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Is Spine chill to strong?

Zesty
Zesty Member Posts: 380
edited February 2021 in Polls

As a person who mostly plays stealth killers, I find that spine chill is just way too strong. The ability to completely counter all of the stealth killers with 1 perk slot is absolutely absurd. I think the perk should at LEAST be on a cooldown like premonition, but then it will be just like it lol. I believe it needs a full rework, there SHOULD NOT be a perk that can counter an entire roster of killers. And yes you can moon walk to a gen, but that's just not a viable strategy. The survivor can literally ignore their surroundings and just look at their perks to check if the killer is coming, its such a stupid perk! Also forgot to mention that you get the speed bonus as well, which can be combined with resilience for insane gen and vaulting speeds! Please devs take a look at this very overused perk! It requires no input from the survivor, but tons from the killer.... FOR 1 PERK! Its like 3 perks in one!

Is Spine chill to strong? 184 votes

YES. Needs nerfing
15%
PyperdokGibberishSeiko300TapeKnotDemon_SwordsTragicSolitudeBlazelskiElikBeHasUFreddoFFirebranddlkalin91OBXJay_WhyaskBigbubbabam270druggedpug69steponmeadirisPr0p3r9Grimmy_BluuesMoundshroud 29 votes
NO. Its fine as is
70%
Gay Myers (Luzi)MandyrhaWhite_OwlHorsePowerPfefferooneybrokedownpalaceAttckcatfeechimaIncurable_BOFA[Deleted User]Fog_KingSkeletalEliteLeonardo1itayobudddRevzi100then4321Boosted_DwightRullisiMrPenguin 130 votes
I'm not sure
9%
GHERBEARRULESDimekMeg_Mainmusstang62KeezoPlantCollectortenoresaxCornHubFraudetteFobboDesarmeYordsItzZane_MissMaylunaLunarknighttoxosamurai[Deleted User] 17 votes
It needs a full rework
4%
BlueberryHighQualityDonutWiktoroxThicc_Boi_MyersZestyGandarevajrinkwaterBeelzeboop 8 votes
Post edited by Zesty on
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Comments

  • Zesty
    Zesty Member Posts: 380
    It needs a full rework

    ^^

  • NoOneKnowsNova
    NoOneKnowsNova Member Posts: 2,785
    YES. Needs nerfing

    Personally it needs a nerf of some sort. To me it's the most consistently great perk in the game. It's the only perk that has always been in my build due to this consistency.

  • Zesty
    Zesty Member Posts: 380
    It needs a full rework

    @bubbabrotha @Taiga Why do you think this id like to know?

  • SquillDBD
    SquillDBD Member Posts: 163
    NO. Its fine as is

    You can counter spine chill just by flicking your camera and looking around a lot.

  • Zesty
    Zesty Member Posts: 380
    It needs a full rework

    That's ridiculous, that you have to look away and lose all awareness of your surroundings to counter a single perk!

  • Zesty
    Zesty Member Posts: 380
    It needs a full rework

    @Bwsted why lol

  • Zesty
    Zesty Member Posts: 380
    It needs a full rework

    They are not supposed to counter ENTIRE POWERS. They are supposed to counter other perks!

  • Zesty
    Zesty Member Posts: 380
    It needs a full rework

    Give me an example of another perk which counters a killers entire power other than spine chill?

  • SquillDBD
    SquillDBD Member Posts: 163
    NO. Its fine as is

    No, that's not what I'm saying at all. If you were a good killer player you would understand why you need to flick your camera around a lot to even spot the smallest detail in the distance also being aware of what tiles survivors have available to them. All they will see is their spine chill quickly light up and then turn off. It's clear to me that you aren't the best killer player as you are complaining about spine chill which isn't a great perk to begin with.

  • Zesty
    Zesty Member Posts: 380
    It needs a full rework

    Unbreakable - The Oni doesnt always slug

    Dead hard - The huntress can just wait it out

    calm spirit - Closest to a counter as spine chill, the doctor still gets the notification that a survivor is shocked still, just not the scream

    Iron will - You can still hear footsteps and see grass moving etc

  • Zesty
    Zesty Member Posts: 380
    It needs a full rework

    I'm not talking about general awareness, I'm talking about how its just so stupid that the survivor has zero input on whether or not they will know if the killer is coming by looking at the perk, while the killer has to literally look in the opposite direction, losing sight of all survivors in the process, not to mention the perk has a 36M range, which is bigger than any killers terror radius, so do you walk backwards 36 m to go to a gen ? Sounds pretty broken to me!

  • Zesty
    Zesty Member Posts: 380
    It needs a full rework

    @MandyTalk Please explain why you believe this perk is balanced in its current state?

  • SquillDBD
    SquillDBD Member Posts: 163
    NO. Its fine as is

    Clearly you haven't read what I said at all. I have 4000+ hours in this game, and I've placed high in many tournaments so I guarantee you that I have a better understanding of the game, and Spine Chill is definitely not overpowered.

