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Spine Chill and Resilience are such a strange perks

gatsby
gatsby Member Posts: 2,533

Both of them are some of the oldest perks in the game and have only had quality of life changes, staying virtually untouched in over 4.5 years.

They're not crazy good, they're not crazy bad and they happen to have synergy together, but are still fine by themselves. They're just generally useful and I'd argue they have always been some of the most balanced perks in the game. Nothing else in this game really has that distinction.

Comments

  • Xyvielia
    Xyvielia Member Posts: 2,418

    I’ve used Spine Chill all of once, twice maybe?

    There’s so much fuss over this perk on both sides that I really don’t relate to at all

    ...am I the only one?

  • FreakPrince
    FreakPrince Member Posts: 526

    Spine Chill is a very underrated perk. I’ve stopped counting how many times it saved my life.

  • Chicagopimp2019
    Chicagopimp2019 Member Posts: 458

    Spine Chill has the potential to make you lazy when it comes to watching around you when working on gens. Ive caught myself a couple of times focused on the gen and waiting for Spine Chill to light up, only to remember I didn't include it in my build....lol

  • MythMage
    MythMage Member Posts: 521

    Agreed. Spine Chill is also the best counter to Spirit with a little gamesense, so it also helps there

  • Demogordon_Ramsay
    Demogordon_Ramsay Member Posts: 1,503

    I used to have a friend who ran Object of Obsession almost every single game. Not to be a dick, not for his SWF (he usually played solo), just because the information was really, really good.

    For almost a year now he's stopped running Object in favor of Spine Chill.

    That's how good it is.

  • RamblinRango
    RamblinRango Member Posts: 389

    I feel like people use it and then depend on it for normal gameplay after awhile which I'm sure it helps but eh.

    I've only tried it a few times as well

  • SilentHillOnDvD
    SilentHillOnDvD Member Posts: 487

    Only use it for my vault build and speed it gives when healing or repairing. Never for needing help with awareness

  • JesseJH28
    JesseJH28 Member Posts: 483

    Both are great. I played with each of them for a while and would always bring a medkit so I could heal myself to 99% so when spine chill stayed lit up for long enough to think the killer's coming, I could heal and run. 9% is a pretty good boost, and using Resilience is what taught me to be comfortable playing injured when it's necessary. Only trouble with that strategy is that I almost always play solo, so teammates don't know not to heal me all the way lol

  • Greatamygdala
    Greatamygdala Member Posts: 292

    Spine chill is really good even red ranks, it destroys stealth killers it's quite sad.

    Resilience by itself is kind of eh though but I do enjoy combining the two for vault satisfaction.

  • Gay Myers (Luzi)
    Gay Myers (Luzi) Member Posts: 4,427
    edited December 2020

    Resilience by itself is not the greatest, but in combination with other perks it can be quite decent, but it is dependant on the synergy with other perks. Spine Chill + Resilience + Prove Thyself (+Leader) would work together nicely. Maybe even for item hunts Resilience + Spine Chill could be good with Plunderer's Instinct

    Spine Chill on its own can be good for detecting killers and the benefits it may bring during a chase and other actions thanks to the increased speed.

    Post edited by Mandy on
  • meatisadelicacy
    meatisadelicacy Member Posts: 1,920

    Spine Chill makes the game boring but it's very popular with bad survivors, which seem to be most of them. I sometimes use Resilience because I am almost always the only person willing to play injured, and I'm the only person who doesn't stop playing and wait for everyone else to finish the last 1-3 gens.

  • Aneurysm
    Aneurysm Member Posts: 5,270

    Scaredy cat is a great perk, but if you're running it give the other survivors some kind of indication the killer is en route rather than just urban evading off into the night, that's annoying.

  • trick
    trick Member Posts: 159

    next time your the killer and im the guy with spine chill and resilience u gonna change your mind about this bro xDD they give u up to 15% extra vault speed? i think ull find that very effective in chase especially now they have like 5m lag advantage

  • TheRockstarKnight
    TheRockstarKnight Member Posts: 2,171

    I wouldn't say nothing; Whispers is the Killer equivalent of Spine Chill.

    They're both incredibly versatile and strong information, yet still simple, perks that rely on the user's map knowledge and spatial awareness to be used to their best potential.

    They can also both lead to wasted time if you don't use them with care - like Killers checking and rechecking every inch of an area with Whispers active or Survivors crouching away into a corner as soon as Spine Chill lights up.

  • Mandy
    Mandy Administrator, Dev, Community Manager Posts: 23,357
    edited December 2020

    I'm a big fan of Resilience, 9% extra speed on actions is really good. Especially using a medkit to 99% the heal then completing objectives with Resilience active can make a big difference in a match.

    If I'm running a vault build which I do pretty often in solo queue, then definitely paired with Spine Chill is a really good synergy - again you can 99 the heal so when you know you're at risk of getting hit, you can just tap the heal.

    I don't run Spine Chill except in a vault build and I don't use it for other purposes because I really dislike relying on a perk like that to know where the killer is etc. Although when I first started playing the game I was addicted to Spine Chill & Premonition but I found that I quickly relied on them which was detrimental to actually learning the maps etc.