Pig needs a small rework and less rng
I think most people can admit that pig needs a little love. rng has its place in the game. but not in a killers power, at least not to the extent pig has. Here is my thought on how to make her a little less rng while creating a lot more decision making for the survivors.
First off, neither survivors nor pig are able to see outlined box locations.
When a survivor has the trap placed on them the first box that they complete will not release the trap. instead it will give a 45 degree cone indicator on the ground to the survivor as to the location of the box they need to unlock the trap, and this same mechanic will work for each box completed box until they find the correct one. I think a game play change like this gives survivors a lot of power in choice. For example by completing the box in the far corner of the map, they are given a general direction as to where they must go, but by doing the box in the far corner of the map this cone can overlay multiple boxes.Because survivors can no longer see outline to boxes they don't know how many are actually within that cone. Survivors can play with more of a risk by completing a box towards the center and having a much smaller pool for boxes to choose from within the indicated cone based on their location. If played correctly the survivor should be able to pin point the correct box based on the information given by the direction of the cones by the second box.
This should mean that more boxes could be scattered around the map compared to how they are now, while not creating a overly rng based mechanic that feels unfair to either side. Survivors are able to control how to search for box locations while the killer gets the benefit of slowing the game down for a minimum of two boxes for each trap, if not more, depending on how the survivor uses the information given to them by the cone indicator.
I hope I described my idea clearly. I would love to hear any comments or additional thoughts.
Comments
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While I like the idea, if they do it that way (without seeing box auras) then they definitely need to extend the timer on the traps. As it is, the timer is barely long enough to search all 4 boxes if you get unlucky and get the key in the very last one, and that's with the knowledge of where they are.
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Pointing in a general direction doesn't seem like enough of a marker to really go off of. If the Pig starts to interfere with the Survivor, it could be not the most difficult thing in the world to just disorient the Survivor and make them lose track of which direction they might have to go. This feels like this would get a lot of more casual Survivors unfairly killed. Don't think I can get behind this idea.
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True. Maybe have the boxes generate their own radius that only the survivor with the trap on their head can hear, to guide them in the proper direction? Or have a visual indicator showing the distance between you and the nearest unexplored box.
Or.. leave it as it is and make the RNG work differently, instead of selecting a box and placing the key in it, make is so the first box you search has a 12.5% chance of giving you the key, next 25%, then 50%, then 100%, making the chances of finding the key higher and higher..
Or you could make it "100 / Number of boxes" so basically.. 25% chance per box with 4 boxes, (25/50/75/100) or 20 for 5 (20/40/60/80/100), for those with that add-on.. but I feel like making it that way would still end up with survivors barely, if ever, having to search all 4/5 boxes..
Oh, and throwing it in here, but I feel like if a survivor searches a box while his trap is inactive, it should activate it. So, search a box before a generator gets completed, it activates and forces you to continue your search.. search a box during endgame if the trap got placed on your head after all generators are done? Your own fault, deal with it.
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I prefer just making the first box auto-fail and leave the rest of the boxes as-is.
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Or that would work too, I agree
So basically, after you search through the first box, THEN the RNG kicks in and generates the key in one of the remaining boxes.
I guess I like that idea more. Would still be random, you just needed to search more than just one box for it though.
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I guess what I would really like to hear from other people is that if the boxes where less of an rng mechanic, would you be more open to having more boxes scattered around the map? If there was some kind of guide, rather than rng could we have new pig add ons that effected that mechanic.... rather than the add ons that increases the boxes that spawn on the map by one or two. I dont know about you, but currently it feels like one of the most worthless add on on the pig to me...
I mean, im even open to the traps not out right killing survivors after two minutes its currently at, but rather adds stacking debuffs the longer the trap is on the survivors. IE, slowing repairs, hemorrhage, broken then after 5 mins death.... or something along that line. At no point would it be beneficial for pig to camp a box for a single survivor, but can still keep pressure by keeping track of their location and attempting to force them away while chasing others.
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I'd say the RNG nature of it is a bit necessary considering as it sits you can "chase" without being in a chase till the person's head explodes.
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Her extra Jigsaw Box add-ons are two of her better add-ons IMO because they shift the odds of wasting time in your favor. Maybe not enough currently, but that's something that can be fixed in base kit. The extra time on Annotated Plan is barely relevant. In fact, I'd argue Pig should have another extra box add-on at uncommon that raises the timer even further.
And your idea regarding adding penalties isn't a good one IMO because the only things that will keep a competent Survivor off the gens are slowing down Gen repairs by a lot and actual death.
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