Toxicboii
Toxicboii
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Comments
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@jesterkind said:
I don't think this is a completely off the mark idea, but I do feel it loses something of the spirit of the perk. David's a rugged and tough individual, the idea that he'd willingly forgo healing entirely to push forward does make sense for him.
Rather, I'd like to see it just improved. Increase the hidden grunts to 100%, and make it so you start healthy + the killer can't see your Broken status. That way you'd get more full use out of its effects because the killer would need to be paying attention to know you're not healing, you're not dropping blood, and you're picking yourself up.
This change would also lose something, that being it being a hard-mode "start the trial injured" perk, but no change that improves this perk wouldn't be losing something in the process, in my opinion. It'd still be hard mode in that you can't heal no matter what, so I think it'd be close enough.
I'd be happy with those changes, too, honestly.
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Adding to this: No Mither should at least fit the playstyle, in both theming and effect, of a "Reckless Altruist". The other 2 perks belonging to David match this idea. With Dead Hard reducing the risk by having a pseudo health state whilst injured, and We're gonna live forever requiring you to save survivors in need of your protection.
No Mither should play into it by making it so you being injured isn't causing huge problems for yourself and other people by letting you heal yourself autonomously.
Maybe making it as slow or slower than Self Care's healing speed would be a start, actually. Have it regenerate your heal progress at a reduced rate over time until you heal to full while preventing other people from healing you. It'd be interesting to see it be countered with Hemorrhage status effects, too.
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@buggybug said:
I hate that perk ngl, with how killers are are return to hook Andy and tunneling sorry no but I do not wish to take ages to be heal.
I rather botany simply cause it already useful from start to finish and it works for heals on you and teamates even if they on the ground.
Auto do not even work on yourself for self heal speeds. Heck Resurgence buff with a med kit or self care even is enough .
Good.
If Autodidact worked on self-heals, we'd get a whole new meta centered around it at worst, and an overpowered perk combo at best.
After all, the perk is relying on the volatile nature of skill checks to be good, and was created as an alternative to Botany Knowledge. If you don't like the perk, you're entitled to your opinion.
Btw: Autodidact works whenever you're healing another survivor, it doesn't matter if they're in dying or injured. And Botany Knowledge, while yes, granting speed, cripples your medkit efficiency. At least Autodidact doesn't affect it, so you can be a walking medkit while keeping something for emergencies in your hands.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738563#Comment_3738563
strong perk. i would consider using it. Maybe add that when this perk is not on cooldown, you gain 6% vaulting speed.
I comprehend wanting to make this perk more powerful during chases, but in my own belief, that would cause a whole different problem by enabling 15% vaulting speed when paired with Resilience, and be a mini-resilience on its own. In fact, it would be worse since Premonition would be easier to trigger than Spine Chill.
I'd rather not enable the perk to make chases slightly easier as well as enable the survivor to be wary of the killer's precise location. After all, didn't they nerf Spine Chill with that thought in mind?
It's an information perk through-and-through, and we should leave it at that before we light a fuse that's hard to put out.
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@sizzlingmario4 said:
I think that's a pretty good idea for a buff. Premonition definitely needs something
Thank you! I'd make the aura duration shorter, but I have a feeling people would complain about it.
Personally speaking, the idea of catching a glimpse of where the killer is, and if they're approaching you is fun to me.
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@Nazzzak said:
They're saying you don't do generators, and telling any future team mates who match with you to leave the lobby, ie don't play with you. Just ignore it. Most people won't check your profile
I'm not concerned with what he posted. I was just confused on the meaning of his words.
I can't think of a time where I didn't do gens that wasn't for a challenge, so it just makes it hilarious to me that he took so much offense to how I was playing.
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The idea of returning Freddy to how he used to be in addition to keeping his trap-based kit is quite interesting!
It gives him back his identity as a Dream Demon, pulling Survivors into sleep so he may reliably interact with them, most notably, killing.
How long would it require for a Survivor to be put to sleep?
