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rororoxor

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  • @RaSavage42 said:

    Spine Chill worked the same way... but it's only when the Killer was looking at you

    But anyway... It's a perk that Survivors can use

    Spine chill didn't require LoS and instead was just if the killer is looking in your direction.

  • Thanks for the report, I noticed the same thing. Hopefully this gets patched ASAP.

  • @GoshJosh said:

    Killers got so much with the 6.1 changes. I'm glad survivors got to keep their one anti-stealth killer perk after all! Hope it stays for years to come.

    The perk disproportionately hurts stealth killers more than the patch helped them. Not to mention keeping a single strong perk like this will just shift the stale meta in that direction.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3214944#Comment_3214944

    Yeah, if you happen to look their direction within 36m, outside of a 30-second cooldown.. just make sure you don’t pan that camera too fast!

    https://us.v-cdn.net/6030815/uploads/PZFOOOKGPBF1/image.gif

    Then that's the player's fault for not using the perk effectively...

    You need to think from the perspective of a highly skilled player and how they use their perks.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3214271#Comment_3214271

    You don’t “see them coming” by having Spine Chill. If you actually ‘saw’ them, it was because the killer went in your line of sight - Spine Chill or not. It simply says they’re within 36m, if undetectable. They could even be on another floor on multi-floor maps. You don’t know which side of the pallet they will swing from, without the terror radius and red stain. I don’t know anyone who goes to camp a pallet just because their Spine Chill is active.

    ”All stealth killers are bad chasers” … no. They can: turn off their terror radius and red stain (for Ghost Face, on demand mid-chase); expose survivors (Ghost Face and Myers); Myers has aura-reading add-ons, and vaults faster in tier II - and even faster in tier III; Wraith gets a speed boost coming out of cloak; and Pig can use ambush at certain loops.

    Again, I don’t know any survivors who sacrifice everything that they’re doing, only because Spine Chill lights up against a stealth killer.

    Sounds like a skill issue, to be honest. 🤷🏼‍♂️

    I'm referring to the perk. You see the killer coming when the perk lights up even if you don't have LoS. Most maps are open, outdoor maps, where Spine Chill can be used effectively.

    All those killers do have some light abilities that may help in chase but they're too ineffective and time-consuming to use against good teams. Stealth is the main power which the perk invalidates.

    I've played ghostface against comp teams like Oracle and others, and my ghostface guide is on Otzdarva's FAQ. I think it's safe to say I know the killer pretty well. It's not balanced against strong teams. The real skill issue is survivors not paying attention to the free warnings their perk gives them. The argument that "it's not used that often" is weak because one side's lack of skill shouldn't dictate the game's balance.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3214094#Comment_3214094

    As you said, the perk does not discriminate against stealth killers. It activates versus all killers. In fact, stealth killers only trigger Spine Chill’s 36m effect, so they still have an advantage over non-stealth killers in that regard.

    https://forum.deadbydaylight.com/en/discussion/comment/3214160#Comment_3214160

    New Spine Chill is much stronger, information-wise. A stealth killer could look away from their targeted area, and completely negate it. Not anymore.

    That's not the point at all. Picture a match against a stealth killer. They're sneakily approaching, you see them coming with spine chill, you run to the nearest pallet. What does the killer do besides chase? All stealth killers are bad chasers.

    What if you decide to take it further and keep someone with Prove Thyself (or you run it) near you? You can rush gens together, and when the killer approaches, you both can run to safety. What does the killer do then?

    It objectively hard counters their power, far from the examples of Urban evasion and Calm Spirit.


  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3213674#Comment_3213674

    Lightborn completely invalidates flashlights (outside of secondary uses against Wraith, Nurse, Hag, Artist, and Nemesis). Plague negates all healing perks and items. Are you ok with those things?

    And as @Dwight_Fairfield said above: all it says is that an undetectable killer is within 36m. It doesn't tell you how close besides that, what direction they're coming from, or anything else. Perfectly fine perk.

    Flashlights are just one way out of multiple to counter these killers/rescue people. Plague negates healing items but also provides their own healing method, the fountains, and doesn't really impede the survivors otherwise. For a stealth killer, spine chill invalidates the stealth, which is the main power of these killers. Survivors may not know exactly where they're coming from, but they can just rush to a nearby pallet and be safe from any direction. It's not remotely the same as the examples you provided.

