http://dbd.game/killswitch
Wiggle progression
Best Answer
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The wiggle bar is not supposed to be a guaranteed escape, it's supposed to be only achievable if the survivors work together to effectively deny the killer the hook - for example, if someone sabo's the intended hook, a survivor runs Break Out and puts themselves at risk to protect the person who's being carried etc Or the survivor could run Boil Over which combined with any of those above makes it harder for the killer to hook the survivor.
I really don't think survivors need any extra mechanics/perks/add-ons to try to guarantee escaping from the killers grasp.
7
Answers
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It's an interesting idea, but I think quite a flawed one. Think about it this way: the only people who will be able to reliably succeed such skill checks are the really good players - the same really good players that are almost impossible to catch in the first place. So the players who are hardest to win chases against end up being the hardest to hook once you have won the chase as well. That would feel incredibly demoralising and unsatisfying and really hurt top-ranked killers and their will to play, which is bad for the game overall in the long run.
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how about like 5 percent for a great and just a small increase in speed for a good?
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It probably wouldn't be as much of a problem in that case, but I think it still suffers from the same fundamental issue. If that kind of system were implemented, in the worst case scenario, good players use it, potentially stacked with perks like Breakout, to make things even more difficult for killers at high ranks than they already are. Best case scenario, it makes little to no difference - in which case, what's the point in implementing it to begin with?
I don't want to discourage you too hard, because I think it's great when players come up with new features for the game. But when balance changes are made, you always need to consider the big picture - how will it work at high ranks, how will it work at low ranks, how will it stack with existing perks, how will it affect the other side, how might it affect or be used by SWF, how could it potentially be abused, etc.
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The killer is already playing against the clock though. So increasing the chances of wiggling out of the killers grasp is not a good idea. Because if you manage to do so, you make the killer lose so much time and momentum.
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Bring hook offerings, or DS if you wanna jump off the killer's grasp.
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Survivors shouldn't be able to wiggle out often. The only reason the mechanic exists is so the killer can't take the survivor to the basement every time.
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I don't see an issue with that change... that much. The idea behind the wiggle bar is that it's a 2nd chance for a Survivor to get off The Killers back if they're too far from a hook or being blocked by teammates.
I suppose if the bonus is small enough that it wouldn't be that big of a deal, but a lot of players (mostly Killers) would probably be bombarded with builds that revolve around breaking 1 hook in the corner late in-game and than just running to the edge of the map for a quick jump off the Killers arm... effectively wasting a lot of their time and still getting away.
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I mean even when the entire team uses petrified oak our entire team couldn't get off the killer once, even with our perks that boosted our chances of wiggling off.
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Depends on what situation the Killer is in and what map it is. It's something that really doesn't need to be implemented since the wiggle meter is just supposed to be a "lucky break" for a Survivor that was able to far enough from a hook or have teammates that took hits for them.
Petrified Oak can only do so much, the wiggle mechanic isn't supposed to be a for sure escape through decent odds, its just supposed to be a lucky escape through circumstance and... luck... in a sense.
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