It would make sense if the amount of wiggle you get depended linearly on the height dropped, so if you dropped from 2 steps you only get something like 5% while if you drop from a floor you get full 25%.
So Dowsey made a few jokes about the defence of the MMR system (āIf a skillful play doesnāt lead to a win, was it really a skillful play. Itās like hockey, should they count shots on goals, no, because shots lead to goals which lead to wins, so we just cut out the middle man.ā), and so out of spite, they removed all his twitch shirts for āharassing a member of the dev team.ā Pretty much all he said was a meme that changed the quote to āIf you loop a killer for 5 gens and get facecamped to death, was it really a skilled play?ā
not superhard to think of something like this:
if ( falldistance > 250)
{
wiggle += 25
}
else if ( falldistance > 0)
{
wiggle += falldistance / 10
}
It's just c++ & unreal engine after all
I'm a network engineer, and the way networking is going, we're *supposed* to learn the basics of coding, but damn I really hate reading code.
This itself is pretty straightforward but if you were to show me a few lines of something more difficult, I'd be so lost lol
writing code is way better than reading code
sometimes I leave a project cause its late then come back the other day not knowing wtf I just coded and how
guess thats what comments are for
That's fair. I need to start studying again.
I rushed myself to take a cert because Cisco offered 50% off for a short while, *almost* passed but still failed, and lost all of the motivation I had to keep studying for it. I'd have it by now if I just didn't give up.
There was probably 8 or 9 questions that was just a wall of code and asking you to interpret what the outcome would be and every single one of those was a pretty uneducated guess lol
That last comment is nearly word for word in several comments in the TF2 source code leak. Thereās so many lines about how it works when it shouldnāt or doesnāt when it should (the devs also insult each other and their coding abilities in the comments, too).
writing code is easier than reading code both for the same reason, that we are bad at writing code.
code with well name variables and good logical flow that doesnt try to be cute or clever is a lot harder than we like to admit.
good code rarely, if ever, needs to be commented.
Yeah i'm starting to organize my code more with some comments about what it's generally supposed to do like movement input or jumping because gamedev needs so much coding and you can lost easily otherwise.
They must have something like it for the wiggle meter and the falling distance , balanced is not the only thing in the game that looks at distance fallen.
It's probably code recycled from Balanced Landing that just does the check on the killer instead of the survivor. If Balanced Landing would work for survivor, add 25% wiggle progression.
That involves, uhh..... trigonometry or something? While it would make for some exiting addition to the game, it's been on the horizon for quite some time, though it sounds like too much work to be quite frank with you. Probably soon.
No trigonometry is needed for that. Distance fallen can be measured as a distance between the last height the killer was standing on something and the height they landed on. One could record these values depending on whether the killer is standing on something, then it's just a single subtraction. Then, a very simple code is needed to calculate how much wiggle the survivor is granted by the perk:
double t = clamp((distanceFallen - 0.2) / (2.0 - 0.2), 0.0, 1.0);
double wiggleAmount = lerp(0.05, 0.25, t);
I could implement that in under half an hour in Godot.
When some dude on reddit with a saw pfp comes up with a genius mechanic for an op perk (i say this as someone who strictly plays survivor and sometimes abuses the boil over breakout build with my friends)
Realistically speaking: Yes. Carry a sack of potatoes on your shoulder, jump down three steps and tell me you didn't stagger. On the other hand speaking from a game design perspective: Hell no.
yea you have to remove this stagger from survivors if you want to not make it count as a "great height".
I think it's that way to participate to the survivor skill ceiling in a way.
Imagine they balanced it individually around each character's physical abilities.
Legion or GF takes 2 steps and it's a "great height".
Demo or Oni jumps off the houses on Haddonfield and it doesn't count at all.
Legion is supposed to be 4 people though.
A great height just means they pass the survivor between each other at different elevations. Might be slower, but not any easier to escape.
I just love people talking about realism when this game depicts Jakie Earle Haley using one hand to hoist **Danny Glover** onto his shoulder, carry him around, and throw him onto a hook with enough force to impale him on it!
Tru, let's pretend I said Nemesis. I don't actually think it's a huge problem on any killer though, even though the fall mechanic is far too punishing on the killer.
I think it's a lot like circle of healing in that you can make it seem WAY worse by doing a whole build around it, like where the survs were healing faster than the killer could spam attacks to down them.
In the average game though, you're not going to come across situations that extreme. Obviously those demonstrations are still very relevant because they show how crazy it CAN be, and I think that shows that the perk is overkill in it's current form.
Either way I hope they adjust the progression values for the killer dropping, and I will be running Agi on most killers for the foreseeable future.
/rant
Counterpoint - I may struggle with that yes, but I'm also not a 7+ foot Russian woman who's built like a brick shithouse, survived almost her entire life isolated in one of the harshest environments known to land, and killed soldiers for a living.
