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Can Boil Over get another slight buff? Here's my suggestion.

Right now it's just a bit too weak to really be usable. It had 3 problems with it's buffed form:

  1. No viable hooks in problem areas.
  2. It triggered on too small a fall.
  3. It could be triggered twice during one carry (This was mostly a problem because of 1).

New Boil Over has a 2 major problems:

  1. It basically requires Flip Flop to be moderately useful now (and therefore requires being slugged a bit), and often still needs a sabotager along with it (due to new hooks at elevated places).
  2. Without Flip Flop or a sabotager, it's really only good for denying a greedy basement play in very niche situations (and these situations won't matter because the killer can see that you have this perk and either not go to basement or just walk down the stairs if they can).

What's the compromise?

There's already hooks in the areas that needed them afaik (we only needed the one at the bottom of the library to always spawn, nothing else there, imo) so the only other thing that needed a change was a longer drop distance for it to trigger. Then you can bump it back up to 25% wiggle meter like it was before without the abuse.

Alternatively, if everyone hates that, bumping up the struggle effect by another 25% might be enough to make it pretty alright on it's own.

Comments

  • Mazoobi
    Mazoobi Member Posts: 1,569

    I made this discussion recently that shared some thoughts and a proposal I had for it.

  • dugman
    dugman Member Posts: 9,713

    Boil Over's stagger is untouched from its buff and still quite strong. I lost a hook tonight to it even.

  • ReverseVelocity
    ReverseVelocity Member Posts: 4,606

    I think that the wiggle progress should be 50% of the current instead of 33%, that way it still won't be as useful if you go to a certain spot to die but will be actually significant if the killer decides to drop later while carrying.

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    No, it's fine as it is now. The hooking process should be the least vulnerable part of the killer's routine. You've outplayed the survivor at least twice(three times if they have dead hard).

    Current boil over can still cost hooks, especially in indoor maps where you can get stuck on small walls. Additionally even without accompanying perks you can wiggle off if the killer downs your somewhere high and leaves you alone for a few seconds. That's pretty close to being a decisive strike or unbreakable, for free potentially multiple times a map. It's fine. Situationally good, even.

  • Blazelski
    Blazelski Member Posts: 351

    I can't fully agree based on the points you've made. It can be situationally good in small closed in maps like Lery's, but even that's pretty rare. I can't imagine a situation where you wiggle off without accompanying perks that doesn't demand easily avoidable killer mistakes in even slightly more open maps. Between it advertising itself to the killer, being pretty avoidable in terms of effects, and the new hooks on second stories, I doubt it's really a reliable enough perk to bring instead of the obviously better options. As a killer I'd ######### love dealing with Boil Over rather than Dead Hards and Iron Wills. At least there are killer perks to secure the hooking process (that admittedly need buffs), as unpopular as they are because people highly value gen slowdown (which is fair).

    I do sympathize that hooking should be the least vulnerable part of the killer's routine though. That's a good point. I could agree with it being fine if the meta were worse... Man, BHVR has got to get on those nerfs.

    I like this change a lot too! I don't really care what buff it gets, it just needs *a little* something more.

    I like your suggestion a lot too! It seems like a much healthier form of the perk! I feel like BHVR didn't go this way because it doesn't seem as fun...

  • fulltonon
    fulltonon Member Posts: 5,762

    The perk is meant to be hit or miss, you shouldn't get wiggle out consistently.

    And, it's still strong in that term thanks to struggle effect, esp in indoor maps.