http://dbd.game/killswitch
Let’s talk about Spine Chill.
Spine chill used to be one of the most loved perks (and my favorite) on the survivor side, until the 6.1 patch when it got completely gutted because of its pick rate. After its nerf the vault speed and skill check elements of the perk were removed and the activation condition only worked when the killer had a clear line of sight of you. They originally added a visual terror radius to the perk before the visual heartbeat got added but when it got removed there was no compensation for the nerf. Nowadays spine chill is only ever used by new players that don’t understand how unreliable and inconsistent the perk is. How could the devs buff spine chill to be both usable and consistent for survivors but not too overbearing for killers? I personally wish it would just get reverted to pre 6.1 but then it would completely screw over stealth killers and bring back the infamous spine chill + resi combo (vault speed build). What are your thoughts on spine chill and what are your suggestions to make this perk viable again?
Comments
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They should keep as it is, but buff to 50%
It would become the ultimate "greed" perk
"The killer is coming, but keep the repair/heal, I'm getting the 50% bonus as they come!"
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Here's my change suggestion:
Make it so that everytime the survivor's aura gets read from the killer's perks/add ons, the perk will light up for the duration of the killer's read. While the perk is lit up, the survivor will gain a speed boost of 3% for whatever action they are currently performing.
For example, the survivor is sitting on a gen with spine chill and the killer hooks their team mate with BBQ and Chili and sees them. During the 4 second BBQ and Chili reveal they get 4 seconds of 3% boosted repairs.
Spine chill keeps its lighting up feature whilst adding a little risk/reward. If you know the killer can see you, do you stay for your short 3% boost or do you make a move?
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I just want the vault component back, thanks
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They just need to reintroduce its old version with the vault speed again.
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This is literally Object of Obsession
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It's similar, but not identical.
Object shows your aura to the killer by itself, making it inherently the riskier perk, and it also has a higher bonus to the action speeds than 3% - specifically, 6%.
I don't think it's necessarily a problem for some perks to be similar to one another but provide different use cases because of their differences. Object is very clearly more of a chase perk, one that carries big risk to its use for potentially explosive rewards as you get wallhacks on the killer mid-chase. Spine Chill here, by comparison, would be the perk you'd pick if you want to track what perks the killer has but you don't want the risk or reward that Object provides.
Plus, Object is a licensed perk and Spine Chill is a universal perk, so having weaker versions of licensed perks available to everyone is another angle from which this change could be pretty appropriate.
It also puts Spine Chill in a position where it's a weaker version of Distortion, too, putting the three perks in conversation with one another. Do you actually want to hide and track the killer's perks? Bring Distortion. Do you want to track the killer's perks and shoulder some risk for looping value? Run Object. Want to track the killer's perks and you're okay giving up on those two other things? Spine Chill.
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I loved spine chill, minus the crabwalking. But these days I'd truly fear that paired with Finesse.
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even old, better spine chill was kind of a “training wheels” perk, IMO. Once you get better at getting to safety when you hear terror radius, there are just so many other perks that provide better value. I realize that spine chill helps more against stealth killers, but I think it’s silly to use a perk slot just in case you get matched against a stealth killer
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Everytime the killer sees your aura, you see their aura and gain 6% speed bonus
It's not literally the same thing, it's even better
Makes no sense to have 2 perks doing the exact same thing but one is doing worse than the other
It's like if they release a new perk that allows you to heal yourself without a medkit at a 10% speed
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I'd keep it in its current state but increase both the action speed bonus as well as the linger time for the action speed bonus, it should linger for a lot more than only half a second. The half a second linger basically does nothing.
I actually completely forgot it used to also give 10% increased skill check chance while the action speed bonus was active, but I wouldn't want that back in the perk's current state. Since it now only triggers with clear line of sight from the killer and if they're close by, I almost think that since you often leave a gen or other action when the killer is approaching and they can see you, the increased skill check chance at that specific time would actually be more likely to make you miss a skill check when leaving a gen or something that you wouldn't have gotten without Spine Chill, as opposed to actually providing a benefit to the survivor in a lot of cases.
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I think you might be conflating "better" with "more appealing", because to me, this proposed version of Spine Chill would absolutely be more appealing, that's a subjective thing revolving around your preferences.
The ability to track the killer's perks and know exactly when you're being seen without the downside of Object or the inconsistency of Distortion would be very worth bringing, even when you're trading away the extra value of those perks to get it.
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finesse is good 👌 I love the animation. I was running it with quick and quiet the other day, paired with lucky break and light weight.
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There is absolutely ZERO CHANCES you are being serious right now, ZERO
Are you really saying that- a perk that tells you the killer is seeing your aura in exchange for 3% speed bonus
is better than
- a perk that tells you the killer is seeing your aura in exchange for 6% bonus and you seeing the killer's aura as well
I just can't believe you truly believe in your own words. I rather believe you just don't like to agree with other people in a discussion and defend your own point of view at all costs.
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I feel like you're forgetting that Object of Obsession ALSO shows your aura to the killer every thirty seconds?
Spine Chill wouldn't have any risk of that aura reveal backfiring because it wouldn't have that aura reveal. It'd be information you get that the killer does not know you have and cannot turn against you.
I'm not making out that Object is weak, it's not, but it's a perk for a very specific kind of player who wants to use it in a very specific kind of way. Spine Chill as a weaker overall but much more stable and safe version, one that is available via the universal pool instead of being attached to a licensed survivor, is a completely reasonable pitch.
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Maybe have it warn you whenever you have your aura read by the killer (But not give you any additional bonuses alongside the warning).