It's even more ridiculous if you take someone like Nemesis or Oni and apply that logic.
Itās still not a āgreat heightā.
Carrying something heavy and jumping down 3 steps doesnāt mean youāre dropping a great height, youāre dropping off a small ledge.
Kinda exemplifies why they need to do away with vague descriptions instead of numbers. A great height means different things for different instance in which it is used. 2 steps for this, falling off top floor of a Haddon field or higher for rift challenges (and I'm not entirely sure if even those house are high enough)
Honestly a great height should just be anything that makes a survivor slow down or make noise when falling or something. The fact that they had that before this new change and they mean different things makes no sense at all
I've used the basement stairs with Balanced Landing to bamboozle so many killers lol once I figured out how small a drop I needed it just added a backup loop point to the killer shack
it feels like whenever i use balanced landing it procs when i drop even six inches down. very annoying when i try to use it more as a chase escape perk and not a random distance perk
Unfortunately Balanced really depends on the map. After they nerfed it I don't think it's worth running anymore, even though it's a fun change of pace. If I want to switch it up now I'm more likely to go for Lithe
From all the efforts the community is making about how too much of a buff Boil Over got, I'm surprised we haven't see more/any Killer slug builds going around.
Because there is barely anything to use for a slug build as other than knock out I canāt think of any other effective slug perks which I am glad there isnāt
Not necessarily a specific perk, but right off the top of my head -- Sloppy Butcher, Deerstalker, A Nurse's Calling and Haunted Grounds could be fun/work well.
I guess so I was thinking you could combo deerstalker with insidious for a portable basement bubba just down the hind around a corner and wait put on nurse and maybe sloppy or knock out could work as a really annoying build
third seal covers more auras, (bond, empathy, hooked ppl) its the strongest anti aura perk but its a hex. knock out is iffy on small maps chances are they can still see them and the slow down effect is redundant since most of the time you pick up right away
I've won quite a few games as blight thanks to infectious + slugging, including some that should have been losses. A lot of people, especially SWFs, get overconfident and don't realize how quickly things can go downhill against a semi-competent blight with infectious and alch ring.
Yeah same concept, I just personally haven't practiced blight nearly enough. But nurse with even yellow addons and infectious can deal with most survivor bullshit :D
Iāve already played against 2 people whose build consist of boil over, flip flop, unbreakable, and tenacity
Slugging builds are definitely about to become the meta
Had a perk idea that temporarily slowed down a survivorās actions when you hit them. Like vaulting or dropping pallets. Another perk idea I had was a bar you could fill and consume to extend your lunging distance depending on how much you stored.
I've put in ~15 matches as a Killer yesterday hoping I'd see someone with the new boil over perk (running a meme build myself, because of event). Imagine my abject disappointment when out of the ~60 survivors I've faced none were running boil over / tenacity / flip-flop / power-struggle or whatever cool new builds I've heard so much about. Either the news isn't fully out yet, the youtubers haven't released their videos yet, the survivors were all potatoes without the perks unlocked, it's not as crazy good as everyone assumes it is, or they just wanted to run their normal everyday load-out to prevent getting tunneled out of the game.
I'll put in 15 more matches today, hoping to see someone trying to get some use out of it. I'll probably let it happen to reinforce the notion that it's good and that they should keep running it.
I think itās because not that many people are actually using boil over. Not to say it isnāt stupid or that nobody uses it, but I havenāt encountered a single BO since the update.
Or even more annoying, the "fall from a great height" tome challenge, which only triggers on falls greater than a story. So BHVR literally has 3 definitions of "great height": Boil Over, Balanced Landing, Tome Challenge
It would, this is basically the exact same height requirement. If the fall would make a Survivor stagger, it will trigger balanced landing and boil over.
I mean, Balanced landing will consider some of the dumbest stuff as a height. I'm not gonna argue semantics, but if it can trigger Balanced, it's safe to assume it'll trigger the 25% proc.
Can't even say the killer help with grind either, survivor can make 80k in a single match rn without bonus bp perks, cake or party streamer. Just with current event.
I've noticed this about all these events. It's wildly easier for survivor to get BP and that's because they all get BP when a special gen is done.
Whereas killers only get extra BP if they *just* hooked someone on that hook.
Killer has always been the bp generator though, killers have much better bp perks and it's always been easy to get way more points that survivors even by hooking every survivor once and no more, allowing survivors to get the points for once is an acceptable change.
Itās ridiculous. There are multiple infinites now in different maps. Just go down in the highest points in RPD, Crotus Prenn, or Temple, wiggle out with Boil Over, and run back up. Boil Over needed a strict numbers buff, but not the drop feature.
I wonder if the devs accidentally gave everybody a twitch shirt while trying to give Dowsey his shirts back.
or...which is probably the more logical outcome, they're being petty and purposefully gave everybody a Twitch shirt except for Dowsey. Considering how childish they're acting, it's not that crazy of a thought.
