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Pig's boxes are NOT RNG guys!

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Comments

  • NuclearBurrito
    NuclearBurrito Member Posts: 6,807

    Oh and they need to be DIFFERENT keys. So you need to check 2 boxes every time.

  • NeonAlien
    NeonAlien Member Posts: 328


    But the ECG timer is not meant to pressure survivors. It's there to prevent hatch standoffs and holding games hostage. It's there to make survivors leave eventually, not to overly stress them.

    The RBT timer is there to pressure and waste time, but not necessarily to kill. I think the timer is in a good place. Much shorter and it takes away any freedom of choice. It would be find box asap or die.

    And having the timer go down while in a chase would be really cheesy. Pig's just gotta chase until your head goes Pop. That's not only lame, it also has 0 counterplay.

  • TAG
    TAG Member Posts: 12,871

    Forgive me if I am a little confused. Are you saying that Survivors need to find two keys in the Jigsaw Boxes, or that they need to find one of two keys?

  • AsheruSwiftwind
    AsheruSwiftwind Member Posts: 156

    Like I've said before a simple add-on could be the Electronic Lock. This add-on prevents the users from removing the RBT until the trap is active. Some times when I play pig I like to play a little game I call 50/50 piggy where I take Amanda's letter and Last Will. I rush to find and down one survivor then goto a box and let them try there luck. Its a 50/50 chance and as it currently stands I have a 100% Game Over rate even though some times I have to use the second trap. Currently the reason I suggest an add-on that prevents removal till active is pig players are under pressure to use all traps before the last gen pops while survivors are under no pressure if the pig puts on a trap and no gen gets finished.

  • StarMoral
    StarMoral Member Posts: 938

    Holy Hell, what have I started lol

  • ArecBalrin
    ArecBalrin Member Posts: 636

    Unfortunately no. Your request is reasonable; I don't expect anyone to just take my word for it. I do wish others would make an effort to remember when the devs make those rare, explicit statements though; I could search for hours for where and when they said it and find nothing.

  • ArecBalrin
    ArecBalrin Member Posts: 636

    I've spoken before about how the EGC doesn't do either of those things, due to the appalling design choices to allow survivors to 99% the doors and also for hatch-closing to automatically power them. If ceasing stand-offs and game-hostaging were even part of the intent, the timer would not slow when a survivor is dying or on the hook(enabling surviors to continue delaying the end of the game) without there being equivalent circumstances where the timer moves faster. EGC as designed exists purely to superficially grant the request made by killers to close the hatch, but with the other hand completely removing the point of the request in the first place. It's designed entirely around helping and entertaining survivors, hence the tiertery issue of the EGC effect making it difficult for killers to make out scratch-marks, which the devs later had to alter: had they been looking at this 'innovation' from the killer's perspective at any point, these issues would have been obvious.

    The RBT as designed merely stalls a survivor who has been caught. There is however no relevance between this and the fact that a generator being finished starts the clock; that's a relic from the original and abandoned design-intent for it.

    Having the timer go down in a chase would stop rewarding survivors for the only playstyle they want to engage in; they'd have to actually avoid the killer and hide, as they should. It's the constant giving-in to this singular playstyle of loop-de-loop, 2nd-chances and basically 'duelling' the killer that has made this game a mess, which survivors then have the nerve to actually complain about. They have many good reasons to complain: they're just the wrong people to be doing it.