  • @RisingTron said:

    I main ghost face and haven't run into anyone using Spine Chill since it got changed. don't think it's that big of a deal.

    As a 6.5k hour ghostie main who's regarded an authority on the killer by much of the community, including Otz, I assure you that it's not balanced in it's current state. Don't get me wrong, i'm all for playing around survivor tactics but the perk allows no room for that. Even just one spine chill can hurt as the player can protect their teammates as well.

    @GoshJosh said:

    Killers got so much with the 6.1 changes. I'm glad survivors got to keep their one anti-stealth killer perk after all! Hope it stays for years to come.

    This is a pretty poor argument, it doesn't make it right to have a perk invalidate a class of killers no matter what buffs the killer may have gotten.

    @Tranquil_Blue said:

    Yes, Spine Chill does let you know when a stealth killer is within 36m, but it is absolutely not "hurting" stealth killers in general because almost no one runs the perk. Look and see how few people are using it across all of your matches.

    That doesn't make it okay, especially since you have no clue what the survivors are running. Perks need to be balanced, not disregarded because a only few of the community uses it. And personally I see plenty of spine chill.

  • super annoying, please fix

  • This hurts stealth killers who generally spend less time chasing

  • 100%, take a look at this and revert, completely guts stealth killers.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3073500#Comment_3073500

    Take that as a terror radius example, it activating in a large area and no longer tells the killer position and what they are doing. It's worse than knowing if they do actually come to you or not, now you have to figure out... you could be running away and them not even coming at ya.

    It's more prediction based now. You predict if the killer is actually coming or just moving past or doing another action in you area but has no business with you (or has no idea you are there). Having it based on the radius strength is just more confusing than anything, it's not easy to discern a color even more when you are in a game and pressured by real time match.

    (also, an example of you not working on anything so you are not getting a speed boost, you won't be even able to tell if he has a clear line of sight)

    The buff to speed is good, but that's all

    36m isnt that big, if it lights up, safe to assume killer is coming for you

  • Thanks for bringing attention to this, it's been there since the ptb day 1 and still hasnt changed

  • I was skeptical at first cuz dbd forums but these all seem like nice QoL changes, I'd be down

  • @Annso_x said:

    https://forum.deadbydaylight.com/en/discussion/comment/3015442#Comment_3015442

    Survivors don't have their eyes glued to their perks when they're supposed to show auras on their screens. By the time they notice it'll be too late, even if they immediately notice they won't know which way you're coming from. It's reallyyy not that bad. And considering spine chill was killed, i'd say stealth killers got buffed more than they got nerfed tbh, they'll be fine.

    That's just assuming the survivor is bad

  • @Annso_x said:

    Aura reading doesn't work against undetectable killers. This perk is still very useless against stealth killers don't worry about it.

    The perk icon will still show the red timer and the survivors will know youre nearby.

  • @rooCraah said:

    WDYM Stealth killers are the ones that kill Dark Sense

    You get within 24 meters of the survivor, Dark Sense activates and is wasted, because you're Undetectable (L for killers that rely on Oblivious for stealth)

    The survivor gets alerted that you're within 24 meters, however this is way less powerful than old Spine Chill

    Technically it's even weaker than current Premonition. Dark Sense is once per generator, Premo is once per 30 seconds and lets you know which direction the stealth killer comes from.

    Oh right. L for tier 2 Myers. Still W for Ghostface, Wraith, Pig (for pig mains that use stealth), Sadako and Dredge

    The red timer on the perk will still activate once you're nearby. Even if they don't know exactly where you are, they can go to a nearby pallet and wait.

  • @Chocolate_Cosmos said:

    It won't, if they are undetecteble which all of them can be.

    The perk icon will still show the red timer and the survivors will know youre nearby.

  • @GentlemanFridge said:

    I mean, it’s only 10 seconds, triggered 5 times at most. I don’t think it’ll be that bad.

    Yea and theyll just camp a pallet until you go away.

  • Billy is a lot more difficult and skillful but way less rewarding than significantly easier "meta" killers, he def needs to be changed.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2915486#Comment_2915486

    The "watch areas" part just screams camping strats but i can see the value from the other part.

    Not always, sometimes youre following someone from afar that you've already 99'd and you're waiting for them to run into a less safe area. Definitely don't want to mess that up by stalking someone who may appear, or accidentally marking them. You don't move that quickly as GF so sometimes its a better idea to patrol a smaller area, or patrol areas from a distance.

