rororoxor
rororoxor
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@jesterkind said:
To play devil's advocate, couldn't you argue that knowing the killer is within X metres of the hook isn't actually all that much information if they're not camping?
If the killer's Undetectable, you only have a radius where they're moving, you don't know what side of the hook they're on or what direction they're moving in. If it's a multi-floor map you won't know which floor they're on, either.
With that in mind, I think it's worth examining if this really will hurt stealth killers.
Good point, it's the combined info the hooked surv gives along with the global anticamp info, along with messing up intercepting hook saves
-Hooked surv calls out initial post-hook killer movement, killer makes rotations and eventually returns and moves past the hook. Survs on the opposite side of the initial callout now know killer is likely headed straight for them even if the hooked surv doesnt see the killer directly (very prominent on maps like Azarov's)
-killer sees a surv heading for a rescue in the distance and moves to cut them off (both players coming from opposite sides). Killer enters anti-camp proximity, rescuer sees this and backs off
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@AmpersandUnderscore said:
There's already a grace period after hiking if I think 7 seconds where the meter will not move even if the killer is nearby.
It's specifically to give the killer time to walk away from the hook.
not referring to the time needed to get away after hooking, but rather the instances where you have to cross the hook to target survs on the other side of the map. Being able to maintain ambiguity and target multiple survivors, and cut survivors off is a stealth killer's main strength and anticamp hurts that significantly-they become way more restricted in where they can and can't go.
This change doesn't hurt the survivors whatsoever, the anticamp meter is still there and functions the same, and still will reveal facecampers/proxy campers
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the biggest think he needs is basekit exhaustion upon marking, hes actually largely ok but he requires VDR if not running mindbreaker.
A small bit of haste (5%) basekit when stealthed could be pretty good
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I'm gonna be in the minority here but I love the overall increased clutter on the maps...as ghostface. As someone with over 8k hrs (most of them on GF) some maps geuinely feel very good rn, the reason is that some gens that used to be unapproachable aren't now, because of the increased clutter. Some maps like blood lodge and rotten fields genuinely felt awful before the update. It's especially good if you don't like to chase as ghostface (going for silent downs).
Personally I'd prefer if the loops stayed (doesn't feel too bad for me on other killers) but if you must remove them at least keep the bare loops (without the pallets), preferably make them a little taller (using maze tile assets rather than very short walls).
TLDR: keep the tall clutter, its ok if you decide to remove pallets though
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@tensa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907726#Comment_3907726
Where is this energy for literally anything else in the game? why doesnt it matter thati only hit consistently because im a talented player or have practiced and missed a ton to get there? for what reason should the things that i enjoy about the game not matter please enlighten me. How is it not also relevant that hardly anyone can reliably hit locker saves? this change doesnt even intentionally target lockers and doesnt even patch them out, it just makes them harder as a biproduct of a unrelated change. Which only even affects killers with good ping and high sensitivity, and even if it did why is gutting it as a whole interaction the only thing we are offered when it has an entire community. At least address the whole post, its more than just lockers, its more than just angles or wall saves. This response is just so dismissive.
Hitting consistently here is bad because the killer has no real counterplay, especially vs perks like background player
Also this is the same player who made similar posts regarding locker flashlight saves when they were removed, the saves are funny to land but theyre not healthy for the game
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No
At the end of the day it doesnt matter how difficult it is if a surv can hit it consistently, it doesnt matter how rare these players are,, and it doesnt change the fact that any 2 man can hump a locker and force a blind save. Going for "someone else" isnt a viable option here because 1. youll get called out 2. they could be running the same thing.
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@vBlossom_ said:
No, base gen time was increased to 90 seconds, gen tapping is no more, base gen kick (even with pop) takes -5%.
