http://dbd.game/killswitch
Wiggle mechanic
• When a Survivor is dropped by the Killer, their wiggle progress after 3 seconds will now begin to decay at a rate of 0.5 charge per second until it reaches 15%.
This prevents excessive wiggle carryover across multiple pickups.
If the Killer drops the Survivor and does not pick them up again within a short time, their progress will partially decay to maintain fairness and reduce abuse.
Wiggle progress will not decay below 15%, preserving the Survivor’s ability to escape if picked up again quickly after a drop.
Comments
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So you can down someone, slug them, apply pressure somewhere, pick them up, bring them halfway across the map, slug them AGAIN, apply pressure somewhere else AGAIN, then come back and traverse the last half of the map with them?
Yeah, no.
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That would completely kill sabo plays in general. The wiggle bar only HAS 16 charges, so... the killer could drop, chase the sabo player off after they successfully sabotage a hook and be able to essentially have an entire wiggle bar to get to another hook (13.6 seconds instead of the full 16 seconds).
It would also allow killers to carry survivors indefinitely. Carry a survivor for 10 seconds, drop for 14ish and repeat. It's a time waste for sure, but its also a hostage situation.
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Would that be better?
When a Survivor is dropped by the Killer, their wiggle progress after 3 seconds will now begin to
decay at a rate of 0.5 charge per seconduntil it reaches15%.0 -
Let's take a step back…can you describe the situation where you would need something like this to begin with? What situation would happen where you picked up a survivor and within 11 seconds changed your mind to drop them?
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Why the hell would a killer do that it does nothing for them?
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Sabo plays are one of the most obnoxious things in the game. And often leave the survivors in a worse position than they were before they tried to sabo. "Oh, now I have a slug that I put down, and a fresh down to go hook nearby because they committed to the sabo in my face."
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No hooks are available in the area because of sabo hooks or bad RNG, when the killer finds a survivor worth chasing stuff like that which the killer can do little about to actually pick up the dropped survivor which forces the killer to slug.
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For sure, but they are still a part of the game and can be played around. It would be one thing if it was some kind of exploit or something... but thats not the case.
If a sabo play is happening and the killer didn't notice it in time to pivot and walk to a different hook... they got outplayed. The best they can hope for is to drop their current survivor and chase the new one. That at least is still providing pressure. It wouldn't make sense for the survivor to make the correct call, be sneaky enough to outplay you and you still get the hook.
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It's removing 1 person from the game since their slug recovery/healing progress gets reset each time. Even if someone starts healing them immediately, unless they finish the heal... it doesnt heal...it doesnt help. It's also able to use 1 survivor to constantly reapply perks like Starstruck, awakened awareness or thrilling tremors.
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I personally think that hook denial should be more difficult, because it overall affects weaker killers more than stronger ones. Blight can run off and get another down relatively quickly. Legion probably just lost the game off of that one save.
That, and being able to negate the last 30-60 seconds of the killer's time in a game where time is so valuable should be extremely difficult to pull off, not made easier with every adjustment. Flashlight saves are gimme's these days, hook sabo's are near instantaneous with the right toolbox. Pallet saves are the only save still requiring an ounce of positioning or good timing.
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The speed of the sabo itself is fast for sure. The counterplay comes before you get to that point. They have to get to the hook before you. If you see someonerunning to the hook you'regoing to, pivot immediately and go to a new hook. Do not just meet them there and go "that darn sabo came out of nowhere". You are not a bot, lol.
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I'm being unclear, which is my fault. A solo queue successful sabo is honestly impressive. A swf sabo, not so much. They've already set up a place to go down that only has one nearby hook. That hook gets sabo'd the moment you start picking up a survivor. If you don't have agitation or Iron Grasp, you're just screwed.
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Most maps have gotten much better about this. Generally from any specific location a survivor goes down, there's going to be multiple hooks within range. The hooks respawning after survivor death essentially fixed hook deadzones and I CHEERED when that came along. Funnily enough since you brought up Legion... he's actually pretty good at countering this since he can keep survivors injured and you dont want to stay together against him.
I know I've seen YouTube videos of SWF teams bodyblocking hooks, but often times the common denominator of those videos is a killer who's painfully bad. The SWF probably tried it several times and only posted the 1 game they got a Nemesis who missed 5 punches at the hook.
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Some have. Others have not. Getting to hooks on the Game, for instance, is a nightmare and a half. You'll often have two hooks you can theoretically get to, yes, but they're so far away from each other that once you commit to one, you're committed. You're either getting that hook or nothing.
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That map's spawn logic in general is a mess which is caused by a mix between it being multi-layered and its doors that are closed at the beginning but open ag the end. A hook thats TECHNICALLY 4 meters away takes a detour and a half to get to. Im not even talking about just HOOK spawns because things like Onryo's TVs are similarly messed up by closed doors. Once the team has some gens done, hooks are way easier to get to.
FORFORTUNATELY... map offerings are kinda dead so even if you do find a bad hook area on a map, a team can't reliably take you there to abuse it.
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True. Then again, we can't really accuse BHVR of being intelligent. They, in their infinite wisdom, decided to bring back "Quiet Mode," which makes Spirit unplayable for the Anniversary. Yaaaaay.
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These events always have a tendency of having different effects on different killers. Lights Out made Legion hella strong. Fortunately you can just not use Spirit in the event gamemode and play normal gamemode with her instead.
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Which means I won't get any of the cosmetics. Yay. So I either get nothing, have to play a different killer, or just not play at all. Full sweat Kaneki it is. No BP offering, since I'll be buying those for Spirit. If I can't have fun with the event, then no one can. Yay.
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I tend to jump around on several killers, so I just adapt to whatever event it is if I wanna play the event.
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Which is what I'm going to do. I'll just play Rize. Though I'm only mediocre with her, so I'll have to play sweaty af and won't bring any BP offerings since I don't want to stack them on a killer I don't really play.
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With the amount of BPs you typically get from the anniversary, its not a bad idea to spend abit on whatever killer your gonna play as to grab some anniversary cakes. They're kind plentiful, lol. I just bought 3 prestige levels on springtrap.
This means on average youll get at least 1 per bloodweb. It essentially pays for itself.
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I don't want to waste my BP on Kaneki when I mainly only play Spirit.
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I think your missing the point. It's only a waste if you use more BPs getting a cake than you get back from using a cake.
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I'll let everyone else use cakes, get the BP, and then use it on Spirit. My overall profit margin will be higher.
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It wont...i feel like I should provide some easy to understand pictures.
Here's an example of the cost of a full-sized bloodweb.
Thats 26k
Here's a picture of the match I just finished. I wasn't doing that good cuz I haven't been playing Springtrap until now due to the bugs. I still got 26,134 BPs before offerings are taken into consideration.
This means my cake gave me an extra 28486 BPs. That EXTRA bit by itself is more than enough to buy a whole bloodweb and get another.
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This is also on normal mode, you playing in event mode will see higher BP numbers.
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