  • @Zozzy said:

    How is stalking without stalking a good thing? I can't really think of any reason to stalk a survivor without exposing them.

    I probably have 10 hours on ghostface since i bought him on launch so i am very much a noob with him.

    Not saying reverting it is a problem, just curious is all.

    Stalking from the edges of the screen prevents you from accidentally marking people you've 99'd for later when you're observing areas of the map. Leaning helps you stay hidden while this recon is taking place. It's a common trick used by higher level GF players.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/320070/post-ptb-ghostface-changes-from-a-gf-main

    Any other bug fixes/changes will be listed on the patch notes. We generally do not give all the information on the blogposts.

    I understand, just wanted to address this since the stalk zone change seemed to be intended and wasn't sure if BHVR knew that most high level GF players would be averse to it

  • Although it probably won't affect myers as much

  • Thanks for bringing attention to this, i agree with everything you said, upvoted

    simply revert the stalk circle to what it was before

  • Thank you for posting this infernoz, I dont see this getting addressed at all and it's going to hurt some high tier ghostface players.

    @Mooks said:

    I think they have confirmed that at least the reduced stalk range wasn’t intentional (Myers had it too in the PTB)

    as for the circle, I think it was intentional to make it easier to stalk survivors right in front of you or just very close by (I think that is actually a problem with current stalking. Don’t know if they will address both sides here…)

    the circle changes are still harmful nonetheless, and as someone who plays a lot of ghostie, you couldnt only stalk players inside your model, which is ok, and you need to treat it as a situation to avoid rather than having it nerfed in the killer's favor.

  • Not a bad idea, but when it comes down to it, there's a bunch of ways they could've reworked the perk, and they just happened to go along with their own idea, albeit it needing a few tweaks here and there. Yours' seems perfectly valid though. Though I do think making perks specifically to counter other perks is usually bad design.

  • @GrimReaperJr1232 said:

    His cooldown should be the more standard 20 secs but his recovery add-ons should be nerfed heavily.

    Yea i can live with that, his addons can reduce his recovery by up to 50%, and that difference is a bit too much imo

  • @Aven_Fallen said:

    I guess it will be fine once you are used to it. It looks new, so it will look strange. Personally, I also would not need that change (and I would be happy to have an option to use the old HUD), but after one or two weeks, I will probably not notice it that much anymore.

    It's not about getting used to it, this isn't like a new killer or something where it takes time to learn them to their max potential. The new UI's just abysmal, it completely ignores the rules of UI design (which have been created because they're true)

  • Agree completely, often gives more info than the damn TR with even more range. An incredible pain to outplay and so easy to use, not to mention the incredible number of buffs it gives. As a 4.5k hour GF main, I've learned over time to play around the majority of survivor perks but spine chill's just too much man.

  • I think its fine for perks like DS and unbreakable, where respecting them promotes healthier gameplay. But power struggle makes killers afraid for no good reason, it def should be changed

  • @Bard said:

    We already knew Demo wasn't the best, but the stats released in the QnA were even worse than expected. Despite being pretty fun, he has one of the lowest pick rates. Despite being somewhat easy, he has one of the lowest kill rates. Seeing has he's far from "new", the natural conclusion is that he's just... kinda bad.

    I'm going to list these changes in order of how easy they would be to use.

    Change 1: Free Up an Add-on Slot

    • Increased movement speed while charging Of The Abyss from 92% to 101%.
      • Reworked Rat Liver
        • Recover 0.5 seconds faster after destroying a pallet or breakable wall with Shred.

    This effect is... basically a necessity for Demo. By making it baseline, he can actually use both of his add-on slots to some effect.

    Change 2: rip stbfl

    • Shred now counts as a basic attack.
    • Recovery time for striking a survivor with Shred decreased from 3 seconds to 2.25.

    This is more of a "fun" thing than a balance thing.

    You feel kinda forced into running STBFL when playing Demo, which likely contributes to why so few people play him because STBFL is such a damn stressful perk to use.

    In exchange for losing STBFL as a core perk, he's gaining other benefits. Baseline he gets to recover more quickly from his Shreds, and he can now benefit from, well, every other on-hit effect. MYC Demo is already decent, with this it's kinda awesome.

