gen. Just have to start at the icon and you instantly tell if he broke chase from you without even having to look at him. S tier perk now, and completely invalidates stealth killers entirely. Heck, can even safely work on gens without the need to keep an eye out for them sneaking up. Absolute safety.
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Giving me a chance to take a break and do other games. I have been doing DBD a lot as of late. (I'm a killer main, but they effectively removed my boy ghostie from the game, so I don't feel much incentive to play killer, now).
However, I will say, lightweight is pretty fun to run as a survivor, now. Iron will is barely noticeable of a nerf, at least on claudette. Can barely hear her, so im still running iron will. Spinechill is alarmingly overpowered now with the surprise nerf reversal and massive buff to it. Was running it last night. Not a single match was the killer ever able to find me while I was running around doing gens unless I was doing saves. Guaranteed safety bubble? Survivor's dream. It also makes you entirely safe from all stealth killers (hence my ghostie sadface).
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3074302#Comment_3074302
######### why did they do that, I was so excited to play stealth killers this patch.
Same here......same here. They are effectively removing stealth killers from the game. Stealth killers have no way to counter play, and the perk makes using their unique power impossible. Now they have to literally be m1 killers without powers.
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@The_Krapper said:
Gens really aren't that bad, I've been running the new Deja vu, adrenaline, resilience, and prove thyself and they're flying by and if you get a squad running that type of build it's a real problem for the killer, 5 % speed on any gen you touch thats revealed to you, with 9 % resilience and add in 15 % prove thyself once you complete a gen and possibly meet someone else on the next one, you can repair up to 29% faster on a gen per survivor with the build.
Sounds like a super good build. I forgot deja got a buff. Will give it a go.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3074379#Comment_3074379
Was everyone else doing nothing during the chase time?
There's usually consequences/gen time lost for a chase of any length.
Sounds like survivors weren't being productive, aye.
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@rororoxor said:
Thanks for bringing attention to this, it's been there since the ptb day 1 and still hasnt changed
Correction on my part. 36 meters, not 32.
Just some clarification, on the PTB, spinechill at least required line of sight so it wasn't so bad. This here is a flat bubble of 36 meters regardless of line of sight. Generally I think this is a bad idea even if it didn't affect undetectable, but that's another story. People can just run this and the moment it lights up, just run the opposite direction to a different gen. Guaranteed safety without ever having to keep an eye out for the killer is unhealthy for the game. That being said, this definitely shouldn't be triggering on undetectable. There's no way completely eliminating a killers unique power by using one perk is intentional. This has got to be a bug.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3074233#Comment_3074233
Don’t get me wrong, I’m not saying they shouldn’t change it, I’m just saying the thing giving a notice within 36m despite lack of line of sight is intentional on their part, it’s not a bug.
Intentional, yes. Still a horrible idea to effectively invalidate stealth killers from the game by equipping a single perk. Stealth killers have a hard enough time as it is.
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@BugReporterOnly said:
It's temporary until they add an accessibility feature for the hard of hearing/deaf community.
This has nothing to do with accessibility. 36 meters isn't tied to terror radius. This triggers regardless of what people hear.
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@BugReporterOnly said:
This is temporary until they add an accessibility feature.
This isn't temporary for accessibility. This is regardless of terror radius. You're getting notification they are near well outside any audio anyone would hear. This is a straight up massive buff to the perk that kills stealth killers.
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Gutting stealth killers is the only thing I'm not happy about. As for the survivor side of things, I never really used DS or DH, and they buffed lightweight and gave basekit BT, so survivor has been a bit easier. I'm kind of stuck between two places, though. I play survivor and killer. They've effectively removed my main from the game (Ghostface) from the surprise spinechill buff, but now spinechill is incredibly overpowered to the point that running it on survivor gives an extremely solid safety bubble. Don't even have to look around for killers anymore (and stealth killers are 0 threat to you). You're given some far advance notice if they are headed your way regardless of LOS, and the terror radius additional feature let's you know if they are heading directly towards you or not. Don't need to know where they are at, you can run and gauge the TR reader to determine if you're evading them or heading to them. Again, as a survivor, the new spinechill is incredibly amazing, but as a killer, stealth killers being no longer playable is a real bummer. I'm likely going to retire killer and swap to a survivor main at this point.
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@[Deleted User] said:
One person in here literally talking about “retiring” from dbd if spine chill isn’t reverted. Too many on this forum play this game like it’s their job and will unashamedly claim that the hearing impaired are being exploited because BHVR recognized the perk is used as a bandaid in those cases.
Grow up.
I'm personally will be retiring from killer if this stays just because the only killers i enjoy playing are stealthers for jumpscare shenanigans. They are just so much different than standard killers, and they are fun to make work. However, my main is The Ghost Face, so it's hard enough as it is with how easy he gets revealed, so you really depend on sneaking up on people, or just doing mini-stalks mid-chase (less fun). However, with this new spinechill (and once people figure out how busted it is, now - a guaranteed safety bubble), sneaking up on people with spinechill will be impossible. The Ghost Face's strength is gutted, and he's demoted to a basic m1 killer with no power. So yeah, I'll be retiring from killer personally, as stealth play is no longer an option. Guess that means survivor main, again.
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@Gorgonia said:
never seen a killer trying to crabwalk just in case someone has spine chill xD
Just about every killer i know and have watched always did, especially streamers. Mind you, only stealth killers did this. BHVR even said themselves that one of the reasons for the PTB nerf was because of people having to wall awkwardly to generators.
