thrawn3054
thrawn3054
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@Rydog said:
I play what I describe as an "aggressive stealth" play style.
You won't catch me running Self-Care or hiding in the corner. I try to stay clear of the killer's radius, I stick to gens like glue (even gens where someone else is getting chased in my line of sight), I cleanse totems (and I don't immediately freak out when Ruin is in play), and I always go for hook saves when the killer isn't camping.
I'm not great at chases, but I can loop OK depending on where I am.
That's actually pretty close to my play style.
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@Carlosylu said:
You know, even though we adapt depending on the situation, we have a "main gamestyle", which one is yours?
A) Team player: I'll heal you, I'll take a hit for you, I'll take the killer off you, I'll 99% the doors and try to save us all.
B) Lone wolf: You can do as you please, but I'm sticking to my life no matter what, y'all can die if that gives me an escape
C) The mocker: Hahahaha, stunned by pallet. Hahahaha, looped for 3 gens. Hahahaha, you fell through the floor
D) The hero: It doesn't matter if I die, no one apart from me is dying tonight! If you're hooked and NOED is active either we both live or we go down together!
E) Blendette main: You'll never know where I am... I am one with nature, I'm a bush and a locker, I'm unspottable...
F) Sandbagger: I ain't dying, you are!
G) Other
The Blendette description made me laugh way too much.
I'd say I'm a mix of Team Player and Lone Wolf. I'll help you out and try to keep everyone alive. But I'm not going to be stupid about it.
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@UrbanChaos45 said:
No mattter how good i do i cannot reach rank 15 and i been trying since ghostface and it feels impossible, I read last night somewhere it has to do with premonition at level 16 or something, i can only get 1 pip and then other games it will barely level even if i don't die.
level 20, 19, 18 and 17 are easy to get out of why is 16 hard to get out of.
Are you trying to rank up with survivor or killer? Survivor at those ranks is fairly easy. As long as you finish a gen and get a safe hook save you should pip. Killer is a bit harder. I've seen several different YouTube and streamers suggested. I'd add Puppers and Ardetha to the list. They give nice little tips. Ardetha also was doing a series critiquing people on there killer game play. That's a good watch as well. Lastly, as others have said. Don't stress about rank. Just enjoy the game and try to improve as you go.
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Keys are really not that big of a deal. At least to me. By the time a key can be used you're unlikely to be killing everyone anyway.
As for Mori's. I suggested before giving them a small rework. Make Cypress Mori allow you to kill your obsession. Make Ivory Mori let you kill one survivor. But only once you've hooked two separate survivors. Make Ebony Mori let you kill all survivors. But only once you've hooked everything survivor at least once.
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@harry14141414 said:
https://forum.deadbydaylight.com/en/discussion/comment/807476#Comment_807476
"His slow down potential can be rough. But it's not that bad."
rough but not that bad
Freddy games are literally resident sleeper games now.
ghostface games are so disgusting most of them sit around the hook and mark the saver and rinse repeat.
surivivor gameplay has become so annoying and unplayable. I might quit the game if I see more nerfs next patch to survivors
I've never been bothered by a Freddy that's running a slow down build. The extra gen time is boring. But it's really not that much extra time.
As for Ghostface, yeah I can't argue with you on that. Almost every Ghostface, Myers, and Spirit I face is either very campy, very tunnel happy, or both.
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They already ban for DC's.
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@Entity_Burger said:
And what about a new Killer player logging in, getting looped for 4 minutes, eating 8 pallets, and having all 5 gens pop before he even downs someone once because the genrush meta sees 5 gens pop in 4 minutes?
That could kill the growth of the game, too.
Uh smurfing is bad on both sides. No reasonable person is going to say it's okay.
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@smappdooda said:
I understand no hatch grabs for the EGC trigger, but until they make the hatch 1 key = 1 survivor escape instead of EVERYONE, I wish they would allow hatch grabs when opened with a key. Right now keys have no counterplay (and don't anyone say franklin's) and the chests are giving them out like mad lately.
Since there's an achievement for everyone escaping through the hatch they can't make it 1 key 1 escape.