    Change 3: Sneaky Sneaky interdimensional dumpling

    • Portal traversal sounds can no longer be heard globally, only if you are within 24 meters of his departure location or 8 meters of his target portal.
    • While Undetectable, The Demogorgon's footsteps are silenced.
      • Survivors who are oblivious will not hear the Demogorgon's Footsteps.

    What's even the point of giving him the undetectable status if you're just going to announce his presence anyhow?

    Change 4: Thinking With Portals

    • The Demogorgon is no longer required to stand on top of a portal to travel to a portal.
      • Traversing the upside down while not standing on a portal will incur double the cooldown (28 seconds) and takes longer to do (3 seconds).
    • Removed "Breathing" sound effects from the upside down traversal SFX.

    If you don't want to, you no longer need to save portals to traverse; you can use all of them for attack angles.

    The second change here also allows you to better track via sound in the Upside Down, which is a plus.

    Change 5: Creep

    • When a portal is activated by the Demogorgon, it begins to seep the Upside Down into the surrounding area.
      • The Portal's oblivious/tracking radius increases by 1 meter every 6 seconds, up to a maximum radius of 24 meters, starting when the portal activates.
        • This means it takes two minutes for a portal to expand all the way.

    "An Unidentified Killer" is a much better description if he could screw with information more effectively.

    This is also a massive buff to Demogorgon's portal-based add-ons, since if they cover massive swaths of the map rather than tiny circles, they're actually liable to be a threat.

    aside from silent footsteps i think itd be cool to give him a separate crawling animation for a short time whenever he emerges from a portal, which will be silent ofc

  • @Justalittlepeeck said:

    So, there's no denial that The Shape's ability is quite outdated in current game. It doesn't provide much benefits and has a lot of limits that don't seem to make sense in light of later released killers. Take a look at Oni for example, whose power does the same thing as Myers' EW3 but better in every aspect excluding vaulting. Or look at ghostface, wraith or even pig to see how Michael's ability loses in terms of lethality and stealth to them. I personally think Myers could really use some buffs and QoL changes or even a rework? It's also related to his addons, which aren't really broken, although they do need changing to fit current standart.

    My personal wishlist for the Shape (take these changes separately from each other and not as whole, especially the ones that aren't just QoL):

    • Remove stalking limit on survivors - Michael is all about finding a weak link in survivor's team and exploiting it until he kills the rest. It makes no sense that he cannot stalk one survivor to fullest.
    • Give an ability to activate EW3 at will and not when reached 100% stalking meter - Simply QoL to make Shape's life less miserable. It wouldn't change much gameplay-wise, since Myers can already 99 EW3 and then suddenly pop it on a survivor, but it would certainly make doing so easier as it removes the "######### I overstalked" problem.
    • Make "Grab survivor&Kill them by your hands" basekit&rework mori addons - If Pyramid head is allowed, why shouldn't be Myers? The requirements could be +- the same - have survivor on death hook and do something with your ability to them. For example just have EW3 to kill them or stalk that survivor for certain time to "build up your resolve to put your knife in their guts". Having access to mori without an offering is very nice as Pyramid Head and having the similar ability as Shape would make playing him even more exciting experience. Mori addon's requirements could be either changed to current mori requirements (hook survivor once before doing dirty things) or they could be made into a completely new thing.
    • Add more to EW3 than just "vault faster" and "hit further". Make it more than just "well, shucks, I'm exposed" even at cost of cutting any info from Myers - Extra stun reduction, COMPLETE stun immunity, blocking windows as basekit, EXTRA MOVEMENT speed. Anything. Survivors should be legit scared to be found by EW3 Myers and not just have to drop pallets more frequently.
    • Buff his movement speed in EW1 or give him his "Can't detect me with ANYTHING" back - there's no point now in having Myers walk slightly faster than survivors when he can no longer avoid Spine Chill and Premonition as one justified another. Having him to walk at 110% while in EW1 would be pretty fair even with wallhack addons just as him being completely undetectable by survivor's abilities.
    • Make "obsession" mechanic part of his basekit - even in spotlight devs said his power works around "tagging survivors as obsessions" so I believe that should be a thing. For example his power could create such thing as "permanent" obsession status that applied obsession effects to certain survivor and couldn't be switched and gave Myers certain benefits based on that like "Judith's journal" addon effects as basekit (faster stalking rate on obsession).
    • Give him more Mori animations that involve him interacting with survivors in a certain way - Instead of grabbing a survivor from locker he just stabs them and throws their body away, instead of grabbing survivor from generator, Myers just stabs them, etc etc.
    • Make his stalking be more effective the further he is from survivors/independent from distance - Just please. It buffles me that I have to be literally breathing right behind them to get somewhat bearable stalking speed.