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@Chiky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3351092#Comment_3351092
His ability to mori anyone is just absolute bullshit, and being exposed the entire game ia not fun, especially when he's super fast...
He's only slightly faster when he vaults. Otherwise, his speed stays consistent the whole round.
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@CharBurger said:
Or I will stop buying the battle pass
seriously 2 sets of skins from previous battle passes are now store bought skins. I get the bp because I want the cosmetic rewards you cant buy off the store im teir 71 right now in the current battle pass but im wondering why even bother doing these stupid challenges if the skins I worked hard to get will just end up on the store at a future date
How the heck is it a bad thing to not have exclusive skins?
Exclusive skins are a damned stain on certain games, and I'm at least happy that DBD isn't doing that by having measures to re-release the content they made.
Making skins exclusive is a waste of time for developers AND for you, a waste of talent because it's going to be unavailable, and psychologically affects you by making you want those skins because of the fear of missing out, or "FOMO". FOMO is a cheap psychological trick that causes more playtime and money revenue.
If you don't want to buy the battlepass, don't buy the damn battlepass, there's nothing stopping you from not buying it, and nobody will judge if you did buy it. Besides, there's still a 6 month time period before we finally get those skins, so it's still a better idea to get the battlepass if you want those skins.
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I do find Nurse to be problematic. That's mostly due to the fact that the way to counter them, is to just outsmart them.
Lemme be clear here. The human mind is a vast and confusing system of electrical systems and other things I missed in science class that makes it so that no two people are the same person. Hell, not even twins can be the same, because they're the same genetically but not mentally. (They generally get along well, though.)
So anyway, back to the topic, how do you balance a killer's power around a subjective way of countering them?
Simply: You can't.
The Nurse is still very powerful regardless of the setback of her rework. The problem isn't that the rework did too much, it's that it did essentially nothing. Her core gameplay is still there. All that changed was the fact that she takes 2 seconds longer to blink 2 times again. The funny thing about that, though, is that is the general time a Nurse takes to look at a survivor and then form a plan on how to catch up to them with their blinks.
The only "real" counter anyone can think up is "just mind game her", which is extremely punishing for new players, and very stressful for veteran players. In fact, that exact thing was what led to Spirit being nerfed so many times after her release.
I say it's stressful because the Nurse is passively forcing a veteran to worry more about what the killer can do and then reacting to it when they start making a move. The Nurse, remember, can ignore physical defenses, so the survivor has to worry about disallowing the Nurse's ability from reaching them, not the killer themselves. It makes people angrier because they had no real way of stopping you. There are no "disabling traps", "destroying portals", or "avoid being injured for too long". It is simply "make a decision and hope to god you didn't make a move that can be punished easily."
It's like saying "just answer smarter" in a test you got an "F" on. Sure, they're not wrong, but the methods behind such an action are incomprehensible. You cannot fully understand how you can "outsmart someone" if there are too many options for them to choose from. It becomes a guessing game, and the thing about those kinds of games is that there's always a loser, and they WILL be sour from their own bad choice.
A killer that can only be anticipated because of how many options they currently have is what makes a killer so powerful in the first place. A Nurse essentially just, removes the Survivor's ability to use a pallet or a loop, unless the Nurse herself makes an error that allows it to happen. All the control in the chase is under her control because of her mind-bogglingly huge amount of ways they can get to you, and most of the time, that causes a Survivor to panic, get mad, or start doing the same things over and over again hoping it works.
Both sides are being forced to Mindgame as a primary tactic, not a passive one.
Mindgaming should be reserved when the killer and survivor have a solid understanding of their own capabilities and the enemies' abilities before making a play to counter what the other person will most likely do. There is no mind gaming involved with a Nurse, though, because it's consistently influenced by chance, and not probability.
You could say they're the same thing, but my explanation about it is that: probability is a chance of a person doing this thing because this mechanic/situation will likely force them to do this to achieve their goal. They will probably do this action, basically. Probability is essentially an educated guess. You may not be sure, but the things the killer did would suggest that they would make this move because it would be beneficial to them.
