The TF2 !RTD Tier List

824,302
0
Published 2023-09-18
RTD, or Roll the Dice, is a plugin you've probably seen if you've ever joined one of TF2's community servers before. Many servers tend to run it for better or for worse (it's always for worse), and the effects of each roll can be pretty jarring if you don't know what to expect. So, I wanted to take a look at all 73 effects currently in the plugin, discuss what each one does and how it performs in an average game, and rank them all in a tier list. Let me know if you disagree with any of my placements!

Join the community!
Patreon: www.patreon.com/greatblue
Steam group: steamcommunity.com/groups/GreatBlueHeron
Discord: discord.gg/greatblue
Twitch: www.twitch.tv/greatblue

Outro music by liledix4:    • 🎵 Graze the Roof ︱ PvZ 2 — Modern Day...  

0:00 Intro and explanation
3:51 RTD tier list
1:20:03 Closing thoughts

First of all, sorry most of the footage was from class wars, that's the closest mode to normal TF2 that regularly runs RTD as a feature. It was really between that, 24/7 2Fort/Hightower with objectives disabled, or weird trade maps. Second, I'll note that this is probably the largest video project I've done to date. Though the editing was mostly copy-paste, I had to do it 70+ times per edit, which became very tedious by the end. Also, I had to not only get familiar with every single effect in the plugin but also get good gameplay footage of each, which took significantly longer than I'd care to admit. By the end of the project, I'd sifted through nearly 100 collective hours of footage for clips. All that being said, it was fun though! I like doing comprehensive breakdowns of niche stuff like this, so hopefully you enjoy it as well