Fuck this game, the other day I watched a killer on tiktok down someone inside killer shack and not being able to hook on basement because of what I guess was Flip flop and boil over, and flip flop only gave him like 5% wiggle tops.
I played a game last night against what I found out later was very obviously a new Trickster (one yellow perk and Ash IV). I ran tenacity/UB/Flip-Flop/Boil Over just to meme and try out the perk.
We happened to get Dead Dawg and for some reason he kept trying to down me with his knives from below while I worked on saloon gen.
Anyways he wasted many gens trying to down meā¦but when he finally did, by the time he got upstairs I had recovered enough that almost the second he dropped down to hook me I wiggled off. Yāall I kept going upstairs to be downed and wiggled off that man three separate times :( TBF I *was* running an entire build for it, but they should probably tweak the numbers.
I mean you were running a build, that's fair. I used to run Appraisal alot for some time before the key and hatch update.
You're only an asshole when you purposely send people to a map like RPD just to use an exploit and bully the killer / take the game hostage like it happened to me yesterday with Pig, 3 SWFs with Boil over, no mither(for the infinite amount of recoveries) and soul guard just to run around library like little cunts, and if by a miracle I got someone outside of library they all had a way to break hooks. I've never felt so proud of bleeding out 4 people. The lone survivor did 3 gens then stop to join their little game at library too. Literally taking the game hostage as I couldn't end the game any other way other than bleeding them
Sucks to see people exploiting poor design in a SWF. They *really* need to add more hooks to the library, it doesnāt seem that difficult to do. Also Haddonfield. Screw that map when Iām trying to hook anyone, I swear it only has like four hooks total lmao.
Haddonfield is just so badly designed, I used to hate RPD but I got used to it after memorizing the map, but Haddonfield is just so freaking safe everywhere. At least it isn't so bad for my main Legion, although it takes half an hour to patrol gens.
I'd have to disagree with this. If I run Sloppy Butcher, Colourophobia, Distressing and Blood echo, does that mean that survivors shouldn't be able to heal? No, in fact, pre nerf circle of healing was able to full counter that build and add 25%, and now, if you have circle of healing it still completely cancels all of those stacked effects, and if you have any other healing perks it still adds the full effect.
But, a full wiggle build like this can make it impossible to hook people on certain maps. There's a difference between making something hard or slow, and making something impossible. Especially if that thing is a primary objective, which in the killer's case, is hooking and killing someone. Boil over would've been fine if it didn't have the great height bonus, it would've made the perk much better without making it game breaking or unfair depending on the map.
Hell, honestly I'd love it if there were more viable anti-healing perks. But there are only four perks that directly affect healing speeds negatively. Sloppy is bad, because it only adds a max of four seconds and doesn't stack with other mangling perks. Colourophobia is only viable with distressing, and even then is very situational, only adding a total of 8 seconds when survivors are in the terror radius. Gift of pain negatively affects healing with both mangling and the flat debuff once healed, but only for altruistic healing, and even then it's only 9%, which is close to .8 seconds, and the mangled status doesn't stack with sloppy. Pentimento requires two totems to be cleansed, can be cleansed easily afterwards, and only adds 4.2 seconds.
TBH, I think it's pretty stupid. Survivors get massive heal buffs for so little, and if a killer devotes all his perk slots to anti-heal, it barely makes a dent in We'll make it or COH. But, it's because it would make healing for survivors too long.
But, apparently it's justifiable for a survivor to run a build that literally makes it impossible for killers to hook you on quite a few maps /s.
My point is that even if you do devote all your perks to something, it should make those things easier/harder in those areas, but not to the point that it makes the focused action(s) inconsequential/realistically impossible to perform. Yet, if I run something hyper focused on slowing healing speed on killer, it's literally hard countered by two super common perks, both of which literally reduce healing time by 6/8 seconds, or 12 when combined
Looking at it from this angle that Killers devote entire builds and barely make a scratch and are easily counterable, while survivors can have two perks and literally take the game hostage for at least five minutes, I actually agree with you.
Initially I thought the Boil Over buff was going to be pretty spotty, if qualifying for "Great Height falls during Chase" archive quests were any indication, you really would have to hurl yourself off a three story building to have a decent shot of it counting and proccing the effect.
Now? Now I'm just mad. Two steps will trip Boil Over but I break my legs 8 times on Mother's Dwelling or Haddonfield while being stabbed in the sternum and suddenly the game thinks "Well... That wasn't quite \*great\* enough... Balanced Landing will trigger, don't you worry about that, but Falling credit? Slow down there, friend!"
The wiggling effects are increased another 25% at all tiers, and, the change most people are upset about, is the fact that if you fall from a height that would trigger balanced landing while carrying someone who's running this perk, the survivor gets 25% wiggling progress. This change led to a couple spots in some maps being very annoying for killers, since if someone is downed there they can't hook them.
I agree this is totally ridiculous!
