We have temporarily disabled Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on this and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list

The Pig Reverse Beartrap Rework

SallyKins
SallyKins Member Posts: 2

As it stands now, Reverse Beartraps are not very satisfying to use. The idea of the traps are great, and with a somewhat minor tweak they could be quite terrifying and more involved. This will be an idea for a change to how Reverse Beartraps function and some add-on ideas to supplement it.

Reverse Beartrap Changes

First change:

  • At the beginning of the trial there are 4 Jigsaw boxes on the map. They are all inactive, but after a generator is finished one random box will activate. A random box will activate as another generator is finished. Jigsaw boxes are only highlighted to survivors when the box is active and when the trap is active.

Goal: It will pressure survivors to make choices and ignore tasks they may normally fulfill.

Imagine that a survivor has a trap on them, the one active Jigsaw box did not have the key, and another survivor is on hook as another is being chased. Does this survivor waste precious time to help a friend, or selfishly finish their generator in hopes of unlocking their trap? This would make Jigsaw's Sketch and Jigsaw's Annotated Plan worth more as survivors would have to finish all 5 generators if luck was not on their side. Add-ons and perks slowing healing and other actions would get more mileage as well since the possibility of unlocking the trap right away may not be an option. Having boxes have an active and inactive state makes audio cues of nearby active boxes that much more important. This constant timer that survivors have direct control over makes early game traps a bit scarier. Obviously the timers must be altered to fit this, but more on that later.

Second change:

  • Reverse Beartraps placed on survivors activate after 30 seconds

Goal: Reverse Beartraps will still be a threat, even if survivors put playing the objective on hold.

The Pig should not be punished for pressuring generators. If The Pig gets the early game lead and traps every survivor then the current traps have no play in the trial. With this change The Pig will have more early game pressure, and if all generators get finished then the traps still have a use without them being too powerful.

Additional changes (rough ideas):

  • Each Jigsaw box has the key to 1 Reverse Beartrap and only 1.
  • When a Reverse Beartrap is placed on a survivor the death timer is reduced by (x) seconds for each generator completed.

Goal: To mitigate the luck factor of removing a trap and having some sense of guaranteed pressure.

Either of these two ideas or maybe even both would be a great way to have some pressure that The Pig can depend on. The first option will make it so certain traps will get guaranteed mileage, while the second option will make late game traps more threatening and consistent with early game traps.

Add-on Ideas

Tampered Timer (rework) [Yellow/Green/Purple]

Excitement of her work gets the better of her. A few tweaks have made sure of one thing: this game WILL be played.

  • The time for a Reverse Beartrap to activate is reduced by 10/20/30 seconds.

Goal: To help play for a more late game use of the traps and reducing the likelihood of a survivor escaping the trial before trap activation.

Fragile Parts [Iridescent]

How well does this one work under pressure?

  • Once a Reverse Beartrap has activated, the afflicted survivor will speed up the timer by (x) seconds on failed skill checks, (x) seconds on good skill checks, and 0 seconds on great skill checks. The "good skill check" effect does not apply to Jigsaw box skill checks.

Goal: This will give synergy to perks and add-ons that affect a survivor's ability to make skill checks.

Stealth Pig is a popular playstyle, but having options for how you play a killer is what makes them really fun. A loud and looming Pig can making that ticking timer that much more terrifying. This will also make Tapp's Stakeout perk a direct counter to this type of Pig, which would be a nice touch.

Face Mask (rework) [Yellow/Green/Purple]

*Same descriptor*

  • Once a Reverse Beartrap is activated, the afflicted survivor will have their interaction speed reduced by (x)%.

Goal: To slow down survivor progress in all actions.

Since survivors will be encouraged to complete generators, this will ensure that they are slowed down a bit. This will also create synergies with generator regression perks and action speed reduction perks. And yes, I am meaning to apply this to ALL interactions that involve a progress bar.

Closing Statement

These are the only concrete ideas I have that I believe are very feasible and wouldn't be too hard to balance. A new timer would have to be determined, but I feel like this would be a good direction for The Pig to move in. There is theme surrounding The Pig of "make your choice" yet in her current state you know what is the obvious choice to make. Timer not started? Take care of your friends and other tasks. Timer started? Get that party hat off. These changes will force survivors to play Jigsaw's game and take in so many more factors. The death timer needs to be extended so it is not an immediate threat, but with poor time management and failure to force the game along will punish those who do not comply. The Pig is indeed a killer, but it's so much more exciting and satisfying to see a game play to its bloody conclusion.

Comments

  • Critical_Fish
    Critical_Fish Member Posts: 618

    This wouldn't make the Pig much better I don't think, since it's just more rng. If anything it'd make people hate her. The only thing for Pig to be fine would be 1 key per box, with each trap corresponding with 1 box. The main problem with this rework is that it amplifies the rng of everything. If you're the first person with a trap on your head, and only the first gen pops when youre unhooked, you're dead or you're lucky. That's not skill there.

  • SallyKins
    SallyKins Member Posts: 2

    That’s why I noted that the death timer would be adjusted. The normal timer (2:30 iirc) wouldn’t suffice. You would have to grant them a lot more time. I think playing around 7 minutes would be a good testing point and adjusting from there. The idea is to have traps stay on for the majority of the trial, not just a couple minute.