Oh Thank The Entity On The Boil Over Change!

The change keeps Boil Over as a good perk, but does not benefit Survivors who just sprint to a high zone & force a drop.

Comments

  • Agreed- I'm pleased at the inventiveness, I would've just scaled the number back down myself. It's nice to see the perk still get to be viable and impactful without being abusable or overtuned.

  • @AngyKiller said:

    The change keeps Boil Over as a good perk, but does not benefit Survivors who just sprint to a high zone & force a drop.

    Are you going to use it as survivor?

  • It's around the same strength, just not as easily abuseable

  • I don't play Survivor a whole bunch, but it now feels less OP and cheap, so I'd use it if I have it. I've not played since the CoH 'nerf' because I got very irritated at how much of a non-change it was.

  • Looks like you need flip flop now to make use of the fall effect.

    Does prevent the killer from taking a shortcut in shack so this could deny some basement hooks

  • @Sonzaishinai said:

    Looks like you need flip flop now to make use of the fall effect.

    Does prevent the killer from taking a shortcut in shack so this could deny some basement hooks

    That's actually a good combo. If a teammate can distract the Killer from picking you up for a few seconds; Flip-Flop + Boil Over could save your life.

  • The problem is that perks have to be flat out busted in order to be "good" because that's the only way they can compete with meta perks.

  • I'm very happy with the change. I think Boil Over is on the whole semi-weak now, but perks that let you wiggle out without teammate assistance are always going to be tricky balancing cases. This severely weakened the cheese strat of going into certain upper floor corners whenever the killer started chasing you; it's not worthless in those cases, but it won't get a free wiggle on its own, either.

    It's not going to be an effective troll perk anymore, and the buffed version was never anything more than a troll perk (even for people who used it to escape, the strategy itself was pure cheese), so nothing of value has been lost.

  • My concerns are with the wiggle drag stopping killers from moving in any direction on controller. Literally makes my controller unresponsive until it switches back to side to side drag.

  • What exactly got changed? The perk looks the same?

  • @DemonDaddy said:

    My concerns are with the wiggle drag stopping killers from moving in any direction on controller. Literally makes my controller unresponsive until it switches back to side to side drag.

    Does it actually stop receiving inputs, like a technical problem?

    The wiggle work around is still the same as last time where you would turn your camera and strafe in the direction of the wiggle. Though I think that changing the wiggle strength would be too much of a nerf.


    @ASurvkillivorer said:

    What exactly got changed? The perk looks the same?

    It's depends on current wiggle progress instead of a flat bonus. So if you wiggled 25% and then the killer dropped, you'd be at 33.25% and not 50%. The more you've wiggled the bigger the bonus when they fall, but you still have the bonus kick to give you more time to wiggle.

  • @ASurvkillivorer said:

    What exactly got changed? The perk looks the same?

    The next update will make it so Survivors get a % of their current wriggle progress as a bonus if the Killer drops from a height

  • @WeenieDog said:

    https://forum.deadbydaylight.com/en/discussion/comment/2787892#Comment_2787892

    Does it actually stop receiving inputs, like a technical problem?

    The wiggle work around is still the same as last time where you would turn your camera and strafe in the direction of the wiggle. Though I think that changing the wiggle strength would be too much of a nerf.

    https://forum.deadbydaylight.com/en/discussion/comment/2787899#Comment_2787899

    It's depends on current wiggle progress instead of a flat bonus. So if you wiggled 25% and then the killer dropped, you'd be at 33.25% and not 50%. The more you've wiggled the bigger the bonus when they fall, but you still have the bonus kick to give you more time to wiggle.

    So far it's been consistent; when the drag switches to front/back I lose all movement even to the sides. Been robbed of 3-5 seconds spread throughout a carry by being stuck in place.

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2787899#Comment_2787899

    The next update will make it so Survivors get a % of their current wriggle progress as a bonus if the Killer drops from a height

    hmmmm I think the perk is OP but not sure I like that. It makes the fall sound pointless.

  • @ASurvkillivorer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2787903#Comment_2787903

    hmmmm I think the perk is OP but not sure I like that. It makes the fall sound pointless.

    Not fully. Couple it with Flip-Flop; your friend distracts the Killer because you went down at a Pallet, right? Now the Killer can't pick you up right away because Pallet Save.

    So your friend kites the Killer, you gain progress towards being picked up. Your friend bails, and the Killer picks YOU up; now you start with progress in the wriggle bar.

    Now, the Killer has to take the long way down, or drop, and dropping gives you MORE free progress! Add in some body-blocking and you may just get away!


    It makes Flip-Flop useful, and it rewards teamwork and positioning. This is, overall, a good change.

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2787929#Comment_2787929

    Not fully. Couple it with Flip-Flop; your friend distracts the Killer because you went down at a Pallet, right? Now the Killer can't pick you up right away because Pallet Save.

    So your friend kites the Killer, you gain progress towards being picked up. Your friend bails, and the Killer picks YOU up; now you start with progress in the wriggle bar.

    Now, the Killer has to take the long way down, or drop, and dropping gives you MORE free progress! Add in some body-blocking and you may just get away!

    It makes Flip-Flop useful, and it rewards teamwork and positioning. This is, overall, a good change.

    Yeah but it becomes just one less useful solo perk. Needing to combine perks in solo for one goal is fairly annoying.


    Example Unbreakable in a team. Amazing perk

    Unbreakable solo. Doesn't come into play like 90% of the time....