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Is there any reason not to use Spine Chill in every build now?

Ever since they buffed it to indicate how far away a killer is even if they aren't looking at you I have pretty much used it in every game as a survivor. Im trying out different builds but I keep coming back to it. Is it really as good as I think it is? Or am I just becoming too reliant on it.

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Comments

  • Krazzik
    Krazzik Member Posts: 2,475

    It's certainly still very strong. I really don't understand the people who just dropped it for Premonition.

  • EvilSerje
    EvilSerje Member Posts: 1,070

    Any power that is not M1

  • dugman
    dugman Member Posts: 9,713

    Spine Chill is definitely still good, and it's still seeing above average use on Nightlight (about 7% which is about twice the average.) It's just top 20%+ like it was prior to the rework.

  • hastarkis
    hastarkis Member, Alpha Surveyor Posts: 580
    edited October 2022

    You can't see TR-addons or perks like agitation or dark devotion through walls. You can see it with Spine Chill tho.

    And I'm pretty sure you can react on pixel-size-moves of red indicator faster than understand that killer is now one meter closer to you by how loud or quiet TR/heartbeat is (won me some gate standings for sure). Also you clearly can measure distance if you know how to compare 360 degrees and size of TR.

    Maybe it's not THAT useful but you definitely get something outside of what you can hear.

  • Nos37
    Nos37 Member Posts: 4,142

    It's also that time of year where everyone and their mother play Ghostface and Myers, so Spine Chill's getting great value right now

  • LylakLavender
    LylakLavender Member Posts: 339

    Can someone explain to me how Spine Chill actually works? I get the concept but I thought it only told you if the killer was looking your direction.

  • legacycolt
    legacycolt Member Posts: 1,684

    It’s unnecessary if your ears work fine

  • SkeletalElite
    SkeletalElite Member Posts: 2,709

    It's strong but not broken, makes many loops with tall walls nearly impossible for killer to win mind games on.

    Pallet gyms, for example. Normally, a very dangerous tile to not pre throw because it's straightforward to mind game, but being able to know whether the killer is approaching or moving further away at any given time makes losing the mind game much harder.

  • Sharpefern
    Sharpefern Member Posts: 422

    Spine chill as a perk will light up if the killer is within 36 meters of you. If the killer has a terror radius it will fill up as the terror radius gets louder. If you are performing an action such as opening an exit gate and the killer is within 36 meters and looking directly at your entire body you get a 6% increase.

    It ticks in the same increment as the terror radius volume. A doctor with a 10 meter terror radius (Double calm + Monitor) is just gonna start filling up at 10 meters because the terror radius would be light at that point, where a Wesker with a 40 meter terror radius its going to be completely full if they are 10 meters. Its the same as telling the difference in volume which is why thats there for accessibility.

  • RpTheHotrod
    RpTheHotrod Member Posts: 1,921
    edited October 2022

    It's fairly OP. You're given a 36 meter head start guaranteed. Most killers will lose too much time chasing someone with that much of a head start. You can also tell the instant a killer gives up chase as opposed to needing to look backwards to keep tabs on them. On top of that, it essentially eliminates stealth killers as a threat entirely, especially ones that have to go slow to use their stealth such as Pig or GF. If kitty lights up, just hightail it out of there. Nearly guaranteed to never get busted by a stealther. Don't even need to look around for sneaky stealthers - you flat out know if you're safe or not. As long as kitty isn't lit up, you could just stare at a wall and know you're safe.

    Spinechill seriously needs to not pick up on Undetectable status. One perk alone hard counters and entirely shuts down an already weak group of killers.

  • RpTheHotrod
    RpTheHotrod Member Posts: 1,921
    edited October 2022

    In that case, let's be fair. Killers need accessibility options to. If the killer is within the range of a generator, there needs to be a visual indicator of how far the generator is, and on top of that, since you can hear how fast a generator is, if you are within the audio range of a generator, the indicator should tell how much progress the generator has on it (same information you'd get if you just hear how fast the pistons are running).

    Heck, let's toss in survivor pain grunts and breathing. Killers should get an indicator how close they are hearing those, as well.

    I mean, this is JUST for accessibility, right? So fair is fair, killer players should get it, too.

  • Nos37
    Nos37 Member Posts: 4,142

    I have a hard enough time looping the killer without staring at the corner of my screen to see if a red pie slice is getting slightly smaller or bigger. The survivors you face must be wizards

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,784

    It's not the same thing as sound, because the terror radius is only split into 3 parts, so you only have 3 different volumes. New spine chill tells you if a killer is moving towards or away from you, down to the smallest inch.

  • ReverseVelocity
    ReverseVelocity Member Posts: 4,532

    idk I can read the tells for those things just fine without Spine Chill

  • RpTheHotrod
    RpTheHotrod Member Posts: 1,921

    You can't audibly tell if a killer is an inch closer or farther from you.

  • hastarkis
    hastarkis Member, Alpha Surveyor Posts: 580

    Yeah, and I can repair gens just fine without Proof. Still, proof makes it easier in some cases. Just like Spine Chill does.

