Home Dead by Daylight Forums Discussions General Discussions

So is spine chill still good??

dspaceman20dspaceman20 Member Posts: 4,273

I'm thinking about using it. Is it still good for Autodidact or not



  • RpTheHotrodRpTheHotrod Member Posts: 520
    edited August 16

    They absolutely need to make it not work vs undetectable. It completely shuts down gf and pig entirely making it impossible to sneak up on anyone.

  • RudjohnsRudjohns Member Posts: 362
  • VikingDragonXiiVikingDragonXii Member Posts: 2,182

    A perk should not completely counter another perk or a killer in general. Undetectable is just that undetectable, as it stands now are useless against a team using SpineChill.

  • DsnoozDsnooz Member Posts: 198

    It went from being a perk that made you better in chase and countered stealth killers to being a perk that counters stealth killers.

    If stealth killers aren't an issue for you, the perk is worthless.

  • CoffeecrashingCoffeecrashing Member Posts: 722

    It got absolutely buffed, for people that want to hide from the killer. If the survivor is standing still, then it tells you if the killer is moving towards or away from you, down to the smallest meter possible. With the previous version, the perk would light up, and you would guess whether or not the killer was moving towards you. With the current version, you know exactly when the killer is moving towards you, and the killer can’t crab walk to a generator to counter the new version.

    Of course, the super radar doesn’t work on undetectable killers, but none of the undetectable killers are top tier or high tier.

  • amazing_graceamazing_grace Member Posts: 732

    It's not terrible. I was actually running the perk yesterday to try and finish the old tome challenge that requires it. The situations where it helped was when someone was looping the killer close to me, but was still out of LOS. I could keep an eye on the radar and see how it would raise and lower when the killer went around a loop, but if the pattern changed, I knew the killer was heading to my gen and dropping chase.

    I don't know how much it would help with autodidact skill checks. It doesn't seem like it would be worth it in my opinion. Of course you could test to see if it's still good, but it just seems like the effect doesn't proct a lot where the increased skill checks would actually happen.

  • Taxman232Taxman232 Member Posts: 115

    I would happily have them revert it to the previous state and lose the vault speed.

  • Taxman232Taxman232 Member Posts: 115

    Well it also an accessibility feature for hearing and vision impaired players. This is a larger issue for the Devs to fix and I'm not suggesting that you need to run a perk for this community to play the game.

    There does need to be a counter to stealth killers - the game needs balance and spine chill catches undetectable whereas aura reading does not.

  • GoshJoshGoshJosh Member Posts: 4,839

    Still 36 meters, actually - which is a huge difference. Yeah, they completely reversed course on nerfing Spine Chill into the ground. At least survivors still get one good perk from before, their only counter to undetectable.

  • Dead_HarderDead_Harder Member Posts: 1,312
  • dugmandugman Member Posts: 9,276

    Perks countering each other is fine. There’s nothing wrong with Lightborn countering Blast Mine for instance, both players are spending something in their load out to get that ability.

    Mind you, I’m not saying the current version of Spine Chill isn’t problematic, I’m just disputing the generalization that perks should never counter each other.

  • dugmandugman Member Posts: 9,276

    There seems to be a bit of confusion on some details about Spine Chill in various replies here. Below is he actual perk text for reference

    Spine Chill

    Get notified when the Killer is within a 36-meter range. If the Killer is within range and is looking at you with a clear line of sight, your speed while repairing, sabotaging, healing, unhooking, cleansing, blessing, opening exit gates and unlocking is increased by 2/4/6%.

    The effects of Spine Chill linger for 0.5 seconds after the Killer looks away or is out of range.

    Some notes

    • The range of Spine Chill’s notification is a flat 36 meters, it’s not tied to terror radius. So being Undetectable doesn’t impact it either way.
    • Missing above is that Spine Chill has a distance notification as well to help people who can’t hear he terror radius heartbeat sound.
    • The notification goes off if you are within 36 meters of the killer no matter what. It doesn’t matter if the killer is in line of sight for that part of the perk, it’ll still light up if the killer is behind a wall or whatever.
    • What line of sight impacts is whether or not you get the action speed bonus. If the killer can’t directly see you then you don’t get that bonus.
    • Unlike the original version there is a slight delay between the notifications going on or off of 0.5 second. That’s obviously not a huge difference but hypothetically it could alter how useful the perk is midchase (the old Spine Chill could be used midchase to tell what direction the killer was looking as they chased you which could help with mindgames.)
    • The original had a vault speed bonus included, the new one does not.

    By the way, Spine Chill is now being used about half as often (about 9% usage now versus 18% before the patch). I think the drop is possibly partly because there were a bunch of survivors who were using Spine Chill as part of a vault build but the vault speed bonus was removed so they switch it out to something else. But 9% is still a decent number so there’s obviously a lot of survivors who like it simply because of its ability to mitigate Stealth.