    How would you change/buff Myers? Do you think he needs changes?

    Yea I think the baskit kill thing is a good idea, he's a really basic killer with no really unique abilities aside from the oneshot down.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1677756#Comment_1677756

    One of the reasons MMR is hidden is because it's just there to ensure fair matchmaking. It's not meant to be a goal to aim for - that's what ranks are for, and we've received hints that they're planning to expand on the ranking system after MMR is properly implemented.

    It seems that the ranks will be used to give "participation" awards, like some bloodpoints at the end of the month depending on rank. Not sure if the ranking system will actually change. It might mean even less when MMR goes live because you would see some low ranking people with high MMR in your games

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1673555#Comment_1673555

    The MMR system is on in the background, checking what MMR people are matched with whom and checking the outcome. Every game that comes in is another data point on the MMR system's predictive power. It's just that we're not choosing who goes against whom using the MMR.

    Hey, will we be able to view our MMR in any way once it comes out? I hear this feature was not enabled because people would find out a way to abuse it, but i think it'd work if you made it update after a certain number of matches, like 10 or something. It's just that skilled players who are working to improve their MMR won't really know how well they're doing and it'll feel less rewarding.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1647606#Comment_1647606

    Not needed, she performs well statistically. She's definitely A-tier. Not S... but definitely A.

    Okay but could you at least slightly raise the POV of her and ghostie when they're crouched? All the grass gets in the way.

  • It's actually an issue now that you mention it. What could they do to change it? I do agree with the timer reduction for pop but i think there should be a synergy between the perks. Maybe gens blocked by the killer should still be able to be kicked? It could have a unique animation where the Entity tendrils part aside while you kick it, and then close back up.

  • @DaddyFatSacks420 said:

    To be fair that’s the POV from the killers eyes while crouched. While the blights POV is somewhere from on his chest, that needs to be fixed, and his POV doesn’t change when using his power even tho he stands up taller when it’s in use

    doesnt stop it from being annoying af and super tedious to play with

    Some details just need to be ignored for the sake of better gameplay

  • yes please raise fov

  • @ToxicMyers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1606504#Comment_1606504

    The point of the longer duration is supposed to make him stronger in chase at his highest point. My point is if you chase for let's say 20 seconds down and hook them you already lost 66% of your tier 3 and by the time you find another it could end mid chase. Plus 15 seconds isn't long at all

    But youre supposed to pop t3 when youre already right behind a survivor, not before chasing them for another 20s. And you should pop t3 when youre near a group of survs and go for slugs, rather than waste that precious time hooking. This way you can already get 2 or even 3 downs, which can massively impact the game. It's meant to be used smartly, and then it will be pretty effective.

  • @ToxicMyers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1606489#Comment_1606489

    60 seconds isn't long considering how long chases can be (30 to 40 seconds)

    60 seconds is a pretty long time in the grand scheme of most matches, and if youre chasing for that long then youre doing something wrong. Plus the faster break speed you proposed already helps.

  • I agree with most of these, except for the extended duration of t3, it's already pretty long. Myers is a really weak killer with one of the worst early games, he really needs buffing

  • @Ghostwithaface said:

    Someone say ghostface?

    https://www.youtube.com/watch?v=KH4DhskSbz4

    https://www.youtube.com/watch?v=IWF6A4SvoEs

    https://www.youtube.com/watch?v=DkDyYBg5oYw

    All of these videos are very helpful, to teach you how to play ghostface. Which there is two styles of ghostface, when it comes to using his power. Now people like Dreede, will use it for a more sneak in close and get a easy m1 style of play. While others like Ceptzzz will be the more stalking type of ghostface and will put his stalk to good use, to get that one hit down. Which even the stalking ghostface will not always go for the stalk but sometimes will just go for that m1. Which is a important thing to learn, when to stalk and when to go for the m1. That and also who to stalk. For one tactic, is to stalk some survivors but leave others alone, in order to be able to freely m1 them. Since any stalk you build up on a survivor goes away upon a m1 attack. That and as others have brought up, the 99% stalk. Which is basically, get as close as possibly to fully stalking a survivor without exposing them. Than later, once you have your power back and you notice the survivor in a bad spot or out of position, enter your power, expose and down them.

