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Return the 100% wiggle increase
The 100% wiggle increase was the only reason why boil over was useful because it would actually affect PC users, the current 80% still has little to no effect on PC players making it useless for all players. You essentially did to boil over what you did to Hoarders, nerf the perk into the void.
Comments
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Boil Over was a terrible idea for a perk from the get-go. When the wiggle increase is too high, it incapacitates console players and can make someone with Boil Over unhookable on certain maps. That's not acceptable. You can't make a perk ridiculously OP against a large percentage of the playerbase just to make it viable against the other percentage. BHVR needs to come up with a better purpose for the perk.
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If it incapacitated console players, that would be a good argument but it didn't.
It would cause console players to sometimes not reach a hook because it's harder to control a killer when boil over was active. However, there have been console players on the forums that said the nerf wasn't needed and that it was overblown how bad it affected console players.
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I almost always got stuck on the environment or couldn't get through doorways, and often felt glued in place. I have my killer sensitivity at 100% on PS4 and can't get above 80-something% on Switch because the framerate is too low to handle it. After a while, unless a Boil Over user went down under a hook, I slugged them to death.
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I used to play on console, are you tilting the camera with the right stick to make sure the wiggling always pushes you forward? Because that's how you beat wiggling on console: By manipulating the speed to work with you instead of against you.
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It depends where they go down at. Downing a survivor doesn't automatically guarantee a hook and it shouldn't. Getting them to a hook does.
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Newer killers probably didn't know this and had trouble with it just like old ruin for survivors
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I've tilted the camera both up and down to avoid being blinded, I don't remember it affecting wiggling but I also wasn't actively looking for that result. When Boil Over was stronger, I did try strafing so that I was working with the side-to-side movement rather than pushing forward against it, but that was super awkward and didn't seem to improve the situation. I still got stuck on the environment and thrust off ledges.
I'll try to remember to test out the right stick tilt to see if it makes a difference when carrying. (There has been a lot of jitteriness in the game recently, though, and I've gotten caught on things that aren't there when I'm simply walking around; I don't know if that'll affect walking with a wiggling survivor on my shoulder.)
Edit: Or wait, did you mean tilting the right stick side to side? I think I do that naturally when carrying a survivor. Again, I'll try to remember to consciously do this next time I'm playing killer.
Edit 2: I'm an idiot, tilting the right stick side to side of course just turns me to walk in the wrong direction. I tilt the left stick left and right to balance out the movements when walking. Tilting the right stick up and down just had me look up and down, it didn't seem to affect wiggling, but maybe the difference isn't very noticeable because Boil Over isn't as strong. I know I'm not the most competent killer, maybe I'm screwing this technique up, but if I'm having trouble with it I can't imagine how an inexperienced player is supposed to figure this out being that it doesn't seem intuitive nor have I ever seen it mentioned before.
Also, anyone know if wiggling is more powerful when using the skill checks option? My friend hates the skill checks and still uses the thumbstick to wiggle, and I know I was getting thrown around much harder over the weekend playing killer at times. That's the only thing I can think of that would make the difference, hitting great skill checks instead of doing circles with the stick.
Downing a survivor doesn't automatically guarantee a hook and it shouldn't.
Never said it should, but if a survivor gets off a killer's shoulder multiple times in one match without anyone else's help, then the perk becomes stronger than original DS and that's just insane.
I've been in other threads recently saying that current DS shouldn't have a difficult skill check, because current DS is very situational and is hurt too much by performance issues: it should be usable by all players, both on PC and on console. I don't think hooks should be guaranteed, just reasonably obtainable. My experience with Boil Over when the wiggle was super strong was that it in many situations it was not counterable by any means other than slugging, and slugging a survivor to death is kind of crappy gameplay.
Post edited by TragicSolitude on2 -
Return the 100%? Only if it becomes an exhaustion perk.
Then it cannot be obnoixious back-to-back, to-back, nor stacked with other chase-extending exhaustion perks like Dead Hard.
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Playing on console the 100% was of no issue because I used it to my advantage, it forced me to manipulate how I moved to gain more control which PC players have trouble doing since right now all a PC player has to do is spam their left and right movement keys quickly even with the 80% where when it was at 100% they couldn't do this to fight against boil over. Many console players never have thought of boil over 100% as being problematic as we played around it for our own usage.
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A separate use for the perk would be the nearest hook gets blocked by the Entity for 10/12/14 seconds, other than that the 100% wiggle is a necessity for combat against PC players whom already have numerous unfair advantages over console. Reduce their graphics to remove grass and lighting darkness, having a high dpi where as console is limited and not too long ago PC could stretch their resolution giving them a larger FOV that hurt the killer on all platforms.
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I think boil over should be changed to increase wiggling speed by 20% and not cause struggling effects to increase. So then it would work agains't pc players and console players without hurting the other side.
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Boil Over is a horrendous perk - not because it's weak, but because it is designed so poorly. It is in the 9th circle of design flaws because when the numbers are too low, it's a useless perk. When the numbers are too high, it's absolutely unfair. When the numbers are finally in the middle ground - it's infuriating for both sides.
It needs a rework, something that - even if not great - could at least be tweaked to be in a better place.
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Description: “Your free spirit will never allow you to be restrained without a fight.”
While being carried by the Killer, they become Distracted (cannot see auras or HUD elements).
For every time you have been hooked, while the killer carries you they are Hindered by 2/4/6%
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This perk is in a very precarious and mutually frustrating place right now. In addition to its questionable effectiveness, it seems to be very confusing to newcomers - who seem to misunderstand what the perk means. Does it increase wiggle speed? Does it slow the killer down? Are hooks made invisible to killers? They don’t quite understand. Scummy survivors are capable of abusing the abstract elements of the base perk while the vast majority of players will struggle to extract any meaningful value from it at all. In essence, it is primarily used in bad faith, and good faith actors nearly never find purchase. This very small change cuts through it all and makes the perk both viable and balanced. By inhibiting the Killer’s ability to see auras or keep tabs on survivors, carrying a survivor with Boil Over can prove risky, rendering many information perks moot to the killer, and causing greater difficulty in finding hooks than ever before. This adds an element of confusion to the match, as killers will devote their complete attention to the hook and are rendered stupefied while carrying, which can add up to several seconds. Instead of creating obtuse and quite amorphous niche benefits of wiggle speed and dropped wiggle progress which may in particular ways slow the killer - by slowing the killer by a flat value - up to 12% - this can buy a carrier with Boil Over a bit more time, and can prove to be a reliable clutch perk late game if the match was played well by survivors. Making an end-game killer move at 78% speed (3.12m/s) while they look for hooks and are blind to the status of the trial can be quite the buff. The perk, in these circumstances, boasts of a flat value of starving the killer of information, while also making it a potential power-perk late game in particular circumstances, which is not subject to random chance, but can be reliably enacted so long as the survivor was unhooked twice previously. A killer with a Mori, a killer with a hook nearby, or a killer with Agitation can easily counter this perk - but the benefits of confusion and late game Hinderance makes this perk far more attractive to bring into the match as Survivor, and far less frustrating for both parties involved. With these changes, Boil Over will become far more attractive for Newer survivors, while also having great synergies with experienced survivors. All with minimal frustrations from both sides.
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As a console player, just walk straight. Unless there’s something wrong with your right thumb, Boil Over is not as debilitating as people are making it out to be.
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