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Beef_Fed_Grass

Beef_Fed_Grass

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Beef_Fed_Grass
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  • No. If anything, the DC penalties need to be made a flat 20-30 minutes and/or have a 3 strike program with the option to explain why you DC'd. If you DC 3 times in a 24 hour period, you get a soft ban for a whole day, 24 hours from your 3rd DC. However, the option to explain why you DC'd would go a long way towards helping the devs figure out the REASONS for DC's. Knowing how to fix what's broken so people don't want to DC is, in my eyes, the more logical way to go since most people just DC and move on to the next game without giving any feedback.

  • @TwitchyMike said:

    https://forum.deadbydaylight.com/en/discussion/272653/wiggle-mechanics-and-hooks

    Out of everything they could change right now I think the way it is now is set. I like the idea though but Killers struggle enough as it is. But if I were to change it... Hmm... Honestly I'd I can't really think of that needing to change. I think loops should be fixed before anything else.

    I agree there are some disgusting and stupid loops especially for certain perks like smash hit. And some of the loops, while not "god loops" since you can catch them, they take forever to actually catch them making them "god loops" in that regard.

  • @Power_Guy said:

    Wriggle is never supposed to succeed unless your teammates help you. If wriggle could score an escape regularly, with 4 Survivors, plus wriggle-based perks; Killers would NEVER get hooks. 1 Bodyblock, 1 Killer hit; Survivor wriggles free.

    No. Wriggling is fine. It's not an escape option without help. It's only meant to keep the Killer from carrying a Survivor while he hunts for Survivors, and stop him from carrying you to the basement every time.

    Your changes would make Killer basically unplayable.

    See everyone is going in the "I want wiggle to be a guarantee" mechanic. That's not what I'm saying at all. I'd like it be a slim chance still but right now it's pretty pointless except to keep you from going to basement across the map. Nobody takes hits for anyone because they know he's still gonna get that hook. And I'm talking solo queue survivor. Obviously, changes should be made to accomodate SWF so they get nerfed (like stated above, all toolboxes run out on a successful sabo regardless of rarity, that only affects speed of sabo). As a killer, I see too many people not even struggle because of how pointless it is. That's not fun for me or them. I know they gave up and will probably just die on hook, robbing me of points, and their team of not only points but a possible win. I don't want a guarantee but I want a fighting chance as both a killer and survivor. Knowing I'm hooking them because there's 5 hooks within 20m isn't fun. Being able to have map awareness and run them to the hook I want them on is fun.

  • @Power_Guy I'm also aware the wriggle mechanic is fine. I just feel it could be improved. How would you improve the overall experience?

  • Bump (I'd like more opinions. Constructive please. After all, we're here because we like this game)

  • Sorry for all the double posts, guys. Not really sure what happened there.

  • @betelgeuseyes said:

    My issue with the wiggle meter is getting to 100% and still being hooked.

    Your idea might be worth trying out though, I'm not sure about that one.

    I've had that happen numerous times and I agree that it's annoying. However, that's more than likely just latency lag between killer and survivor since Dedicated Servers aren't a thing yet. I get mad at it but I get the lag aspect still.


    I'd at least like them to try it out in PTB and see what they can come up with. It might even make camping hooks less of a thing now since you can't just down someone and bring them to another hook within 10m. You'd have to go at least 18m away making it so that survivors can save the hooked survivor without you immediately coming back.

    It's just my thoughts but I feel like it has potential.

  • @Ruma said:

    6-9 hooks on hawkins..

    WHATS WRONG WITH YOU???!

    Thanks for your...contribution? Would you care to add something to the conversation or...? Would it help if I said 10-12 on Hawkins? How about ideas instead of emotions, yeah?

  • @betelgeuseyes said:

    My issue with the wiggle meter is getting to 100% and still being hooked.

    Your idea might be worth trying out though, I'm not sure about that one.

    I've had that happen numerous times and I agree that it's annoying. However, that's more than likely just latency lag between killer and survivor since Dedicated Servers aren't a thing yet. I get mad at it but I get the lag aspect still.