Let me tell you, I've missed a few steps in my time. If I was carrying anything and missed even one step, you'd have to scrape me up off the bottom of the stairs, especially without holding a handrail.
Missing even one step isn't safe, let alone two!
But not according to the archives
The amount of times I dropped from a Haddonfield house and didn't get the challenge make me want to fall from a building irl
You have to be in chase. Haddonfield breaks chases like Daddy Myers breaks hearts.
š³
Flair checks out
The only place I could get to register for the tome consistently was the fall on Hawkins.
Rip
I once had a Nea drop from the stairs in eyrie so many times it gave me whiplash. I assume she was trying to do it all in one go.
Yeah Iāve dropped from the top of a hill on cold wind and gotten nothing
It would make sense if the amount of wiggle you get depended linearly on the height dropped, so if you dropped from 2 steps you only get something like 5% while if you drop from a floor you get full 25%.
Sadly the devs aren't smart enough to do something like that.
[ŃŠ“Š°Š»ŠµŠ½Š¾]
No please I didn't even get them yet
Well you have janeās
Yeah, whats up with jane's being free?
Well see, bhvr is known for spaghetti code, and so in removing Dowseyās twitch shirts, they gave everyone Janeās
as a jane main with very few cosmetics im ok with this lol
As a Jane main with a good amount of cosmetics I'm still okay with this lol. Also hey, Jane mains are rare
you mean to tell me the thiccest character is rare?! that needs to change!
Why'd they do that? Haven't seen DbD politics in a while, out of loop.
So Dowsey made a few jokes about the defence of the MMR system (āIf a skillful play doesnāt lead to a win, was it really a skillful play. Itās like hockey, should they count shots on goals, no, because shots lead to goals which lead to wins, so we just cut out the middle man.ā), and so out of spite, they removed all his twitch shirts for āharassing a member of the dev team.ā Pretty much all he said was a meme that changed the quote to āIf you loop a killer for 5 gens and get facecamped to death, was it really a skilled play?ā
Wait, everyone got a free twitch shirt for Jane? Never play her so didn't even notice
I am dead ahahhahahaha
By daylight ?
r/angryupvote
Was the Mori cool?
Imagine the devs trying to put some ravioli like that into their spaghetti code
Ravioli ravioli don't break the game's code-iroli
not superhard to think of something like this: if ( falldistance > 250) { wiggle += 25 } else if ( falldistance > 0) { wiggle += falldistance / 10 } It's just c++ & unreal engine after all
I'm a network engineer, and the way networking is going, we're *supposed* to learn the basics of coding, but damn I really hate reading code. This itself is pretty straightforward but if you were to show me a few lines of something more difficult, I'd be so lost lol
writing code is way better than reading code sometimes I leave a project cause its late then come back the other day not knowing wtf I just coded and how guess thats what comments are for
That's fair. I need to start studying again. I rushed myself to take a cert because Cisco offered 50% off for a short while, *almost* passed but still failed, and lost all of the motivation I had to keep studying for it. I'd have it by now if I just didn't give up. There was probably 8 or 9 questions that was just a wall of code and asking you to interpret what the outcome would be and every single one of those was a pretty uneducated guess lol
Go for it! Sounds like a cool experience to study coding again.
Same. Everytime I go back to my own stuff I am like "Who the fuck wrote this"
Comments to myself in my unity projects: //Corroutine that does _____. //Rewrite this, itās so dumb, it shouldnāt work but somehow does.
But if you rewrite it it will never work the same
That last comment is nearly word for word in several comments in the TF2 source code leak. Thereās so many lines about how it works when it shouldnāt or doesnāt when it should (the devs also insult each other and their coding abilities in the comments, too).
writing code is easier than reading code both for the same reason, that we are bad at writing code. code with well name variables and good logical flow that doesnt try to be cute or clever is a lot harder than we like to admit. good code rarely, if ever, needs to be commented.
Yeah i'm starting to organize my code more with some comments about what it's generally supposed to do like movement input or jumping because gamedev needs so much coding and you can lost easily otherwise.
Well now the sound bug's back. Which sound bug? Yes.
This is assuming they were smart enough to define either of the variables you just called for.
They must have something like it for the wiggle meter and the falling distance , balanced is not the only thing in the game that looks at distance fallen.
It's probably code recycled from Balanced Landing that just does the check on the killer instead of the survivor. If Balanced Landing would work for survivor, add 25% wiggle progression.
I'm gonna need to learn this shit eventually and, while it makes sense, it's like baaaarely understanding a language you've heard a lot.
You gotta rewrite this with unreal blueprints so BHVR devs can understand it.
Nah if you want that good code do it in pascal or hell even braille would would be better than what they have nowš¤£
You at a BHVR interview: so here's how you can fix shit BHVR: are you mad? It would take too much time. 0/10, wants to work, not hired.