At least then if you’re healing and it warns you then you know the killer likely has the perk A Nurse’s Calling or if it warns you at the start of a match then the killer probably has Lethal Pursuer and so on.They could give it a cooldown and make it have a sound kind of like Small Game.
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My fellow forum member, you are worried about the killer seeing your aura for 3 seconds every 30 seconds? The vast majority of the time the killer will not even notice your aura. If you are doing a gen you aura can easily hide behind the gen's aura. Other moments the killer is busy chasing or hunting a different survivor, or even looking at a different direction. Unless you wanna hide all the time, which is the style of gameplay BHVR doesn't want people to do, hence the Distortion nerf, then sure OoO is not a perk for you. And Decisive Strike has returned to be part of the meta, half the time you won't even be the obsession, so the perk is doing the exact same job as your Spine Chill "buff" but better
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Like I already mentioned, Object of Obsession already does that and even shows the killer's aura to you
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I'll give this another shot but I think we may have to just go our separate ways on this front:
Object of Obsession is designed to be used in a particular way, because it carries with it a small but noticeable risk of the killer targeting you when that wouldn't be favourable. It pushes you to play aggressively and try to leverage its effects in chase, because that's when it's most useful and because anything else you do could be interrupted by the killer because of the perk.
It's a good perk. I'm not saying it's bad, I'm saying it's designed in a way that makes it most appealing to a particular playstyle.
Spine Chill with these proposed changes would be designed to be used in a different way, as more of a pure information-gathering tool that consistently tells you what aura perks the killer has without any risk or downside. It's potential impact would be lower than Object of Obsession, but it'd be a much more stable and consistent pick without the variance in how much value it gives versus how much risk you're taking on.
As it's a universal perk, it being designed to be more stable and consistent is perfectly legitimate. You'd have options for how you want to go about gaining that information depending on how you like to play and what extra value you want, because the universal pick is the most straightforward and least impactful but the teachable perks have higher impact with the tradeoff of either less consistency or higher risk.
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Nah, zero sense was made
Its like running the new "self care" to heal yourself at 10% instead of running Claudette's Self Care
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Healing at 10% is an observably, measurably bad effect, though.
In fact, bolstering your argument, Self-Care itself is a measurably bad effect. Healing in 45 seconds is just too slow to be worthwhile, and is in fact actively detrimental to use without bringing other supporting perks to mitigate how damn slow that heal is.
A better argument to make here would be that because Strength in Shadows exists, a perk with a much faster speed and an aura reveal in exchange for very slight risk, we can conclude letting some perks simply be better in exchange for a small amount of risk doesn't work because why would you ever bring Self-Care when it's outclassed in every way by its (non-base character) teachable equivalent despite that equivalent carrying a small amount of risk.
To which, just so I'm being thorough, I would respond by saying that knowing what your opponent is running with no downsides is not actively detrimental to you the way spending 45 seconds healing is. It's a case of both effects being positive and one being more positive, not one being outright negative with the other being outright positive.
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you make total sense to me and I understand you. I think sometimes you just gotta let it go. Bc risk vs reward doesn’t make sense to some ppl they just understand flat value % and seems same same even if it’s not same same. I get you.
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what do you think about lithe vs finesse?
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2 different perks with complete different effects
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The 10% value is not the point
The point is it makes no sense to run a perk that is weaker than another perk
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how do you mean they’re different though? What makes them different? One is 20% from a vault and the other is 150% after landing the vault. Why not take the 150% it’s higher than the 20%, they’re both vaulting actions.
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Then its clear as day how you completely missed the point of this whole discussion
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Maybe, but ya know sometimes it’s hard to understand when the goal post moves. That’s okay I’ll forgive myself for my shortcomings. It’s okay if I’m not the smartest person in the room, just means there’s more I can learn, and that’s never a bad thing.
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My idea for a remake of this perk.
Instead of the perk lighting up you hear a disembodied meow warning you that the killer is near by in a radius of, say, 18 meters, but it only activates when you are doing an action; and then goes on cool-down for 60-45-30 seconds.
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could be 1m away and only once per match and I’ll run it just to hear the kitty cat meow. I love kitties!
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To be fair this thread became a whole mess
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I don't like the excuse the devs gave, more than anything. Just because the heart thing is now there doesn't mean you should remove Spine Chill's ability to let you know the killer's looking at you. And they could honestly bring back the vault speed to combo with Resilience too, because that's 15% faster vaults I believe, and Finesse gives you 20%.
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They will never bring old Spine Chill back again like they will never do with Dead Hard
They don't want more vault speed and a undetectable killer counter
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Because finesse is vaulting speed, lithe is haste after the vault is complete. Lithe does not change the default vault speed, and finesse does not give you haste. They serve two separate functions, finesse for quicker vaults, lithe for distance after vaulting.
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resilience is 9% at tier 3, if it’s stackable and you add spine chill if they put vaulting in as a condition is 15% total on top of the 20% for finesse. That’s 35% stacked vaulting speed, but that’s 3 perks just to vault faster.
Could help with variety though, bc I’d love to pop lithe in as the fourth, so you’re not just basically running straight support as a fourth to tie it all together. I like the idea of flexibility of where you want to end it with, but it could be too much and that’s why they took out vaulting on it, looking lithe dead in the eye.
Post edited by HeroLives on1 -
You are correct.
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Finesse doesnt work when injured
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my hopes and dreams ruined 😞 by non vaulting actions being not included on spine chill , and an injury condition on finesse. Welp….back to the drawing board because I doubt they change both, but it would have been fun, what could have been.
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