Alify
Alify
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- Alify
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I think 15 seconds in practice will still not be enough. 25 seconds min, 40 max. judging by the off the record, this gives a similar effect for 80 seconds and sometimes this is also not enough so...
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- Xenomorph - I love something foreign that can terrify, especially if it does not look like a human.
- Pennywise - There is a slightly different situation, but it can also cause enough horror if devs repeat his images from the last two films.
- Jason - In Friday the 13th he’s pretty cruel and can also scare a little, if the developers give us almost the same, then I would not mind.
- Pyramid Head - he doesn't look scary.
- Candyman - he’s really not scary at all and I don’t think he will fit into the game.
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@premiumRICE said:
Detective hunch is a good perk, try it.
I’ll change something a bit soon, I wrote this tier list at night and now in the afternoon I see that I arranged some perks a little incorrectly
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@Karl_Childers said:
Question. How are survivors supposed to counter camping now, if gens can become damaged and they have to run around the map now looking for parts? People come up with ideas to prolong gens, but nobody addresses that so many bad killers would just take advantage. Something would need to be done on the killer side, so camping and proxy camp/tunneling are not buffed. A killer playing this way will win every game if the survivors are unable to rush gens.
1. Not the fact that the generator will need a new part at all. Chance - 50%
2. New add-on can make the situation much less stressful. It turns out that swf can take 4 toolboxes with a new add-on and as a result the matches will be the same as we have now.
3. As I said, devs can place some parts in the shack area so that the survivors know where to go.
4. Survivors can start repairing the generator with a part in advance.
In my experience, tunneling always stopped before the repairing of all generators. Tunneling will not harm experienced survivors in any way even with my idea, which, most likely, can give a total of 30 seconds to the Killer. I don’t think that my idea will somehow make camping stronger. But, even if it does, then anti-tunneling perks will become more popular, they can do their job well and can help out even from the worst situation. I see my idea is quite balanced and it will bring only pleasure to the players, especially beginners.
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@MiniPisa said:
To be honest I think the game would be way more fun if we had to go out and find parts for gens. I think the only reason they haven't done this yet is because it would be too similar to Friday 13th game. Either that or they're lazy.
Yeah, I think so.
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@Raven014 said:
Interesting concept. Might be a tad too strong, but I would rather see it in practice first.
It will be a great Perk against slugging and it will be just as situational as Unbreakable and Tenacity. So I don’t think that it will be too strong, except for swf
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@Cheers said:
Tenacity should have a slight nerf to noises, maybe 50%?
Poised buff is good, I'd be in favour of this.
Lithe buff is extremely over powered if this was to happen. People consider 19% (Resilience and Spinechill) extremely strong, and 50% would be out of the ballpark.
I don’t think that perk will be useful if groans are reduced by 50%. But Maybe I can do the same as Technician and Pharmacy has? Reduce the sound radius?
Thank you for supporting my idea of Poised!
Yes, I messed up a bit with Lithe, but, as Milo says, will I just reduce the numbers? For example, from 50% to 20%? 15%? (A bunch of Resilence and Spine chill Perks give 15% bonus).
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@MiniPisa said:
These are some pretty large buffs. Although I wouldn't complain if they happened I actually think the devs need to take away some effects to perks so that they have more room to make others (like fixated - make increased walking speed a separate perk). I actually use tenacity sometimes as it's pretty fun with unbreakable and although I'm happy for the buff the perk works fine as it is really.
Poised definitely needs a buff. I see no point to it at the moment... like wow.... 10 seconds of no scratch mark after a gen is finished... so useful....
The buff for lithe is way too OP. Resilience only gives you around 7%, so there's no way they'd give lithe - an already strong perk - a 50% vault bonus.
All in all though keep up the perk suggestions. God knows we need them
I would also like the perks to have only their own personal effects, which will not be used anywhere else, but what else can be done to improve these perks?
I decided to give such a buff to Tenacity, because now this perk is very situational at the moment, but unlike unbreakable, it does not have such a strong effect, so I decided that a couple of new effects would not harm it.
I also think about Poised. This perk is really ridiculous. 10 seconds of stealth after fixing the generator? Seriously? just 10 seconds? just do not show a Scratch Marks? I thought that adding some effects to complement the idea of a perk would not harm it either.
