GoshJosh
GoshJosh
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@JeffMah said:
Boil Over doesn't need change. I've been playing as survivor and a killer and never had problems or huge benefits with this perk.
The main problem is that many killers are pretty fixed on the survivors that are escaping from the wiggling process. So they'll lose if the rest of the team is smart enough to do the gens.
As a killer you have so many advantages in the game. You can use iron grip, agitation and that stuff. And it feels like its always the same. If there is a new perk that survivors get a small advantage, killers are always crying like small kids about abusing the perk and stuff.
But what about all those rounds I've played, where the killer was camping, tunneling, used pretty strong perk builds (and abused them). If survivors were crying about that, it always got rejected like "Damn boy thats tactical playing!" And now If survivors are using the new boil over with perk building its abusive.
You guys know to win the round, you have to generators. And ofc there are maps like Ormond and Crotus Prenn where you can "abuse" the boil over. But upstairs or in the building itself there is only one generator. Survivors have to repair 4 generators and if you can't stop them doing them, getting fixed by those survivors that are "abusing" this perk its your own fault.
Spot on.
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@ShinobuSK said:
https://forum.deadbydaylight.com/en/discussion/comment/2791477#Comment_2791477
Good idea but that would mean every player need to wait until match is over? If you get killed fast and then you have to watch 10min match just for your MMR to adjust?
This is why it wouldn’t work, unless it’s somehow tracking after a dead survivor has already left the trial. Also, why should a survivor who was found first and immediately gave up positively or negatively affect my rating?
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@Barbarossa2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/2789573#Comment_2789573
So one of your solutions is to lay face down for 4 minutes.
Great game play.
Slugging doesn't have to mean for the whole four minute bleed out timer, but go on.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/2790736#Comment_2790736
I mean I've seen plenty of times on these forums where people say "just run Detective's Hunch or Small game" as a "solution" to not having time to check every Nook and cranny for totems when trying to prevent NOED.
What's the difference?
As much as I hate NOED in its current form, it doesn't stop the game from progressing by existing or being in play. Try again.
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@BirdSpirit said:
This video is pretty funny but it really does emphasize the issues with pig. Her RNG boxes just don't belong. Get rid of the RNG and buff her accordingly or balance some stuff out. It's not fun to have to run around trying every single box. There's no skill involved in that.
RNG is part of DbD and fine, and not everything in the game boils down to skill. That’s ok.
But this sort of tactic is unwelcome.
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@konchok said:
GoshJosh, Here's how this strategy is used.
- It's entirely a meme and the pig will go afk for the whole match or at least until the exit gates are powered.
- The pig will wait for 1 or more survivors to die and then they'll play normally. At which point you're down 1 or more survivors and chances of survival are slim.
The second one is the most dangerous playstyle. Because if 2 survivors die that quickly becomes a 4k once they're free from guarding the boxes.
So the strategy is to 99 all gens and break all totems. The killer in this situation either has to abandon the box to defend or they allow you to 99 the gens. And it doesn't even take that long when you're not being contested. Once all gens are ready to pop, you pop them as quickly as possible. Any survivor who can leave by the gates must do so ASAP. If there is more than 1 survivor with a head trap on, they must also leave and die by leaving the gate. The last survivor escapes through hatch (if they're lucky enough to find it before their head pops or the pig catches them.
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The suggestion that I have is not even something that I thought of, it was Otz's suggestion to this fix. But I agree whole heartedly. Have it so that the iri add-on removes the ability for the exit gates to kill you. This would mean that regardless of how many hats are left by the end of the match all survivors would be able to escape, then it simply is a matter of educating the DBD survivors on how to use this strategy to escape once they've identified that they're versing an AFK pig.
Sorry, but this is bogus. Solo queue will not be able to coordinate this.
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@konchok said:
The simplest change in my mind would be to have it so that the exit gates no longer kill you while wearing the reverse bear trap if that specific add-on is in play. It doesn't nerf the pig in any circumstance other than precisely this one.
