Pigs traps shouldn’t be luck based and something should be done about the tunneling trapped people
We all know how annoying it is when survivors get traps off on first try and we all know how annoying it is to search every box or die because you had to search every box and piggy would occasionally disrupt you to make your timer go down a bit.
I’m not 100% sure how to make the boxes skillful but I know how to lessen another problem, just make it so that if Piggy is within ten meters of the trapped survivor then the trap will temporarily deactivate, also, Piggy should be 110% ms while crouching.
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First box = 0% chance of getting it off
and tunneling as pig would be hard to fix...
But I do agree on crouch speed
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Agreed. First box getting off is too fast for what is now purely a tool to buy some time.
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Tunneling a trapped survivor as pig is more hindering for the killer than for the survivor.
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Which is another reason to discourage it.
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I mean, the Traps do have to kill sometimes. Otherwise, what would have been the point of making a SAW chapter?
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I’m not saying that’s they shouldn’t kill but I hate how luck based it is.
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I honestly think her traps need a rework, they were lackluster from the start. i Think a great change would be :
-every time a gen pops your timer ticks faster, this would make it more like the movies where they had to make tough choices.
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Traps timer stops when the Pig is chasing you and the "chase" persist for 5 or so seconds after breaking line of sight. I don't understand how 10m is needed. If Pig is just starting/breaking chase then she is either wasting a ton of time on you or not actually being a threat as you can just turn around and go back.
I agree completely about the RNG removal though, as even with the increase box add-ons you may have all 4 get off first try effectively wasting your add-ons. I wonder if having skillcheck affecting perks also affect the Jigsaw boxes would be too much? Or if it would actually solve anything.
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Ikr. The deviation from the movies killed the chapter for me.
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Also the 10 meter thing could be abused , especially if a survivors trap was about to explode.
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I’m not saying that it’s a great strategy the chase mechanic isn’t exactly the best.
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My issue with the trap removal is that it just doesn't feel Saw-like. They just wiggle their hands for a few seconds, and off pops a trap? I'd like to see maybe after a failed or success that survivors end up in Deep Wound, since Saw's actual version required the victims usually to mutilate themselves. Right now, it feels like survivors just get off easy with zero drawbacks. They could make it like the Freddy alarms. Only 1 box is active, but a survivor must decide when to go for the release and choose when that risk is worth it. It would make the traps at least a little more deadly than they currently are
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Considering they nerfed her traps because of EGC, they're only good for tunneling survivors who have it on.
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I suggested this the other day:
"What if, instead of the key being in a random jigsaw box, there are 2 keys you need to get and you can get one out of any box. Her ultra rare add on could require you to get 3 keys. This gets rid of edge cases where Pig gets screwed because you get it off in the first try or you get screwed because you need to search 4 or 5 boxes."
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I feel they should ship you an actualy Revers Bear Trap when you buy the Pig and everytime you have a RBT placed on your head you have to wear the real one you were given. This way it adds real life pressure to remove it and helps break up your concentration in game.
This would also effectively make Pig the most lethal killer in Dead by Daylight!
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Those would make for awesome add ons
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How do you ensure that the Traps still have some chance (even if small) of actually killing, though?
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I like that idea.
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Understood, I just don't see how the idea of 10m would really make a difference. A chase can happen from a farther distance and if you are not being chased when within 10m then you had no pressure to begin with.
I'm not arguing your point just trying to figure out if 10m would actually change anything.
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Well this game isn’t all about you homie.. practice mor and maybe you will never get trapped..
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I just didn’t wanna make it too big but this’d be difficult to discourage.
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As far as "tunneling" someone with a beartrap goes... If you have the choice between someone with and without one, its better to go for the guy without since the guy with a helmet isnt likely to hop on a gen. Still though, chasing people WITH helmets isnt a bad idea. If you find someone...hit them. Addons like the slow release toxic are there to help you in chases against survivors who are already trapped up.
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Very simple solution/buff would be just to spawn 5 boxes always and make 3-4 searches required to remove the trap. Simply put you have 50% chance to remove it on 3rd box and 100% on 4th.