They already compensated for these by limiting the number of times a gen could be regressed though
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Yep its a buff, 150% is not much of a reduction at all. Suppose killer has a down at a pallet, without BGP a survivor has to be within 12m for a save. Manageable right? +150% allows a rescuer to be within 30m of the pallet, so unless youre playing nurse/blight/spirit its still an uncounterable save.
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@Yoshirama said:
So you want to make a failure mechanic even bad so killers can camp without problem.
ok
The anticamp part is unchanged; I just want to remove the free info part as I explained why crossing the hook may be unavoidable in some scenarios.
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@bruhbba101 said:
Noticed this as well, wondered what felt different. Surprised how this issue keeps persisting.
Did this happen to you as well? Feel free to post other instances as well, more info for the devs
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@BlightedDolphin said:
All I want is for leaning to not be such a pain to activate. It's annoying going to lean on something but for some reason the prompt doesn't appear.
Otherwise I'm fine with Ghostface.
This as well, not sure how they'd address it though
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@Azulra said:
To me, personally, the DC penalty system is just an outdated feature that is basically doing more harm than it is good now. The DC bots are very strong(especially with their wallhacks and being programmed to be as effective as the possibly can be) where they only have a relatively small handful of problems such as Tricksters with shattering blades being able to exploit a bot's coding of trying to blind him while he's aiming his power which slows them down while he just keeps throwing at their feet.
The DC penalty system was mainly added in due to how bad a DC was back then since you'd just be left with no teammate which matters greatly in DBD. However though with the fact that DCing now leaves the team with a DC bot that is decently good and efficient with loops while also being improved upon over time means that the DC penalty is pointless to have now since a DC isn't gonna completely destroy your team's chances anymore. Keeping the penalty in at this point is only encouraging players to kill themselves on hook because no one wants to be in a match that they aren't having fun in and they don't want to be penalized for DCing since the penalty is basically the same thing as just staying in the match and going AFK instead of playing(basically meaning that we are currently stuck with the same issue we had in the past because of this very feature).
Currently the DC penalty doesn't have a respectable place in DBD anymore and should just be removed entirely. Killers are on a team by themselves so they don't have to be penalized for "leaving teammates" to even begin with and survivors are given bots on DCs so there shouldn't be a penalty for them either.
Bots still arent that great though, they can't make plays with any amount of risk and bot logic can be cheesed by a good killer, its honestly just a silver lining. Killing oneself on hook though doesnt even allow that and really does just screw over the team
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@Rudjohns said:
I rather these people to just leave the game and the match is forced to end fast, than they remain in the game and not actually trying, giving me the false hope of a good match
But this is becoming normalized to the point where most of my matches end up like this, what's the point of "going next" when itll be the same result each time?
And what would happen if someone stayed in the game without actually doing anything? Being AFK could be made reportable, as could intentionally helping the killer; otherwise I don't see this actually being an issue.
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Great post, I think an improvement on og sadako would be to make the tape placement tv more consistent, like the furthest one on the map from where they removed a tape, would help especially on smaller maps where the highlighted tv was hard to identify
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same
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This is incorrect, the animation change was added in the nic cage update; ghostface never lowered his knife when stalking. Now he does for some reason.
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I would like to add that GF visibility is still more than what it used to be so it's an overall unwarranted nerf to GF.
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Same for ghostface; he also had some FOV issues and unplayable bugs since Nic Cage, devs just arent prioritizing this
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Just reminding of this issue, the look-down while wiping seems to be fixed but everything else remains. Haven't been able to play ghostface for nearly a month, currently unplayable at high MMR.
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@RpTheHotrod said:
P100 Ghostface main. I'm also having such issues. Once I lean, the survivors are already evacuating the area about a second before I can see them. When I watch their stream afterwards, I was clearly visible to them from the corner before I was able to even see them.
ALSO, we also still have the same issue as usual where survivors can reveal us through walls and even when looking in the opposite direction of us. I do have footage proof of this, btw. Bear in mind, this is NOT footage of the leaning causing us to be seen by the survivors before we can see them.