Perhaps you are right about Lithe, but I still want to see small passives in Exhaustion Perks, like a Balanced Landing. But I agree that 50% is too much, but it will not be used forever, only when Survivor is not exhausted, maybe, if the numbers will be lowered, it will be much better and not too op?
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@DelsKibara said:
I think the fact that it's not long, requires you to stand still (meaning you can't activate it during a chase) and it forces you to be downed first and look through chests makes this a rather fun and interesting idea.
Would like to see this implemented somehow.
Thanks!
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@JoeProKill2000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1257743#Comment_1257743
It seems kinda dumb that you can see the killer for like half a minute and he can’t see you. Also, why would your idea have the right to exist but the thousands of others which I actually consider better don’t? There are some really good ideas out there that I wouldn’t mind that aren’t in, this one is eh and nothing you say is going to change my mind on that.
so, this is your opinion and I am not saying that you should change it. I will also consider that my idea has a right to exist in any case and nothing you say is going to change my mind on that.
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@JoeProKill2000 said:
This is already here, it’s called object. This would be abused in swf just like object is.
My idea is not like the idea of an object perk. In addition, the perk is quite limited, it depends on the chests. Swf will not be able to use it endlessly. If you play as a team and they will save you with flashlights, then you simply will not have time to put the sensor. What is the abuse of the object? Object can be countered by many ways and my Perk can be countered by many ways too. Moreover, Object probably does not help but only causes negative emotions to Killers. However, I agree that the perk will be clearly stronger if everyone takes it. I could make it one-time use, but then it would kill the potential for solo queue players. Anyway there are already such perks as: adrenaline, ds and some more which are abused very much, but many are already used to it. So I still think that my idea has the right to exist.
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@Aven_Fallen said:
More stuff to pollute the Survivor Bloodweb? No.
yeah, as many as 2 things! completely pollute the bloodweb of Survivors. Apart from the fact that every 3 months as much as 3 things are added that pollute the web of Survivors.
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@OhHelloThere said:
red addon on red item? no (too much RNG anways)
Crystal bead shouldnt exist
Remove Danger zones
everything else is good
I don’t understand why, in your opinion, the red addon will be inappropriate on the red item, before the red addon was on the key, but it was simply made purple, without even changing anything in it. A thing with randomness really add too much add-on compared to others. I added this in order to have more variety in the game, otherwise it would be somehow too op if in 100% of cases objects were added to the Map for free, variety will never hurt this game. Although maybe I’m wrong in something? If I don’t understand something, I can make it just purple and make it a 50/50 chance or fully remake it.
Can you explain why the crystal bead shouldn't exist? Personally, I don’t really understand why. It always existed and no one touched it.
Most likely I can agree with the danger zones. But they can be seen only at close range, which during the chase can help very slightly and more on closed Maps.
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@Waffleyumboy said:
Cool idea, I could see this working. Meta shifting? Pretty close. Fun to use? Appears so.
Thanks!
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@gaydavidking said:
The 40% perk duration increase sounds good on paper, but remember that they rework Tinkerer because it had a similar effect on killer's add-ons and it made it complicated to come up with new add-ons and to balance existing add-ons for all killers due to them having to consider Tinkerer every time they wanted to make a change, so I doubt they'd ever want to add that back in.
Yeah, I understand that if the perk was like that, then the developers will have to provide that the bunch of my Open handed version with another perk is not too op, in any case, even if the developers take my idea (which I don't really believe in), then they will correct something 100% and it is quite logical. I was able to foresee only the situation with a ds and didn’t really figure out how to beat the problem in the original way. I don’t really understand what else the problem may arise, except due to the too long perk effect, and exceptions may be added so as not to spoil the balance.
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@Milo said:
- Myself from 1 year ago would and did say no to similiar idea because it seemed absurd to get an almost 4 second Sprint Burst. Here myself... i still think that is bonkers. So yeah my issue is with Haste.
- However i do not mind them increasing the duration of the perks. That's a cool idea.
- ... However however, i do not think this really fits Open Handed idea. Atleast in my opinion Open Handed should focus more on aura reading and/or "paying attention" to things. Maybe like, Open Handed could give you hints of what the killer is using after certain amount of time? (note: im mostly going of it's flavour text (source wiki) "Paying attention is what kept me alive through the years. That, and my good looks of course." — Ace Visconti))
Here, I tried to correct my mistakes and make the perk more balanced, what do you think?