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@Desolate_Sands said:
It goes both ways. It's also possible they just haven't played in a long time. I rarely play survivor so while I have reached rank 1 previously, it's currently sitting at like rank 15 or something.
The games I do play it feels filthy to be running infinites, flashlighting at every pallet, and rocking a full build against killers with 1 perk who barely know what their power does.
That's rank reset for you.
That's what I was going to say. My killer rank is like 18 because I took a few months away and haven't played much killer since I came back. My pig is fully loaded. So I would look like I've been deranking. Of course I'm a terrible killer. So that helps.
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Let's see.
Killers complained about exhaustion perks. Nerfed.
Killers complained about Self Care. Nerfed.
Killers complained about Insta Heals. Nerfed.
They complained about infinite loops. Nerfed.
Need I go on? Both sides have complained about things. You act like all the devs do is comb the forums for things to nerf. As for the killer nerfs.
Legion was the most annoying killer they ever invented. There was no counter play and desperately needed a change. Granted they pushed too far.
Freddy's nerf made no sense. His rework has been great. Anyone who complains now can't be taken seriously. His slow down potential can be rough. But it's not that bad.
Nurse is still viable. If you think otherwise, you're kidding yourself.
Pig was hurt a little. But is hardly unplayable. Though like many of the low and mid tier killers, she does need a buff.
Spirit is in the hot seat now. I would argue she needs some minor tweaks. By which I mean a few addon adjustments.
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/comment/806630#Comment_806630
I know that is the current problem. The arm wave use to be a universal signal back in the day for "killer near" but after the first DBD "Free giveaway" day it has become a completely random gesture again.
She if heard the new thing is if the arms go all the way up, it's all clear. If they only come up a little it means killer near. That's half the confusion I think.
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@pemberley said:
https://forum.deadbydaylight.com/en/discussion/comment/806271#Comment_806271
I feel sorry for you that you cannot see why dbd’s battle pass is unfair, and that you think it’s okay for multi million dollar companies to take advantage of you and your wallet.
“Nobody’s forcing you” is a lie and it’s what they WANT you to think as they create impossible circumstances that strongly encourage you to buy into their system that uses real money to bypass such roadblocks.
Loot boxes and battle passes are cut from the same gambling cloth - you are not getting what you pay for, but a CHANCE to get what you want.
But nobody is forcing you. If you don't want to buy the pass, you're free not to.
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@Tzeentchling9 said:
https://forum.deadbydaylight.com/en/discussion/comment/806853#Comment_806853
Exactly, where is the importance in balancing when certain imbalances just get a free pass?
While I agree they can definitely cause an imbalance. What do you propose they do? They can't get rid of it. I don't see what they can do to deal with that imbalance.
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@anarchy753 said:
Because that would let you fill a category that's impossible to fill, instead of adding to one that decent players can cap easily anyway.
You're not wrong.
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I suppose they could just give him a slightly weaker version of the Hillbilly sprint. As a secondary use for his chainsaw. He'd sprint in a similar fashion to Hillbilly. But he swingings the chainsaw in the wild manner he does in the movies. It could be slower and a bit harder to control than Billy's version. But I feel that would be a fair trade off for his multi down potential.
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@Mikeasaurus said:
Of course they do. Those 3k BP (or 1K if they don't use one themselves) are so OP to them! Screw the rest, they gotta get themselves those 1K BP! Seriously though, it is getting out of hand now. I don't know why Killers are so desperate with these hooks. I main killer and if I see one, I'll hook them, but I could care less for the bonus honestly.
It's getting irritating because I am literally only burning them to help the other players get more points. A cake would serve me far more.
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@YaiPa said:
https://forum.deadbydaylight.com/en/discussion/comment/805194#Comment_805194
At end game if two of you can cleanse to go after an unhook it may be safer.
I believe they mean so they aren't one hit downed by the most likely camping killer.
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@ASAPTurtle said:
Hope is fine. If people start making it meta, "counters" to it would become more common like NOED and do we want that?
Noed is already pretty common. I doubt it would see much of a spike.
@WickedMilk03 said:
https://forum.deadbydaylight.com/en/discussion/comment/804979#Comment_804979
Like Fire Up but for survivors. Interesting. I dont know how much this would affect meta but it should be tested. Cool idea
Thanks. I think it would be very interesting to try. My only concern is it could make looping a bigger issue. Of course that's what testing is for.
