I wonder how long we are gonna have to deal with that "bug"?
That your wiggle meter doesnt reset or regress when you drop a survivor, it stays now at the same progress which means basicly you can NEVER pick that survivor up again unless you want to intentionally let him wiggle off.
Dont wanna play here the negative person here but such larger and actually gameplay hindering bugs for Killers stay often VERY long in the game and get very little attention and its really tiresome.
Remember silent slugs? Still in the game btw since 2 years almost.
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That's a bug? I was always under the impression it was there for balancing.
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i thought it was intentional too, otherwise a killer could carry you to basement from anywhere, and keep dropping you to reset the wiggle.
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Bruh what are you talking about??? Why would you think you could reset the wiggle just by dropping someone over and over? That would be broken as hell and hook sabotage would literally mean nothing at that point.
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This is not a bug.
This was a change that was made a few patches back.
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What? Why would wiggle reset or regress from a drop? In fact doesn’t dropping a survivor progress it?
If this were a bug then why do perks like iron grasp or agitation even exist?
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I think they mean, after dropping.
It used to be that survivors who were carried for a short time, then dropped and left on the floor - their wiggle progress would gradually reset. This was removed.
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Hm that is very weird that I have never seen that mentioned? I do read all patchnotes, do you have any idea where this could been patched? Sry for the trouble. It is also not just me, like ALOT of my friends all thought pretty much it was a bug.
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The wiggle didnt reset instantly, it would regress VERY slowly, I think it took you like 1min to get rid of half of the wiggle progress. It wasnt a counter to sabo or something. It had actually not big of an impact ingame except... that one survivors you slugged like 2min ago and no one picked this guy up and since he is literally the last guy on the ground you have to let him bleed out... seems like a pointless time waste to me.
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There was no rationale for why they changed this. Same thing with why did they change the button mashing wiggle to skill check to also include bonus shorter time(up to one second) off of wiggling.
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oh I see I took it as its only for the beta wiggle option but I just didnt read it properly then, attention spand of an ant I guess.
Thanks anyway
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tbf the skill check wiggle is actually a really well made feature. You either concentrate on hitting only greats to wiggle 1 sec faster or you sacrifice that so you can look around you better and make maybe calls for your mates.
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No, it took much more, 5 minutes and 20 seconds was the time needed to regress from 99% to 0%, half a bar would be 3 minutes and 10 seconds not 1 minute. Sabo had almost the same impact because hooks reappared after 30 seconds which translated into roughly 10% of the wiggle bar.
The wiggle regression was so tiny and so unconsequential most people (both Killers and Survivors) didnt even know it existed, your memories are just distorted about the whole mechanic.
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the skills checks are rhythmic meaning they never speed up or slow down, while the skill check zone does get smaller all you need is muscle memory and you will land many greats. It doesn't even have to be all of them, sometimes getting .5 seconds off will give you enough time to wiggle off and that alone can completely change the way a game is going. I feel like you can still do callouts during this time + the killer is moving at 92%(110% with agi)
I have no problem with the change other than the fact it wasn't announced and was just a random killer nerf. I'm honestly surprised they didn't do the same thing for struggle phase on hook where great skill checks pause the hook timer(I'm glad they didn't).
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I really wanna see you hitting all greats while looking around and calling out stuff. I am really curious.
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"It doesn't even have to be all of them, sometimes getting .5 seconds off will give you enough time to wiggle off"
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at this point you are nit picking my guy, why dont you blame that one rock at a loop that made you stuck for a second and therefore you couldnt make it to the pallet? Lets make now a rant about map designt because of that. What I am trying to say is I played with this feture myself and played more then enough killer on it and never had the slightest thought DAMN THOSE GREAT SKILL CHECKS. Idk you seem to focus way too much on that.
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Dropping a survivor does add extra wiggle progress, but afterwards it used to be that survivors left on the floor (or even those being carried but not actively wiggling) would slowly lose wiggle progress. The regression was extremely slow though; you’d lose 1 second of wiggle every 20 seconds of being on the ground. If you were at 99%, you’d bleed out before it regressed to 0.
