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Spinechill needs finally a nerv. Here is why

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  • whycantIwinwhycantIwin Member Posts: 344

    only the 36 meters need to be changed and NOT work on stealth killers, that's it

  • AvilgusAvilgus Member Posts: 1,193
    edited June 2021

    Yeah, speed boost on actions, on loop and a counter to stealth killers, perks and addons.

    Seems a lot for one perk.

  • RumaRuma Member Posts: 1,931
  • PNgamerPNgamer Member Posts: 1,094

    i mean speedboost...well we all know that gens are flying atm....combine thees with a toolbox, prove thyself or other stuff like built to last, resilience ect.....cryzy stuff

  • DemonDaddyDemonDaddy Member Posts: 3,276

    I'd suggest, remove the directional detection and make it a smaller radius.

  • indieeden7indieeden7 Member Posts: 3,028

    Because Ruin, Undying, Tinkerer was literally free wins for any killer with half a brain cell, Spine Chill sometimes helps you avoid a chase.

  • TrickstaaaaaTrickstaaaaa Member Posts: 1,252

    He just posted about this yesterday, and he was trying to say this perk had the same power as pre-nerfed DS. I mean this just sounds to what in my opinion I think it is. Do you really think this an OP perk that has the potential to make people untouchable.

  • MoundshroudMoundshroud Member Posts: 4,460

    If it wasn't for the existence of the new Wraith, Spirit, Nurse, and Blight... I "might" consider this but overall no. Right now if you start moving the SECOND Spine Chill flashes you "might" have enough head start to have a chance against these guys. :)

  • _VTK__VTK_ Member Posts: 227

    It reminded me of the old days when people were trolling about Deja-Vu being the most powerful perk in the game and that it had to be nerfed.

    That being said, I don't care if DEVs remove the speed boost from Spine Chill and just leave the detection, but Spine Chill is still a situational mediocre perk for most survivors.

  • originofzaneoriginofzane Member Posts: 76

    Spine Chill is a survivor perk that is meant to counter stealth killers. Killers such as Wraith and Ghostface are already very strong, nerfing this perk would make them overpowered. Truthfully the notification provided by Spine Chill does little, survivors running this perk still will have no clue where a killer with no terror radius is coming from. Spine Chill should reveal the aura of the killer for five seconds, similar to Alert, to make stealth killers not feel so oppressive at times.

  • RumaRuma Member Posts: 1,931

    Thats 3 perks vs 1. Again how was Undying unfair? Also against decent survivors who know how to deal with it, its still no problem. Sure, same could be said about Spine chill but that doesnt change the fact that BOTH of them were and are kinda problematic in some scenarios. But you are too biased anyway so i just stop talking at this point.

  • Kira4EvrKira4Evr Member Posts: 1,620
    edited June 2021

    Spine Chill does not need a nerf. And here's why:

    • It counters stealthy killer yes. But there are other perks that counter other killers. But there are also killer perks that counter survivors perks. I know it's not really the same. But you can't really counter survivors because they don't really have something special that can be countered.
    •  Repairing, Healing, Sabotaging, Unhooking, Vaulting, Cleansing, Opening, and Unlocking speed are increased by 6%. It's not a lot no. It saves around 5 seconds on gen I believe. And it's just for a short period of time. Because either Spine Chill is blinking. Or you'll have to run away soon. Resilience does the same but 9% faster, and it's more viable because you don't have a killer running towards you and resilience doesn't turn on and off all the time.
    • And the increased chance of getting skill checks and the success zone reducer is not really that noticeable because like I said, either Spine Chill turns on and off or you'll have to run away.
    • It does give good information and that information will get stronger in SWF. But that's only if both of you are doing the same gen. And that should not happen especially often. Sure, if you're doing separate gens then you can tell your friend that the killer is coming your way. But if the killer already is heading towards you, you can just tell them when the killer is chasing you. And there are other perks that will give you stronger information, like Object of Obsession.
    • The main usage of Spine Chill in my opinion, or how I use it. Is to know when the killer is heading towards you to get a head start and prepare yourself, and to help you to decide where it's safe to go and when. I can agree that 36 meters are a lot. But I still think the detection distance should be further than 32 meters due to the "normal" Terror Radius.
    • All of this combined is strong. But not strong enough to deserve a nerf. Because some things Spine Chill do, don't really affect the trial.

