Pig Changes & Suggestions

NMCKE
NMCKE Member Posts: 8,243
edited May 2019 in Feedback and Suggestions
Amanda Young:

While the recent stats say she's very strong, I strongly feel like she isn't perfect either. Her RNG and add-ons are just pitiful; it's basically a power reliant on luck in other words. Therefore, let's make her better in the areas that seem unfair for her!


Reverse Bear Traps:
  • Timer increased to 3 minutes (was 2 minutes and 30 seconds).
  • 5 Jigsaw boxes will spawn in the trial by default (was 4 Jigsaw boxes).
  • First searched Jigsaw box will not contain a key.
  • Jigsaw boxes' auras are not shown until a generator activates their RBT.

Comments: You may say, "Woah... that's a huge buff to her traps" However, I feel like that's fair because they are only useful before the last generator is completed. Furthermore, the third bullet is actually needed because survivors shouldn't be able to remove a RBT on their first searched Jigsaw box.


Ambush Suggestion from @Blueberry:

She needs the roar from her ambush put at the end instead of the beginning. Her crouch view point also needs to be raised.


Add-ons:

Amanda's Secret is very weak, it does nothing but hinder the killer by preventing her from patrolling effectively. Here's my changes to the add-on:

  • Whenever a survivor is searching a Jigsaw box, that Jigsaw box will reveal its aura in yellow.
  • Ambushing survivors who are searching a Jigsaw box will be put into the dying state.
  • Moderately increases the time it takes to search a Jigsaw box.


Rule Set NO.2 is a decent add-on but since it's likely going to be baseline in Amanda's main kit, we have to rework it. Here's my changes to the add-on:

  • The Reverse Bear Trap's timer will activate immediately upon trapping the survivor.


Amanda's Letter is awful, I don't need to explain it to you because anyone who uses this add-on knows why it's terrible. Here's my changes to the add-on:

  • Crouching reveals the auras of all survivors within a 24 meter range.
  • Ambushing sounds as well as its hearing range are completely silenced.


Overall, this should make Amanda a stronger killer during the early and mid-game, but weak during the end game. There are still other things that I did not mention but I decided to cover the main issues. Hopefully you'll agree with my suggestions!

Post edited by NMCKE on

Comments

  • Pennosuke
    Pennosuke Member Posts: 100
    edited May 2019

    If the first seached jigsaw box will not contain a key,that's mean you gonna change the RTB mechanic into the luck-base system?

    Becuase from the "MID CHAPTER (2.7.0) - Q&A" live,dev already confirmed that removing RTB is not on the luck-base mechanic.

    Each RBT already have its key to unlock them and each key has been already put into the jigsaw box randomly before the game start.When survivor searching the jigsaw box,the game system will just only check that "Is the key in the box match with the survivor's RTB?".

    Post edited by Pennosuke on
  • ThirdSealOPplzNerf
    ThirdSealOPplzNerf Member Posts: 360

    Ambush needs to be faster speed and charge speed and sounds should be only heard when hit by it. Kinda stupid calling it ambush when you roar before even ambushing. Ambush walking speed to 110% none wants to be going around maps slower than the nurse.

  • NMCKE
    NMCKE Member Posts: 8,243

    It's still luck based if one of the four boxes have a 100% chance to remove the RBT.


    0%+0%+0%+100% = 100%


    100% ÷ 4 = 25%


    You have a 25% chance to pick the correct box on your first try.


    This will not change with my suggestion since it will still be a 25% chance since the first box is always a decoy. Meaning if you guess correctly the first time, you'll have to guess correctly again.

  • Blueberry
    Blueberry Member Posts: 13,590

    I like it all.

    I'd also remove the penalty of less traps from Amanda's Letter as well though.

    She needs her addons affecting the boxes reworked as well like Interlocking Razor and Razor Wires. They are worthless.

    Her Face Mask that gives Blindness with a trap also needs to affect her boxes.

    As a final note, while I do like all these changes, to me they aren't the biggest thing that's keeping her from rank 1 viability, it's her ambush and crouch. Not saying we shouldn't do them though as I do think she needs them. She needs the roar from her ambush put at the end instead of the beginning. Her crouch view point also needs to be raised.

    If she received all these things I think she would be rank 1 viable. The devs are hesitant to buff her because they already think her kill statistics look good but those those statistics are heavily flawed but a multitude of factors that they don't account for to the point of them being near meaningless in terms of determining balance.

  • Blueberry
    Blueberry Member Posts: 13,590

    It's not RNG in the sense OP is referencing, however it is an unfortunate outcome when the survivor happens to pick the first box correctly which is what they are trying to say.

  • Ihatelife
    Ihatelife Member Posts: 5,069

    I like these changes. Does the rule set NO 2 still pause when survivor is on hook/dying state?

  • NMCKE
    NMCKE Member Posts: 8,243

    @Ihatelife

    Yes, they still have to pause if the survivor is in a chase, is hooked, or is dying. The add-on just activates the trap without the requirement of a generator.

    @Blueberry

    Sorry for the wall of text... 🤧

    I'd also remove the penalty of less traps from Amanda's Letter as well though.

    Oh yeah, Amanda's Letter doesn't have that penalty anymore! If it didn't, I would had specifically said so.

    She needs her addons affecting the boxes reworked as well like Interlocking Razor and Razor Wires. They are worthless.

    Instead of increasing the skill check trigger chance, they should decrease the skill checks' success zone. However, not by much since they can be stacked and cause Jigsaw boxes to become near impossible to search, that's without Unnerving Presence.


    Workshop Grease:

    Slightly (-10%) decreases the success zones for Jigsaw searches.