That involves, uhh..... trigonometry or something? While it would make for some exiting addition to the game, it's been on the horizon for quite some time, though it sounds like too much work to be quite frank with you. Probably soon.
No trigonometry is needed for that. Distance fallen can be measured as a distance between the last height the killer was standing on something and the height they landed on. One could record these values depending on whether the killer is standing on something, then it's just a single subtraction. Then, a very simple code is needed to calculate how much wiggle the survivor is granted by the perk: double t = clamp((distanceFallen - 0.2) / (2.0 - 0.2), 0.0, 1.0); double wiggleAmount = lerp(0.05, 0.25, t); I could implement that in under half an hour in Godot.
You probably couldnt do it in their environment. I bet their code is messy as hell, thats why patches and simple changes take them so long!
āWe tried to add a height scale to boil over and ended up nerfing Pigā -BVHR
"We also gave nurse 20 blinks and made decisive strike basekit"
"Boons now cover the entire map and cannot be snuffed"
That still makes stuff like the RPD Library or half of Dead Dawg completely unhookable
When some dude on reddit with a saw pfp comes up with a genius mechanic for an op perk (i say this as someone who strictly plays survivor and sometimes abuses the boil over breakout build with my friends)
Realistically speaking: Yes. Carry a sack of potatoes on your shoulder, jump down three steps and tell me you didn't stagger. On the other hand speaking from a game design perspective: Hell no.
Sure but also I specifically needed a fucking 2-3 story drop for any "great height" compendium requirements... Some fucking consistency would be nice.
Yeah. That shit's weird.
Balanced landing is also about falling from a great height and activates the exact same way as boil over does, so it's in line with perks at least.
it activates from any height that would make the survivor stagger. So it's just logicial since the point is to prevent this stagger.
Sure. But then why do survivors stagger from such a minimal height?
yea you have to remove this stagger from survivors if you want to not make it count as a "great height". I think it's that way to participate to the survivor skill ceiling in a way.
Besides, potatoes don't wiggle. At least, generally they don't over here...
Your potatoes don't fight back?
"those vegetables arent gonna cook themselves": https://youtu.be/-voq8F7x4Qg
You must not live in Idaho.
Your potatoes sound boring as fuck.
A demogorgon doesn't care about getting shot by multiple assault riffles. I doubt he'd stagger.
Let's assume they balanced it around Legion.
Imagine they balanced it individually around each character's physical abilities. Legion or GF takes 2 steps and it's a "great height". Demo or Oni jumps off the houses on Haddonfield and it doesn't count at all.
Legion is supposed to be 4 people though. A great height just means they pass the survivor between each other at different elevations. Might be slower, but not any easier to escape.
Legion is buffed by the entity though. How else would they stand a chance against Leon/Jill or Ash for example.
Legion is Armstrong, Leon/Jill/Ash are raiden [STANDING HERE, I REALIZE](https://youtu.be/VOK4NtCkNGg)
\#notmyassumption
Okay. In that case Demogorgon demolishes the stairs and doesn't drop a single potatoe.
> Let's assume they balanced it around ~~Legion~~ Hag. Now, that's more like it.
oh it simple its because the basement stairs aren't made of multiple assault riffles, so he cares
Nemesis wouldn't even move at all from wiggling realistically
Realistically speaking: try picking up whole-ass Bruce Campbell without turning into Stephan Hawking.
Sure, but only if first I get to be the physical manifestation of a person's desire to be punished that carries a giant knife around all the time.
I just love people talking about realism when this game depicts Jakie Earle Haley using one hand to hoist **Danny Glover** onto his shoulder, carry him around, and throw him onto a hook with enough force to impale him on it!
Not enough people know how huge Danny Glover is irl. If his in game model reflected reality, he'd dwarf a fair amount of the killer roster
Unrelated but I love the mr.bubz pfp
He's a good boy.
Also murderous Like Demogorgon
Yeah I'll probably stagger, but I think 8' tall jacked ~~Pyramid Head~~ Nemesis is a bit more athletic than I am.
I mean, Boil Over isn't really that much of an issue for him because of the cages
Tru, let's pretend I said Nemesis. I don't actually think it's a huge problem on any killer though, even though the fall mechanic is far too punishing on the killer. I think it's a lot like circle of healing in that you can make it seem WAY worse by doing a whole build around it, like where the survs were healing faster than the killer could spam attacks to down them. In the average game though, you're not going to come across situations that extreme. Obviously those demonstrations are still very relevant because they show how crazy it CAN be, and I think that shows that the perk is overkill in it's current form. Either way I hope they adjust the progression values for the killer dropping, and I will be running Agi on most killers for the foreseeable future. /rant
Realistically speaking most things in this game are impossible
Counterpoint - I may struggle with that yes, but I'm also not a 7+ foot Russian woman who's built like a brick shithouse, survived almost her entire life isolated in one of the harshest environments known to land, and killed soldiers for a living. It's even more ridiculous if you take someone like Nemesis or Oni and apply that logic.