    Some of these arguments are not the best, they might be bad. I'm not good at arguing/discussing and I try to avoid it because I don't like to argue and discuss things with people. But this was fun and I wanted to defend Spine Chill because it has a special place in my heart. And as a Spine Chill user... or... a Spine Chill half time user, I know the strength of this perk.

    These are some of my opinions and I'm happy to discuss this with you guys. Have a wonderful day! ♥️

  • BeelzeboopBeelzeboop Member Posts: 1,306

    More skillchecks makes it even better for genrushing. I didn't even know that was a thing. That's not even a disadvantage once you get past low yellow ranks.

    It's amazing that this perk hasn't been reworked already. It's extremely powerful against some of the weakest killers on the roster, gives several general bonuses that can help out any player, regardless of their skill level, gives a bonus (no matter how small) that's specifically helpful to genrushers, encourages passivity, and gives survivors way more information than they already have with no input from either side needed.

    Imagine if there was a killer perk like this.

    Spine Chiller

    Your Action speeds in Picking, Dropping, Hooking, Vaulting, Pallet breaking, Breakable-Wall breaking, and Generator damaging are increased by 3/5/7%

    Your red stain is 20% larger.

    Whenever a survivor is looking in your direction when within 36 metres of you, Spine Chiller activates.


    The speed would almost be as good as Fire Up because you get it from the start even if you don't get as much, plus tracking with a larger range and more accuracy than Whispers. While the red stain increase would be a minor hindrance to newer players, but could be actually utilized in mindgames by more experienced players.

    You really think survivors would be fine with that? You wouldn't be able to even look in the direction of the killer without him being at least somewhat aware your location.


    Survivors already get massive amounts of information in basekit. The only thing the killer has on them is generator auras (object permanence makes up for this on it's own) and the locations of Hex totems (but current totem spawns make that worthless). Oh, and they can see hooks, but only while carrying a survivor. So, Counterforce, Visionary, and Saboteur give you killer abilities basically. The main reason no one runs most of these is because survivors already have a huge FOV and a third person camera and can tell how close the killer is at almost all times and can tell which direction they're looking.

    The fact that survivors feel like they need a counter to Undetectable is insane. All Undetectable does is make it so that the killer doesn't necessarily call out their location constantly. Even then, basic audio cues such as the the insanely loud breathing pretty much every killer has or killer specific sounds such as pounding footsteps and dragging blades should be enough. That's not even mentioning how many killers are almost impossible to miss visually. Ghostface and Wraith are the only killers that are actually stealthy at all beyond undetectable.

    The only reason scratch marks are a thing is because killers would have almost no basekit tracking whatsoever. The horrible killer FOV and absurdly loud chase music makes it so that survivors can escape chases by turning their camera. Blood pools are pretty much impossible to see without running Bloodhound or playing as Victor. Without Stridor, breathing noises are... unreliable to say the least.


    You don't need or deserve Spinechill, and the killer absolutely should not have to deal with this #########. Reduce the range to something actually reasonable, completely change the "disadvantage," and then we're good. Some actual skill required or interactivity would be nice though.

  • Squirrel_ThiccSquirrel_Thicc Member Posts: 2,678

    Let's just remove survivor perks from the game. Survivor too op they don't need perks :(

  • bsloth87bsloth87 Member Posts: 35

    Mettle of man, saboteur, decisive strike. Welcome to the club. If one side can just moan, and complain resulting in perk nerfs, the other side can too. I’m not an SWF person, and that’s what this entire game is made around. You guys constantly complain about 4 man SWF like it’s the most prominent thing in the game. Then guys like me getting stuck with random self serving idiots get stuck in an unbalanced one sided game. I’m pretty damn decent as a survivor, and I die waaaaay more than I survive. I don’t constantly come here bashing killers because it’s mostly survivors that ruin the game for me. At least 2 matches per day I’ll have a teammate that spams the repair button to make gens explode, and then constantly vaulting over stuff, hell I’ve people 99% tue damn door, and just sit there til the killer is right on us, downs me, and then opens the door. Those of us that play alone have a totally different experience than some of y’all, and it’s quite annoying that we are given zero consideration in anything done with this game.