So the RBT doesn’t activate at all? Because all it takes is one teammate popping a gen and you can die to this.
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Sprint Burst is best, because you’re constantly exhausted from it if you’re playing right. It works with the others, but probably isn’t as noticeable.
Running two exhaustion perks can really throw the killer for a spin, but throwing in Vigil too is dedicating a whole three perk slots. Don’t think that’s worth at all.
To your other question, For The People and Deliverance will have shorter broken durations as well. You could really mess up a killer who thinks your DS has expired after activating Deliverance.
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Yeah, I tried him a couple days ago again for a daily and had a terrible experience as well (even getting a 3k with hatch escape). Janky, clunky, doesn’t feel anything like before his rework. They done him dirty.
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They need to at least remove blood point category caps for survivors. That way if you really help the team out in one area (usually objective points), you aren't punished for having never interacted with the killer or other survivors. You could just get points at a lesser rate (maybe half?). And you still can't exceed 32k BP total per match, if BHVR is still afraid of farming.
Killers should rarely get less BP than survivors though, if they put good effort in. This event is skewed way stronger towards survivors for some reason though. Even dying survivors are outscoring killers.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2789995#Comment_2789995
I disagree, camping hooks is fine and should stay.
Facecamping with killers like bubba isn't a game problem, it's a power problem. It's their power that allows them to do it with little to no counterplay
It's not fun, but that's a different matter. Killers don't have fun losing either.
Right, so disable killer powers around hooked survivors, except after all generators are completed. I would even trade BT and DS being deactivated end game for a meaningful change like that.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2789977#Comment_2789977
What's the difference to it than camping the hook.
Not really much, which is why both should be addressed. Allegedly camping already is, but who knows how and when.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2789671#Comment_2789671
I think the add-on is fine but the devs may want to make it possible to use the Jigsaw boxes from the sides like you can with gens.
Then she'll just attack you as you're trying to solve it. So that won't work.
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@BrotherLove said:
https://forum.deadbydaylight.com/en/discussion/comment/2789788#Comment_2789788
Or IDK a Dev could reply and say its intended gameplay. I am a bit surprised so many people are acting like this is some kind of actual game play abuse. Guys this is a party game, you are supposed to have fun. You act like there is some kind of ELO present, this isn't a game of Hockey.
Most survivors get their fun in chases, not being killed with no counterplay to an inactive killer.
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I like the idea of the add-on, and actually advocated for it prior to it being in the game. It’s just like the movies. But we need it tweaked that Pig doesn’t see box auras. And if the game detects she is too close to a box, the game allows a survivor to re-search a nearby box instead. Problem of abuse solved.
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@The_BiggCheeze said:
https://forum.deadbydaylight.com/en/discussion/comment/2789591#Comment_2789591
Exactly. It would be active at the end and there was nothing survivors could do about it, then it was given a maximum time of 2 minutes. Now it's a hex perk that can be broken at the start of the match, It's been HELLA nerfed and so many die hard survivor mains fail to realize that.
One missed dull totem is all it takes. One dull totem that can stand for well over two minutes if it can't be found, or is near a hooked survivor end game. So I wouldn't exactly call it a nerf, though it can prevent the perk from activating at all. That's usually not what happens for several reasons.
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Without Kindred on one or more survivors, or SWF, other survivors are unaware. Plus, depending on how early he gets his first hook, Bubba will mathematically outlast survivors before five generators can be repaired.
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@Ryuhi said:
People would rather complain than learn counters. It makes actual legitimate issues near impossible to find in a sea of tears.
You mean like the killers who couldn't bring perks of their own to counter Boil Over? Or slug?
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@FreddysMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2787897#Comment_2787897
I have the Dwight one. I thought everyone had gotten it.
fingers crossed about the older charms.
It was originally an exclusive for those who entered codes given away during select streams - so they were limited in quantity. Then the next year they just gave it away to all players.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/2786719#Comment_2786719
or people can stop slugging for 4ks and just hook people and play the game out however it goes???