All Comments (21)
  • @tyrusing
    gotta love how these community server remove random crits because theyre "unfair and imbalanced", only to add rtd, which can randomly give you crits
  • @ckay11002
    You didn't mention the downside of homing rockets, which is that if an enemy pyro reflects it, it retains its homing properties, meaning very rarely you'll get hit by your own homing rocket
  • @Fanaticalight
    I love how some of the effects half-way through are described with such grace, and then curse comes along. I never heard such a calm hatred for it before
  • @Cinnamowo
    Reverse Eye to Eye is my favourite "unofficial" one. It is so funny to use in class wars against a whole team of engineers, just to see them trembling with fear
  • 37:41 Another way to mitigate forced taunt is to pull out a weapon that does not have a taunt (i.e. Sappers, PDA'S, Heavy melee reskins, etc.)
  • @Ozzydoge
    37:56 getting that huntsman taunt kill during forced taunt is one of the most incredible things I've ever seen
  • @mattmann1623
    Madaras whistle is a hunter's tool from bloodborne. It functions basically the same, except that activating it has a nice animation and the hitbox makes a lot more sense.
  • @thisbox
    46:03 For Tiny Mann, I would also like to add that occasionally you can just crawl under the no entry spawn block - effectively acting as an Noclip. Not very common, but something can could occur.
  • Fun Fact: The Powerplay RTD effect simulates the effect of the actual Powerplay, a special command that gives you every Über at once thats usable in any kind of servers, but only accessiable by certain Valve employees (Most notably Robin Walker). I believe Powerplay is also named after some failed project that Valve was part of, but I dont really know much about it.
  • @AdventofMechanus
    There was an RTD effect I saw some years ago called Buddha mode. The specifics escape me, but I believe the premise was you took (and possibly dealt) no damage, but you were still susceptible to knockback. This made rocket jumping as Soldier extremely fun for the time the effect was active.
  • @SuperCman5000
    18:45 in my personal experience if you get infinite ammo with Air Strike, you can just wipe out the entire enemy team with an infinite barrage of rockets and probably makes it the best weapon for it
  • @moltedjet2132
    a thing to add for lucky sandvich is also give a 1st shot crit to any weapon
  • @CliffCardi
    !RTD Effect Timestamps 3:52 God Mode 5:09 Toxic 7:16 Lucky Sandvich 9:48 Increased Speed 10:30 Flying 12:16 Low Gravity 13:25 Full Ubercharge 14:39 Invisibility 16:47 Criticals 17:29 Infinite Ammo 19:23 Scary Bullets 20:40 Spawn Sentry 22:31 Homing Projectiles 24:13 Full Rifle Charge 25:30 Explode/Firework/Smite 26:54 Snail 27:44 Frozen 29:01 Timebomb 30:40 Ignition 31:44 Low Health 32:58 Drugged 33:49 Blind 34:36 Strip to Melee 35:48 Beacon 36:47 Forced Taunt 38:39 Monochromia 39:21 Earthquake 40:19 Funny Feeling 41:22 Bad Sauce 42:27 Spawn Dispenser 43:45 Infinite Double Jump 44:09 Powerful Hits 44:59 Big Head 45:38 Tiny Mann 46:37 Deadly Voice 47:22 Strong Gravity 48:11 Eye for an Eye 49:08 Weakened 49:54 Necro Mash 51:33 Extra Ammo 51:58 Suffocation 52:32 Fast Hands 52:59 Outline 53:34 Vital 54:49 No Gravity 55:59 Team Criticals 57:16 Fire Timebomb 58:01 Fire Breath 59:02 Strong Recoil 59:50 Cursed 1:00:42 Extra Throwables 1:01:29 Powerplay 1:02:49 Explosive Arrows 1:03:37 Incline Problem 1:04:03 Spring Shoes 1:04:30 Lag 1:05:13 Drug Bullets 1:06:03 Long Melee 1:07:08 Hat Throw 1:08:29 Madaras Whistle 1:09:50 Sickness 1:10:38 Wasted Roll 1:11:08 Mercs Die Twice 1:12:15 Drunk Walk 1:13:12 Hell's Reach 1:13:45 Cursed Projectiles 1:14:47 Vampire 1:15:25 Bat Swarm 1:16:55 Pumpkin Trail 1:17:36 Overheal Bonus 1:18:15 A Call Beyond
  • @phil2521
    Hi, I’m the creator of new RTD, it’s not my original concept but most of the new perks are mine. I thought would be interesting to provide some context why some perks are the way they are. So I’m gonna write this comment as I’m going through the video (skipping some perks that I don’t think need clarification): 1. Godmode: no knockback is by design, but it is possible for server admins to enable self knockback for rocket jumps. 2. Toxic: nerfing the instakill and hitting though walls was pretty important to me, I still wanted a very powerful effect so gave it plenty of damage, but in retrospect the default range could be a bit larger. The visual effect is indeed unfortunate and I can’t remember if I ever attempted to fix it, but it’s worth another try. 3. Flying: agreed that’s it’s kinda crazy, I kept the original effect just for the sake keeping it, but renamed the perk to “flying” because I added an alternative mode which doesn’t clip through walls. I don’t see it enabled often though, but that’s probably because the controls are kinda scuffed. One thing I wanna address is accidentally dying to kill boxes when noclipping off a cliff for example. 4. Scary bullets: it’s powerful enough without stun on afterburn/bleed, maybe worth a nerf. 5. Spawn sentry: it being enabled in medieval mode is an oversight. I kinda wanted to add a third condition to perk availability (aside to class and weapons) for game modes. Spawn sentry can be removed from the roll pool by default. But I do want to mention that server owners can disable perks per map. 6. Explode / firework / smite: didn’t think too much about them outside of implementing different ways to kill you. The original had it as well, so I threw any semblance of fairness out the window. I’ve been thinking of sprucing it up a bit, for example killing you after a timer instead of instantly, which might encourage players to take some risks. 7. Frozen: implementation difficulties, what actually happens is that a model with your character gets spawned, frozen and your camera attaches to it, while your actual character is turned invisible. Adding a hitbox to the ice statue while turning the character invincible would be neat. Somewhere I’ve seen a friendly pyro trying to unfreeze their frozen teammate, the added hitbox would make that possible which should be pretty funny. 8. Timebomb: ended up pretty underwhelming. In the original RTD the effect was basically unnoticeable by others, I added the bomb head to announce it better without realizing that’s a nerf because you will get targeted more. Kinda afraid to buff it with increased speed or resistance because it might become a bit too annoying for the enemy team. 9. Low health: you mentioned the reason it’s 7. The minimum amount of damage you can do in TF2 is 3, my intention was for you to still be able to survive such attacks twice. 