    Stacks


    Razor Wires:

    Moderately (-20%) decreases the success zones for Jigsaw searches.

    Stacks


    Interlocking Razor:

    Survivors searching Jigsaw boxes are moderately (+75%) more audible than normal.

    She needs the roar from her ambush put at the end instead of the beginning. Her crouch view point also needs to be raised.

    Agreed, I'll update OP.

    The devs are hesitant to buff her because they already think her kill statistics look good but those those statistics are heavily flawed but a multitude of factors that they don't account for to the point of them being near meaningless in terms of determining balance.

    Yeah, you're right.

    I think the kill statistics come from lower ranked survivors because they don't know about how the trap works. They end up killing themselves from the exit gates or from not getting it off fast enough.

  • Blueberry
    Blueberry Member Posts: 13,590
    edited May 2019

    Those addon changes still might not be enough. Maybe make them reverse the skill check direction as well as the smaller size.

    "I think the kill statistics come from lower ranked survivors because they don't know about how the trap works. They end up killing themselves from the exit gates or from not getting it off fast enough."

    Well that is true, but not exactly what I'm referring to.

    Even when they show statistics specifically at rank 1 only it is flawed as well. It's including DC's towards there kills. It's including NOED kills towards the count (I mention this because NOED isn't any determination of how balanced the killers are which is what we're using this for, it's just a cheese end game perk that steals you some end game kills because the survivors were lazy). It is also including kills after the gates are open ( I mention this because there is a vast amount of kills that come from survivors just trolling around after the gates are open that end up dying or they bum rush because they want to just save that 1 guy that's hooked).

    So you see some of these things we shouldn't be including are specifically because they aren't a means of showing balance.

    If 3 survivors are at the open gate with 1 hooked in the basement being camped and they all end up dying because they bumrushed too try and save that guy, does that mean that killer is OP because he 4 killed the entire team? No, he was balanced enough to only kill 1 which would mean he's weak. The other 3 was just them being stupid. You see what I mean?

    Now keep in mind this logic is only sound if you are assuming at least rank 1 so you limit the amount of "they were just stupid" from the equation so that most of the results are from both sides playing at their most potential.

    It's important to separate kills from BALANCE and kills from STUPIDITY(or non skilled factors) because we are using this data for a BALANCE determination.

  • NMCKE
    NMCKE Member Posts: 8,243

    @Blueberry

    Wait, how would the know if a sacrifice shouldn't be counted because of your reasons above? Like, how would the game detect that?

  • Blueberry
    Blueberry Member Posts: 13,590

    I don't believe there is a way to properly account for some of those things.

    My point isn't how they would do it, but to recognize how extremely flawed the statistics are to show them that they shouldn't be putting so much weight on those statistics when deciding if certain killers need buffs or not.

    Like how they say they are keeping an eye on a killer but they think the killer looks fine so far because they are showing around a 2 kill ratio from their stats. That's what I mean.

  • NMCKE
    NMCKE Member Posts: 8,243
    edited May 2019

    @Blueberry

    Hmm, shouldn't they take the ratio when the exit gates are powered and then take the ratio when the trial ends?


    Example: Wraith


    Exit Gates Powered:

    3 Alive; 1 dead/sacrificed


    Trial Ends:

    4 dead/sacrificed


    If you noticed, something is wrong with these statistics because we start at 3 alive and went to 0 alive. This could mean this killer is relying on a perk to be viable such as NOED and he needs buffs.

  • Blueberry
    Blueberry Member Posts: 13,590

    Yeah hypothetically that is a way we could do it. Not saying it couldn't be done just that it would be tricky with how many factors are going that could lead to easy confusion between correlation and causation in those determinations.

    The way you mentioned would probably be the best though even with some minor flaws it would have.

    There are some arguments that could be made for them using Blood Warden or Remember Me but not NOED skewing that data. "Generally" though, I would say the killers power should be analyzed at the moment the gates are opened. "Most" the kills after that point are greed, trolling, or NOED. I bet if we looked at all those kill ratios from that point instead the kill rates would be drastically lower. We'd probably see like an average of 1 kill. This would be a lot more accurate in gauging the killers power level than including something stupid like the 4 man snagged at the end where they all dog piled into the basement for that 1 save.

  • NMCKE
    NMCKE Member Posts: 8,243

    @Blueberry

    That sounds great, and while we're at it, it should also record the killer's perks so they can see what exactly happened. No NOED? Survivors got greedy. NOED? Survivors were either greedy or the killer isn't viable enough to get a 1:1 ratio before the exit gates were powered.

  • Blueberry
    Blueberry Member Posts: 13,590

    Basically yeah lol. They also need to not count any game that had even 1 DC in it, another thing skewing the data. Literally 9/10 of my games have at least 1 DC so that definitely is a significant number affecting the data.

    I'm not sure why they still haven't seen all these flaws in their data. Maybe it's even intentional because it works as a scapegoat for validating their changes.

    I'd rather not be that sinister and hope it's just not realized, but those flaws just seem so obvious to me.

  • Clockso
    Clockso Member Posts: 853
    edited May 2019

    I absolutely love your buff suggestions, and her add on reworks are even better, most of her add ons are really weak, ESPECIALLY her ultra rare add ons because they are unbelievably weak i really hope the developers look into this.

  • NMCKE
    NMCKE Member Posts: 8,243

    @Peanits

    Do you agree with my suggestions? I'm asking you because you're too cool for school! :)

  • Unnamed_Freak
    Unnamed_Freak Member Posts: 570

    I absolutely love the buff suggestions, principally the crouch POV, that would be amazing. This would make me go back playing Pig, this or a MOM nerf, f*ck that crap.