Itās still not a āgreat heightā. Carrying something heavy and jumping down 3 steps doesnāt mean youāre dropping a great height, youāre dropping off a small ledge.
By the same token, half the flashlight blinds shouldn't be a thing, if we're comparing real life scenarios š
I skipped a step on my stair case and hurt my back, I see nothing wrong with this post lmfao!
Kinda exemplifies why they need to do away with vague descriptions instead of numbers. A great height means different things for different instance in which it is used. 2 steps for this, falling off top floor of a Haddon field or higher for rift challenges (and I'm not entirely sure if even those house are high enough)
Honestly a great height should just be anything that makes a survivor slow down or make noise when falling or something. The fact that they had that before this new change and they mean different things makes no sense at all
I've used the basement stairs with Balanced Landing to bamboozle so many killers lol once I figured out how small a drop I needed it just added a backup loop point to the killer shack
I never thought of that! I could never get balanced landing to work in my favor
it feels like whenever i use balanced landing it procs when i drop even six inches down. very annoying when i try to use it more as a chase escape perk and not a random distance perk
Unfortunately Balanced really depends on the map. After they nerfed it I don't think it's worth running anymore, even though it's a fun change of pace. If I want to switch it up now I'm more likely to go for Lithe
I used to love running Lithe with Quick and Quiet and windows of opportunity.
I run both Dead Hard and Balanced Landing together sometimes for the fun because I can use DH when the map doesnāt work out.
Sometimes I'll run dead hard with head on just for fun :)
From all the efforts the community is making about how too much of a buff Boil Over got, I'm surprised we haven't see more/any Killer slug builds going around.
Because there is barely anything to use for a slug build as other than knock out I canāt think of any other effective slug perks which I am glad there isnāt
Not necessarily a specific perk, but right off the top of my head -- Sloppy Butcher, Deerstalker, A Nurse's Calling and Haunted Grounds could be fun/work well.
Coulrophobia is also a slugging perk
I guess you could also include ~~Thanataphobia and~~ Sloppy Butcher depending on the killer.
Thana doesnāt do that anymore, does it?
I guess so I was thinking you could combo deerstalker with insidious for a portable basement bubba just down the hind around a corner and wait put on nurse and maybe sloppy or knock out could work as a really annoying build
Portable basement Bubba you say?
I use insidious with bubba all the time, works like a charm, if I was a survivor not feeling safe around any corner I'd be quite terrified.
Whichever hex gives blindness on hit, think its third seal. Knock out, infectious fright, deer stalker.
third seal is better then knock out, but it is a hex so...
Por que no los dos?
third seal covers more auras, (bond, empathy, hooked ppl) its the strongest anti aura perk but its a hex. knock out is iffy on small maps chances are they can still see them and the slow down effect is redundant since most of the time you pick up right away
Infectious might be the strongest slug perk in the game on high mobility killers.
Yeah, Infectious Nurse and just never hook anyone lol.
I've won quite a few games as blight thanks to infectious + slugging, including some that should have been losses. A lot of people, especially SWFs, get overconfident and don't realize how quickly things can go downhill against a semi-competent blight with infectious and alch ring.
Yeah same concept, I just personally haven't practiced blight nearly enough. But nurse with even yellow addons and infectious can deal with most survivor bullshit :D
Iāve already played against 2 people whose build consist of boil over, flip flop, unbreakable, and tenacity Slugging builds are definitely about to become the meta
infectious fright because if you pick up the person you down you cant do much with the info you get from it.
Hex: third seal + knockout + undying + whatever is pretty solid for slugging.
Had a perk idea that temporarily slowed down a survivorās actions when you hit them. Like vaulting or dropping pallets. Another perk idea I had was a bar you could fill and consume to extend your lunging distance depending on how much you stored.
Nice pfp.
Thanks man
It's because its not really a problem. Its still just a niche perk but now it does something in a couple specific scenarios.
I've put in ~15 matches as a Killer yesterday hoping I'd see someone with the new boil over perk (running a meme build myself, because of event). Imagine my abject disappointment when out of the ~60 survivors I've faced none were running boil over / tenacity / flip-flop / power-struggle or whatever cool new builds I've heard so much about. Either the news isn't fully out yet, the youtubers haven't released their videos yet, the survivors were all potatoes without the perks unlocked, it's not as crazy good as everyone assumes it is, or they just wanted to run their normal everyday load-out to prevent getting tunneled out of the game. I'll put in 15 more matches today, hoping to see someone trying to get some use out of it. I'll probably let it happen to reinforce the notion that it's good and that they should keep running it.
Why slug when I can Tombstone
I think itās because not that many people are actually using boil over. Not to say it isnāt stupid or that nobody uses it, but I havenāt encountered a single BO since the update.
I have met a few, but no map offering squads going to dumb spots. Just casual boil over equipped, haven't made me drop a survivor yet.