    I'd at least like them to try it out in PTB and see what they can come up with. It might even make camping hooks less of a thing now since you can't just down someone and bring them to another hook within 10m. You'd have to go at least 18m away making it so that survivors can save the hooked survivor without you immediately coming back.

    It's just my thoughts but I feel like it has potential.

  • @Ruma said:

    6-9 hooks on hawkins..

    WHATS WRONG WITH YOU???!

    Thanks for your...contribution? Would you care to add something to the conversation or...? Would it help if I said 10-12 on Hawkins? How about ideas instead of emotions, yeah?

  • @Carth said:

    Wiggle is not intended to be a free escape or even something that happens often. Bodyblocking + current hooks is fine. In your world of 9 hooks whats stopping me from communicating with my team all with toolboxes/sabo to remove the closest two+ hooks? Means even more hook deadzones end game too which can mean its literally impossible for the killer to hook a survivor from where they go down. Didn't like slugging before? welcome to the "I am not gonna pick you up and risk hatch" 4 minute standoff.

    Sabo could be changed to where it requires an entire toolbox to sabo a single hook. There's ways of changing it to work. The rarity would just determine how fast it would be sabo'd. In that regard, it keeps people from using and abusing the sabo strat but it still works. Now it's a decision on both sides. Do you save your teammate potentially or use the box on gens?

    Killer has to make tactical decisions as well even turning hooks into a strat. Use all the hooks by one door but not the other. This makes survivors inclined to go towards the non hooked door essentially corralling them to one area.


    It has potential if BHVR is able to PTB it properly. As a trapper main, I'd like to see something along those lines change a bit. It's not much of a challenge right now to hook people. I want a bit more of a challenge. And as a survivor, I don't want the free wiggle but a better chance at it, even if that means upping the wiggle timer alongside the hook change.

  • @Carth said:

    Wiggle is not intended to be a free escape or even something that happens often. Bodyblocking + current hooks is fine. In your world of 9 hooks whats stopping me from communicating with my team all with toolboxes/sabo to remove the closest two+ hooks? Means even more hook deadzones end game too which can mean its literally impossible for the killer to hook a survivor from where they go down. Didn't like slugging before? welcome to the "I am not gonna pick you up and risk hatch" 4 minute standoff.

    Sabo could be changed to where it requires an entire toolbox to sabo a single hook. There's ways of changing it to work. The rarity would just determine how fast it would be sabo'd. In that regard, it keeps people from using and abusing the sabo strat but it still works. Now it's a decision on both sides. Do you save your teammate potentially or use the box on gens?

    Killer has to make tactical decisions as well even turning hooks into a strat. Use all the hooks by one door but not the other. This makes survivors inclined to go towards the non hooked door essentially corralling them to one area.


    It has potential if BHVR is able to PTB it properly. As a trapper main, I'd like to see something along those lines change a bit. It's not much of a challenge right now to hook people. I want a bit more of a challenge. And as a survivor, I don't want the free wiggle but a better chance at it, even if that means upping the wiggle timer alongside the hook change.

  • @truegod_10 said:

    The game pretty much has hooks in a way that guarantees you can make it to one no matter where you are, unless one gets destroyed. Reducing this or spreading them out more with the fact they are perma-destroyed if someone dies on it/saboing is still a thing means you could rather easily create deadzones where the killer can't ever reach a hook.

    Carrying survivors seems like more of a task to waste killers time and give the survivors a break without immediate pressure, which you can see whenever a person immediately starts chasing someone else after downing someone. Survivors should only rarely get out by wiggling/getting assistance since killers have to put in so much work for a down already (since it is a 4v1 scenario)

    Your idea would create a lot of issues like forcing people to run hook based perks as killer, and being easily abusable by teams of survivors. Also, many maps likely would have natural deadzones if you dont have those perks even if the survivors do nothing.

    In the end, it seems like a bad idea that already existed at one time and was removed due to being poorly balanced. Also, do you like being slugged for 4 minutes when the killer cant reach a hook, cause that is just going to make that the killers only option in some cases.

