nerf spine chill with same logic as ooo
I couldn't detect the undetectable killer with ooo, but the spine chill detects everything
and its all one sided effects, killer can't even know who using spine chill
also this perk directly helps your chase for increasing users vaulting speed
how ooo not rollbacked while spine chill existing
this perk is too good i can't try another build
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Spine Chill doesn't tell you which direction the killer is coming from and the killer can play around it once they suspect the survivor has it. It is strong but it isn't over powered like other perks and you should be happy that it is taking up a slot instead of DH, DS, UB, SB or BT.
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could be interesting to try.
it would also make premonition more worth running. (assuming you cut the cooldown by a bunch)
side note: wouldn't premonition just be more fun if it showed a flash image of who the killer is/what they see* (this would have to have a hefty cooldown)
maybe spine chill could have an effect on the edges of your screen?
maybe different kinds of perks could, too. dang, I oughta make a discussion topic about this.
*a la Until Dawn
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i using sb ds ub spinechill and never afraid killer since i using spine chill
you can look around and possible to guess or even hear where killer is coming from so i think its op
they nerfed ooo because its counter of stealth killers, but this one is better
i miss that days ranged teabagging killers with ooo
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I don't think they didn't nerf object because it countered stealth killers. In fact stealth killers completely countered object.
They nerfed it because it was too powerful in a swf and it hurt trap based killers
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OoO was busted against trapper, hag and freddy, because it could let you know where they were placing their traps and you could see Freddy all the time while in the dream world.
Spine Chill doesn't let you know any of that.
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Not to make this a whataboutism... But Whispers does the same thing
Both Spine Chill and Whispers Work for their purpose
They don't show where Killers/ Survivors Auras but tell Survivors/ Killers that they are close by
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Everyone always is asking to nerf perks, when we should be asking to buff the 70% of useless/niche perks. We already have a limited number of useful perks, why ask to nerf the decent perks. Where is this energy when it comes to asking to buff perks???? Anyhow this perk is very is easily countered by looking sideways, if you suspect someone has it. And regardless people can't see why where the killer is coming from.
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Those perks arent useless, theyre just heavily outshined by the strongest perks
Nerf all meta perks to the level of the 'average' perk and all of a sudden theres a lot less useless/niche perks
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So should ruin get nerfed?
Should balance landing get nerfed?
Do you think perks such as gearhead are good? But to be fair every perk can technically be useful in certain builds. So most perks are niche.
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What's ooo?
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its much easier to nerf the small percentage of good perks than it is to buff the overwhelmingly large amount of bad perks
Some of these perks arent even that bad, there are just some that there is no reason to run because of the current meta and how good it is
So nerf Ruin, Corrupt, DS, DH, etc.
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actually balanced landing got huge nerfed
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The community has fallen so low. 😔
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I had this idea along time ago:
- When Killer look at your direction at 32m range, Spine chill activated.
- When activated, your action perform 6% faster for 10sec.
- 30sec cool down, equal to Premonition.
I would also give Premonition starts with 0 token, stay in Terror radius for 15sec gain 1 token, maximum to 3 token. If Premonition activated and start to cool down. While in that cool down time, if you run, you spend all tokens at once, each token grant you 1sec of no scratch mark.
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Except both metas exist to counter bad game design
Ds/ub/bt counters camp slug tunnel
Ruin/undying counters ######### totem spawns
So unless they fix those bad designs the meta always is going to stay the same
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This proves my point of them overshining other perks, there are other perks that counter these but just not nearly as well as these ones.
Besides, nerf these and you fix a part of one of DbD's biggest issues, which makes it a whole lot easier to fix the other part
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Fix the other part of people being people and looking for a win any way possible
The point I had tried to make was that why would you run say deliverance and get camped to second hook when you could run ds and prevent getting double hooked early and same on the killer side why run fun perks if you do and lose 4 gens in 80 secs. So they're are some things that can't really get changed without changing the way everyone plays
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You can easily counter spine chill by looking at a 90 degree angle which won't light up a survivor's spine chill. In fact, in that case it is actually a good thing for a survivor to have spine chill because most survivors with spine chill don't even look around for a killer until their spine chill lights up, which means that you can completely catch them off-guard if you are good enough.
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And my point was if you nerf these perks you wont have to go "why would I run X when I could run Y?"
The bad game design has perks as a bandaid fix, rip off the bandaid and theyll be forced to take action
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If you think it's a particularly fun or desirable side effect of a perk to have to walk everywhere going sideways.
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Killer applied status changes should at least have an effect on the perk.
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It separates the good killers from the master killers. And if you play it correctly, having spine chill is actually a downgrade since it makes those who use it lazy at detection.
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Walking sideways, so difficult. If only I had a dedicated key for strafing... /s
Enforcing bizarre and awkward ways of moving around is not good perk design.
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Its not enforced at all you can easily win games by not doing it.
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But if you want to play around the perk, you have to do it.
And the claim the perk is balanced rests on such things as being circumvented.
Ergo, the perk is only balanced if you want everyone to walk like a crab.
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