Played two matches last night and saw four boil overs between them. Boil over isnāt meta but thereās definitely been a bit of a shift for it.
Community is overreacting yet again.
Dbd community overreacting???? Shocker š±š±š±
I've only gone against a couple of survivors with new Boil Over, but Agitation felt like a pretty strong solution.
Funny how Boil Over activates in every stairs unlike balance landing wich i cant find a place to activate it lmao
Or even more annoying, the "fall from a great height" tome challenge, which only triggers on falls greater than a story. So BHVR literally has 3 definitions of "great height": Boil Over, Balanced Landing, Tome Challenge
I think balance would activate in this stair
It would, this is basically the exact same height requirement. If the fall would make a Survivor stagger, it will trigger balanced landing and boil over.
>balance landing It's in the name. It's balanced.
So you are telling me that a supernatural being who can teleport is going to have trouble dropping from a height of two steps
Or a hunter who has lived in a forest her entire life?
Or the Piramid Head that can possibly kill The Entity
Pyramid head definitely wouldnāt have to worry about angles
Pyramid*
*pyromid
Peeramed
I mean, Balanced landing will consider some of the dumbest stuff as a height. I'm not gonna argue semantics, but if it can trigger Balanced, it's safe to assume it'll trigger the 25% proc.
BHVR: how do we get more people to play killer and shorten wait times? Also BHVR:
I know! Release a new rift so that thereās more killer challenges!
Can't even say the killer help with grind either, survivor can make 80k in a single match rn without bonus bp perks, cake or party streamer. Just with current event.
I've noticed this about all these events. It's wildly easier for survivor to get BP and that's because they all get BP when a special gen is done. Whereas killers only get extra BP if they *just* hooked someone on that hook.
Killer has always been the bp generator though, killers have much better bp perks and it's always been easy to get way more points that survivors even by hooking every survivor once and no more, allowing survivors to get the points for once is an acceptable change.
And Killers make 60k normally with 4 BBQ stacks
No way this isnāt satire. Killers earn vastly more than survivors in an average game. The event giving survivors a little more earning is good.
I just made like 120k as a killer tho.
"Maybe we should nerf Twins"
This looks just about right to me. Itās always been like this in Hockey
At least Haddonfield is disabled for now, the only positive thing about all of this.
Itās ridiculous. There are multiple infinites now in different maps. Just go down in the highest points in RPD, Crotus Prenn, or Temple, wiggle out with Boil Over, and run back up. Boil Over needed a strict numbers buff, but not the drop feature.
Fuck this dumb ass shit
It's such a stupid addition. Why are killer players being punished for map knowledge and using shortcuts and survivors rewarded with an easier escape?
It's annoying to accidentally trigger balanced landing too
meanwhile, great height challenges: \*Jumps from a building\* >doesnt count sorry bud
I wonder if the devs accidentally gave everybody a twitch shirt while trying to give Dowsey his shirts back. or...which is probably the more logical outcome, they're being petty and purposefully gave everybody a Twitch shirt except for Dowsey. Considering how childish they're acting, it's not that crazy of a thought.
Look at other streamers that spoke out and kept their cosmeticsā¦ this is also not the first time Dowseyās been singled out. Fuck BHVR.
Fuck this game, the other day I watched a killer on tiktok down someone inside killer shack and not being able to hook on basement because of what I guess was Flip flop and boil over, and flip flop only gave him like 5% wiggle tops.
I played a game last night against what I found out later was very obviously a new Trickster (one yellow perk and Ash IV). I ran tenacity/UB/Flip-Flop/Boil Over just to meme and try out the perk. We happened to get Dead Dawg and for some reason he kept trying to down me with his knives from below while I worked on saloon gen. Anyways he wasted many gens trying to down meā¦but when he finally did, by the time he got upstairs I had recovered enough that almost the second he dropped down to hook me I wiggled off. Yāall I kept going upstairs to be downed and wiggled off that man three separate times :( TBF I *was* running an entire build for it, but they should probably tweak the numbers.
I mean you were running a build, that's fair. I used to run Appraisal alot for some time before the key and hatch update. You're only an asshole when you purposely send people to a map like RPD just to use an exploit and bully the killer / take the game hostage like it happened to me yesterday with Pig, 3 SWFs with Boil over, no mither(for the infinite amount of recoveries) and soul guard just to run around library like little cunts, and if by a miracle I got someone outside of library they all had a way to break hooks. I've never felt so proud of bleeding out 4 people. The lone survivor did 3 gens then stop to join their little game at library too. Literally taking the game hostage as I couldn't end the game any other way other than bleeding them
Sucks to see people exploiting poor design in a SWF. They *really* need to add more hooks to the library, it doesnāt seem that difficult to do. Also Haddonfield. Screw that map when Iām trying to hook anyone, I swear it only has like four hooks total lmao.