But chance on its own is 100% randomized. There are no situations to take into account, no areas, no walls, no defenses. There is nothing that a Nurse is explicitly countered by in terms of a map's layout without an external force causing misfortune for one side or the other. Chance is basically all of those casino slot machines. You might win or you might not. Whatever happens next is something that has no possible way for you to anticipate it. If you can anticipate it, then there is no chance, it's just something else.
Course, you can guess the probability of which one is actually mind gaming.
I've got nothing to really suggest, but I would really suggest we change the power entirely, and properly. Nurse's power is just an in-game noclip if it was handled by a corporation that unironically becomes horny for their own characters, or exploits other people's horniness to get an extra buck.
The nurse needs a dang rework for the ability to shave off 5 seconds of killer run-time in a single blink. That's extremely significant, despite how small that sounds.
Course, I'd be open to hearing about other suggestions, too. I want to see the Nurse be balanced, but anything that makes her comprehensibly balanced while still keeping her core gameplay is also something I want. I just think it's inherently hard to balance, and BHVR is likely not experienced enough to properly handle it without making several people mad.
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Wait.
There's an anticheat?
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I'm not uninstalling it, but honestly, I'm just keeping it up for the slight, tiny, probably painful, hope that DBD will somehow bounce back when VHS threatens their financial status.
Course, chances are, their panicked attempts to fix the game and try to make it better than "VHS" might end up with us laughing our butts off as we see them work overtime just to see their lack of experience *with their own game* causes them to fold harder than paper.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2670002#Comment_2670002
I'm actually going to nominate them.
clearly they do care.
*Looking through microscope*
Oh, neat. They do.
It's just very, very little.
Them randomly adjusting perks that nobody asked to be adjusted, them completely gutting some killers after reworking and some putting on an extra ability on a killer and then calling that "acceptable" and "powerful", Them using a very poor method to judge a balanced match (2 kills 2 escapes), and finally, them being on the side of NFTs...
Yeah, no, with how they're treating the game... It feels like they're updating the game just to keep the cash flowing. I mean, from one of their AMA's or something, Cote openly admitted to having made this game with the intention of infuriating the person, thinking it'd keep them playing. (Only reason most people are continuously playing is either because they don't care, or they be toxic in an attempt to laugh off the pain with another's misery.)
They have little developer experience, I believe. (and seriously, I think their lead balancer doesn't even know how to play the game correctly.)
But hey, to each to their own opinion. Although I thought I'd tell you a little about DBD. Make it an educated decision.
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Heh.
Yeah, sure, they pump out updates, but I hardly call it an "Update" if it literally makes it unplayable for a solid amount of time, and is STILL buggy as crap as if the aftertaste wouldn't go away.
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@Beaburd said:
You forgot about the hackers, the lackluster report system, the DDoS issue...
I'd say more, but the list - it is too long!
If DBD were filled with a bunch of comedians, I'd still say they aren't doing a "Good Job so far".
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@Jarol said:
If you want something "Scary", I recommend you play better with stealth killers and that you put closed maps to make it fun and work. Myers can be fun with his mirrors but speed is a handicap as is his breathing.
I would recommend that you play with Ghostface and put closed maps, you can have its security camera addon to see the auras of those who are close to you if I'm not wrong or out of your terror radius.
From Builds I recommend:
Lethal Pursuer, A Nurse's Calling, Enduring and Spirit Fury. This build makes me see the auras of the survivors at first for 7 seconds to start quickly, when hurting them I can walk like a shark in Undetectable if you want to put the offering of the map of The Game, Enduring and Spirit Fury to resist the stuns and shorten the chases.
This can honestly be a lot more fun than Jumpscare Myers if you want to play downstairs while the survivors are unsafe upstairs.
Nice as this comment is, I did state that I wanted to 'Think outside the box', not 'literally use the textbook example of a jumpscare build'.
And as a note, the camera only applies if you down a survivor who's already marked, revealing the auras of survivors outside your radius.