  • Zesty
    Zesty Member Posts: 380
    It needs a full rework

    @SquillDBD Oh don't worry I read what you said, I just think you are using your hours played as a barrier to the real issue that we face with this perk. I have over 2k hours and I could say the same thing as you?

  • Yords
    Yords Member Posts: 5,781
    I'm not sure

    It is fine however, the only thing I would change about it is how a killer with the undetectable status effect can be detected with it... So I would just make it not work against killers with the undetectable status effect or a survivor with the oblivious status effect. Yeah, I know you can look away to not trigger it, but it is still stupid how a survivor can know you are coming. A lot of new players don't know about this either.

  • REL1_C
    REL1_C Member Posts: 619

    I don't know about this perk, perks like Ds needs a nerf but spine chill? It is quite strong but I run it too counter stealth killers. I never heard of anyone complain about spine chill, I suppose remove the 6% vault speed it's quite op but I think that's good.

  • REL1_C
    REL1_C Member Posts: 619

    Why say it needs a nerf if you run it, what a strange thing too do. Shhhhhhhhh there are OP perks in the game, I for one do not think spine chill is that OP but that's my opinion. They wont touch DS but knowing the devs they'll nerf the hell out of spine chill 😑

  • Gay_Police_Dept
    Gay_Police_Dept Member Posts: 743
    NO. Its fine as is

    And now you also know that, as a stealth killer, you just have to flick your camera around. Add that to your list, you're welcome :D

  • Zesty
    Zesty Member Posts: 380
    It needs a full rework

    no because we are talking about the use spine chill has for the survivor and how little counter play it has when playing a stealth killer, having to turn your whole camera around to lose vision can be poor for gameplay, its also very boring

  • NoOneKnowsNova
    NoOneKnowsNova Member Posts: 2,785
    YES. Needs nerfing

    Well I'm naturally going to run the perks I find the strongest that fit my playstyle. I also use Ruindying on Ghostface (although I've only had 2 matches with him) yet I also acknowledge that was overpowered.

  • QwQw
    QwQw Member Posts: 4,531
    YES. Needs nerfing

    Just make it not work when the killer is undetectable.

  • EvanSnowWolf
    EvanSnowWolf Member Posts: 1,583
    NO. Its fine as is

    I'm a Ghostface player.


    Spine Chill does nothing. NOTHING.


    All you need to do is not run straight at the generator.

  • glitchboi
    glitchboi Member Posts: 6,023
    NO. Its fine as is

    Very well-designed and balanced perk IMO, no buffs, reworks or nerfs necessary

  • AetherBytes
    AetherBytes Member, Alpha Surveyor Posts: 3,062

    I look at it the same way as calm spirit. It's capable of defeating a specific killer (Ghostface) but that just means you're wasting a perk slot if its not that killer, otherwise it gives subpar buffs.

  • Beelzeboop
    Beelzeboop Member Posts: 1,306
  • TeabaggingGhostface
    TeabaggingGhostface Member Posts: 3,108
    NO. Its fine as is

    Moonwalk to the gen

  • NO. Its fine as is

    I don't think Spine Chill needs a complete overhaul, because stealth killers are generally weak because they suffer other weaknesses that take precedent over one perk (a very good perk, to be fair). I would suggest buffing select stealth killers instead, but I could see a simple nerf to Spine Chill going like this: When the killer is undetectable, the range becomes 16. That way the stealth killers that rely on sight the most (Ghostie and Myers) can simply be precocious (as i said, they need buffs individually as well)

  • Attckcat
    Attckcat Member Posts: 59
    NO. Its fine as is

    Seems fine. Have you ever watched someone who plays with spine chill? Every time the spooky light flashes on for longer than a second they hop off and run for a locker. Also either the killer is running straight at them and they leave the gen, or the killer is chasing someone around nearby and the light is flickering on and off constantly, triggering skill checks and not really providing that much of a speed boost.

    The boost COULD be clutch if you were opening a gate while the killer is coming at you.

    The indicator is a little biased against killers like Ghostface and Myers who actually require sight to use their abilities.

    As the perk was in the game before the vast majority of stealth killers and perks it would make sense to adjust it to respect undetectable and oblivious status.

    I haven't used it in a long time, but if the extra skill checks actually are a problem, just remove the Great checks.

  • Envi
    Envi Member Posts: 4
    NO. Its fine as is

    Playing a stealth killer spinechill doesn't do anything to me really, so I don't think a nerf is necessary.

  • Trashmaster
    Trashmaster Member Posts: 357
    NO. Its fine as is

    There's a reason why it hasn't really been changed in ages, it's actually pretty well balanced

  • Happsta
    Happsta Member Posts: 79
    NO. Its fine as is

    God, the us vs them mentality knows no depths. It's okay for perks to be strong.

  • TragicSolitude
    TragicSolitude Member, Alpha Surveyor Posts: 7,410
    edited February 2021
    YES. Needs nerfing

    There's no "kinda sorta" option, so I chose yes, but I just want one thing:

    Make Mikey immune to Spine Chill when he's in EW tier 1. He used to be, back before the Undetectable status became a thing, and he's crippled enough in tier 1 that Spine Chill detecting him is just an extra gut punch. He's slow and has practically no lunge, he's still a long way off from having an insta-down ability, stealth is the only thing he has going for him and Spine Chill completely takes that away. Plus, he has that loud breathing at all times to audibly warn survivors.