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@Milo said:
- Myself from 1 year ago would and did say no to similiar idea because it seemed absurd to get an almost 4 second Sprint Burst. Here myself... i still think that is bonkers. So yeah my issue is with Haste.
- However i do not mind them increasing the duration of the perks. That's a cool idea.
- ... However however, i do not think this really fits Open Handed idea. Atleast in my opinion Open Handed should focus more on aura reading and/or "paying attention" to things. Maybe like, Open Handed could give you hints of what the killer is using after certain amount of time? (note: im mostly going of it's flavour text (source wiki) "Paying attention is what kept me alive through the years. That, and my good looks of course." — Ace Visconti))
Actually, You might be right. I sat for a long time and thought about the good and the buff and could well overdo it. I usually don’t read quotes from below, and as I understand it, it was my mistake, thanks for noticing this. Maybe I should remove the boost to the status effects, leave the effect for boosting perks duration and revise the idea a bit, as you said.
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@ASurvkillivorer said:
That would be a THIRD benefit from a single perk that alone is big no matter how small. Spine Chill only gives 6% boosts and Resillience only 9% but everyone still uses those.
This is a game of seconds hell yes those seconds matter.
Combined with Vigil that would literally turn any exhaustion perk into say Sprint Burst 4 or Deadhard 4. You would be able to cool down in under 30 seconds.
The Speed boosts is only given if you have an item, so you won’t be able to use it all at once, but I agree that boosting to 15% will probably be too much, I think 10% would be a great.
I don’t understand why you mentioned exhausted perks and vigil, since my idea is not related to status effects. You seem to have mixed up the word "cooldown" and "exhausted", these are completely different things. I wrote about the cooldown, and not about the status effects.
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@ASurvkillivorer said:
It impacting perks is too much. I would use this all the time then. It was already an underrated perk that people used to unjustly talk crap about. The toolbox nerf for sure hurt it though.
If you are talking about those 15%, then I would say that this is directly NOT an OP. Quick and quiet has a 20 second cooldown, with my version of streetwise it will be 17 seconds, not very influential. Moreover, here are just a few perks with a cooldown. Perk with the biggest - Any means neccesary. With this perk, you will have to wait 102 seconds instead of 120, and this is still not much.
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@Milo said:
From my understanding this:
Reduces the Item Consumption rate by 10/20/30%, Increases the Item Efficiency by 20%
Could be turned into this instead:
Reduces the Item Consumption rate by 30/40/50%
Or am understanding these weirdly?
It seems that I did not convey my point. I thought that efficiency is the speed of repair, healing etc. Thank you for noticing my mistake. I'll fix it
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When I wrote this post, I thought that haste would help beginners a little bit, and it would be a nice bonus to the main effect of the perk. I'm actually not very happy with what I came up with, I'll change the post a little.
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@Lexilogo said:
Iron Will is the obvious issue with this. I actually think Perks like this would be good additions to the game, but in its current state it doesn't do enough.
I would suggest something like:
Pressing the Active Ability Button while
Injured andstanding still activates the Perk for 25 seconds.While the Perk is active, your Grunts of Pain and Breathing are reduced to 0%, you become immune to the Killer's aura-reading effects, and you only bleed while sprinting. Upon activating this Perk, all current Scratch Marks or blood trails you have remaining on the map immediately fade. If you are suffering from the Deep Wounds status effect, its timer is paused entirely for the duration. A Little Patience will not expire while you are remaining still and engaging in no actions.
[I'd also probably make it an exhaustion Perk, so standard exhaustion stuff goes here]
Don't think it would be meta but I think like Head On it could be a viable Exhaustion perk for different playstyles which I think the game needs more of. I REALLY think this game could use an Exhaustion Perk that helps with stealth.
Initially, I wanted to add more features than 2. But I thought that then people would find the perk too "complicated", "gives too much", etc. Actually, your suggestions are very good, I like them. Maybe I'll think about how to add a few more features without making the perk too op. Btw thanks for the comment!
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@lazerlight said:
I just think that the meters should be increased to 20. And that the wiggle effects go up to 50/70/90. The killer slowdown sounds good too, but 10% is too much. 5% sounds better.