There's a bit of nuance to gf revealing since the rework; survs can reveal gf from anywhere on the screen within about 8m; gf can also stalk anywhere on the screen within that range. Obvs this doesn't apply to all your cases but something to keep in mind.
The lean issue has to do with a camera bug brought in by the nic cage update, check my profile for the full analysis
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505045#Comment_3505045
It's frustrating to be revealed constantly. I don't know what I'm doing wrong there either.
If you're getting revealed there's probably a major issue with your pathing; you dont want to get seen at all, much less revealed. You need to only path between large objects like maze tiles depending on where the gens are. Early on you want to safely 'clear' sections of the map of survs so you dont accidentally bump into them. Might be worth looking at a map scheme and learning where the big tiles/main building/shack are located.
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7.5k hr ghostie main here, yes he's mechanically easy to pick up and play but is top 3 killer skill ceilings imo. At the top level you need to have a mental layout of all the gens (how they're oriented and their quality-how easily you can sneak up and how easily you can stalk) so you can remember exactly how to stalk them later if you're able to. Some gens are even situated to protect other gens, so you need to account for this as well.
Requires constant tracking of all survivors through deduction (I run disc and rancor) and you need some finesse that you only really get from experience to quietly intercept people going for hook saves without anyone seeing you (swf potential). Honestly more clever tracking than info-based killers like Skull Merchant.
Most importantly, all of this is used for planning who exactly to go for and knowing how to get people to move where you want them to (for example, forcing a zero-hook person to go save and leaving a dead on hook person in danger).
At high survivor levels, people set up gen lookouts (protecting their teammates on vulnerable gens) so you need to anticipate that using discordance to account for unaccounted survivors and approach the gens accordingly, or something else).
While it may seem like this is what makes GF low tier, ALL of this is playable.
TLDR: ghostie is very hard.
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That's intentional just didnt update the in game description for some reason. Stealth killers had no counterplay against old version of the perk though I think it could use a massive action speed buff
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@Kenpo_Kid69 said:
What's the counter to Whispers? What's the counter to visual terror radius that any survivor can use? Plenty of things in the game that have no counters or no practical counters anyway.
Why rework a perk so that its literally useless for survivors? That also does not make sense and the patch notes and current perk description clearly show that the changes made were not intended. Keep in mind Coffee, even with the whispers, even with the visual terror radius as well, most streamers like Otz or Hens will tell you that Spine Chill is still not a great perk. Its a nice security blanket for survivors but without the vault bonus most of your really good players are not going to run it. Its hardly meta, in fact its not even banned in comp play to my knowledge and yet no one runs it. Hardly a canidate to nerf it into the ground as this patch has done. By mistake IMO, because two of the abilities are being confused as being the same, when they are completely different from one another.
While I agree spine chill should be buffed, it shouldn't be a free warning against stealth killers. Imo it should be buffed massively in terms of the numbers while keeping the line of sight theme. Something like, 200% action speed when in killer's line of sight.
For the record, Spine Chill/Premonition IS banned against stealth killer sets in DBD league, its actually really strong in swf. One person can station somewhere on the map and constantly feed their team info. It's like old object minus the aura reading but just as strong.
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@MeyersEnthusiast said:
Yeah, I tried using it on a stealth build to know if the killer is nearby, which it's supposed to help with, but it just doesn't light up in the 36 meter range like the perk says it's supposed to. And if it's somehow supposed to not light up, then the devs have made spine chill completely worthless.
After the update it should only light up when the killer is within LoS, previous spine chill was pretty unfair for stealth killers as a survivor with the perk can just run to a pallet anytime the perk icon lights up, with no room for counterplay from the killer. I think it could use a buff elsewhere though
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I agree it could be better but in its old state it was too strong against stealth killers especially in teams, people using the perk could just run to a pallet and force the killer into a disadvantageous m1 chase
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Yeah I think leaning in general is bugged this patch, your body also sticks out far more than it normally should
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@Iron_Cutlass said:
Ace In The Hole only applies to Items found in Chests, it says in the description.
nah, thats just for finding addons within chests. Also you can take someone elses item and keep their addons with the perk.
