Spine Chill update
Comments
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So spine chill still wont work when a killer is in stealth?
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Well, what accesibility option do you propose giving to combat this, then?
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Right, I understand now - thank you!
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Only if the killer has direct line of sight...when the killer is in full stealth, there's no terror radius so that part of the perk will not be active.
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Assuming cool down that's being added to Spine Chill also won't be connected to the Terror Radius indicator?
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There's no cooldown being added to the perk?
If you're referring to the 0.5s linger, that will remain.
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So even if a killer is undetectable, per example wraith is invisible, if he is in direct line of sight spine chill will light up?
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The lighting up part of the perk is purely about terror radius, a cloaked Wraith does not have a terror radius.
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So let me get this straight.
Spine Chill will have a visual indicator for the terror radius intensity, but the action speed bonuses will only apply if the killer has direct LOS (plus the 0.5 second linger)? And does the LOS stuff still apply if there is no terror radius?
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The LOS part applies whether there is a terror radius or not - that's not changed from the Dev Update.
The perk only shows a visual notification when in terror radius - gaining intensity the closer the TR (for example).
I think people are getting confused because the current version of Spine Chill the perk lights up when active.
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if we should balance around handicapped people then spirit should able to see survivors for the legally blind killers lol, flashlight macro should be fixed for the epilepsy.
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Do you the perk is fine against killer that need los to stalk? I know ghostface stalk range is longer than spine chill range but Myers have to be closer to stalk. Or do you think this interaction is fine? Honestly I would love to see stalk range to be buff so I can stalk out of spine chill range
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I'm talking specifically about the issue you brought up with Undetectable Killers.
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So you think players should be given a visual prompt when a stealthing Killer is closing in?
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So if you don't have undetectable you're screwed either way, wether you crab walk or not, the perk will indicate that survivor is inside the TR. And you're safe with Undetectable? That's nice but stealth killers killers are still physically visible, they still need to around and waste time going around and avoiding LoS's anyway, so the only change is people won't run away as early cause spinechill won't procc because of Undetectable.
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As long as stealth is viable the devs can make survivors fart rainbows for all I care.
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I assume you are joking, but minecraft is not an asymmetrical pvp game. Adding subtitles for audio cues would literally butcher every single stealth killer as well as be an overall nerf to every killer on the roster. "Ghost-face audio cue" "Terror Radius intensifying" "Terror Radius Decreasing" are HUGE in terms of providing survivors early warnings as well as info on if it is safe to stay on the gen. Accessibility is something to strive for, but not if it completely butchers balance. Should there be an option to turn on auras for survivors for the entire game for killers who can't see well?
Edit: Subtitles would also be a big nerf for survivors. What's that you thought you hid from the killer and he didn't hear you? Good thing "Footsteps" appeared at the bottom of my screen so I know someone is very close to me.
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Question: Does this mean the only way to know if the Killer has LOS is through the increased action speed? If so does that mean there is no indicator for a Survivor not currently engaged in an action?
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"Survivor breathing" blatantly contradicts that. "Killer breathing" would basically amount to having a very clear and obvious sign for when a Stealth Killer is in range.
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Read my edit.
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Yeah that would be laughable, killing the game for the majority
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Uh... not to sound rude or anything but... what's HOH?
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Got it, thanks
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Because you have to listen closely to hear a stealth Killer close in and might not always be able to. Adding such a prompt completely DEMOLISHES the element of surprise.
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What about not-Myers?
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I changed no goal posts. I am talking about Stealth Killers in general (and more broadly, Undetectable as a whole). Your idea destroys stealth completely.
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Stake Out already does this, starts filling up when you enter the killer's terror radius.
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Stealth in this game entirely relies on having as little of a tell to give your presence away as possible. Having the game actively alert you to sounds you're making is the exact opposite of that.
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The problem with that is that once you have all the stacks it stops working.
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Idk about the subtitles.