  • Sharpefern
    Sharpefern Member Posts: 422

    Killers do have a perk that will tell them when a survivor is working on a gen, its called surveillance, and you don't even need to be close to it. But I will give you that if there are gen repair sounds that a killer would hear I think surveillance should light up, since it lets you hear gen repair sounds 8 feet further. This would actually be a good accessibility change.

    As for the grunts of pain and breathing, not the same as spine chill does not change based on footsteps lullabies or grunts from killers. Undetectable still has 0 change. But if you want a perk that lights up when you are near survivors try whispers.

    It has 3 different layers sections but the volume is different depending on how close it is.

  • Ryuhi
    Ryuhi Member Posts: 3,822
    edited October 2022

    I think their point is that sound is extremely inaccessable for the killer side, especially since it doesn't even work properly half the time due to bhvr not understanding how sound emitters work in unreal engine and constantly having to fight with blaring chase music and other forced auditory obfuscation. Its one of the main reasons I personally can't play the role, my hearing is very poor and its extremely unforgiving for how important it is.

    Its great that they left a makeshift option for survivors who have difficulties hearing, but they really need to at least attempt parity regarding accessibility and they need to go full ass instead of half ass for it regarding both sides. As it stands on places like the artist's map the sound issue gets even worse by design.

  • Sharpefern
    Sharpefern Member Posts: 422

    The survivors have it for information that they are supposed to have anyway. The closest thing to a terror radius for killer is scratch marks. which they have a perk to be able to see better. The killer also has perks to remove their terror radius.

    The only other aspect that I could see with regards to sound is surveillance giving an indication when its active either by hearing gen noises or having regression occur or stop. You dont need a gauge because you can see the gens auras but I suppose you could do that as well. But I dont think this would satisfy people. I think certain killers just don't like the perk.

    With regards to all of the smaller sounds such as footsteps and breathing etc. Neither side has a perk for this.

  • Ryuhi
    Ryuhi Member Posts: 3,822
    edited October 2022

    Being able to hear things like footsteps is extremely important to killer and pretending its not is either biased or ignorant, as it is absolutely as important as survivors hearing the terror radius. Same with gen progress, interactions with half the killer's powers, even just totems/lockers/chests/etc. The role is near unplayable if you have any type of hearing issues, and thats assuming the sound itself is even working properly. And since there are multiple design choices that obfuscate it on purpose, its even worse.

  • RpTheHotrod
    RpTheHotrod Member Posts: 1,921

    and my suggestion would be for accessability for information killers should have anyway. Generator noises nearby and how much progress they have made. Survivors making injured noises nearby. Etc...

    Remember, they are going to be moving the TR indicator to basekit and away from a perk in the future, they said.

  • SkeletalElite
    SkeletalElite Member Posts: 2,709
    edited October 2022

    I was talking more about using it rather than playing against it. Honestly don't see survivors using it enough to draw any conclusions about how well my average opponent uses it. In my last 56 killer matches I've only seen 11 survivors have it equipped.


    It definately took a few matches to get used to though, but I have been enjoying it.

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,784

    When there is chase music, and the killer is trying to mindgame something, can you tell if they stayed in place, or if they tried to loop around, by the loudness of their volume?

  • Sharpefern
    Sharpefern Member Posts: 422


    Dude, the subtle sound queues work both ways. Hearing Ghostfaces cloak, Myers Breathing, Nemi's Clob stompers when hes undetectable all are also important. The reason these cues and the terror radius is important to survivors is to prevent the killer from catching you off guard. And there are perks that complement this, Spine chill is one of them but so does Alert, Dark Sense, Premonition etc.

    The reason why the subtle sound queues are important for the killer is to track the survivors. There are several perks to help you track survivors. I'm all ears, Darkness Revealed, Infectious Fright, Iron Maiden, Whispers, Bloodhound, Predator, Retribution, Nurse's Calling, Awakened Awareness there are so many information perks.

    You cannot claim any sound the killer hears has the same impact as a terror radius, which again can be removed. Just like there isnt a visual cue for survivors that is the same as scratch marks and they have the various color blind modes for accessibility there.

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,784

    I want a killer perk that helps me with footstep directions, and I want it to help as much as spine chill helps people with terror radius distances.

    Maybe the perk icon can point in the same relative directions as nearby survivors that are making footstep noises. For example, if the perk icon has an arrow pointing left, and an arrow pointing right, it means there are survivors directly left and right of me that are making footstep noises.

  • GentlemanFridge
    GentlemanFridge Member Posts: 5,705
    edited October 2022

    Between needing to run Kindred, OtR, and an exhaustion perk, I only got 1 perk slot to spare and it usually goes towards CoH.

  • Sharpefern
    Sharpefern Member Posts: 422

    I have never seen it be that precise but if you can out mind game killers using spine chill I am sure that you could make an awesome youtube video about it. I would think it would be a popular perk if it was that strong.