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@dyce99 said:
I'm experiencing this same thing. Decided to do some casual testing in a custom match and the perk only ever seems to activate if the killer is looking directly at you. Despite what it says in the description, the perk will only give you a visual notification if the killer is looking right at you.
In my test games, the killer could be standing on the other side of the wall less than 3 meters away and the perk wouldn't notify me until the killer walked around the wall and looked directly at me.
Yes that's intended now, the perk will only activate when killer is looking at you in LoS now that they removed the TR indicator
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Seconded, please treat like current MFT
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@Peanits said:
I can chime in here.
Being afraid has nothing to do with it, it's more to do with time management and priorities. Large scale Killer reworks require a huge amount of time between designers, programmers, and QA. In order to do these types of large Killer reworks, we need to sacrifice on other things such as new features, perk balancing, etc. In a perfect world where we could squeeze as much as we want into a single update, these sorts of reworks would probably be more common, but sadly that is just not possible. Everything comes with a tradeoff.
As for why these sorts of reworks aren't the highest priority, this is where it gets a bit more complex. First off, we're at the point where there are 32 Killers in the game and counting. Even assuming that each Killer is played exactly equally, this would mean that each Killer is only seen in a little over 3% of all matches. Spending a significant amount of time on an update that only affects ~3% of matches is harder to justify when it means sacrificing new highly requested features or a bunch of perk updates which could impact all matches.
Beyond that, there is only so much we can do to make a Killer appealing to everyone. Different Killers focus on different playstyles. Some may be focused on setting traps, others on keeping Survivors busy, some on chases, and so on. These different playstyles can help fill different niches. A newer player who's having a hard time finding Survivors might be drawn to The Doctor, for example. Naturally, certain playstyles become more successful in high end matches and others fall out of favour. Experienced Survivors, for example, are less likely to stumble into a trap because they know what to look out for and can predict where the Killer may have placed them. Each power also has a different skill ceiling, so while some allow you to continue improving almost endlessly, others have an upper limit by virtue of their design.
Making each Killer equally strong at the highest skill levels is not the goal. Dead by Daylight is for everyone, not just the few at the very top. Often times these Killers are already doing pretty well in the vast majority of matches even if they fall out of favour in higher end matches. In these cases, buffing these Killers to the point where they are competitive in a high end match would cause them to be far too strong in the majority of matches. This is a net-negative change. While yes, it may be better for you, it makes things worse for the majority of players. Everyone's experience matters, not just those with more skill. In reality, it is not possible for every Killer to be equally viable at all skill levels.
Something else that we need to consider are the players who already enjoy these Killers the way they are. Legion is a perfect example of this. There's no shortage of suggestions to rework The Legion's power to make them stronger. Yet in spite of this, The Legion is consistently one of the most played Killers. While they might not be the strongest in high end matches, there is still a large crowd who enjoy them as is. That raises the question, is it worth reworking a Killer that many people already love to play just to make the people who don't play them happy?
The Trapper is also a special case. He's the poster boy, front and center on all the artwork. He's the Killer you'll face and play as during the tutorials, and he's unlocked by default. This is all very intentional; new players are naturally going to gravitate towards him. His power is very simple and easy to understand, and it tends to be fairly balanced in matches between newer players. He serves a special role of being a stepping stone toward learning the game. Because of this, his power is intentionally kept as simple and intuitive as possible (pick up a trap, set a trap), and he is intended to be fairly balanced in these sorts of games.