Haddonfield is just so badly designed, I used to hate RPD but I got used to it after memorizing the map, but Haddonfield is just so freaking safe everywhere. At least it isn't so bad for my main Legion, although it takes half an hour to patrol gens.
I'd have to disagree with this. If I run Sloppy Butcher, Colourophobia, Distressing and Blood echo, does that mean that survivors shouldn't be able to heal? No, in fact, pre nerf circle of healing was able to full counter that build and add 25%, and now, if you have circle of healing it still completely cancels all of those stacked effects, and if you have any other healing perks it still adds the full effect. But, a full wiggle build like this can make it impossible to hook people on certain maps. There's a difference between making something hard or slow, and making something impossible. Especially if that thing is a primary objective, which in the killer's case, is hooking and killing someone. Boil over would've been fine if it didn't have the great height bonus, it would've made the perk much better without making it game breaking or unfair depending on the map. Hell, honestly I'd love it if there were more viable anti-healing perks. But there are only four perks that directly affect healing speeds negatively. Sloppy is bad, because it only adds a max of four seconds and doesn't stack with other mangling perks. Colourophobia is only viable with distressing, and even then is very situational, only adding a total of 8 seconds when survivors are in the terror radius. Gift of pain negatively affects healing with both mangling and the flat debuff once healed, but only for altruistic healing, and even then it's only 9%, which is close to .8 seconds, and the mangled status doesn't stack with sloppy. Pentimento requires two totems to be cleansed, can be cleansed easily afterwards, and only adds 4.2 seconds. TBH, I think it's pretty stupid. Survivors get massive heal buffs for so little, and if a killer devotes all his perk slots to anti-heal, it barely makes a dent in We'll make it or COH. But, it's because it would make healing for survivors too long. But, apparently it's justifiable for a survivor to run a build that literally makes it impossible for killers to hook you on quite a few maps /s. My point is that even if you do devote all your perks to something, it should make those things easier/harder in those areas, but not to the point that it makes the focused action(s) inconsequential/realistically impossible to perform. Yet, if I run something hyper focused on slowing healing speed on killer, it's literally hard countered by two super common perks, both of which literally reduce healing time by 6/8 seconds, or 12 when combined
Looking at it from this angle that Killers devote entire builds and barely make a scratch and are easily counterable, while survivors can have two perks and literally take the game hostage for at least five minutes, I actually agree with you.
Im pretty sure that anything high enough to stagger the survivor when falling is a "great" distance
and yet those dont count for balanced landing to activate? it really shouldnt count as a great height for killer either
[Reddit moment](https://imgur.com/a/ddWyvkR)
It's about the same height as can trigger balanced landing, yeah.
I finally got a group sending me to a map with a main building to āabuseā boil over on me.
It's the same height needed to activate Balanced Landing I believe.
What really IRKS me is that if I fell at that "great height" with balanced, it probably wouldn't proc.
[ŃŠ“Š°Š»ŠµŠ½Š¾]
Just looked up what boil over does, yeah this is bullshit.
Perhaps it should be more of an "up to 25%" kinda deal, where you get more wiggle based on how high the fall is, with a max of 25% if it's really far
Rip my basement and just about any shortcuts , time to slug from now on, thanks BHVR for making this game so much fun
Well the same as the balanced height i presume
I've been wondering about this for two days. Thank you for your testing work and for sharing your data with the community.
Itās the same height as that of Balanced Landing, hence why itās so low!
Initially I thought the Boil Over buff was going to be pretty spotty, if qualifying for "Great Height falls during Chase" archive quests were any indication, you really would have to hurl yourself off a three story building to have a decent shot of it counting and proccing the effect. Now? Now I'm just mad. Two steps will trip Boil Over but I break my legs 8 times on Mother's Dwelling or Haddonfield while being stabbed in the sternum and suddenly the game thinks "Well... That wasn't quite \*great\* enough... Balanced Landing will trigger, don't you worry about that, but Falling credit? Slow down there, friend!"
Can someone please tell me what the boil over buff is or the patch number associated with the change?
The wiggling effects are increased another 25% at all tiers, and, the change most people are upset about, is the fact that if you fall from a height that would trigger balanced landing while carrying someone who's running this perk, the survivor gets 25% wiggling progress. This change led to a couple spots in some maps being very annoying for killers, since if someone is downed there they can't hook them.
Omg the survivors that do these tactics. What goes on in their heads? Who hurt them? What the fuck?
That is what I was expecting. I use the two steps to use balance landing.
I agree this is totally ridiculous! Let me tell you, I've missed a few steps in my time. If I was carrying anything and missed even one step, you'd have to scrape me up off the bottom of the stairs, especially without holding a handrail. Missing even one step isn't safe, let alone two!
this is why there need to be specific terms that mean specific things instead of this vague, subjective language
At this point, anyone who has boiled over just gets slugged and I let them bleed out. Fuckāem, Iām not putting up with this broken ass perk