http://dbd.game/killswitch
Pig change idea #3
I am going to keep doing these until I find a solution that most people are happy with and makes the Pig much better.
Core issues that we need to work around for Pig:
- The RNG aspect to her RBTs
- The ambush
The stuff we already know, read this if you don't know why she is weak.
- The RNG aspect of her main ability is very inconsistent, it can do very well or almost nothing
- The ambush is too easy to predict and too punishing if you miss it
My new idea: The traps have more use throughout more of the game by being more consistent. It should also induce more panic in survivors by being much stronger in the endgame.
How the RBTs will work (without RNG):
- Each time a generator is completed, their trap activates. When their trap activates, the survivor will have to search the furthest two jigsaw boxes from where they are to get the trap off.
- Each time a survivor is hooked with an active trap, they will have to search an extra jigsaw box.
If a survivor has a trap placed on them after all generators have been finished, they will have to search 3 boxes to get their trap off and they can't leave the trial through the exit gates with an active or inactive trap, if they do they will automatically be sacrificed.Works the same but only one jigsaw box at the end.
What the ambush needs: Change these things for her; you can no longer hear the roar or shink sound from her blade when she starts to dash, her POV (keep it above normal grass), be more unpredictable, and less punishing if you miss. Also, I plan to make the effect of the combat straps base kit.
I myself can't seem to find a working idea for the crouch atm. I will update it on another post eventually, or if you have an idea for that dash that buffs her in the areas I mentioned above, feel free to comment it.
Comments
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I'm not the biggest fan of the RBT changes, I think it promotes rather campy playstyle, if you needed to search two Jigsaw Boxes furthest away from you as a Survivor, the Pig could exploit this and Camp one, now you are unable to get your RBT off and without Hatch you're going to die no matter what.
I like the Ambush changes tho.
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- Each time a survivor is hooked with an active trap, they will have to search an extra jigsaw box.
That will be way to strong/broken.
"If a survivor has a trap placed on them after all generators have been finished, they will have to search 3 boxes to get their trap off and they can't leave the trail through the exit gates with an active or inactive trap, if they do they will automatically be sacrificed"
Also really strong. I would reduce it to 1 box.
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- "Each time a survivor is hooked with an active trap, they will have to search an extra jigsaw box."
Traps shouldn't encourage tunneling. I'd rather do it opposite, if a survivor with an active helmet gets hooked, then they have to search a box less. Discourages tunneling and gives the survivor a chance, if they get tunneled.
- "If a survivor has a trap placed on them after all generators have been finished, they will have to search 3 boxes to get their trap off and they can't leave the trail through the exit gates with an active or inactive trap, if they do they will automatically be sacrificed"
Also feels a tad too strong, I'd reduce it to 1 box. Traps are meant to delay the midgame and not grant kills during endgame.
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I'd say the ambush could just use some actual add-ons, current ones just give you crappy stat boosts.
The crouch mode itself is okay, the ambush though is situational and generally you get more done by getting up and stabbing the survivors
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It could be easily changed to just two boxes in general. Meaning any box could be searched.
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as a pig main that wants buffs in all of her kit... these changes are far too oppressive.
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I realized that.
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I would basically just add maybe one or two extra boxes
and
Make a effect where If survivors try to be cute and not do gens cause someone is wearing the helmet you can hit a gen and force the thing to work as intended.
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While I agree they shouldn't encourage tunneling, I don't think the Pig should be punished for hooking a survivor with a RBT active since most of the time a survivor with an active trap isn't being tunneled. I feel like the timer being paused is already enough to discourage tunneling.
Yeah, I will update the post since 3 seems a bit too strong.
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Yeah, i did a test on custom game and out of 10 tries I was able to take RBT off withing first or second nearest box.
RBT should have RNG chance of what trapper has. Each box is 25%/20% chance not a fixed one. Also there should be an option that all not activated traps become active if Pig will close a hatch. This will make them viable even when the last generator is finished.
Also addons are pretty crap at the moment - skill check zone is very easy, boxes are pretty close to each other in many cases.
What about getting more boxes by default (like 5-6?) and increase a timer a little bit with a chance of 20% to get it off. It would make this killer more interesting I think.
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I am currently trying to get better at Pig, and she definitely needs some changes, but I don't think adding more boxes is really the way to go.
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I am not adding boxes, I am choosing how many boxes a survivor will have to search to rid her of RNG.
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I applaud your attempt so I upvoted. But theres some key issues you gotta understand about pig.