Here there are 20 meters actually (it used to be 22, but I reduced it by 2). I do not think that the effects of wiggling should be reduced to 90%, because if 75% does not affect anything, then the numbers should be significantly increased.
I think that Killer movement speed slowdown by 10% is quite normal, because 5% will not give any problems to the Killer. And the point of the perk is to prevent the killer from hooking you by yourself.
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@Szarman said:
I like it :)
Thanks!
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@PrettyFaceKate said:
Dance with me would still need a Q&Q and probably Lithe even with that buff. I wouldn't mind the change.
I like the WoO idea. A nice little balanced buff.
Thanks!
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@Ohnoes said:
Those both sound pretty fair.
Thanks!
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1218760#Comment_1218760
If the Killer carries you, his movement speed decreases by 15(?)% .You ignore effects that slow down your wiggling speed and suppress your struggle effects.I never actually did say anything about it. So here's my isssue with it - It either should have one of these effects (not both if kept at this power) or the decrease in movement speed should get reduced to like 5-10% but both effects would be activate at the same time.
Because i agree with that person who said that this one perk would completely negate Agitation+Iron Grasp combo. And there's already Break Out which with the decreased movement speed could be REALLY annoying to go against.
I definitely can’t say anything smart about 15% because I can’t imagine how much this slows down the speed of the killer (I was too lazy to calculate). Therefore, I would rather agree that the this should be underestimated to 10% .
I think that the ability to counter some Killer Perks should remain, so that the Perk is less situational
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@BattleCast said:
https://forum.deadbydaylight.com/en/discussion/comment/1218520#Comment_1218520
I'd like to see Boil Over have an effect while you are not downed and being carried to a hook. That is the only way I think Boil Over could be made viable without feeling unfair for both sides. I made a thread on how I would change Kate's perks to be more viable. Here is the idea:
You are a battler and do everything to escape a foe.
After being hit by the Killer, Boil Over activates for 20 seconds.
While Boil Over is activated your vault speed is increased by 100%, and your struggling effects on the Killer are increased by 75%. Boil Over obscures the auras of hooks within 20 meters. Boil Over deactivates and goes on cool-down after vaulting 1/2/3 time(s).
Boil Over has a cool-down of 120 seconds.
I tried to not drift to far away from the perks core purpose, but I also tried to make it somewhat good.
It's more like rework and I like it. Everything seems quite balanced. But I would also leave the effect of the increasing struggle effects when the Killer carries you regardless of whether the perk is active or not. It's like A-B tier.
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@RakNieborakYT said:
@Alify I like the sound of that buff. I would keep struggling effects as they are normally so 75%. You go with Boil Over and another character with haste near the killer grasp, this will give a lot bigger chance. Wait, maybe 6/8/10% slower? They are already slower then.
Initially it was 10%, but then I changed it to 15%, because I thought that the effect would not be noticeable enough, but I could be wrong. Moreover, I played against people with this perk and I can say for sure - 75% do not give any effect or difficulties to the Killer, at least to me. Maybe 15% is really too much and it should be 10%
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@BattleCast said:
I'd like to see Boil Over reworked rather than buffed. Boil Over would need to be buffed massively to be viable in its current state and at that point it would become another annoying second chance perk like DS.
I tried to buff it, not departing from its main idea, although it turned out still a little different from what I planned. It’s hard to think of how to buff a perk so that it is very good, without departing from its idea and not take into the feature to increase the wiggling speed which a Breakout has.
What would you suggest to make this perk at least B tier? I'm just curious
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@Cheers said:
https://forum.deadbydaylight.com/en/discussion/144589/boil-over-buff
I think the 16/19/22 meters needs to be reduced to maybe 12/15/18 meters, but that's about it. Everything else is fine.
I do not think that the difference between 4 meters will give at least a moderate difference. Practice shows that 14 is very small and does not help at all, if you add another 4 meters then I don’t think that something will change. So the Perk should have at least until 20 meters, however I might be wrong, it's just my opinion
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@OhHelloThere said:
oh yes survivors need to be even stronger and have more crutch perks yes yes :)
yes yes :)
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@tortrader said:
https://forum.deadbydaylight.com/en/discussion/comment/1215624#Comment_1215624
I get what you mean. Other game makers are able to find solutions around marginal internet problems. What I'm guessing is that in this case they don't have the ability to figure out how to improve the experience for players such as yourself. It might mean a bigger overhaul than we'd imagine, and focus seems to be on content and balancing instead.