    Which some of ghostfaces best add ons, will be his recovery add ons. It doesn't matter your playstyle, if you are a stalking ghostface or just use his power to sneak up on survivors and get that easy m1. It will benefit you, since this family of add ons, allows you to get your power back sooner. Allowing you to use it even more. Be it for stalking or sneaking around.

    Which some of the guides I link above do talk about perks for ghostface. Yet if you are new to the game. Not sure what perks you have unlocked. You can't go wrong with thrilling tremors, which is ghostface's own perk. Some favor it over bbq, in terms of information. Sloppy, can also be useful and is a easy perk to get, for everything ghostface does is a m1 attack in the end. Expose someone and down them? M1. Sneak up on someone and hit them? M1 again. Sloppy you only need to get the perk tier 1, to get it's main effect, healing slow down. Which also whispers can be useful to help you know when to stalk. Which only use whispers if you get it tier 3, other wise it basically just tells you survivors exist on map.

    Now if you are new to killer in general. Go for leatherface and get bbq, use it to farm for the blood points you need to unlock good teachables, like corrupt, pop, fright, save the best for last and others. Which perks that are useful on ghostface, can be corrupt, due to having to deal with only 4 gens at the start of the game, that and can possibly force them towards you. Which can allow you to get some nice stalks off or catch them off guard while sneaking around. Pop to deal with gens. Save the best for last can be useful, since ghostface is still a killer that has to m1 folk [also save the best for last can be useful on many other killers as well like trapper] . Nurse's calling can be great on ghostface, due to survivors not being able to hear your terror radius. Allowing you to sneak up on them and catch them unaware while they are healing. There is alot to learn about ghostface but hopefully, any of the guides I link above or what I have posted here, helps you to become a better ghostface.

    lol didnt expect to see my guide here (i wrote the ceptz guide btw)

  • @Irvin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1554506#Comment_1554506

    A reduction of its range is most definitely a nerf which isn't required. It's hardly a top meta perk either so by using it they have to drop something such as Unbreakable, Borrowed Time, Decisive Strike etc so its a risk for them. Against some killers its pointless even having it, such as Legion, Doctor, Nurse with Infectious Fright etc. Stealth killers can be really frustrating for some people so that is why they run the perk as a counter play, if you suspect someone is running it you can counter it as you stated in your OP regardless how much of a pain it is.

    A 24m range still leaves plenty of time for survs to get away. Spine chill is a great perk in general; vault builds are in and the perk helps people commit to gens knowing the killer isnt after them, even if theyre nearby

  • @Axe said:

    wouldnt a reduced range be a buff because you know the killer is closer.... ?

    Exactly, wouldnt hurt the survs that much

  • @Irvin said:

    Spine Chill is fine as is, nerfing will just add to the massive pile of unused/useless survivor perks. Leave it alone!

    It's hardly a nerf though, more like a quality of life change that just hurts killers less :)

  • @SkeletalElite said:

    I don't think reducing the range will actually make it weaker. If it were 24 meters and it activates and you hear no TR that just means it's guaranteed time to run instead of having to play a guessing game of whether or not they actually are coming for you. Reducing the range just makes the information you gain more reliable.

    My point exactly, it'll be more reliable info and at the same time be less tedious for killers

  • I'm also not a fan of the concept of a perk hard countering certain killers, even if it's less effective against others. I think it should have a more balanced effect against all killers, instead of countering a select few.

  • I'm glad someone else thinks this way.

    I also think it's super weird that it has a higher range than most terror radii, and gives better information as well. I think just the range needs to be nerfed, instead of 36 make it more manageable like 24. The fact that it requires such significant outplay on the mere thought that survivors have it makes it too strong against stealth killers.

  • @johndeen33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1547246#Comment_1547246

    I have made a post about noed before and it was just filled with comments of people saying "oh don't rush gens just do bones". After you have been hit with it yes, it's 1 totem but still it's a gamble. You have a 20% chance of it being the totem if nobody has done any totems and often there are like 2-3 totems done and the most hidden ones are left and they are incredibly hard to find. Pair that with the killer usually camping the totem with a survivor hooked nearby and it's just an awful time all around

    Then that's just one person dead, which is easy to accomplish even without noed

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