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Have a good night, people. *Drops mic, exits stage.*
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@Clevite said:
Hard-core mode = Solo Q
"Why do I exist?" Mode = Solo Q.... With No Mither
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@mwb8374 said:
There are many perks that only activate in rare circumstances. Been playing Elody for months but have not been able to use power struggle yet. But I still equip it in the off chance of an awesome situation where I can use it. There are many perk slots wasted every match
Yeah, and the many perks that activate in rare circumstances (Monstrous Shrine, etc) are BAD PERKS.
You're effectively running nothing in that slot as you said, and in it's place could be something better, or something fun or gimmicky!
This perk isn't a gimmick, it's a literal waste of a slot with too many situations needing to be in play for it to be effective.
Hell, I wanna say that Monstrous Shrine could be more viable than this, because the ONLY requirement is a basement hook.
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Is that disability called 'failing grammar'?
Come on man....
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This will prompt me to play him and obtain his unique perks, that's for sure.
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I get the message, but not the reason why it had to be so little.
1031 bloodpoints are practically worthless....
Hell, they made a 69 (nice) code.
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Welp. I know what I'm savin' for when the shrine of secrets has it in store.
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No.
Just.... No.
This is both FAR too specific to even be good in the first place.
A long blessing time for a POSSIBILITY that someone brought in a mori is terrible.
The ability to come back from life anyway could just be abused, too.
And hell, Mori's aren't even that toxic. It only works when you die by sacrifice anyway.
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Hit validation issues at its finest.
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Honestly, I'd rather Boon totem perks deactivate when the totem it's associated with is snuffed out. (Basically, you can't use it again. It's a 1-time use.)
Make the Survivors be effected the same way as Killers when the survivors snuff their totem.
Then maybe I'd consider it to be rather fair. Powerful effects, but only in this radius, and can easily be taken away.
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Ok, so I watched a video, even if it's outdated what with the removal of in-phase collision, I wholeheartedly understand why the Spirit is hated, called OP, and why this nerf is needed.
The lack of input.
Call me dense if you want if you've been trying to make this point, but the Spirit lacks ways to help the survivor make an educated decision. The reason why she's hated is because the actions they make is not based on facts, but on RNG. On lady luck.
There's never a guarantee that the action you take is capable of avoiding the Spirit. She's called OP for that reason I believe.
I'm still against the idea of the dust being kicked up, but I'm more lenient on the directional phasing. The tools the survivor has is too vague for them to notice where the Spirit is.
I'm still against BOTH of the nerfs, but just making her able to move the goddamned foliage (was recently proved wrong), would give an indicator to survivors, and reward them for paying closer attention to their surroundings. Make it so they felt like they had the chance, and were punished for not paying attention for that, instead of punished for playing the game due to the previous lack of clues.
(The directional phasing made her weak during the PTB. It's why it was removed in the first place. Dust kicking up is harsher than directional phasing.)
Sorry for the trouble peeps, but at least I understand why it's happening, and what the arguments are based on.
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@FentV1rus said:
Don't know why my post got deleted with no notification.... Here is what I said.
Her addons make her impossible to predict. With addons that decrease activation time, and others that give her varying amounts of speed, it is impossible to know where she will end her phase. It is a complete guessing game. If none of her add-ons affected the timing on her power, and her activate, speed, and duration were always the same, she wouldn't need any changes. This would be silly though, because then she would really have no add-ons of value.
The audio queue I think is the perfect change, because you know when she is phasing. Right now good Spirits can fake a phase start, and survs will have no idea. The audio change allows for some degree of counter-play.
As far as the footsteps, I think they would be fine as well, but we shall see how things go.
See here for my response...
@Toxicboii said:
Then why not nerf the addons instead of the power itself?
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@Superyoshiegg said:
https://forum.deadbydaylight.com/en/discussion/comment/2524187#Comment_2524187
Considering the complaints about the Stridor nerf, you'd think that the sounds of footsteps, Survivor breathing, scratch marks and blood trails don't exist.