10. Blind: I was entertaining an idea of regaining your vision for a few seconds when you get a kill, but never went around implementing it. The effect itself is kinda boring tho. 11. Necro mash: really fun roll, all credit goes to pelipoika who wrote a standalone plugin and let me use their code in an RTD perk. 12. Team criticals: I love this perk and I think RTD needs more perks that encourage team play. It definitely needs a nerf to at least show who is providing the crits, like outlining the roller or putting some icon over their head. Maybe even lowering resistances. I was trying to avoid straight up upgrades over other perks but I clearly failed here with setting full crits as default as opposed to minicrits, which is an option for server owners. 13. Fire timebomb: ended up even more underwhelming than its regular version. Not sure what to even do with it anymore lol 14. Powerplay: now here’s the fun part: its power as an RTD roll is something I’ve given barely any thought to. For those who don’t know, powerplay is a cheat code in TF2 that Valve employees can enable on themselves on any server. I just thought it would be cool to have it as a roll. Recently I’ve been thinking about a nerf that keeps it OP but doesn’t make it so awful to play against. Also note: you can still be knocked back. 15. Explosive arrows: you can also explosive jump :) 16. Incline problem: hate the effect and the name. Filler-grade perk, even more than wasted roll. 17. Drug bullets: I like this perk, but it does need some feedback on what is happening to the enemy. 18. Hat throw: one of my favorites to have worked on. It’s a completely custom projectile so unfortunately it ended up pretty janky, but a buff would come in handy. 19. Madaras whistle: it’s already gimmicky in a melee oriented game like Bloodborne, in a shooter it rarely does anything. Perhaps a buff to slow enemy movement in the splash radius would make it a bit better. Also, the self damage is configurable. 20. Sickness: the damage per tick is indeed random. IIRC I eyeballed the range so that a full health scout would still survive for 25s but barely. 21. Bat swarm: that’s just way too many bats… 22. Pumpkin trail: I think the damage needs to be buffed, I wanted to balance it out a bit since you get a whole trail of them but it’s difficult to aim anyway. 23. A call beyond: bad tracking and relatively low damage are intentional, I wanted it to act as additional attacks from above rather than primary means of offense. Thanks for anyone who got this far into the comment. I haven’t been very active in TF2 for a few years (outside of support patches for RTD), but recently I started watching videos and playing on servers which have this plugin just to reminisce about the past a bit. I was very happy to get validation for perks that I’m proud of, but also welcomed the criticisms for some that I didn’t put a lot of thought into, especially now in retrospect. So it’s interesting that you managed to finish this video around the same time. Anyway, as you mentioned in the video, RTD was never about balancing anything. However, my goal was to make every perk add something uniquely interesting or funny to the game. I see I achieved that with some perks, failed with some, while others need improvements here and there. To be honest, after getting up to the date with state of things in the game I’m getting the motivation I had all those years ago to work on something. Unfortunately like all of us, I don’t have the time I used to have back then so there are little promises I can make. I do find it fun to jump into class wars every now and then and play around with the game mode and the plugin. It makes me happy to see other people enjoy it also, for the most part :D
  • im incredibly saddened by the fact that you didnt mention tiny manns spawncamping ability. tiny mann makes you so small that you dont get effected by the invis hitbox of enemy spawns
  • @NNinja1255
    A version of RTD I used gave flying two modes, either noclip or just flying. The flying mode isn't as game breaking as it is just flying around without going through walls and shit, but it is really janky and hard to control making it way less viable than the noclip mode. When I say way less viable, I mean WAY less viable. Most of the time I get stuck on the ground trying to get past a curb but can't jump because of the effect. It also doesn't help that the air velocity is still in effect, making it so you have to rely on air acceleration from strafing sometimes in order to go the way you want to go.
  • @HeisenbergFam
    Its a vibe when enemy writes rtd and gets crits while you get most annoying debuff imaginable
  • @SUB-IN-SUPER
    For those who wonder. I made an entire list for EVERY RTD roll and it's timestamp. You're welcome. Godmode: 3:52 Toxic: 5:10 Lucky sandwich: 7:17 Increased Speed: 9:49 Flying: 10:31 Low Gravity: 12:16 Full Uber: 13:25 Invisibility: 14:40 Infinite cloak: 15:51 Crits: 16:47 Infinite Ammo: 17:35 Scary Bullets: 19:25 Spawns Sentry: 20:40 Homing Projectiles: 22:40 Full rifle Charge: 24:20 Explode/Firework/Smite 25:31 Snail: 27:00 Frozen: 27:50 Timebomb: 29:10 Ignition: 30:40 Low Health: 31:50 Drugged: 33:00 Blind (Stevie Wonder Mode) 33:50 Strip to Melee: 34:40 Beacon: 35:50 Forced Taunt: 36:50 Monochromia: 38:40 Earthquake: 39:21 Funny Feelin 40:21 Bad sauce 41:31 Spawn Dispenser: 42:27 Infinite double jump 43:46 Powerful hits: 44:10 Bigger head: 45:00 Tiny man: 45:40 Deadly voice 46:40 Strong gravity: 47:22 Eye for an eye: 48:20 Weakened 49:11 Necro mash 49:55 Extra ammo: 51:34 Suffocation: 52:05 Fast hands: 52:35 Outline: 53:05 Vital 53:36 No gravity: 54:55 Team crits: 56:06 Fire timebomb: 57:26 Fire breath: 58:06 Strong recoil: 59:06 Cursed: 59:55 Extra throwables 1:00:45 Powerplay: 1:01:31 Explosive arrow: 1:02:50 Incline problem: 1:03:41 Spring shoes 1:04:10 Lag: 1:04:40 Drug bullets: 1:05:20 Long melee: 1:06:10 Hat throw: 1:07:10 Mandaras whistle: 1:08:30 Sickness 1:10:10 Wasted roll: 1:10:41 Mercenary die twice : 1:11:11 Drunk walk: 1:12:21 Hells reach: 1:13:21 Cursed projectiles: 1:13:51 Vampire: 1:14:51 Bat swarm: 1:15:31 Pumpkin trail: 1:16:56 Overheal bonus: 1:17:46 A call beyond: 1:18:16
  • @creaks3280
    Something neat about the !RTD effects that I don't think anyone has pointed out is that A Call Beyond and Madara's Whistle are references to spells / equipment from Bloodborne. Mercs Die Twice and its implementation are also a reference to the implementation of the respawn mechanic in Sekiro. Except... way overtuned.