Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

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Wiggle progression

i was thinking if we wanted to get off quicker, we could do a hard skill check and activate it by pressing RB/R2/Space but it only gets 25% filled per succsession and 10% for a good but the great is so small. cool right?

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  • Fibijean
    Fibijean Member Posts: 8,342

    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.

  • FilthyLegionMain
    FilthyLegionMain Member Posts: 1,175

    how about like 5 percent for a great and just a small increase in speed for a good?

  • Fibijean
    Fibijean Member Posts: 8,342

    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.

  • ad19970
    ad19970 Member Posts: 6,772

    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.

  • ABannedCat
    ABannedCat Member Posts: 2,529

    Bring hook offerings, or DS if you wanna jump off the killer's grasp.

  • Yung_Slug
    Yung_Slug Member Posts: 2,238

    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.

  • FireHazard
    FireHazard Member Posts: 7,317

    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.

  • FilthyLegionMain
    FilthyLegionMain Member Posts: 1,175

    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.

  • FireHazard
    FireHazard Member Posts: 7,317

    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.