- There are two different overall methods of playing pig (which is phenomenal btw to have options) You have either Brute force, the pig who plays more in your face, is focused on crouches to end bad loops, is focused on chases, and is generally more hands on, they rarely take bear trap items and prolly have a stack of tape and belt straps that make it look like they duped items or something.
- The second style of pig is the gadgeteer, (Which is my playstyle) I hard focus on traps, secondary objectives, stealth, and will even leave pallets up, hard focused on time so eating stuns and flashlights is not an option.
Now what you wanna do is cater to those 2 sets of players, the ones who've been behind pig for this long for so long. You wanna give the gadgeteers more toys to play with, more devices, more strong effects from add ons that effect those devices. And for brute force players, you wanna give them more tools for them to effectively cave man and dip and dive around. I like the idea of taking away the roar, as it literally ruins my jump scares, and is generally kind of an ######### thing to attach to a stealth killer.
Now from a gadget spec players perspective, I understand that theres RNG involved with my boxes, and its pretty much a really easy solution for me since most of her add ons that involve crouch I tend to pass up. Survivors shouldn't be able to see their jigsaw boxes until the trap they're wearing is activated <---MAKE IT BASE KIT....problem solved with the RNG. Why? Because I don't need my bear trap to kill them, I just need it to waste their time. And I'd waste a shitload of it, if they weren't walking around the map and able to plot a full course of where to check and go before ######### has even happened because they can see the aura of every single box on the map as soon as they load in.......
And secondly, give me more fun toys to play with to mess with people, aka my add ons. Give me an add on that makes my bear trap have people walking around with drunk screens and sound as if they'd been exposed to a clown bottle. Give me an add on that makes peoples timers tick faster when they're close to another survivor or are getting healed hell take it a step further make the damn thing activate the timer when they get healed. Give me an add on that injures (but never puts into dying) people who fail jigsaw boxes. Merge the damn jigsaw box count add on into 1 add on and just make it 6 boxes when you use that. Give me an add on for bear traps that reduces the survivor FOV to some absurd level as if they've taken a really bad drug. Give me an add on for my bear traps that makes the wearer scream randomly when they have it on activated or not. Give me an add on that makes bear traps give the survivor doctor like skill checks when they try to remove it with a jigsaw box. The bear trap is not a tool for killing my friend.....its a portal that you can use to transport survivors into a totally different game.....the devs should take advantage of that.
Now as for the brute force players, I dunno what you could do to appease those guys, again their playstyle is totally different from someone who focuses on traps and secondary objectives. But catch one of them across the forum and straight up ask them. Matter of fact if you can ask ScorpionZ cause he's exactly one of those types of brutes focused on chases and completely over the top lunge plays.
But thats kinda what makes the character so unique. Its only 1 character, but because of how she's set up theres SOOOOO much more variety to enjoying her than other killers because she's not locked into 1 method of play.
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Oh no not again ;( Leave the traps RNG as they are! They are already good and you get consistently an average of 2.5 attempts to get rid of it per game. I don't know why you insist on saying that they are inconsistent, I really like how simple they are and don't want any conditions to either make them snowball out of control or remove the threat completly.
I agree with the buff to ambush, although instead of removing the charge warning i would make her crouch faster so she can use it more. And yeah, remove the blade sound completly, it's removes a lot of mindgame potential against decent survivors that just hold shift W when they hear it.
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I think only having to search two boxes is quite weak, but I also think having to tunnel the RBT person to make them search more boxes is not good design.
Changes to the ambush seem good. Maybe simply have the lion roar delayed rather than removed altogether.
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An average of 2.5 is not good, that still means it varies. You can never rely fully rely on your power which is what you can do with every other killer (except trappers traps). The thing is, they are not a threat. At all. Unless you send yourself to midwhich and use the tampered timer with the addon that adds an extra jigsaw box.
RNG in dbd is very unhealthy and would do so much better without it. For another example, totem spawns.
I will also try to do my best to keep it simple, yet complex, but simple.
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I understand what you mean, this is why I am refining my ideas as much as I can with each post. It is actually proving to be very difficult (big surprise) since I am working pretty much alone on this. I don't HAVE to do this, but I want to because it is fun to see what I can come up with that people would approve of. I also wasn't really intending for the traps in this version to be more lethal, but because of reading all the comments saying that it is too strong and it would actually kill survivors instead of slowing them down, I have thought of another idea that might be better. I feel like this concept I have here could be changed in a few spots and I think I am sticking with making the RBTs at their strongest at the mid or late-game.