All this said, that doesn't mean we'll completely ignore these Killers. We do make smaller balance changes on a regular basis, and larger reworks are still planned to release from time to time. But we do need to keep everyone in mind when making these decisions and consider the role they currently fill in the game, as well as whether or not our time would be better spent on balance changes that could affect all players rather than a select few matches. It would be a different story if there were only a handful of Killers to choose from, but the roster is fairly big at this point. The goal isn't so much to make every last one of them perfect for everyone, but to make sure that there's at last few options that appeal to everyone, regardless of how they play.
It's entirely possible to significantly buff killers and raise skill ceilings without making them oppressive at lower ranks, you can give them a more complex strategy required to win at high levels while making them simple to understand, something every professional game dev needs to know how to do.
The 3% figure is also misleading, sure you can assume 3% of the killer base plays that killer but every survivor they face encounters the issues that the killer brings. If you have a very unfun killer (like Skull Merchant according to most), you'll see very widespread complaints even if its just that one killer out of 30+.
Trapper being the poster boy doesn't warrant making him weak, again, killers can be designed to be simple to new players, and produce average results, yet still have an extremely high skill ceiling. A good example is Ghostface; as a 7k+ hour ghostface main, I can say his power is pretty straightforward mechanically speaking, but there's a ton of depth to doing well; you can theoretically beat any team through sheer foresight and cunning despite most of the community seeing him as a below average killer. You'd need a solid understanding of game theory (which will also separate the experienced players from the newer ones) to implement such a killer but it's your designers' job to understand how this works.
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I'm having the same issue since the anni event, have you fixed it? Im on pc with an rtx 2060
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@Zeidoktor said:
Questions for clarification:
In its current form Spine Chill lights up when s Killer is in range of a Survivor, a la Whispers, correct? I know the cooldown indicator moves based on Terror Radius but this is specific to stealth killers so I'm not worrying about that.
How do SWF teams use this beyond calling out killers' location?
Is it powerful despite, or because, it's less precise than before (since its previous form it lit up only when Killer looked on your direction)?
Well, it is mainly for calling out killers location, which forces them to be regular m1 killers. Against high level teams you just cant win chases as an m1 killer with none/insignificant chase powers. You'd probably think that killers can still catch a person off guard who might not be with the spine chill user, but the perk user can claim a large amount of map space for the survivors by doing a gen near the middle while protecting the others who would do other gens behind them. Or they can stack on gens (which is not unviable btw) early on and get at least a couple done before you can down anyone, which in most cases results in a loss for the killer.
I'd say its more powerful than before; 36m is significant but still small enough to reliably indicate whether a killer is close.
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@Annso_x said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425834#Comment_3425834
I personnally disagree about needing every perk and item to affect every killer equally, I think it makes things more interesting strategy wise to have things such as Spine Chill. However I'm aware this isn't a popular opinion and that even BHVR disagrees, which is why I agree Spine Chill's rework was backwards. If they thought it was unfair to stealth killers they shouldn't have reworked it to be only useful against them. They could have literally changed it from an info perk to a vault perk by only keeping and expanding on the vault effect it used to have and it would have been better tbh.
You're right, it's not that problematic to have some perks counter some characters more than others, but its that SC and the like can create a guaranteed loss situation for stealth killers applying some of the things I mentioned.
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@Annso_x said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425834#Comment_3425834
I personnally disagree about needing every perk and item to affect every killer equally, I think it makes things more interesting strategy wise to have things such as Spine Chill. However I'm aware this isn't a popular opinion and that even BHVR disagrees, which is why I agree Spine Chill's rework was backwards. If they thought it was unfair to stealth killers they shouldn't have reworked it to be only useful against them. They could have literally changed it from an info perk to a vault perk by only keeping and expanding on the vault effect it used to have and it would have been better tbh.
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@Annso_x said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425806#Comment_3425806
And survivors won't know if they're going against a stealth killer, therefore risking a useless perk if they bring Spine Chill. Just like killers can risk bringing a useless perk with shattered hope if they really hate boons. Just like survivors can bring medkits without knowing they're going against Plague, or Hillbilly and Blight risk going on an indoor map... Everything has its counter, risk & reward and all that.