    Poor slow Mikey gives a survivor with Spine Chill a speed boost just by looking at them. C'mon! #########.

    Half the fun of Mikey is the unsuspecting survivor working on a gen, slowly panning their camera, and having the ever-loving [BAD WORD] scared out of them when they spot that face watching them from behind a tree.

  • jrinkwater
    jrinkwater Member Posts: 314
    It needs a full rework


    agreed. spine chill should not work either with undetectable status OR be a much much smaller range for undetectable. As killer it ruins the fun for me, and as survivor it ruins the joy of jump scare killers. My favorite moments in the game are being scared lol, because as a rank 1 that plays both sides like toxic pos trying to win and outsmart a killer... I enjoy getting bested.

  • FFirebrandd
    FFirebrandd Member Posts: 2,446
    YES. Needs nerfing

    Spine Chill is mostly fine. The one main way it isn't is vs stealth killers. What I'd like to see is Spine Chill's max range turns into The Killers Terror Radius + 4m, minimum of... 12 or 16 meters instead of a flat 36 meters. That way it still gives extra warning against undetectable and killers with low Terror Radius, but doesn't make them practically unusable.

  • Demon_Swords
    Demon_Swords Member Posts: 68
    YES. Needs nerfing

    is no one going to mention how spin chill tells you when hillbilly or oni is coming towards you. Sure you can use terror radius to guess this but if they are going in your direction with there power then they have to face you . Any time you hear either one using the power just look at spin chill and play accordingly.

  • White_Owl
    White_Owl Member Posts: 3,786
    edited February 2021
    NO. Its fine as is

    You don't need to moonwalk to counter it, just to look slightly sideways. Very easy to do, and the fact that people using SC rely a lot on it makes it even easier to take them by surprise.

    Besides, comboed with Resilience it gives only a 15% bonus only when you're injured and the killer is directly looking in your direction. I wouldn't call it insane.

  • Karao_Ke
    Karao_Ke Member Posts: 1,221
    edited February 2021
    NO. Its fine as is

    Spine Chill is fine. It's obviously an annoying perk when you're playing a stealth killer but looking away for a few seconds isn't too hard.

    Had 2 P3 Claudettes with SC on Dead Dawg Saloon when I was Pig. Took me very little time to realize they had it, so instead I walked backwards to the gen. Worked like a charm & I probably ended that game 10+ minutes earlier than it would've lasted.

    My honest opinion is that there should either be a killer perk or a killer addon for stealth killers to counter SC and go fully undetectable. Some might say the perk is OP, but the killer takes a chance & wastes a perk slot if nobody is running SC in the game anyways. Same with the addon idea.

  • Pr0p3r9
    Pr0p3r9 Member Posts: 111
    YES. Needs nerfing

    Spinechill isn't egregiously bad, but I do think that the whole crabwalk to the gen thing is ridiculous. Truly, I'd like to see Spinechill and Premonition brought into line with each other. Spinechill would be a more general perk that doesn't work as effectively against stealth killers, while Premonition wouldn't be as consistent as Spinechill in most circumstances, but would be effective vs stealth killers.

    Change Premonition to cooldown between 25 and 17 seconds (ptb feedback would be good to determine an exact optimal cooldown). Making Spinechill work at 12 meters against an Undetectable killer seems like it would still give some value while letting Premonition shine and preventing tedious crabwalks.

    That said, I'd rather see changes to other perks before Spinechill.

  • Moundshroud
    Moundshroud Member Posts: 4,458
    YES. Needs nerfing

    I play Survivor and Killer equally. As a Survivor there are a lot of Perks I'll swap in and out. I NEVER run without Spine Chill; it is always one of the four. That pretty much says it all. Everyone I know runs it too. When I play Killer I tend to find a minimum of two people run it but more often than not, 3-4 of the Survivors I fought had it. I'm pretty sure the DEV can look at the numbers and see how many people who have it available run it.

    That is key, i.e. how many people who have it available to them use it. Don't calculate people into the metrics who don't have it yet and try to claim that not everyone uses it. The real test is what is the percentage of people who have it on tap and leave it on the bench. I'm betting it is pretty low.

  • Keezo
    Keezo Member Posts: 454
    I'm not sure

    It's not some super powerful perk, but it is very reliable, and does way too much for one perk, including potentially deleting the power of some killers/perks, even Object has the courtesy to let them slide

  • SaintDorks
    SaintDorks Member Posts: 252
    NO. Its fine as is

    It is powerful up It is up to the survivor on how to use It. In the end If the killer comes and you can't figure out from where..Well,you get the slap.

    I would also argue It has lost as many games as It has saved..Since people who run spine chill get a bad habit of even If the killer is lightyears away If they see that cat icon turn on they flee in terror thinking the killer is after them.