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@Gorgonia said:
https://forum.deadbydaylight.com/en/discussion/comment/3072890#Comment_3072890
That has always been spine chill...
No. It used to require killer looking in the survivors direction. Killers could counterplay by crabwalking. Now they are notified if they are near period
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I posted a suggestion for them to revert this massive buff in feedback here:
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3072396#Comment_3072396
But the issue I have seen is SC still activates even when there is no clear line of sight. I was in the middle of a gym doing a Gen and it lit up because a Ghostie was heading my way but the direction he came from there was a wall blocking his LoS so according to the notes it shouldn't light up and activate.
They changed it where if the killer has line of sight on you, YOU get a BUFF on speeds. That's the only thing line of sight does, now. You're guaranteed to know if there is ever a killer near you at any given moment now permanently and without cooldown without any line of sight requirements. It is now literally IMPOSSIBLE for a stealther to sneak up on someone. They are given 32 meters of advance notice which is plenty of time to run away.
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Not a fan of them removing stealth killers from the game with the new surprise massive spinechill buff. Literally impossible now for a stealth killer to ever sneak up on anyone, now. Spinechill works against undetected and no longer needs line of sight. The moment the killer is within 32 meters, the survivor is notified. Stealth is their whole point - and now they no longer have stealth so as long as one person is running spinechill in an SWF. It's not so bad for solo survivors, but still, no sneaking up to them, ever.
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Agreed. They absolutely did a full reversal and gave spinechill a massive buff. It is literally 100% impossible for a stealth killer to sneak up on a survivor that has it. There's absolutely no counterplay to it. The moment you're at the 32 mark, their alarm bells go off.
I have a spinechill thread here in feedback with footage of the issue if you care to leave your thoughts there.
https://forum.deadbydaylight.com/en/discussion/335404/bhvr-can-you-please-reconsider-the-absolute-beast-of-a-buff-spinechill-got-against-stealthers#latest
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@EntityNea said:
https://forum.deadbydaylight.com/en/discussion/comment/3070602#Comment_3070602
Reading that description, it's a nerf to old spine-chill.
Old spine chill, the icon simply lit up if the killer was within the radius and looking towards your general direction. The moment the killer looked away, the icon stopped lighting up, so you could tell easily if the killer was going toward you or if the killer was just nearby but not approaching.
After the update, there are 2 main nerfs:
- The icon now stays lit up for 0.5 seconds, meaning it's much harder to determine whether the killer is going towards you or if the killer was just nearby and happened to look in your general direction for a moment.
- Now requires "clear line of sight", meaning that walls, trees, rocks, etc will block Spine Chill from activating. It will make Spine Chill nearly useless while working on generators, as these are usually hidden behind walls, rocks, trees, etc.
Remember, the description of the perk is:
"Whenever the killer is within 36 meters AND has direct line of sight." Meaning both has to be true at the same time. Based on this description it shouldn't activate from proximity unless the killer also has line of sight.
This is false. It does not require line of sight anymore for detection
PROOF:
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@BubbleBuster said:
https://forum.deadbydaylight.com/en/discussion/comment/3072092#Comment_3072092
it is not an unusual case
he is undetectable, he literally just moves
if the TP were something like freddy's or onryos sure
also i m not touching solo survivor again until it s not absolutely miserable to play
Based on other people's tests, it looks like indeed that spinechill is activating if a killer is within 32 meters and disregards the terror radius entirely except for the accessibility notification. Spinechill has turned into a massive beast of a buff that pales in comparison to its original form. Now you can't even crabwalk to avoid it.
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@BubbleBuster said:
https://forum.deadbydaylight.com/en/discussion/comment/3070450#Comment_3070450
- read the patch notes, they literally said it isnt; TR indicator is also only on mobile; source: https://forum.deadbydaylight.com/en/kb/articles/341-developer-update-july-2022
- you can also walk towards the killer as you do not know where they are all the time + there s simply better perks + vault speed removed
- really? i m not using it so i dont know, i highly doubt it. would need to test the perk. imma do that and then i post this message after 1 game with it
So i tested it and here is what i noticed:
- it is tied to terror radius so no, it does not work against stealth killers (tested against demogorgon emerging from a portal; it did not activate until their TR was audible)
Can you test it in on a non unusual case killer? A teleport might act funky as opposed to turning on undetectable. For example, test with insidious or myers/gf
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I've report this in the bug report forums. They may think it's a minor issue and not realize it's completely game breaking for stealth killers.
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For thise not aware, there's a note in the patch notes of known issues that spinechill is working backwards. It lights up bright when at max distance, and starts to deteriorate the closer the killer is as opposed to it being low when killer is at a distance and brighter the closer the killer gets. Maybe when the killer is undetected, the reversal is bugged and counts as max radar reporting instead of showing nothing?
This entire patch I've been excited for that spinechill would no longer trigger on undetected without line of sight. If they reverted this where spinchill flat out always alerts when near, I'm probably just going to retire from DBD. Stealth killers is one of the few things I actually enjoy about killer, but they have been poor killers for far too long.
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@dugman said:
Some people can't handle change. 🤷♂️
Change is inevitable - except from vending machines.
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He's my bp farming killer. We still have BBQ with bp, and he could make good use of BBQ's information with his teleports, so he was naturally a solid choice during the flan event. Get lots of flans in a match. Get double the amount of baseline bp. Easy choice. Now that the event is over and BBQ is having the bp removed, He's still the killer I have over a hundred flan on from the event. Long story short, he'll be my bp farmer for quite awhile even post update.