Spine chill was clearly designed to help against stealth killers, with the idea of having an advantage over them if you dislike them to the point of risking bringing a useless perk. Spine Chill also used to have other advantages (I used to play it for the vault speed), but now it's really just a anti-stealth perk (and again it's really not that good at that anymore), which is fine in my book.
I don't know why BHVR suddenly decided an anti-stealth killer perk was unfair to stealth killers, but it's no surprise that even after nerfing it to the ground instead of giving it a proper rework it still serves the same purpose (albeit in a much weaker manner). I personnally believe Spine Chill was a fine perk and didn't need a rework, but now it's literally just a way worse version of the same perk so saying it's stronger than before just sounds wrong to me.
However, even if I disagree with you reasoning I absolutely agree Spine Chill should be completely reworked. I still think the original Spine Chill was good, but considering BHVR nerfed it bc it was unfair to stealth killers they should have made a completely different perk instead of just making it bad enough that it doesn't feel unfair anymore.
(Also the accessibility settings have nothing to do with this, and i've never seen or heard of any skilled team or single player using the new spine chill, when they can literally just look around them.)
But that's just bad game design, perks shouldnt be so biased towards a group of killers. I'm not saying there shouldn't be perks to help with this but not to the degree that Spine Chill does, being a constant beacon of information.
The nerf you mentioned? It was a buff to the perk; stealth killers have far less counterplay.
One of the comp teams I scrim against as wraith has a dedicated spine chill user that sits closer to the middle of the map and is able to defend all the survivors on their half of the map, you'd be surprised at how effective it can be in a group.
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@Gandor said:
Are we going to ask to also nerf iron will, because it's exceptionally good against spirit but bad for everyone else? Nah. Spine chill is useless for everyone but stealth hit&run killers. Let the perk have some niche value. It's not like survivors should get refund in healing perks if they face plague. That would also be stupid...
Good spirits can still catch players with iron will, and dont forget the perk WAS nerfed. Whereas good survivors with spine chill will still have the advantage over a good stealth killer player. You're also forgetting that survivors can heal themselves against plague anyway, she doesn't hard counter healing like what spine chill does to stealth killers.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425801#Comment_3425801
Spine chill does make playing against stealth killers rather easy. In this particular case now the visual terror radius is in I think Spine Chill having a CD akin to Premonition would help (though I think it does?). But if Spine Chill got changed to not reveal stealth killers, everyone who uses it would move over to premonition, they are both designed to help deal with stealth.
That's true; I think both perks need a rework in this aspect. For instance, premonition could be adapted into a mindgame counter by reducing the range significantly and the cooldown a bit.
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@MarylinMonhoe said:
It's part of the game that nearly everything has its counter. I wouldn't say that Spine chill is a hard counter, because all stealth killers actually make noise.
Excuse me for not having 7k hours but I humbly can say this perk is not really a trouble. I get much more destroy as a killer against swf than with this perk.
It's true that all stealth killers make noise but the range is very small (<8m) and usually just helps players not get grabbed. This is a huge difference from the 36m range that lets survs hold W to any safe area on the map.
I believe you being able to kill swfs with the perk, but again, the logic is all still there. Spine chill still allows all the aformentioned plays regardless of whether or not the survivors choose to apply them. I've seen it quite a bit personally.
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@Annso_x said:
Even if spine chill was actually this good (it's clearly not btw), what's wrong with survivors who waste a perk slot on it getting some value against about 6 killers out of 31, considering the perk is utterly useless against the rest of them?
The issue is that the killer won't know if anyone's running the perk beforehand, aside from that just being bad game design. Why not make it more effective against all types of killers and not have it hard counter a particular subset? Especially since accessibility options like the TR indicator is already in the game.
