New Pig Rework Idea (Pt. 2, Jigsaw Boxes)
Hi there! This is a continuation of my previous post, in which I describe my updated idea for a Pig rework to make her less underpowered and more fun to play. This part focuses on the Boxes!
Currently, Pig's Power has four main parts. The Crouch, the RBT, The Jigsaw Box, and the Ambush ability.
The Jigsaw Boxes spawn across the map, and are all available from start to finish in the match. Searching Jigsaw boxes is how Survivors remove their traps, however, there are several problems with them.
RNG: Jigsaw Box' chances to remove the bear trap are completely randomized, and your percentages are based on the number of boxes available to you. This means that the right box could be anything from the first one you search to the last. This can be busted from both sides of the game.
Risk/Reward: Searching a Jigsaw Box can be mildly noisy, and requires frequent skillchecks (like a generator) to work properly. Failing a skillcheck will trigger a noise notification (though I've never seen one as Pig), will cause the survivor to scream, and will reset some of the individual box' search meter. However, I feel as though failing - or simply searching a box - should be a bit more serious as an endeavor. They can also be searched before a trap is activated.
First off, the RNG for the Boxes needs to be changed to be more like the chances of freeing yourself from Trapper's jaws. Very low chance at first, but the percentage hiking up with each failed attempt. This would also bring more value to the game's Luck mechanic, and possibly get us to see more interesting builds.
Secondly, the Boxes should not have their auras revealed to Survivors with inactive traps, nor should they be interactable until the trap is active. One of my most constant arguments is that, in the movie, Amanda's game hadn't started until she activated her RBT. Why should the Survivor's case be any different? Hopefully this change will help to exponentially increase the pressure Pig's power can apply.
Third: This idea is a new one, and we can thank the upcoming release of the All-Kill Chapter for its conception. Skillchecks at the boxes will be much more frequent. Furthermore, Good skillchecks will add two stacks of the Lacerated status effect. Failed skillchecks will add four, and Great skillchacks will add zero. Eight stacks of Laceration will result in the loss of one health state.
RBTs will also get the Blindness status effect as basekit.
What do you guys think? Would you like to see these improvements implemented? Also, keep your eyes peeled for the fith and final part of this rework, Stealth, Crouching, and Addons if this topic interests you!
You can find the previous post here:
https://forum.deadbydaylight.com/en/discussion/235404/new-pig-rework-idea-pt-1-timer-and-egc#latest
Comments
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I find it all quite exciting to read and I'm also curious about the last part (it's like a soap xD), however I would find it hard if the survivors can only see the boxes with an activated trap. Pig currently has the rare addon for this and when I use this, then my survivor friends die quite often to the RBT.
If such an idea is implemented, then the timer of the RBT would have to be set higher. The traps should not be taken as a means of killing, but only cost time.
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If traps can't be removed until activated, I would:
Increase the timer until it triggers. It's currently 150s, so add in time required to find and reach the first box and make it 180s.
Have failed skill checks knock 5 additional seconds off the timer.
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Where's the rest of the post? Would prefer to read the entire thing in one page, but at least link the first part.
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Just gonna point out about point number 3: Hell no. Making survivors injure themselves while playing the game is an awful idea. The proposed numbers are even worse, considering you get about 3 or 4 skill checks -per box-, so even with that, you'd HAVE to hit a perfect in order to avoid straight up dying again.
But the biggest problem with it is that it becomes way too difficult to avoid getting laceration stacks, which would be made infinitely worse if you have to search more than one box. And the weight of RNG in games involving the pig is already far too excessive.
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Well, you have to take into account that most skilled players can hit a great skillcheck pretty frequently. At the same time, laceration goes away pretty quickly over time, so honestly I don't think adding it would be a problem. I did say make checks more frequent, but thats just because i've gone through one or two boxes with only one skillcheck.
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How do I link it?
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Yes absolutely. Increasing the lethality of the trap is not my goal. I just want having one on your head to be a moreintense experience. More pressure than just "Oh I have a trap? Better go take it off before its even activated! Guys, hold off on gennies for five seconds."
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Going into your profile and discussion on the side. Look for the designated post, copy the link, edit this post, and add the link in it. :)
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There you go!
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Thanks, I'll give this a read. :^)
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I don’t think traps shouldn’t be interacted with until a gen is powered because sometimes it’s best to have some stall in the moment versus when they get back on the gen because they can’t do anything about their trap anyway. Secondly I want blindness and so addons but they should be applied for up to 60 seconds after her trap is removed that way a pig that’s paying attention will know what’s going on. Also those affects should be applied when she hits a successful ambush dash because there’s no reason to go for an ambush when you should be going for a grab.
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I almost had an aneurysm trying to read this.
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