    Also note that the devs have already said that this current version of Spine Chill isn’t necessarily its final form because it only works the way it does now with the distance notification while they work on implementing a better solution in the base game (I’m betting on something like the visible heart they have in the mobile game but who knows?) Once that’s in place they’ll also be tweaking Spine Chill to how they really want it to work, however that is, so this entire topic could be moot at that point.

  • Tranquil_BlueTranquil_Blue Member Posts: 289

    Spine Chill does not affect skill check probability anymore, so the short answer is NO, it is not going to help you get Autodidact stacks.

  • Tranquil_BlueTranquil_Blue Member Posts: 289

    Are you really seeing that many people using Spine Chill anymore?? At most, I'll see one person using it every once in a while. That's hardly enough to stop playing a killer altogether.

  • squbaxsqubax Member Posts: 523

    Stealth killers are by themselves weak af, why should they have a perk that dunks on them even more?, And as a matter of fact each stealth killer in the game has mechanics to detect them before they can pull any moves on you, some more obvious than others like sadakos lullaby for example.

  • rebel581rebel581 Member Posts: 263

    It's arguably stronger than it was before. Although I actually like it thematically and as a "perk".

    The perk is basically you get to see the terror radius more accurately than hearing and it also works on undetectable. The downside is you now can't know if the killer is looking at you so you don't know if them being close to you is actually meaningful. They could just be chasing someone else in your area. And the speed bonuses allow you to maybe finish a generator at the last second or the exit gate. If they have clear line of sight on you, you already know they're staring at you.

    In contrast to some of the replies, I'd say it's in a good place. The version of the perk on the PTB basically did nothing and wouldn't have been worth running by anyone. I'm all for meta shakeups, but that version on the PTB should have just been deleted from the game if it went to live.

  • AyodamAyodam Member Posts: 297

    Spine Chill is currently a great perk. With the amount of buffs killers received last patch, survivors deserved something really good. Spine Chill isn’t game-breaking (I haven’t seen it since the patch change, so it seems rarer now) and if it works especially well against stealth killers so be it. They make up maybe 3/26 of the killer roster. If three killers are struggling against it (their kill rates have risen since the patch according to the tracking site so they must not be suffering too badly), use your enhanced bloodlust or w/e to chase down survivors without it. Or just keep regressing gens. They’ll slip up eventually.

  • sizzlingmario4sizzlingmario4 Member Posts: 3,331

    It’s literally busted against stealth killers who really don’t need that extra weakness; they’re already mostly on the weaker end of the killer roster. Idk what bhvr was thinking.

  • TselaTsela Member Posts: 495

    Well I don't know about that.... first of all we also have some counter perks that completely deny some things. Like it's such a joy taking lightborn when you see a flashlight swf in the lobby. And survivors have no idea who they go against, if their perk will be worth taking or not

  • DBDVultureDBDVulture Member Posts: 1,000

    Spine Chill was one of the best perks you could have in a chase before it got nerfed as it helped counter Spirit/Nurse AND also rocked all stealth killers. The faster vault was icing on the cake.

    Now it counters stealth killers that have direct line of sight to you. It used to counter killers looking at you which was way stronger.

  • zarrzarr Member Posts: 559

    36m range means you have a 72m circle around you where if the killer is in it, the perk lights up. If you actually let go of gens and hide whenever this happens you will be wasting literal minutes every match. The reason Spine Chill used to be so good is that not only could you tell the killer is around your position, but more importantly, you could also tell whether they are actually headed for you, due to them looking into your direction for extended periods of time.

    Spine Chill is not completely awful, you still get the warning that a stealth killer is within 36m of you in some direction, so if it remains active for a couple of seconds and you can deduce that they're not chasing someone else or whatever, you can still preemptively leave or hide thanks to it. But it is definitely nowhere close to as useful as it had been, where not only did it basically give you confirmation itself that a killer is headed for you (which is useful against terror radius killers too by the way), but it also had some utility in chase, due to the vault speed increase as well as being able to tell you whether a Nurse, Spirit, Pyramid Head or Huntress is looking at you, or whether a stealth killer actually left your chase.

  • lav3lav3 Member Posts: 423

    Just decent. Unless you want to be careful against stealth killers, not worh it.

  • blue4zionblue4zion Member Posts: 2,706

    That temp ability is nuts man.

    Like exact distance given from how far the killer is with a radius, and a stealth like ghost face can be instantly given away.

  • OrangeBearOrangeBear Member Posts: 509

    It's a visual Terror radius indicator. It doesn't work against undetectable.

Sign In or Register to comment.