Hope you have some other games in your library.
Actually, I'm not mad at the game. I still love it and will continue to play it no matter what, all games have some disadvantages and this is okay, I don't blame the developers since they trying hard to make this game good. However, it stills worth mentioning some disadvantages so that the developers can fix it.
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@venom12784 said:
Amazon has new routers for 25 dollars. I know times are hard right now but that is not expensive at all
Sorry but I haven't amazon in my country
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@Aven_Fallen said:
"Most likely, the problem is in the game code and it turns out that the game destroys not only my experience, but also the experience of other players, since I can be throwed out at the beginning of the match because of this problem. "
Nah, the problem is you, not the code. The problem is the guy who wants to play an Multiplayer Onlinegame while not having a good connection. The other 4 players in the game dont care if you DC intentionally or get crashed out of the game, they are either in a 3v1 from that point or the game ends completely, when you are the Killer.
nah, the problem is the code, not me. I think you haven't read all I wrote, I'll repeat: in other games, it doesn’t throw me out of matches at the slightest loss of connection. The words about the fact that I should not play online games with a poor Internet connection, however, my Internet connection is quite good, sounds very disrespectful to me, as a person. be careful with the words.
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/comment/1215624#Comment_1215624
If you were not "thrown out" and had a reconnect timer of sorts to get back into a match that would become highly exploitable.
Imagine right before getting hit the survivor suddenly vanishes. Killer moves on then suddenly "poof" they are back and running away.
Sadly this game could not have such a system for reconnecting because it wouldn't work with this type of game.
Now if I am wrong in my interpretation/wording of what you said (quoted above) please correct me or if you had an idea in mind please let me know. While I get the situation is frustrating its the reality of things with the technology we have at our disposal today.
I very much agree that a reconnect system is not needed here and it will break the game (unless of course the developers come up with something genious that will not break the game, but this most likely will not happen). If you kicked, then you kicked. I would like the game not to throw you out of the match at the slightest loss of connection, in other multiplayer games I will not be kicked out of matches about the slightest loss of connection.
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@Mandy said:
Sorry but the disconnect penalty is there to discourage people from ruining games for everyone else in the match and it is your responsibility to make sure that you have the required equipment to play the game. Whilst I appreciate the situation, your frequent disconnecting is ruining the game for the other players, so yes in this case the ban should still apply whilst you get time to sort out your internet issues.
I have the necessary equipment to play this game. The problem is that the game kicks me out of matches at the slightest loss of connection, which does not happen in other popular multiplayer games, so the problem is most likely in the game code. Therefore, I sincerely do not believe that I should receive bans for "such things". Of course, I will fix my problems with the Internet, but I am more concerned about the experience of such players who have the same problems as mine. In fact, I noticed a couple of hours ago that in most cases with the Internet everything is ok, but the game somehow kicks me out of the match with the "rank update" problem.
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@Boss said:
Just like having the right console or needing the right hardware in your PC, you require to have a stable (enough) connection to be able to play.
The reason you get punished is because the match being thrown into disarray is still happening because of problems on your end, it has nothing to do with whether the disconnect was intentional or not.
I can understand you're in quite the pickle, but i don't think they're not gonna turn off bans for bad internet because there's a few in this exact predicament.
Of course, i could be proven wrong on that, but it hasn't happened before yet.
I'm not saying that developers should turn off the ban system for those who have internet problems. I wanted to convey that people should not be kicked out of the match at the slightest loss of connection. I repeat: in other online games I am not thrown out of matches because of the same issue. I have a problem with crashes only in Dead By Daylight.
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@ChiTenshi said:
Unfortunately for you, they respect the majority of the player-base and penalise those who spontaneously leave due to poor internet conditions.
Either look to get a better internet connection or stop playing internet dependant multiplayer games. You are selfishly punishing many players for trying to play stuff beyond your router or computers capacity.
Am i punishing people? I'm selfish? It sounds very funny. On your part, it sounds a lot more insulting and selfish towards me as a person. All people need to be respected equally, and it is very strange to divide people into those who have a normal Internet and who do not have very much. And recalling a person from playing a game because of the Internet is the same.
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@BigBrainMegMain said:
I've said it various times....