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If I was reworking hope I'd have it activate after the first gen is complete. And scale up with each completed gen. After the first gen is complete you would get a 3% speed boost. Then 4 and 5 and so on. That way you'd always be getting use out of it. And it would fit more with the perks name. Your hope of escape building with each completed gen.
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@Alphaphalt said:
https://forum.deadbydaylight.com/en/discussion/comment/804784#Comment_804784
https://forum.deadbydaylight.com/en/discussion/comment/804785#Comment_804785
Holy you realise kicking gens does basically nothing, that's not how you pressure gens hahahahahaha. You said yourself that you waited for the hook to respawn, so your bias is coming through clearly with "oh no survivors can COMPLETELY deny us poor killers our event BP."
Pop disagrees.
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@Alphaphalt said:
Give me a good reason why they shouldn't be sabotageable except for "MUH EVENT HOOK".
Because it's how they get their points. It wouldn't be fair if the killer could take the survivors event gens out.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/803893#Comment_803893
All of the perks that counter Spirit work great against all killers.
They're effective against other killers. But not mandatory. If you're trying to counter Spirit. Iron Will is mandatory.
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/803924#Comment_803924
It depends on what your perspective is.
It can be said that all healing perks counter each other, all gen perks counter each other.
Fair enough.
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/803893#Comment_803893
This is true.
This also means the killer has to deal with 16 perks. Not 4.
However the killer is also forced to do their job through those 16 perks with only 4 perks available. Those 4 killer perks HAVE to be able to have the same value against all survivors.
Killer perks aren't meant to counter survivor perks. They're meant to allow a certain play style/build or to cover your weaknesses as a killer. If for example I'm weak in chases as a killer. I'm going to bring perks that help to cover that weakness. Same if I need setup time. I'll bring ruin. Maybe corrupt intervention as well.
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@DonnieTheZombie said:
https://forum.deadbydaylight.com/en/discussion/comment/803885#Comment_803885
Always has been? Even when you're solo you have to work together.
Unless youre the guy that just sit in a locker the whole game i couldn't imagine how you wouldnt see this as a team game.
Who unhooks you? Your teammates. Who flashlight saves you? Your teammates. Whos supposed to do gens while you're distractimg/in chase with killer? Your team...? Its 100% a team based game. Its a 4v1 not a 1+1+1+1V1 . If everyone one played not realizing its a team it'd be as awful as rank 20 games go
If it were a team game you'd win or loss together. You can't win without the others help. But you certainly can be the only one who does win.
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@SpaceCoconut said:
Like many other issues in this vein, the issue doesn't stem from the power of the killer, but from the strategy of the survivor.
YOU don't think there's no counterplay, but that's just because you don't have a good strategy against her.
Spirit is my 2nd main and at high ranks I'm often outplayed by good survivors. They have strategies that work against the spirit that you simply haven't thought of or refuse to utilize.
If you have a hard time winning a mindgame at a loop, maybe you should abandon the loop in a way that forces the spirit to phase or run.
Utilize perks that make avoiding her easier as well as perks that make it easier to throw her in the wrong direction because you're invisible when she phases.
There are things you can do. Perhaps you're not skilled enough yet, but with practice you can beat a spirit.
If you're worried about losing perks just to take care of one issue, welcome to the killer reality.
keys - franklins
rush - ruin
pallet loops - specific killers - spirit fury - enduring
jungle gyms - bamboozle
those are the ones that come to me first.
If survivors develop skill they won't need killers to be nerfed to stand a chance.
If killers continue to be nerfed, killer players will get better and adapt while your skill level remains stagnant and you beg for more nerfs later.
Just wait until the worse killers are balanced towards the middle. You'll find yourself at a skill based disadvantage regardless of the killer you face.
The problem with your argument about perks is the killer ones work against all survivors. By which I mean Bamboozle will give the same value against every survivor. Running two or three perks to counter one killer is not the same thing.
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In what way?
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I thought it was basically representing her tenacity. Game play wise. Yeah it doesn't make sense really. Of course if you want to go that route. Why would the survivors be unable to fight back? I mean hell, the lockers are full of hatchets when facing huntress.