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My problem is it was a nerf out of left field, there were no complaints about wiggle times and the devs randomly bolted on a great skill check and bonus time saving for no reason except to do it. the complains were "nobody likes button mashing, please make wiggling a skill check". Not "Please implement a buff via great skill checks onto wiggling".
Following that logic, why don't we just increase killer move speed by .2 M/S? It's so small nobody will notice, or we put back the extra 1% bonus progress back onto great skill checks for gens? It's super minor so why not? I don't think doing something just for the sake of doing it is a good idea. Which is exactly what the bonus greats for wiggle skills checks are in my opinion.
I do agree with you that it is very minor but in that vein I guess all the killer global buffs don't count as anything because they are also extremely minor number tweaks?
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you are comparing completely different things here. A 1% bonus progress per great skill check on a gen to a 2% is a huge difference, keep in mind there are 5 gens that needs to be repaired, on average 1 survivor gets like 10-15 skill checks? That adds up and gives therefore a way bigger bonus as a whole then you think.
Also a 0,2 M/s movement speed is also actually a huge deal, the reason why you can run a huntress 1-2 more loops is because of her slower speed...
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It was weird for me to learn that so little people knew about wiggle regression, but after all I know DBD since perma sabo was a thing. Most people from back then remember it.
I don't really get why they removed it. It was so insignificant and nobody cared/complained.
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Pruning useless code, especially in a game with such an unstable code, its not a bad thing.
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Please remember this is still only in the Beta phase, there's no confirmation yet on whether if/when it goes into the game fully it will still have the same things applied to it.
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I think it is one of those things that if you'd been around from the game from the beginning when perma sabo was a thing, that you knew about it, otherwise not. As I was surprised so many people didn't know about it when the change was made in the patch notes.
I do think with perma sabo being long gone from the game, that it's a base mechanic that wasn't really needed in the game any longer.
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Its still very much an issue depending on hook placements paired with hooks being permanently removed when a survivor dies. By removing the wiggle decay, survivors can easily build their own "comp corner" where it becomes impossible to get hooks once one person dies. Its kinda sad how surprisingly often it can happen with either side really realizing until the killer just staright up has to slug or just let people do whatever they want in that area of the map.
If it needs to be changed to remove decay, fine, but at least make kill hooks restore after a few minutes then. fixing one supposed exploit to introduce another one is shortsighted as hell.
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Did BHVR ever give a reason for why they removed wiggle regression? It just means I'm forced to let more survivors bleed out, which is probably tedious for the survivors.
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It is honestly not too relevant because if you had to slug for that long to get someone to a hook, you were already behind. If it is a last survivor, you can just bleed them out. If it is not, best to just cut your losses and chase someone else.
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Note how they didn't remove the wiggle bonus for the act of dropping itself, just removed the decay. The factors involved get ignored, like usual, in favor of the most hamfisted adjustment.
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I don't understand what BHVR's goal was trying to be? Were they expecting killers to pick up the survivors anyway, so they survivors could wiggle off, because letting them bleed out would be "too boring"?
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They want survivors to feel like wiggling is less useless, just like how sabo got buffed to see scourge hooks to make it even easier to predict the pathing that killers will take and which hook they'll choose. They want to buff survivors ability to deny killer's objective when every second of the killers time is tremendously more important than any given survivor's. Its swf pandering and trying to give hope to solos while basically just promoting slugging even more.
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the wiggle thing as it is now its fine really, but the silent slug is still there and this is a real problem
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A bit off topic... but speaking of old mechanics not relevant... luck. Now, there is a build that is possible only if you can coordinate with your team (i.e. are in a SWF), and I don't want that killed as it's just for fun, so here's my plea. Please, merge Up The Ante and Slippery Meat, remake Up The Ante, and discontinue every luck offering except for Vigo's Salty Lips. It would free up a new perk for development, and remove a lot of clutter from survivors' bloodwebs, and free up room for possible future offerings you may want to introduce. (And these aren't the only offerings that could stand to be taken out to pasture.)
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So you admit to using comms with SWF teammates to give knowledge that the killer has no idea you have or any way to counter play against?
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Did I ever say something against that? lol
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