Without injured grunts that can be heard from 20 meters away, Survivors are basically invisible!
Spirit can't see blood trails without the use of a Pink Addon, though....
And again, hearing the direction of the footsteps, breathing, and other noises give you rough indications on where they are. Not exact indicators.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2524205#Comment_2524205
So am I the only one that noticed the part of the dev update where they said they would monitor feedback from PTB and live because the footsteps aren't being imemented just yet, and if the directional Audio queue is enough they won't be imemented or..?
(also she doesn't move foliage. One of the things under the footsteps is she can hide it in foliage.)
"Yet". I'm technically assuming the worst here, but I'm all for the idea that the Spirit shouldn't be given too many indicators on where she is.
And please do show me a video of a Spirit not moving around the Foliage. I clearly remember the opposite being true, but I'm more than happy to be proven wrong in this regard if it means I can make a stronger argument.
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@GoodBoyKaru said:
20 seconds isn't exactly a slow recharge time for the 2nd best ability in the game.
Also no accurate source of info? Do sounds and moving foliage not count? Am I just the luckiest man alive to get that happening and it's actually an incredibly rare bug?
It's too subtle that's being the issue. The survivors (when the nerf that applies her kicking up dust is applied anyway,) are about to be given 3 ways in total to identify where the Spirit is if they all take place at once. The dust, the foliage rustling, and the directional phasing.
The need to give survivors extra ways to see the Spirit is still unwarranted since they're given the exact same ability to see where she's coming from by looking at the foliage.
Both the Spirit and Survivors are given the accurate information that is the foliage during phasing, and only the Spirit (and survivor with certain perks) can see scratch marks and still hear noises. Both of which are good for rough locations of the survivors, not *exact.*
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Then why not nerf the addons instead of the power itself?
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@OniWantsYourMacaroni said:
Can someone explain the Built To Last Buff to me?
I'm not exactly sure how it's supposed to work now.
Whenever you get into a locker with a depleted item, it restores it to 99%.
Uses after the first gives you 33% less charges every time it's used.
So 99 on the first, 66 on the second, 33 on the third, and then it deactivates.
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I do believe psychological damage is more harmful than physical damage.
Then again, electricity hits both pretty damn hard. The idea to influence someone's mind and body with the power of electrical conductivity sounds oddly... Enticing.
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I'm still on the optimistic side though, since there are plenty of factors that VHS has that DBD lacks.
A clear win condition for both sides. Something DBD sorely lacks, mostly being left to the community to figure that out... And even then, it's not consistent.
A game mechanic that is much more active than DBD's. Personally, the "5 gen then escape" mechanic doesn't really work... It's just M1 simulator on the survivor side, and a boring stroll in the park as a killer, not knowing if the stuff you're doing is even applying pressure passively. And whenever you ARE in a chase, the survivor is punished more by not getting as much BP as the rest of the survivors.
Poor Solo queue support. Whenever you get into DBD without a party, there's no guarantee the survivors you're put with have the information required to do their tasks effectively. There's no voice chat, and there's no clear indicator for where everyone is and what they're doing. All you can do is assume that you're the only one not doing generators. And sometimes, it's a bad move.
And finally, passionate developers. VHS has been in the works for 3 years or more! Apparently the folks making the game are having fun with it... Meanwhile, look at DBD. Their own developers don't know how to play the game. (Matthiew Cote famously made that fact when he got bullied harshly.) And they aren't listening to feedback, or at least, not listening to good feedback. They're just doing whatever without a care in the world because they believe themselves to be on top of the Asymmetrical horror world, failing to realize that they have no competition due to the "competition" collapsing in on themselves before even kicking off.
VHS at least has the passion and determination required to make this game not make the same mistakes DBD did. They did make it clear to put a focus on fun not gore and horror.
Saying that it will fail because you can 'kill the killer' is missing the point of what a "new game" is. I call it DBD but better because its an asymmetrical horror game with DBD, just lacking the 'horror' focus.
