Remove wiggle...

The wiggle mechanic should be removed entirely from the game considering the only way to wiggle off the killer is if someone is there to body block or take a hit. Even then you have to have 2 people that can take a hit to successfully wiggle off. There are too many hooks and they are too close together.

Comments

  • CyberRoninX
    CyberRoninX Member Posts: 293

    Sure if you want to waste time walking from one side of the map to the other. Just make the killer slightly slower when carrying a survivor and that fixes the issue.

  • Gandor
    Gandor Member Posts: 4,384

    Some ppl enjoy this game by playing sabo build and it's not entirely swf thing (but it's true that it works in SWF much better). If you take a toolbox and killer decides to go for your hook (and he does not have iron grasp, agitation, ...) and you are fortunate to be on some hook-sensible map (so no saloon or game or some other hook-dense map), then you have a chance to actually pull it off. Sometimes even without getting hit.

    But it is true, that there are a quite a few maps that are way too hook-dense (killer can down survivor exactly in the middle of 3 hooks (longest path), decides to go for your hook, it gets saboed "to his face", he can still turn around and decide to go for NEXT hook and make it in time even if you take a hit).

  • SuzuKR
    SuzuKR Member Posts: 3,910

    Wow, it’s almost like preventing a hook is meant to be extremely difficult and not in your favor, because punishing the killer for a down would be insanely stupid if it is even remotely reliable in the tiniest bit.

  • Gandor
    Gandor Member Posts: 4,384
    edited August 2022

    Extremely difficult to the point of "just take flashlight"? No. That's wrong. Both should be very hard (I am not saying same-level hard) - but none of them should be extremely/impossibly hard.

    Ideally both should have some niche usage - that way one can be harder then the other. But it should never go as far as "this is ridiculous to pull off" (which is the case on e.g. saloon even if killer does not take any perk to counter it)

  • AnchorTea
    AnchorTea Member Posts: 1,031

    Lets remove flashlight saves too since they don't work most of the time

  • ByeByeQ
    ByeByeQ Member Posts: 1,104

    If you remove wiggle how do you change Boil Over, Flip Flop, Power Struggle, Breakout, Mad Grit and Iron Grasp?

    Just wondering.

  • CyberRoninX
    CyberRoninX Member Posts: 293

    When you watch a killer walk by 2 hooks and manages to hook you on the next one there is something fundamentally wrong with the mechanic and needs changed.

  • CyberRoninX
    CyberRoninX Member Posts: 293

    None of those perks help even in the slightest. Boil over is so easy to counter its laughable, Flip flop only does something if you are playing against a killer that is slugging, and break out only works if you are willing to down yourself by getting hit twice to help someone get off the killers shoulder. Maybe try all these perks out before suggesting that they are useful in anyway.

  • CyberRoninX
    CyberRoninX Member Posts: 293

    Thank you for constructing a comment that actually offers some insight to my post. Most people just come here to berate or troll and its sad.

  • TragicSolitude
    TragicSolitude Member, Alpha Surveyor Posts: 7,962

    Your suggestion isn't to change it: it's to remove it. If you remove the wiggle mechanic, that means a survivor can't wiggle off, and then every killer would run Agitation and Starstruck and it'd be infinite instadowns all match.

    Anyway, the hook thing is a map problem, not a wiggle mechanic problem. The wiggle mechanic exists so that 1. the killer can't carry every survivor to the basement, 2. the killer can't hold a survivor hostage by carrying them indefinitely, and 3. the threat of a survivor wiggling off influences killers to use a nearby weak hook rather than a farther away strong hook.

    You imply that maps have too many hooks too close together, but it's much worse if there are too few hooks and so the killer abandons hooking and instead slugs everyone to death. I've done that before when there's bad hook RNG. It's much better for the survivors for there to be too many hooks.

  • CyberRoninX
    CyberRoninX Member Posts: 293

    Your right I did say that they should remove it and not change it. However if they changed it to make the wiggle function actually worthwhile or buffed the perks that are supposed to help then removal wouldn't be necessary. If that involves changing the maps or making it take a little less to wiggle off a killer then there wouldn't be an issue.

    My response to why the wiggle mechanic exists would be that they could lower the speed of killers when carrying survivors to prevent them from basement hook every time. This would give survivors a lot more time to finish gens while one person is being carried and all you would have to do is stay away from basement while in chase. If the killer decided to hold a survivor hostage the whole game then they would allow survivors to finish all the gens while they just wandered the map. Or they could set a time limit that the killer would be able to carry the survivors since there are plenty of hooks on each map. Your third point is essentially the first point just rephrased when the basement hooks are the strongest hook locations in the game.

  • Rydog
    Rydog Member Posts: 3,275

    Wiggling doesn't exist to be a likely escape mechanic, it exists to prevent every hook from being a basement hook.

  • TragicSolitude
    TragicSolitude Member, Alpha Surveyor Posts: 7,962

    My response to why the wiggle mechanic exists would be that they could lower the speed of killers when carrying survivors to prevent them from basement hook every time. This would give survivors a lot more time to finish gens while one person is being carried and all you would have to do is stay away from basement while in chase. If the killer decided to hold a survivor hostage the whole game then they would allow survivors to finish all the gens while they just wandered the map. Or they could set a time limit that the killer would be able to carry the survivors since there are plenty of hooks on each map.

    I don't understand how implementing any of those would be better than the wiggle mechanic as it currently is. If you don't like how the wiggle mechanic works, then just don't wiggle: then wiggling doesn't exist for you while other survivors like me get to continue using it. I personally want to keep wiggling, I do wiggle off sometimes as survivor, and I definitely prefer it to the alternative of being stuck on the killer's shoulder while everyone else actually gets to do something and earn points.

    Your third point is essentially the first point just rephrased when the basement hooks are the strongest hook locations in the game.

    Not necessarily. If the killer has a three gen and they chase and down a survivor away from those generators, the ideal situation would be to carry the survivor back and hook them in the middle of that gen setup. If the distance is far enough that the killer is worried the survivor could wiggle off, they'll have to use a less ideal hook, meaning they either allow the survivor to be easily saved or they abandon their three gen.

  • bm33
    bm33 Member Posts: 8,495

    The perks are there to increase your chance to wiggle off, not guarantee it. I have used the perks, sometimes I had success and other times I didn't. When I used them I knew that they wouldn't 100% prevent me from getting hooked, they'd just increase my odds to wiggle free.

    Boil Over I've had the most success when I've run it because unless I go down under a hook the hiding of the nearby hook auras make the killer have a harder time trying to hook me. Sure the killer knows to counter it once they know I have it but odds are they'll be wasting time first looking for hook before picking me up which gives my teammates more time to work on gens.

  • Deathstroke
    Deathstroke Member Posts: 3,737
  • JPLongstreet
    JPLongstreet Member Posts: 7,138

    Dealing with Boil Over is quite a problem on console, it too janked & unresponsive to sway with effectively. Even worse on indoor maps or otherwise in tight spaces.

  • FeryGEN
    FeryGEN Member Posts: 633

    I like this idea, but I would support the idea that the survivors, when they are all on the ground, are instantly killed by the entity, in such a way that they do not need to be hanged at all, unless of course they can stand up. I'm so tired of getting reports from baby surves who watch videos about card abuse, where there are few hooks and start falling there, then when you put them all down, they write that they will report you for not trying to convey them.