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Wiggle timer

bashfulboog
bashfulboog Member Posts: 83

Ever since maps shrunk and they changed the hook hit boxes (they're quite large on the ground, so that survivors can't body block as easy), I can count on my hand how many times I've managed to wiggle off of a killer's shoulder on two hands. Even when I bring an entire build surrounding this mechanic (boil over, petrified oak, sabo, etc) it does absolutely NOTHING. Now if the killer brings Iron Grasp? I'm definitely not getting out. I understand this could be remedied with a SWF and various other cooperation perks that they bring, however I prefer solo queue. I find it incredibly frustrating when I try to bring everything I can, yet am unable to get 75% of my wiggle timer most times- even if a teammate is hooked nearby. Even if several hooks have been sabo'd, there is always another one! I'm not running the build in this screenshot (because I find it is a waste of my perk slots and items) but as you can see, these hooks are so close to one another. There are three visible in a straight line here, and if I turned my camera around there were also two more within line of sight. I know survivor can be really strong sometimes, especially SWFs, and I'm not saying we need to completely nerf this stuff… I'm just saying it feels really bad to be told to "just bring perks" to avoid certain gameplay mechanics, when bringing said perks does not work well at all. I used to bring the 'hook avoidant" build due to how prevalent tunneling was (and still is) but it is no longer a viable way to counteract that. Just my two cents, I do play both sides before anyone starts yelling at me btw. Sometimes on killer it feels ridiculous how far I can walk with somebody on my shoulder, unfair at times even

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Comments

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 2,796

    Self healing was nerfed, endurance stacking can't happen, it's easy to intercept a sabo or capitalise off of a failed sabo, hooks also respawn after a survivor dies now too.

    Like I don't understand why we can't have more consistent map spawns at this rate, so that we can have actual balance and strategy around them to help save others.

    Survivors only have so many resources to use to help a wiggle even when built into it, surely it's okay to revisit hook spawns and make them more consistent so that we don't end up with deadzones, maybe also remove the hook spawn offerings or repurpose them to affect respawn times by like 10 or so seconds (random ideas).

  • LockerLurk
    LockerLurk Member Posts: 1,683
    edited May 6

    Wiggling is a lot like the AFC - it's there to prevent an excessive griefing thing, that being the Killer preventing a Survivor from leaving the game by carrying them forever. It's just long enough to limit the Killer's ability to mess with Survivors in an unfair way, but just short enough that it IS possible to wiggle out if you're being treated this way.

    It's also not intended that Survivors completely prevent Killers from ever hooking at all. The Devs have stated this a few times now in their design intent and their own words. Yes, the wiggle issue previously with Boil Over was that bad, and many years ago it was changed to stop SURVIVOR griefing, which it did… so I'm afraid wiggling has to stay like this.

  • Mr_K
    Mr_K Member Posts: 10,346

    How does it look from the other direction? Not every hook needs to take 15s to do.

  • Neaxolotl
    Neaxolotl Member Posts: 1,788

    Hooks aren't actually closer than past, like at all

  • Lightningheart
    Lightningheart Member Posts: 7

    Making it harder for a killer to hook you will just result in a killer wanting to slug even more. Then you'll be here complaining about slugging too. This game is meant to be a 4v1 and not a 1v1. If everything was balanced around a 1v1, how would killers ever possibly win?

  • LockerLurk
    LockerLurk Member Posts: 1,683

    That's the thing. There's unfortunately a small but vocal subsection of players in this community, on both sides, that NEVER want the other side to win. Like at all. Ever.