Though, stealth killers do make a bit of noise, it's usually really subtle and drowned out by generators
Rather than having subtitles that can scream "THE KILLER IS RIGHT HERE", why not equalize the field by outright removing those noises.
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Sounds that are otherwise not that loud and require careful hearing are now blatantly thrown in your face. Sure, Myers sounds like a vacuum cleaner when breathing, but not every stealth Killer perpetually makes loud noises.
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Footstep, breathing. Things that are not necessarily loud. Those things become the equivalent of gen explosions with a written indication of them. They don't have to give away your exact position; simply knowing that they're in the area is very much the equivalent of not being Undetectable at all.
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You shouldn't make so many baseless assumptions.
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I already play with those things, so clearly that ain't it. If those things were as easily and universally perceivable as you allege, stealth would be completely meaningless.
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Not particularly viable =/= completely nonexistent. Point is that stealth should not be completely deleted from the game.
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Having words that actively highlight when a stealth Killer is nearby actively does destroy Stealth.
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You seem to care more about people using it as an excuse than HoH/Deaf people getting a viable way to keep on playing the game.
As someone who is HoH I don't care if people join me with secondary intentions or not as long as we get the accessibility we need to be able to enjoy the game like everyone else.
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And I am telling you that not all things that can potentially give away their presence are easily heard or able to properly give away their presence, but the suggestion you propose will indeed give away their presence 100% of the time.
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You shouldnt need a perk slot to help deaf people play the game. Their should be a feature that visually shows if youre in the killers terror radius. Dbd mobile already did this. Maybe the same thing can be applied but just not as corny as a beating heart inside the player lol
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You actively used nearby footsteps and breathing as examples of things that would be visually relayed.
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You are actively giving an example of how those noises might not be audible, which is something that would be ruined by a visual indicator.
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If it doesn't trigger against undetectable it has no right to have a cooldown really, I fully agree with this change, it no longer makes stealth killers (meme killers really) more useless but it helps people with accesibility issues, removing the cooldown is the right way to go.
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I respect the decision and reasoning for this but does accessibility affect the decision making of balancing other perks? I feel it's great that you have that in mind but does it overall dictate some decision making?
Not trying to be rude either it's just a small concern I have. Either way the decision alone and transparency on it is greatly appreciated.
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Iron Will and scratch mark/blood removing perks hurt killer players that are HoH or have poor eyesight
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The reality is that being able to hear something is not as black and white as you make it out to be. What some people may be able to easily perceive audio-wise might not be as much so for others. It's not like the game is gonna go "Hm...yeah, I guess you probably ain't gonna hear those footsteps; better not say anything." What you are proposing makes it so there is a zero percent chance that a noise that can potentially be missed won't get heard.
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It's just that we are talking about perception and that is going to vary from person to person whether or not they are hard of hearing. Information is big in dbd, killer or survivor. I'm not saying that we outright shouldn't have accessibility but making information easier and more consistent to have, even if truly for the better (especially with audio occlusion being what it is. I still have games where the upstairs gen sound in preschool just cuts in and out), might require some balance overview.
For the quiet vs loud sounds, they both still play and some players will be able to separate them. so how do you make that fair for everyone and still make sense for both killers, survivors, in a chase, and out.
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Perk is still gonna not get used anymore
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You already demonstrated it visually, and I gave you the exact problems I had with it. People will be able to perceive different things, and this change blanket removes that. To be more precise, either the system has to work well enough such that it obliterates stealth, or it has to preserve stealthing enough that it won't be able to properly help HoH/deaf people.
As for the altenative, I already said I'd get behind removing breathing and footstep sounds and whatnot from stealthing Killers.
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This has gone on long enough. The topic of the discussion is not "should there be accessibility options" but this is particularly about Spine Chill and that has been discussed in the first couple of pages, the rest is an argument about what should/shouldn't be heard.
As I've said, we're making this adjustment to Spine Chill to account for our players who are hard of hearing ahead of future changes that incorporate more accessibility features.
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