The perk allows all that I mentioned above. A survivor in a skilled team can use it to deny downs pretty effectively.
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@MarylinMonhoe said:
I barely see any Spin chill users since the nerf (and I was a faithful user with iron will). This perk is usually used by new players who are really bad at the game, so Spine chill is barely a threat to an above average killer, stealth ones included.
People using it usually make a mistake which causes them to get revealed by the killer who can chases them.
So, no Spine chill isn't too strong, or you just need to get better and I say that in a very respectful manner. We were all learning the game at some point and that still goes on.
If you want to discuss experience rather than the actual logic behind why the perk is unfun to go against, I have 7k hours in the game and my Ghostface guide is on Otzdarva's FAQ. I scrim comp teams pretty often these days and a single spine chill can be pretty bad for you for the reasons i mentioned.
Let's just stick to the logic. It doesn't matter how many people are running it, especially because it doesnt help much against TR killers, which is why I suggested it needs a full rework than to just be a stealth killer hard counter.
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yes please
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@AyyLmao said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379806#Comment_3379806
It's not strange hun. You're just in denial.
So you just don't like the billy community, doesn't change the fact that curvebilly is fair and has depth and skill, and should be encouraged.
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I have 7k hours split in both killer and surv and have never felt billy was gamebreaking in any way. His addons didnt need a nerf at all, in fact they're one of the few remaining remnants of high speed, high interaction gameplay.
PTB patch pretty disappointing overall, with this and basekit healing changes (didnt need changing apart from maybe medkits). No word on spine chill hard countering stealth killers like GF either, now that the TR changes have finally been implemented.
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@tippy2k2 said:
Then...what would the perk even do? Lighting up to say "OI! The killer is in your area and is coming to stab you in the butt" is the entire point of the perks existence...
It could be made more fair, like what OP is suggesting. Look at it from the other side, where as killer you're forced to M1 chase with no power because someone with a perk completely shut you down.
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Hard agree, it's bad design to have a perk completely shut down a class of killers and have little effects on everyone else. At least give it some meaningful counterplay.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334196#Comment_3334196
They actually mentioned this in their Roadmap Additions:
Visual Terror Radius
This past year, we’ve been working hard to make Dead by Daylight more accessible to a wider audience. For those who are deaf or hard of hearing, the terror radius can be difficult or even impossible to keep track of despite being a crucial part of the game.
To remedy this, we’ll be introducing new accessibility options which, when enabled, will provide a visual representation of terror radius.
See, seems like there they are referring to the terror radius indicator, which is the clock-like UI on the perk icon. It doesn't seem to be related to the 36m activation of the perk, which is independent of TR.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334183#Comment_3334183
As you were told, the current effect is a placeholder until BHVR have implemented their version for people who have hearing issues.
So I think "too unfairly" and "heavily in the survivors favor" is not really fair if the effect you are complaining about is in the game due to accessibility.
True, but the devs have been vague on this subject and have backtracked on their claims multiple times (like changing Blight's hug-tech). I was hoping to address this before any future changes were made.
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@Rudjohns said:
"hurt stealth killers"
Thats the point of Spine Chill, literally the only perk that can counter them
I didn't say I didnt want counterplay, I added a potential fix which makes it fair. Current Spine Chill, however, does it too unfairly and heavily in the survivor's favor.
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@LordSturm said:
They... nerfed spine chill, you realize that, right?
It was specifically made worse so it didn't counter stealth killers as hard.
Before, you didn't have terror radius, the killer (who is stealthed) looks at your gen from far away, and you simply know he's coming to you and you get gone long before he's there.
Now, the killer has to actually SEE you before it activates. By that point he's often already, y'know, hitting you.
The visual terror radius you're talking about only works if there IS a terror radius to visualize. It does nothing against a stealthed killer.
It'd be fine if that were the case, but thats not how the perk works. It will light up anytime the killer is within 36m, whether or not they're in LoS and disregarding TR.