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The only tunneling that is cheap. At least in my opinion is tunneling someone off the hook. I always go for the rescuer. If all I can find is the injured person I'll slug them. Assuming it's been a reasonable amount of time then I'll hook them.
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@Blueberry said:
They need to be buffing weaker killers instead of nerfing the stronger ones. Their priorities are off. Spirit is one of the most balanced killers in the game and is where they should be aiming to get the rest the killers up to, not bringing her down.
I agree the need to buff weaker killers. Spirit is a more open question. I do feel a few small adjustments would be in order. And I do mean small. I don't particularly like her. But she is an interesting and unique killer. I'd hate for them to gut her.
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This is the most ridiculous concern/thread I've read in a while. I needed those laughs. Thank you all.
@Lost_in_the_Fog said:
https://forum.deadbydaylight.com/en/discussion/comment/803438#Comment_803438
His new hidden power. . . Sexy Within.
But what happens when he hits tier 3?
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Oh ffs. I haven't even gotten to try the update yet.
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@Rin_is_my_waifu said:
https://forum.deadbydaylight.com/en/discussion/comment/803229#Comment_803229
The last update made her footsteps louder and you can hear her phasing even in the terror radious. What else do you want?
I haven't asked for anything. I also haven't gotten to play since the last update. Those may well prove to be more than enough. Assuming they aren't bugs.
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@Rin_is_my_waifu said:
No, let's nerf her cause sHe HaS no COunTers AnD I CaNt bULlY aNd LoOp hEr fOR FiVe GeNs
Ffs. The op very specifically said they don't want a hard nerf. Just a minor tweak to add a little better counter play. And you are still bitching.
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@Peanits said:
I think from the first couple replies in this thread alone, you can see that it's a mixed reaction. Everyone is going to have a different take on different changes, and while we try to make everyone happy as much as possible, sometimes there going to be a change you disagree with. It's not a personal attack on you, we aren't doing it to disrespect you.
Regarding the instaheals changes, this is an example of not just balancing based on popular demand. While there weren't loads of threads about it, we could see experienced players using them just as effectively as before. Rather than instantly healing, you would just vault a window, use the syringe, then continue looping as normal. It had the same end result, lasting 8 seconds was not hard.
I have disagree about the insta heals. The primary use that seemed to upset the killer community was taken away with the passive heal. The main problem with the insta heals was somebody with a needle canceling the chase that the killer just won. I get you guys can't make everyone happy. But it feels like BHVR goes all or nothing when nerfing things.
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I'll always try the save if I think I can get them out. Even of it means my death.
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Damn that's rough.
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@ProfessorDunwich said:
https://forum.deadbydaylight.com/en/discussion/comment/801226#Comment_801226
How you do is significantly dependent on your teammates. You get points for doing gens. If you teammates go down immediately and do not keep the killer occupied you are not going to make much progress. You get points for altruism. If your teammates suicide on the hook or immediately get downed after being unhooked you are going to be limited in saves and healing points. You get points from running from the killer. If they have no reason to give up on chasing you, it does not matter how good you are. And of course, surviving. Survivors getting hooked is part of the game. If you are not unhooked it's game over.
If you had no teammates, you might get a gen done and lead the killer on a nice long chase. That is it and you will depip or safety pip at best.
I didn't say you don't need them. That's why I said they're basically canon fodder for your win. Your team piping or not has no effect on if you pip. That's why I say it's more a coop game then team.
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Wraith does well at lower ranks because new survivors are very reliant on the terror radius. He doesn't do nearly as well at higher ranks.
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@Entity_Burger said:
https://forum.deadbydaylight.com/en/discussion/comment/801245#Comment_801245
Fair enough, and the EGC timer can slow while the trap is on the Survivor's head, like when a Survivor is downed/hooked.
The Pig needs SOMETHING. She has 0 end game power as she is and very weak map pressure because her traps are niche and limited.
Agreed. She's my main. So I'm biased in her favor.