    I think everyone is taking this too seriously. I would like BHVR to expand on the idea a bit more. Sure, it would probably be odd and rough at first but new ideas are never perfect from the get. I think it has potential if the kinks could be worked out. I'm not saying to make it survivor sided. I'm saying it needs to be more balanced. Not everyone plays with SWF so for solo queue they are at serious detriment already. For SWF, they could easily just change the hook mechanic to where all toolboxes can only sabo one hook before being depleted but the rarity determines the speed at which you actually sabo the hook. Then it isn't a SWF sabo fest but it gives people a chance. Save your teammate (possibly) or use your toolbox for a gen. It's tactical on both sides. Killer watches where he hooks to not create a dead zone and survivors have to choose between gens and saving.

  • @truegod_10 said:

    The game pretty much has hooks in a way that guarantees you can make it to one no matter where you are, unless one gets destroyed. Reducing this or spreading them out more with the fact they are perma-destroyed if someone dies on it/saboing is still a thing means you could rather easily create deadzones where the killer can't ever reach a hook.

    Carrying survivors seems like more of a task to waste killers time and give the survivors a break without immediate pressure, which you can see whenever a person immediately starts chasing someone else after downing someone. Survivors should only rarely get out by wiggling/getting assistance since killers have to put in so much work for a down already (since it is a 4v1 scenario)

    Your idea would create a lot of issues like forcing people to run hook based perks as killer, and being easily abusable by teams of survivors. Also, many maps likely would have natural deadzones if you dont have those perks even if the survivors do nothing.

    In the end, it seems like a bad idea that already existed at one time and was removed due to being poorly balanced. Also, do you like being slugged for 4 minutes when the killer cant reach a hook, cause that is just going to make that the killers only option in some cases.

    I think everyone is taking this too seriously. I would like BHVR to expand on the idea a bit more. Sure, it would probably be odd and rough at first but new ideas are never perfect from the get. I think it has potential if the kinks could be worked out. I'm not saying to make it survivor sided. I'm saying it needs to be more balanced. Not everyone plays with SWF so for solo queue they are at serious detriment already. For SWF, they could easily just change the hook mechanic to where all toolboxes can only sabo one hook before being depleted but the rarity determines the speed at which you actually sabo the hook. Then it isn't a SWF sabo fest but it gives people a chance. Save your teammate (possibly) or use your toolbox for a gen. It's tactical on both sides. Killer watches where he hooks to not create a dead zone and survivors have to choose between gens and saving.

  • @Carth said:

    Wiggle is not intended to be a free escape or even something that happens often. Bodyblocking + current hooks is fine. In your world of 9 hooks whats stopping me from communicating with my team all with toolboxes/sabo to remove the closest two+ hooks? Means even more hook deadzones end game too which can mean its literally impossible for the killer to hook a survivor from where they go down. Didn't like slugging before? welcome to the "I am not gonna pick you up and risk hatch" 4 minute standoff.

    I'm sure that there's a way they can make it work. I never said 9 hooks on the bigger maps, just the smaller ones. And that's also a rough estimate. I'm sure they can make it work in PTB. I just wanted opinions, in general, if it could work.

  • @Carth said:

    Wiggle is not intended to be a free escape or even something that happens often. Bodyblocking + current hooks is fine. In your world of 9 hooks whats stopping me from communicating with my team all with toolboxes/sabo to remove the closest two+ hooks? Means even more hook deadzones end game too which can mean its literally impossible for the killer to hook a survivor from where they go down. Didn't like slugging before? welcome to the "I am not gonna pick you up and risk hatch" 4 minute standoff.

    I'm sure that there's a way they can make it work. I never said 9 hooks on the bigger maps, just the smaller ones. And that's also a rough estimate. I'm sure they can make it work in PTB. I just wanted opinions, in general, if it could work.

  • @BingBongMan said:

    Please god no... they made hooks have a mostly even spread for a reason.

    I was around before then, and let me tell ya. It was not fun to deal with a sabo squad. Hell, it still isn't, but at least it's more fair now.

    I only played in 2018-2019 til now. Can you elaborate a bit more on that?