Now that has been said... I'm still willing to say that VHS may be better than DBD. All we can really do is hope when we get ourselves the open beta.
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@Phasmamain said:
It looks good but I doubt it will have a major impact on DBD’s player base
Let's see that get put to the test when it releases. I'm betting if Otzdarva plays it and gives it a good viewing, I'd say lots of Dbd's players will flock over to the game like moths to a brighter flame.
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@EntityNea said:
https://forum.deadbydaylight.com/en/discussion/comment/2506778#Comment_2506778
You mentioned both Premonition and Spine Chill in your original post, and you were comparing your experience with the both of them. So of course you're going to get responses comparing the two perks.
When I was new to the game, I used Premonition. Then I switched to Spine Chill after I learned of it's existence. Now I use neither of them, since I can avoid the killer anyways, and I use Empathy as my information perk. Empathy tells me exactly where the killer is when they hit someone, and I can see exactly which direction they're running towards.
Premonition is okay, but it's objectively worse than Spine Chill for several reasons.
- Premonition could go off even if the killer isn't coming towards you, in which case it may cause you to waste time hiding when you could have kept working on your generator.
- People have mentioned the cooldown, and the reason why the cooldown makes such a big difference is because Spine Chill gives you real-time information of the killers movement behavior. If your icon is flashing on and off, you know the killer is looking around and you don't have to worry. If it's solid, you know that the killer most likely knows where you are located and is coming for you.
- You mention you don't know where the killer is coming from when you use spine chill, but this is something you should think about before the killer is coming. Take a look at your immediate surroundings before working on the generator, and think about where it's most likely the killer would be coming from. Plan ahead your best possible hiding spot(s) or escape route beforehand, based on the information you have. When the killer closes in, you can tell by the heart beat where they're coming from most of the time.
When it comes down to it, Spine Chill is objectively better than Premonition because of these reasons. It gives you information in real-time, and the information it gives you is more important than what Premonition gives you. Premonition tells you where the killer is, while Spine Chill tells you where the killer is going. You only want to hide if the killer is going towards you, and Premonition doesn't tell you that. Without the use of perks, It's also easier to have a general idea of the killer's location than it is to know if the killer is coming straight for you before it's too late.
With that wall of text, there's also the matter of personal preference. So if you feel like using Premonition, go for it!
Statement aside, thank you for providing an argument that can be understood instead of just relaying pointless, counterintuitive facts to me just to make me understand less why Spine chill is preferred over premo.
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I thought I said I was done talkin', and people are still posting like I'm gonna come and prove them wrong or something. >.>
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@Danielgdp3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2506778#Comment_2506778
I would say it's because the perks are similar that's why spine chill gets brought up. I agree with you that it isn't trash, it's even good depending on the players play style. I just wouldn't use it cause for me Spine Chill is better. Everyone has different views in this game which is great cause it keeps it unpredictable.
All the best
Aye.
Have a good escape/kill in your games my friend.
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@Danielgdp3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2506715#Comment_2506715
I didn't think we were arguing?
I'd say this entire post was the argument, and I was juggling quite a few people.
Might've forgotten what the original post was even about.
But then I remembered that I asked why Premonition was trash tier. All I got in return was 'Why Spine Chill was top tier'.
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@Danielgdp3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2506679#Comment_2506679
I think the thing is that your personal beliefs is that hiding is what everyone wants to do where as most survivors want to engage with the killer so that's why most players rate premonition as a bad perk.
Honestly stealth play is viable and it's a good perk for that play style but that style is a minority in the dbd community and that's why the perk isn't rated highly by the majority.
Phew
Thank you for that info.
I think I'm done with arguments for today. Thanks for tellin' me the why.
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@wxnickxw said:
https://forum.deadbydaylight.com/en/discussion/comment/2506227#Comment_2506227
Also spine chill makes you faster
In interaction speed (including vaults-).
And the boosts are negligible...