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@Entity_Burger said:
https://forum.deadbydaylight.com/en/discussion/comment/801057#Comment_801057
https://forum.deadbydaylight.com/en/discussion/comment/801064#Comment_801064
Ahh, the ol' 'I'm fine, so who cares about anyone else?' comments.
Since you 2 are fine, clearly no fixing needs be done. People just need to get on your level. Damn!
Stop all discussion on balance! These two people are fine playing the game! 20/10! Perfectly fine for these two people! Absolutely no one else matters!
I mean, this is the balance every PvP game strives for; being fine for these two people. BHVR has done it! Congrats, BHVR!
I don't think they were saying that alot of killers don't need attention. They're saying you might just not have the skill to play those killers at the higher ranks. I don't say that to be mean. I'm a terrible killer. I agree with you that lower tier killers need help. I just don't think they're as unplayable as you make them out to be.
As a side note, Pigs traps should definitely not auto arm for egc. The timers too short for that to be remotely fair.
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@CaptainCastle said:
https://forum.deadbydaylight.com/en/discussion/comment/800788#Comment_800788
Very little in this game follows rules of logic friend.
Yes. The math the devs use has baffled me for some time.
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@ProfessorDunwich said:
https://forum.deadbydaylight.com/en/discussion/comment/801009#Comment_801009
Top definitions from Dictionary.com.
1) a number of persons forming one of the sides in a game or contest
2) a number of persons associated in some joint action
The 4 survivors in a game fit both of those. DBD is a team game for survivors, no question. If BHVR did more to increase communication between solo survivors, I think it would be more obvious.
It's a team in the same way wrestling is a team sport. Yes, you can have a team win. But your individual win will be what you focus on. In the end it doesn't matter how your team does. It only matters how you do. The rest of the survivors are canon fodder for your win.
I should note I don't actually play in a manner treating them as such. But your win doesn't require them to also win.
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@TheRockstarKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/800996#Comment_800996
Yes they were. And now if you have the non-teachable perk Spine Chill your perk will counter his stealth for you.
It's a significant nerf to a character and one of his builds that was already hard countered by knowing how to loop and being observant/having headphones.
My point is at worst it made in already easy to counter build a little bit easier. In other words it was a bad build to begin with.
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@ProfessorDunwich said:
https://forum.deadbydaylight.com/en/discussion/comment/800872#Comment_800872
I'm not sure what planet you are on. Survivors absolutely need each other to succeed. Not even sure why I am explaining something so obvious.
They need each other to succeed. But he's technically right. It's not a team game. Unless you que with a friend. It's four people working toward a common objective. If it were a team game all the survivors interests would align. But we all know that's not the case.
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@TheRockstarKnight said:
I love Michael, but why would I?
Ghostface is easier and more fun.
With Michael's unique undetectable Scratched Mirror build being dead and all his other builds having a severe disadvantage if he tries to Tier 2 on someone with Spine Chill why would I play him over Ghostface? As Ghostface I move faster, can always just smack someone if they turn out to have Spine Chill, and I keep my sneakiness the whole game.
He's better than Michael in every way possible now at being the spooky instadown Killer.
If I need my Michael Myers fix I'll just watch Halloween.
Scratched Mirror is not dead. Everyone is being so dramatic about this change. His footsteps and breathing were as about as stealthy as a bull in a China shop.
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Stalk out of ew1? It's not that hard. Besides if the survivor is wearing headphones you'll never grab them anyway.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/800744#Comment_800744
Not only that, but the Devs said it was intended during a Q&A a year before saying it was a bug!
That doesn't mean making it a healing action makes sense.
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@malloymk said:
https://forum.deadbydaylight.com/en/discussion/comment/798336#Comment_798336
With the amount of pallets and loops and with how fast gens get done, is it really high risk?
Since you have no idea what the killers skill level will I'd say yes.
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@ProfessorDunwich said:
https://forum.deadbydaylight.com/en/discussion/comment/800199#Comment_800199
If Spine Chill lights up consistently you know to get off the gen. Many gen grabs are done from coming around a corner, something "paying attention" does little to help with.
They did something similar to Doctor, when they made Snapping Out of It no longer visible with Nurse's Calling. They took a weak killer and made him even worse in the name of "consistency."
Snapping out triggering Nurse's would make no sense. It's not a healing action.