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So you’re saying just don’t get caught? Everyone gets caught, even you. This isn’t something only I hate btw and I’m going to post my feedback.
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The add ons would be focused on decreasing timer, increasing length of time it takes to search, making the boxes spawn further apart.. Maybe an ultra that makes the RBTs start counting down once the survivor is unhooked instead of needing a gen to activate it.
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I know this but because of the chase mechanic it is really annoying and the fact that it isn’t optimal is what makes it more annoying.
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If your trying to waste a survivors time outside chase to screw with a helmet, thats one thing. I was talking about hitting and hooking the guy again.
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I know, I only mind tunneling whenever it can very possibly guarantee my death because of the chase mechanic.
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Timer add-ons would have to be stronger than what Tampered Timer currently is if you want to actually make it so the Trap has even a small chance to kill. Increasing search time would only work if they are also stronger than the current Gear add-ons, but then you risk making it too easy to just scare someone off a Box without compromising too much gen pressure. Box spawning further apart would probably do little except on giant maps; it would probably be similar to how Mirror Myers is only feasible on indoor maps. The Ultra Rare sounds not very good with your proposed set up.
I feel like unless you really crank up the add-ons, you risk making the RBTs far too ineffective at killing (and they already don't do that too often, albeit for good reason).
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Removal of traps isnt RNG.
Its placed in a specific box, when the trap goes on. You just have to pick correctly. Thata luck and probability, not RNG.
Devs have stated that.
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2020 and already asking for killer nerfs.
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Buffing her crouch speed and increasing her skill cap is a nerf? A ten meter range would hardly affect her btw.
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Id like to get more crouch speed. Also the growl comes too early when ambushing.
Some changes could be done to her traps but does it ruin the whole saw concept? Its all about making a choice.
I will chase people away from machines if i see them there because i dont want them to get em off too quick...
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Tunneling is a legit strategy that's great for applying pressure, now tunneling someone with a trap applies even more pressure. The survivor with a trap on their head now has to worry about winning the chase, hiding, and hoping that the next box they go to is the lucky one that frees them. Nothing about it needs to change. A speed buff would be good but nothing about the strategy needs to change.
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Yes, I meant buffing the current add ons. I've put like 2 minutes thought into it. I'm sure the devs could figure out something better than the current system
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I would prefer to go after someone without a hat, but what I'm supposed to ignore you as you run past me going to the next box.
At the very least I'm knocking you to the ground.
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They have also stated that two people cannot have the same box be "the" same box at the same time yet I have watched plenty of games and have played plenty of games with this exact situation. (worded horribly perhaps but basically two people with traps need the same box to remove it at the same time)
Regardless the original complaint stands, having a trap removed first box is a horrible feeling for a limited power and can even render add-ons null and void.
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"They have also stated that two people cannot have the same box be "the" same box at the same time"
I don't recall them saying this.
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This is a good idea. Tunneling with Pig is a great option when Ruin is gone. Thanks!
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Someone got their head popped. "nerf piggy"
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My head didn’t pop though? How is increasing her crouch ms a nerf? A ten meter range doesn’t even affect her much.
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Luck can work in your favor as Pig though.
I've seen survivors die to traps or spend a large chunk of the game trying to get them off and we lose because they weren't on gens.
But killers only tend to focus on the times they trap is removed quickly. They overlook every time the trap actually does it's job or even kills someone.
It doesn't say on the Wiki, but I learned doing user experience research that it takes 4 positive events to equal 1 negative event.
So in order for you to feel like traps are working, they need to be effective 4 times more often than being not effective. That's not how RNG works though.
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I covered both parts of that in my post.
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Everyone is playing against the Pig incorrectly. The goal of facing the Pig is to Boop her snoot, and sometimes make her squeal with a pallet stun.
You reward her for letting you Boop the snoot by dying!
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I relish every time I get a Trap kill, so I'm certainly not just ignoring that in favor of times where Traps come off first box. I just think the range in variance between the two is too great and should be skewed in the Pig's favor a bit.
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