  • Sharpefern
    Sharpefern Member Posts: 422

    Okay so what youre looking for is Predator with the first statement. It will increase the amount of scratch marks you see and they will be tighter together. Wouldnt really recommend it tho. You'd do much better with like floods of rage. :D

    And unless the upgrades spine chill there is no directional cue.

    Also I am wondering how often do you run into survivors running spine chill. I mean I literally see no mither or head on as the exhaustion more frequently.

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,784

    No. I'm not looking for predator. I'm specifically looking for something to help me with footstep noises. Survivors get something to help them with terror radius noises, so killers should get something to help them with footstep noises.

  • Sharpefern
    Sharpefern Member Posts: 422

    Survivors dont get something for subtle noises. Like if you can't see how different footsteps sounds are to a terror radius IDK what to tell ya man. Its like comparing a brown toolbox to a commodious with a brand new part. Yeah they both are toolboxes but one means a hell of a lot more in game. Theres a reason why killers have 10-20 perks that obfuscate their terror radius and survivors have 0 that make them walk quieter.

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,784

    I don't care about your analogy. I still want a perk that can help me with footstep directions.

  • Sharpefern
    Sharpefern Member Posts: 422

    Dude are you okay? Like I am down for talking to you about this but it seems like you just want to be angry. Like I can do two more legit suggestions if youre having that much trouble losing people.

    Spies from the shadows. If you are losing people close enough that people would hear their footsteps you will be close enough for the birdies to tell you something

    Darkness Revealed- If you lose someone in a loop with a locker they might have quick and quieted or if not you will still see their aura if they are within 8 meters of a locker.

  • Entitled_survivor
    Entitled_survivor Member Posts: 828

    vast majority used it for vault speed with resilience to get better chases,,now that's gone it's just a mediocre info kinda perk ,,

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,784

    I want a perk to help with footstep noises. I don't care how many alternatives you want to give. Do you understand this? Your suggestions are a waste of time.

    Maybe I want Stridor to also bump up footstep noises by 100% so I can reliably hear them. Maybe I want directional footstep cues in a perk. But I know I want something to help with tracking survivor footsteps.

  • Sharpefern
    Sharpefern Member Posts: 422

    Okay then Become a Freddy main and always bring the purple swinging chains.

  • Ryuhi
    Ryuhi Member Posts: 3,822
    edited October 2022

    You are trying extremely hard to dodge the idea that the killer role is denied any accessability option when the devs didnt even realize survivors were using spine chill as one until there were complaints from their idea to remove that application. It shouldn't even be tied to a perk for either side, but you refuse to admit that the killer role does not even have a proper bandaid perk and keep trying to come up with compensations that have nothing to do with why they would need assistance via poor hearing. Killers can't run 20 perks just because they have APD, are partially/fully deaf, have tinnitus, or just have poor hearing in general.

    Also footsteps are a universal sound that become important the second LoS is broken in a chase, they're not as niche as ghostface's cloak or wraith's snarling. They're needed in every single chase if survivors aren't just running in a straight line, and things like the mandatory chase music, extremely loud chainsaws, extremely loud constant whispering, and so on purposely mask them even further. Again, you either don't understand or you're being purposely selective about an accessibility issue.

  • Barbarossa2020
    Barbarossa2020 Member Posts: 1,369

    It's a good perk but self awareness is better.

    Do gens that have wide views of around you, do the gen on the side that gives you the most lateral vision.

    And most of all, stop running everywhere, nothing gets survivors killed like scratch marks.

  • Sharpefern
    Sharpefern Member Posts: 422

    The terror radius is something unique for survivors. Footsteps does not compare. They are the same as survivors needing to hear gens that are being worked on or other survivors grunts of pain. All of the ambient sounds that both the survivor and killer hear. I am not ignoring the accessibility issue because there isnt a favoritism on either side.

  • Sharpefern
    Sharpefern Member Posts: 422

    An example of the accessibility for killers with notification similar to the terror radius is that the loud noise notification give a visual cue and arrow, which they have.

  • Ryuhi
    Ryuhi Member Posts: 3,822

    Oh you must mean the same notifications that people spam to make it harder to hear when their friend is in chase?

  • Sharpefern
    Sharpefern Member Posts: 422


    Yeah, like how survivors will also shine their flashlight no necessarily to blind you but attract your attention. Survivors pulling agro from more vulnerable survivors is a key component of the game. Like the only thing I can see them doing that would allow for additional accessibility with sound is adding an optional spectogram, however this is just going to tell you how loud something is supposed to be and I dont really see it being useful for anything other than terror radius and loud noise notifications because of all the ambient noise.

  • Ryuhi
    Ryuhi Member Posts: 3,822
    edited October 2022

    I like how you bring up flashlights but completely ignore how important hearing is while blinded by them. At least try to be sensible on accessibility issues or stay out of them entirely please. Just because you can't think of simple concepts like stereo based indicators that trigger on footstep sound emitters doesn't mean its not an issue, nor that it can't be solved similarly to a heartbeat indicator with fluctuations that coincide with the distance of the TR.