I am fine doing this. This is not the situation being described in this post. Please re-read.
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@landromat said:
What's wrong with people. That's just an item, not your house keys
Says the guy with Ace in the Hole as his profile picture! 🤷🏼♂️
Items are very important to survivors. Hence toolboxes and keys getting nerfed hard, and the call for medkit nerfs as well. Survivors can base entire builds off their items, just to have to deal with crap like this or Plague (in the case of medkits). When do I start get to denying killers of their add-ons?
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Because developer oversight, or indifference.
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Lol no. And definitely not until her little gimmick with blocking boxes is addressed.
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@BirdSpirit said:
Wait.....they didn't put it at the bottom like logical people would do?
Nope. It’s another unhookable situation, if the killer so chooses. The hook is located right next to the totem spawn up there.
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@FreddysMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2787890#Comment_2787890
They did? I thought that was something new.
It was an exclusive charm given away two Halloweens ago (I think). Then they just gave them to all players later on anyways. I think it was about a year later, for the next Halloween.
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Nope, nothing like that here! Occasionally I'll get booted while in a pre-game lobby or searching for one (that stupid host error message problem), but not once a trial is actually loading. And no DC penalty.
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@BirdSpirit said:
https://forum.deadbydaylight.com/en/discussion/comment/2787835#Comment_2787835
It's broken due to the fact that you can't properly hit people sabotaging a hook but that requires SWF so
No, it doesn't. But it of course has much better chances and coordination in SWF.
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@DBD78 said:
https://forum.deadbydaylight.com/en/discussion/comment/2787853#Comment_2787853
Devs have said many times that camping is ok and a part of the game. So there should be no reason to not put a hook there.
Then why was the one removed from Eyrie of Crows? Because the devs have just a small ounce of conscience about camping?
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@[Deleted User] said:
There's a hook at the top floor now?
Yep, that's where it was when I played on the map today! All the way near where the totem spawn is up there.
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@Shroompy said:
"Just add a hook upstairs that'll fix the problem with Boil Over!"
"No! not like that!"
smh
And, surprise, Boil Over is already due for a nerf next update!
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@LastShoe said:
Ok... i experienced "something", but i'm quite sure that "something" was diffirent from your "something"
His turn rate felt terrible, even with the yellow steering add-on; and of course the hitbox of getting right up near a survivor with a chainsaw, yet not touching them. It felt really rough letting go of a chainsaw sprint too (without bumping into anything).
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@Zolfo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/2787846#Comment_2787846
I do not think Behaviour hired a guy in the specific position of "responsible for the hooks placement".
Map design, balance team, whoever the heck is responsible for this new hook. Shame on him or her!
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The hilarious thing is that they put the new hook at the top of the library (third floor). It is now the most campable hook in the game, mirroring the one they had to remove from Eyrie of Crows. I thought they were just going to make the bottom floor of the library hook permanent, but no. They had to go and make another easily campable hook. Whoever is in charge of hook placements is apparently not learning their lesson!
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2787816#Comment_2787816
it's both - so when you're not wiggling your wiggle bar will not decrease.
This does not affect your recovery bar whilst slugged which is separate anyway.
Thank you!
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@Dwight_Fairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/2787805#Comment_2787805
The faster base reload speed is nice and all but its not game changing for him IMO. I mean before when you ran the cork stopper add on for faster reload it didn't magically elevate him. It was more a comfort thing. Like Trapper starting with two traps instead of needing the bag add on now for that. They're nice to have but they don't elevate the killer in any meaningful way.
Oh I know you were not saying he's an A-tier killer. I'm just talking about rework changes that actually make an impact on the killer's power in a significant way. Like Bubba having tokens on his chainsaw. Big difference and made him much more viable than he was before.
"Viable" is one word you could use...
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@Mandy said:
This was always a thing as far back as 2016 from my memory.
If you filled up your wiggle bar at least a small bit and were dropped, you'd gain the drop bonus but then as you were slugged (so not actively wiggling) your wiggle progress was gradually decreasing.