Your first ban within 24 hours is 5 minutes.
Second ban within 24 hours is 15 minutes.
What did you do to get a 6 hour ban?
I play from 12 to ~ 2 am. Recently, a router started to have problems, it sometimes reboots (however, quite quickly), but instead of the game preventing forced disconnection from the match at the slightest loss of connection, the game decides to immediately throw it out of the match. So it all accumulated up to 6 hours. Maybe these are my problems, but I had to speak out.
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@Trwth said:
I think just taking off the cooldown and basic attack requirement would be all it needs. 64 meters is a way too long. 32 is fine.
oh, actually, this is a typo, I did not want to change the radius, I will fix it
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In god places there are new holes in the walls, so why are holes instead of breaking walls? Are you going to add them in the mid-chapter release? next chapter? It would be logical to add breaking walls to these places
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@Rizzo said:
Done.
Thanks!
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@Milo said:
I really like your Vigil change!
Wake up is pretty good.
I'm kinda mixed on Pharmacy. I dislike the chances for medkits and the removing of the faster searching. Other changes are fine.
Thanks! I just think that the effect of a quick search of chests should go into Plunderer's Instinct Perk because I don’t understand the connection of the feature with a quick search and the name of the perk “Pharmacy”. And I thought that if I left this effect and added what I added, it would be too much. But maybe I'm wrong about something
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@Vixley said:
I actually really like this idea. However, I would put it so the tiers are 60/50/40 because being able to heal that fast in a chase is game-changing. Also, it should be limited so it can usually only be used once per chase (maybe 60 seconds starting at the time you press the active button). Also, it would be nice if it involved tokens, so if you heal 2 people early on, you have 2 tokens ready to use. I like the idea of only working when running though. Overall, good perk idea!
Thanks! Actually, I think you're right about increasing the Broken Status Effect Timer. I tried to create a Perk, as a good alternative to Self-Care (I know that there is already a worthy alternative - Inner Strength, but no one forbade to come up with another one). And yes, I think it would be logical to limit my idea in terms of maximum use per match. For example: 3 times the maximum per match? Also I'm convinced that if the Perk was with tokens, it would be too OP, since the perk could be used in chases several times, which will break the game. I’ll also think about how to balance my idea. Anyway thanks for the support!
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@Lazerboy88 said:
No.... just no for the “for the people” idea, one it still wouldn’t be useful and two, that is waaaay too much of a description for a single perk, I hate all these complicated and specific perks they have coming out, I prefer much simple one and done perks like enduring or alert, Simple perk gives a simple advantage. Gearhead is a prime example of a stupid amount of unnecessary complications for a single perk.
I really don’t understand the meaning of your comment. Nobody forces you to use the Perk that you don't like or that you won't like. At the moment, people are quite complex and my change will not make it more complex. As for me, simple perks are not very interesting and the game needs variety and in some moments complex perks will only improve the game.
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@Rizzo90 hi, pls move my post in Suggestions section because when I was writing this post I couldn't choose a topic and I don't know why.
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@Toxicity23 said:
I absolutely love how you changed Vigil's status effect reduction without changing it's theme completely!
People have been requesting for Vigil to be changed so it can regenerate exhaustion at a slower pace, yadda yadda yadda, but you my friend, broke the cycle.
I honestly would believe that this would bump the perk up to Mid-high tiers, the ability to reduce the power of deficient status effects is nothing to scoff at. Yes, you still have the downside, but at least you aren't crippled for the rest of the game.
Just maybe buff the 50% juuuuuust a bit more, and you got yourself a solid perk! I'd say maybe... 60%? 65% perhaps?
Thanks for the support! I tried to make perk balanced as much as possible. However, if the developers see this and take my concept, they will still change something. Maybe, a 60% or 65% buff is likely only will improve the Perk in a good way.
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@Lx_malice said:
All the changes sound good but I think your idea for wake up would be a bit redundant if more than one person were to run it since everyone gains all of its benefits for one person using it.
I heard you. I changed the idea a little bit to make more sense to take the perk to several survivors. Especially due to the fact that the Exit Gates opening speed can stack
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@Bludge23 said:
I think for breakout, it should remove the distance requirement for the haste effect.
I think that if that were the case, then everyone would get a free boost to the wiggling speed that would break the balance. So, I believe that the condition for a small distance is quite fair.