  • RumaRuma Member Posts: 1,931

    Nowhere i complain about SWF. Also i am a Survivor main. I play 60% Survivor and 40% killer. When i play survivor i ALWAYS play solo, since i dont have any friends who play Dead by Daylight.

    I got almost 3000 hours playtime.



    Both sides got perks and other things that HAD to be changed (moris, DS, MoM..) and there are still thing that NEED to be changed. (Keys and Spirit for example)


    Dont act like everyone who says some survivor stuff needs a change is a biased killer main.

  • TheStabbiNAngeLTheStabbiNAngeL Member Posts: 1,264


    Also the biggest problem is that this Perk destroying all the scare effects and jumpscares wich is bad for dbd, cause it´s an horrorgame

    This is how feel about aura reading perks also it's way to informative Kindred and OoO and breaks the immersion of horror from the game.

  • ChiSoxFan11ChiSoxFan11 Member Posts: 882

    Spine Chill is perfectly fine. I play the stealth killers all the time, and it's an annoyance, but it nowhere near overpowered.

    People really need to stop asking for every single viable perk, on both the Killer and Survivor side, to be nerfed. It's beyond ridiculous the complaining that goes on. Perks are SUPPOSED to be -- actually useful, duh. 🤔

  • legacycoltlegacycolt Member Posts: 933

    No.

  • theplagggtheplaggg Member Posts: 264

    It shouldn't completely counter Ghostface and Myers though.

  • PurgatorianPurgatorian Member Posts: 1,133

    It's fine for the most part but I also don't think it should work with undetectable. I do use it until I get my main build on survivors then I replace it.

  • OmegaXIIOmegaXII Member Posts: 2,060

    When I play survivor I always put spine chill on. I can say it's definitely overtuned. I can make bold moves like repairing gens in terror radius without any consequences because I'll always know when killer is coming for me.

    And it takes away a skill survivor needs to have. Awareness.

    Aaanndd... It trashes every stealth killer. What's the point of the stealth if you could counter them with just one perk?

    PS: I still use spine chill because I'm addicted to it, like drugs. I hope they can nerf it so I can cure of it :)

  • StarshadwStarshadw Member Posts: 266

    Yes it should, that's it's main purpose. To counter stealthy Killers - like Myers, Ghostface and Pig, and it's the only perk that really does so.

  • van9684van9684 Member Posts: 433

    Sure if they get rid of bbq and that new nemesis killer perk where he sees everyone at start of match for 9 seconds. How’s that sound?

  • KrungaKrunga Member Posts: 159

    Spine Chill hard countering 4 killers is just horrible game design.

  • ALostPuppyALostPuppy Member Posts: 3,398

    It isn't. It's an asymmetrical multiplayer game with horror themes. If it's a horror game it would imply DbD is trying to be a game where you're scared to play it, and your main focus is taking in the atmosphere and being immersed in the game. That's not what DbD is, it's you vs a human opponent (or 4) and you're all completing objectives and whoever completes theirs first wins. The PvP comes first. The horror is secondary.

  • VolczVolcz Member Posts: 645

    Nah, SC is fine. People just exaggerate and hop on bandwagons too much.

  • DwarvenTavernDwarvenTavern Member Posts: 2,493

    Make it not work on stealth killers. That's all.

    It's not strong

    Or remove the extra speed in vaulting

    Which I know people will not support.

    That's the only nerf I can see. One of those two.

  • C3ToothC3Tooth Member Posts: 4,322

    1 thing I can agree on nerf is 36m may dropped down to 32m. 36m is far beyond TR. Stealth killers suffer the most, but with high speed as Wraith, GF, Shape, not that bad. In other hand, the perk counter Pig really hard. 36m detection over 28m TR, her stealth exchange slow speed, makes both play lose-lose for Pig.

    As for 6%. It takes roughly 5sec for killer to get in chase with you. For those 5sec, instead they do 6.25%, they do 6.63%. Merely 0.38%. With High Mobility Killer, they benefit 0.1% at best.

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