We have temporarily disabled The Houndmaster (Bone Chill Event queue) and Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
The Dead by Daylight team would like your feedback in a Player Satisfaction survey.

We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.

Access the survey HERE!

The Pig and the Head Trap

SwampDaddy
SwampDaddy Member Posts: 128

I believe that there is a huge disadvantage when playing against The Pig.

Whenever I get a Head Trap put on me, the killer usually farms my ass and goes after me right away over and over hooking me until I'm dead.

I understand that the head trap is a grace period when the killer can't focus on you, but I also believe that there is NO SENSE AT ALL putting a head trap on a survivor if they are just going to get hooked over and over. The survivor doesn't get much time to play in these situations and I think it's not really fair.

I have some decent suggestions to add some balance toward playing against The Pig.

The Pig and the Head Trap 15 votes

The Pig can't Hook a Survivor with a Head Trap on
13%
GHERBEARRULESPRSuzia69 2 votes
Head Traps should replace Hooks
6%
Francesco044 1 vote
Hooking a Survivor removes the Head Trap
0%
Who cares? Don't get caught!
80%
IhatelifeArashiNoHantaRullisiSpiceyRiceMookywolfpichumudkipnoname11223345notstarboardTotemsCleanserFobboprison_mikeIdontknow_kvothe 12 votes

Comments

  • notstarboard
    notstarboard Member Posts: 3,903
    edited June 2020
    Who cares? Don't get caught!

    Pigs should be naturally discouraged from tunneling people with helmets on because they're probably going to do badly if they do that. The one exception is if they can't find anyone else and/or are ahead in the game and all of a sudden they hear that loud beeping coming from somewhere nearby... At that point, you might as well.

    They could try making the beeping quieter on active traps to discourage tunnelling. I think any of the changes in this poll would be way too much, though. Options 1 and 3 would make her the worst killer in the game. Option 2 would actually be interesting, but I think that would end up being a nerf against good survivors too. The good thing about hooks is they force another survivor to come off their gen and go for the save or heal. With this, downing a survivor would waste their time for a bit, but that's it. It would actually do nothing to them until a gen pops too; they could just get right back on a gen after having a trap put on. The other functional issue is how this is meant to work - you can only use RBTs on downed survivors, so if there are no hooks how do they stand back up? You could figure something out, but still, it isn't an easy problem to solve.

    Edit: Can you imagine option 1 if she put a trap on everyone at once? Survivors could basically run around the map doing chests and totems and 99ing gens because none of them could be hooked and their traps wouldn't be active yet XD

  • Francesco044
    Francesco044 Member Posts: 109
    Head Traps should replace Hooks

    The head pop will already skip all the hook stages by the way if the killer tunnels you the other survivors will do gens and the will lose the game 99% unless you are in a bad players team anyway it's not fun for the killer too because it causes a lot of stress for both sides and the have already nerfed the pig traps for the endgame so I think another nerf isn't necessary

  • Mookywolf
    Mookywolf Member Posts: 907
    Who cares? Don't get caught!

    they sound like bad pig players to me. why would you go after someone whos going to be doing nothing useful to the team for a while, or be getting a gen done and putting themselves on a death timer? pig's traps are fine as they are.

  • SwampDaddy
    SwampDaddy Member Posts: 128

    I like this response. Your last edit, though. I am not so naive to think that trapping everyone without a timer change would be beneficial. Hypothetically, if option 1 were ever to be considered, I'd shorten the head trap timer. It doesn't start ticking immediately. Classically, once the hostage moved, it removed the key and then the timer started. The timer for the head trap is 2 minutes and 30 seconds. It was designed, in the game, to stall survivors, not kill them. However, since it is super common for killers to tunnel survivors with or without a head trap on, I think the timer should be drastically reduced to 1 minute, perhaps? That is plenty of time to dart around the map to get it off, and if you fail, then it will be the fate you endured for getting caught in the first place.

  • notstarboard
    notstarboard Member Posts: 3,903
    edited June 2020
    Who cares? Don't get caught!

    I could get behind shortening the timer a little bit, but I don't think you can afford to shorten it that much. Otherwise on many maps it actually wouldn't be possible to visit all of the boxes before your timer runs out, even if you sprinted in a straight line between them. She has add-ons that reduce the timer, increase the number of boxes, increase the search time, etc. so we'd have to take those add-ons into account as well when considering how short the base timer is. I feel that a survivor sprinting in a straight line between all boxes should always be able to take their trap off if Pig isn't using any add-ons, and there needs to be some buffer in there so that add-ons don't give Pig a good chance of killing survivors with her traps. Killing people with an RBT should always be rare imo.

    You could argue that making them more lethal would just push survivors to take off their traps before they're active, but that's often not possible. It's pretty common to get a trap put on, get hooked, have a gen pop while you're on the hook, and have the timer start when you get unhooked.