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@Danielgdp3 said:
https://forum.deadbydaylight.com/en/discussion/281222/why-do-people-hate-premonition
I don't hate it, but however it just is a shadow compared to Spine Chills shining glory. I feel that when you learn the maps quite well you can already read which way the killers approaching with spine chill, on top of that you also know if they are actually coming or if they just glanced over you accidentally. And then even more you get speed bonuses on top of that when it is active which does come in handy for last sec repair/heals/exit gate openings.
BUT WAIT THERES MORE
On top of that there's no cool down it will always work so you have constant knowledge of if the killer is coming after you.
So I mean if you were to choose between the two you should always go Spine Chill it just offers way more benefits in the end.
My first question is "What does map knowledge have to do with Killer behavior"?
You're told you have 3 entrances. One leads to the center, the other 2 lead to the edges.
Spine chill flares up, and I hide away rom the center... Then get hit from behind, because he came down the hall from the left.... That I was in clear view of.
I dunno, I still find much more usage out of Premonition. Cooldown or not, and I need to make this clear, the information it gives you is enough to avoid the chase altogether.
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Oh now y'all are saying the cooldown doesn't make Premonition worth it?
Lemme put it this way, then. Quality over Quantity in this instance.
Premonition gives you the location of where the killer is at with a mere 'blip'.
Spine Chill constantly tells you that the killer is looking at you.
Yes, I will say that Spine Chill, in the right hands, makes it hard for a killer to catch you unaware. But Premonition further rewards being aware with the location of a killer. Albeit a rough location.
So lets say that Premonition's cooldown is removed... It practically becomes OP because the survivor constantly knows where the killer is as long as they're in range. If the killer isn't fast enough, they may not catch you.
You may say "So Spine Chill is good because it has no Cooldown and Premonition doesn't, what's your point?"
My point is that Spine Chill's effects are too weak to warrant putting a cooldown onto it.
Knowing he's looking towards you is also powerful information in the right hands, yes, and you may have a terror radius to disclose how roughly close he is, you still don't entirely know which direction he's going to come from.
So that would make hiding more difficult because of such a lack of knowledge. Let's say you're in the shack now.
Spine chill is flaring up, and you're in the center of the shack. You slowly vault the window, and see the killer kick the generator, flip right where you are hiding because he saw you vaulting the window, but you didn't see him, and now you're in the chase.
Premonition warns you the killer is in that direction. You go in the direction that's the most concealed when taking that route into account, and the killer never finds you.
Think the scenarios were good enough, or did I make an error somewhere... be nice to know.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2506618#Comment_2506618
DBD = Sacrifice as many as you can, escape
VHS = Kill the killer.
I hate when you can kill the killer. And in vhs, it's the only option.
Why do you hate to 'kill the killer'?
It's been well established that the mechanic to 'Repair generators and escape' is inherently flawed with confusing methods on 'what is considered a win'.
The devs themselves haven't disclosed what makes 'someone good', so the MMR is janked up and nobody knows why.
VHS clears it up by making the objective clear and simple. You either kill the killer, or they kill you. And it won't be easy, as the killer has a abilities under their kit that makes it harder for that to happen.
I get it if you like things to be complex, but right now, DBD isn't doing a very good job in trying to keep game balance.
It may not be DBD but better, I may be 100% wrong.
But before you start saying you "Hate the idea of fighting the killer", maybe *try it* first. When it releases its open beta, it's 100% free. So there's no downside to downloading it and giving it a shot yourself.
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@th3 said:
The cool down makes it not worthwhile to run.
It didn't stop people from running other perks with the same cooldown. Plus, it'd be pretty OP if it constantly told you where the killer was. Just a mere 'blip' of where the killer is can certainly help, cooldown or not.
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@[Deleted User] said:
It's not DBD but better because the goals are completely different.
What are the goals, then, may I ask?
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I'm not sure if I'm being stubborn, but I'm still failing to see how the differences between Spine Chill and Premonition make Spine Chill the best.
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@Hoodied said:
Spinechill does what premonition does but better
In what regard?
You can't exactly say that "One does the other thing but better" and expect it to be a valid argument.