I honestly believe that the Rules set No.2 shouldn't be base kit because I feel in the Pig's current state that it actually can hurt you more than it helps you. Think about it, if a survivor doesn't see any jigsaw boxes, they will just work on gens instead of wasting their time.
I also know about the warpath pig and the sneaky piggy playstyle. I don't plan to take them away from the Pig. Once I get done (if) I think of something that everyone agrees with, then I think I will work on changing her addons.
I am doing my best here, but it is pretty tricky to come up with a rework to her power.
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"If a survivor doesn't see any jigsaw boxes, they will just work on gens instead of wasting their time"
^ Now....I'm gonna explain something about trap based pigs that sounds counter intuitive but trust me.....it kills survivors every time.
I WANT YOU TO ACTIVATE THAT GEN!
I go through entire matches where I never kick a single generator the entire game up until I run out of traps, My head traps pose no threat while they're on people and not activated UNLESSS <--I use an add on that creates some form of marginal risk to keeping it on, like running sloppy butcher and slow heal perks that make it impossible for you to heal while the thing is on and not activated. Or like in my suggestions there were add ons that made the game less comfortable to play until you remove it.
I want survivors to activate those gens while there are traps on their heads, I WANT that 2 minutes of panic and uncertainty. I WANT that disorganization as they race for boxes where ruining their progression towards taking it off is as simple as 1 slug. Suddenly they forget where they were going, or get caught up in some other BS while a team mate tries to pick them up, meanwhile I'm somewhere else abusing another survivor. ^ if they fail they die (I don't need them to die, its extra credit if they do, and either way it goes they have to get the trap off their heads theres no escaping the game without it)
What I absolutely DO NOT NEED, is them knowing where everything is before the party even starts ruining any plans I have of pushing them away from an area, or keeping track of their movements. 2 people with active traps on their heads in a full panic is enough to end the game with only 2 gens done. Again, I do not care if they do gens, I am not a brute, my focus is not the chase, my focus is wasting time, doesn't matter if I waste your time and theres no potential of death or if theres 2 minutes on the clock and you're injured and trying to avoid being seen by me and hooked somewhere far away from your next jigsaw box. You gotta understand, survivors get trapped on rotations. Its incredibly hard to get all 4 under trap at the same time, so you run into scenarios where 1 survivors head is about to pop, you have a white trap on someone not activated and you're chasing another person without a trap on. And only 1 person has the option to work on gens. Any amount of chaos can happen in that space of time you decide to run around with a red trap on, most survivors will not risk it. <---Thats exactly where I want them to be.
Its a subtle complexity, but giving them less information in a trap build is always better than giving them the security to know where everything is at one time. The more they know, the better prepared they are when that clock strikes and its go time <--I don't want that. I want them to stay stupid until its time for the clock, and when that clock strikes they look up and realize.....oh ######### I got a long way to run, or oh ######### I have an instant to think about and navigate these boxes, or oh #########....theres 6 god damn boxes....
I want their adrenaline pumping, I want them nervous, and I want them making stupid mistakes because again I'm not a brute, I don't wanna waste my energy out smarting your plays, its easier when the survivor is under stress from your traps and kills themselves by slow vaulting because they're thinking about the chase, the thing on their head, and a buncha other overloaded information at once.
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I would rather just be they can't search a box until their trap is active and they have like a 3%chance to get it off the first try and make the ambush charge quicker it sticks to her base while improving her ability
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Going after someone with a trap doesn't mean tunneling.
I've always hated that line of thinking. You having a trap on doesn't make you immune to being chased nor does it automatically mean you're being tunneling.
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You are right in that chasing someone with a Trap on does not necessarily constitute tunneling and that a Trapped Survivor should not be free to do whatever they want without worry, but OP's idea still does actively promote tunneling someone with a Trap on.
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Ambush sound happens too early. Crouch should be like it is with those addons. Rng of helmets should be shifted towards consistency
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My point was less agreeing with OP more saying doing the exact opposite is equally as bad especially when you use the chase people with traps equal tunneling arguement.
In all honesty I don't have a issue with Amanda's RBTs if Amanda gets any tweaks it should be more focused on her ambush making it feel as smooth as possible.
Other than that she is just in desperate need of an add-on pass
Things like interlocking razors, rule set no 2 and Amanda's secret need a change/rework.
Amanda's letter could be buffed so the pros of the ultra rare aren't completely outweighed by the cons
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