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Suggestions for The Pig
Hello! Pig main here. I've been playing Pig since a little after I got this game in the summer of last year. During the time I've played Pig, I can't help but feel that she's been getting the short end of the stick with certain patches. I don't think Pig is in need of any major rework like some killers are, but I do think she needs some tweaks to reach her full potential. I wrote out a thing in Google Docs a while ago as a method of suggesting things, but never got around to posting it. I looked back at it today, changed some things, and want to finally share it with the forums.
https://docs.google.com/document/d/1PCpjLkYLeOfuCHWLH9enh2rsktj-feK1pcpyNR9_Rmo/edit?usp=sharing
Please tell me what you think!
Comments
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The following is only my personal opinion:
"Survivors cannot see Jigsaw Boxes until their Reverse Bear Trap is active."
I am on board with this.
"-Jigsaw Boxes function on a Progressive RNG system. The first Jigsaw Box you check has only a 10% chance of holding your key. The next box is a 25% chance, the one after that being 50%, and the final being a guaranteed chance. The key is no longer definitively placed."
I am not on board with this. Making the RNG more swingy only promotes more feel bads, and especially with also making RSN2 base kit, I would not want to see this.
"-Increased the height of The Pig’s FOV while crouched. "
I am also on board with this.
"-When a Reverse Bear Trap is active, every generator that is completed will shave 5 seconds off of the timer."
This is really inconsequential as-is, but buffing it is also a bad idea. I would just scrap this idea altogether.
Rules Set #2 - Your first idea has similar problems to the current Interlocking Razor, in that it does virtually nothing to decent Survivors. Your second idea seems like it should be base kit (only with pausing the timer instead of merely slowing it down)
Amanda's Letter - Hm...I don't dislike the idea. I wouldn't cut down on the number of RBTs, though. I also worry about this + Tampered Timer. Even with three boxes, 1m45s is not a lot of time on certain maps.
Amanda's Secret - I'm not sure how I feel about this one. I don't think the ideas are bad persay, but I am not sure that even together they are worth the add-on slot. I could be wrong, though.
Tattered Testament - Seems simple enough. Honestly, I'm not even sure it needs the downside. Could just be fine as "+2 Traps." If it did need a downside, it would probably only be because that + Last Will = seven traps, which is pretty close to "may as well be infinite" (as barring very specific circumstances, the most you would ever need is eight Traps).
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I came up with the concept of the progressive RNG system because it sometimes feels as if the current RNG is swayed against Pig. I've seen more survivors get their bear traps off first try than I've seen them get it off last try, and I also hear the same from a lot of friends and acquaintances who play DBD. It does make it a bit more wobbly overall, but it significantly decreases the chance of getting your trap off first try, furthering it as the game slowing tool its meant to be.
As for shaving seconds off of the RBT, I feel like 5 seconds per gen would have decent enough strength as base kit. Pairing it with add-ons like Tampered Timer or Crate of Gears would likely bring very good results.
Rule Set No.2's first choice was built more around a fun little idea I had come up with on the fly that my friends thought would be fun. Since it isn't the most viable thing in the world, that's why I also included the more viable option of the slowed EGC timer. I agree it should be basekit as well with a stopped timer, but I don't think the devs will consider that, which is why I made it an add-on instead.
As for Amanda's Letter, do you think it would be more fair if I put the Jigsaw Box count back down to 2?
Lastly, for Tattered Testament, the downside for the add-on was added in consideration of pairing it with Last Will. With no downside, that'd be a bit ridiculous. I also took into consideration the addition of shaving seconds off of the timer per generator completed. "Slightly" would equal about 15 seconds I assume, meaning generators being popped would shave off at least some of those extra seconds should survivors get greedy. (Which in my experience, against Pig, they often do).
I really appreciate the feedback you've given so far, thank you for taking a look at it all. :)
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Survivors not being able to see the box's aura until their trap is active is actually a terrible idea, and here's why:
You're RBT can activate while you're hooked, meaning this "buff" will already be ineffective. cuz you can see the box's aura now that you're trap is active.
The RBT's purpose is to slow down the game, which is not doing good and i think this here is the problem, i'll discuss this later.
Not seeing the box's aura will discourage survivors to try and remove them, since they're inactive then they don't pose any threat at all,
Survivors can search all 4/5/6 jigsaw box's WHILE their trap is active, so this further discourages them even more to try and remove them while they're inactive.
To top it off, survivors can stumble across jigsaw box's while their trap is inacitve, so they might give the box a go, if it goes off then rip the killer cuz one of her only 4/5 RBTs is gone. if it doesn't then they only have to search for 3/2/1 jigsaw box's with their active trap, it will be easier to search the rest of the boxes cuz now your trap is active and the auras are revealed.
Back to the slow down problem, her stalling tools are unreliable and can go off very early, robbing your stall potential, if the traps actually slowed down survivors then the pig will instantly move to high/mid-high tier, and a few add on changes as the icing on the cake.
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Actually, aside from them being entirely reliant on RNG, Reverse Bear Traps do a pretty good job at slowing the game down, especially with tools like Crate of Gears.
Not seeing the box's aura will discourage survivors to try and remove them, since they're inactive then they don't pose any threat at all
At higher ranks, survivors don't bother getting them off until they're active anyway. This at least removes the option of getting them off first try before any pressure can be properly applied with them.
Survivors can search all 4/5/6 jigsaw box's WHILE their trap is active, so this further discourages them even more to try and remove them while they're inactive.
If a survivor has enough time to check one or even two Jigsaw Boxes in quick succession before their trap activates, it then lacks all pressure and slow down that it would have had if the trap would have been active before they could easily find one. Having only two left to check when your trap first activates gives the survivor a lot of leeway on getting their trap off, and can encourage them to continue to progress the game forward with their friends even with an active trap.
To top it off, survivors can stumble across jigsaw box's while their trap is inacitve, so they might give the box a go, if it goes off then rip the killer cuz one of her only 4/5 RBTs is gone.
Does this same logic not apply to when the auras are shown, if not more...? I mean, stumbling upon one and getting it off first try would suck, yeah, but it's even worse when the Survivor has a direct line of sight on one due to aura reading and it so happens to be first try without them actually having to search for it. It often prevents the bear trap from having the pressure it needs to have.
In my honest opinion, Reverse Bear Traps only need minor tweaks to become strong, game slowing tools. They don't feel exactly as they should, which is a heap of metal on your head bound to kill you if you don't hurry up, and your friends don't play smart. It's not some pretty hat that has some tiny consequence if you don't walk at a decently fast speed. I feel that shaving a couple seconds off of the timer per gen and keeping the auras of boxes hidden until traps are activated will help provide this pressure.
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