We've even had discussions last year on this on the forum, it was quite a surprise when I saw that many people didn't know it was a thing.
Can you please clarify if this change is only while being carried by the killer, or also while slugged?
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@Dwight_Fairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/2787740#Comment_2787740
What buffs did his base kit and add ons get that made any significant difference to elevate him from his previous state?
https://forum.deadbydaylight.com/en/discussion/comment/2787767#Comment_2787767
I'll take your word for it but I've yet to see a Clown who's discovered how to utilize them in any meaningful way. The only time I've seen a Clown get any value from those bottles was when they use them to patrol exit gates at end game, and to speed boost themselves to a hook that's far away when picking up a survivor.
He also got a faster base reload speed, which is huge. Two seconds, I think? (Not basekit) He also got the addition of aura-reading add-ons, which are among some of the most powerful in the game for any killer. I'm not arguing he's an A-tier killer or anything, just that his rework was all improvements for him and did not involve any nerfs.
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But don't worry! Trapper still sounds like he just released the largest load of his manhood possible whenever he picks up a trap off the ground.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2787733#Comment_2787733
Pinhead loses pressure by teleporting, what are you on about
Survivor tries to solve the box while Pinhead is carrying a downed survivor to a hook, but is unable to solve in time. Pinhead is now directly on top of another survivor to chase without needing to locate them. ?
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2787731#Comment_2787731
You did not just mention Overwhelming Presence and Hoarder. Over Presence requires the Item to be used in the Killer's Terror Radius, which no one does, unless they're using a Flashlight.
Hoarder only works on Pinhead, as knowin when someone is useless as no one does that anymore.
Lightborn only works on Items that blind, like Flashlights, Flashbang and Firecrackers.
Those were bad examples for Perks that counter Items
They are all perks that counter items - whether or not you like the degree to which they do is a different question. Lightborn completely negates any blinding effects at all. All it takes is a quarter of a second within TR with OP, and a medkit that would have been a full heal no longer is. Which doesn't really matter too much because Franklin's will just drain the whole item if unattended anyways.
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@Dwight_Fairfield said:
Definitely Freddy. They turned him into a miserable bore of a killer.
Not a fan of Clown's either. Those yellow bottles are just a gimmick.
Clown's rework was only buffs though, to his basekit and add-ons. The antidote is at least an option when you only have one bottle left and are planning to reload. The main bad part about his rework are the moronic Rift challenges they made for the antidote (relying entirely on survivors to walk through it). And I guess that it can buff survivors too, if the Clown is not careful.
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@ChurchofPig said:
Nemesis I understand, but if you drop Pinhead's box you won't need to remember where, 9 times out of 10 whoever is playing Pinhead will just pick it up and it will teleport away.
You can't drop Pinhead's box unless he downs you with it. It's either solve, or meander around because you don't want to give a killer free pressure by teleporting on top of you. Or because you can't solve it by the continual harassing of chains. Real fun design.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2787718#Comment_2787718
There's only Franklin's Demise, an Add-on for Bubba and an Add-on for Twins. That's about it
Huh???? Are we playing the same DbD? Overwhelming Presence, Hoarder, Lightborn...
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@ThatOneDemoPlayer said:
Imagine having counters to Items
As if killers don't already have a handful of perks for that, right?
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Survivor names should 100% be hidden in lobby - perhaps even in-game. There is no reason killers should get to know the players they are going against beforehand, as survivors do not have the same benefit. It only leads to bullying based on past experiences or otherwise. BHVR, do the right thing already.
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Wanted to resuscitate this thread, as killers need better perks for dealing with slugs. Please consider these buffs to this old unused perk, BHVR.
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2787624#Comment_2787624
Tfw you havent even tested the perk and call it dead.
There is nothing that needs testing. Hoping everyone here can read and do basic math.
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Welp, back to never seeing Boil Over again. Bwahahaha. And have they released any pending changes for DMS?
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Freddy. No competition.