Visit the Kill Switch Master List for more information on this and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
Pig tampered timer rework
Instead of it being a faster time till death, i thought how about it takes 15 seconds longer and wont kill at exit gates but will not pause the timer when u are in chase
Comments
-
That would be so abused. Just trap someone and chase them, stop to check a gen, then chase them again. You could basically prevent them from ever removing the trap while still keeping up decent gen pressure, since it takes a long skillcheck (and finding the RIGHT box) to remove it.
No way; OP.
4 -
How about they also can remove it without a box (4% chance) and it takes .5 seconds to try
0 -
if the pig chases us,time should be added to the trap
1 -
Either the Pig tunnels you to death, or the Pig doesn't tunnel you to death and the RBT becomes completely worthless.
I've thought about allowing the timer to go down in a chase with an add-on, but I decided that it was just fundamentally problematic.
Not base-kit, no. Maybe if it was attached to a strong enough add-on, that might be an acceptable downside (Tampered Timer is nowhere near a strong-enough add-on to justify such a downside).
0 -
I absolutely do not agree with what you have said.The pig can easily explode the trap in your head in certain situations, it prevents the trap or can easily exploit this situation by leaning and turning over.Because of this, if the pig is within 12 meters of you, the trap counter should stop.
0 -
Cool, so the Pig will stay 16 meters from you and crouch tunnel you to death.
0 -
If she is close enough to chase, she should chase.Otherwise, it will abuse its abilities and kill survivors faster.
0 -
The distance would have to be large enough that it either renders the RBTs ineffective or gives the Pig a free built-in Whispers. Bad idea.
0 -
12 meters is not a big area.In this way, it prevents misuse of its feature.
0 -
So the Pig can just stand 13 meters away and crouch tunnel to cheese the timer, correct?
0 -
Tampered Timer isn't problematic, unless you're just outright unlucky, that happens.
If we want more deadly add-ons for the RBT, we need to guarantee that all survivors have at least 60 seconds of the RBT being inactive (this is the simplest way to describe the passive timer idea). Then decrease the active timer, which is currently 150 seconds, to 120 seconds. This way, the RBT won't kill survivors if they are unlucky, regardless of the add-ons because they are given more than enough time to get rid of the RBT.
Now, we can make RBT add-ons more deadlier since it will only punish survivors who greed or don't use their time wisely.
0 -
I personally don't think the RBTs need to be made deadlier, necessarily. I think excluding scenarios involving Tampered Timer + Crate on the largest maps, I think the lethality of the traps is just right. My problem with them is that their ability to stall the game out is very swingy. Sometimes it does a good job of that; sometimes it does a very poor job of that. This is why I personally have been advocating for the first box to be auto-fail: Because it increases the average amount of time spent getting traps off without increasing the severity of the top end.
4 -
In that case, I'd agree, but if I may add: The RBT will always be removed between the first and last boxes.
This is to remove frustration on both ends.
0 -
It's just so hard for me to be on board with making them less lethal. You take even one box away, and suddenly it becomes so easy to just do one box, power through a gen, and then do the other two boxes once your timer starts.
1 -
That's why we need to separate the RBT into two separate timers, it's the ultimate solution to RBTs.
Passive Timer: 60 Seconds
- Starts immediately
- Once expired, will proceed to the Active Timer when a generator is completed or was completed during the Passive Timer. Passive Timers pauses when in a chase, dying or hooked.
Active Timer: 120 Seconds
- Once expired, survivors die on the spot.
Survivors get extra time to do whatever they want, but if they waste their timer by greed, they will have 120 seconds to remove the RBT (Basekit Tampered Timer). Since survivors will always have enough time to remove the RBT, we can add lethality add-ons to punish greed even more.
I'd be okay with your idea if we had this system in place. We have to make sure the right survivors will be in risk of dying if we make the RBT take longer to remove.
0 -
Honestly, I just prefer my idea. At most, re-work Tampered Timer if ya really need it because that add-on is just too "everything or nothing."
0 -
Tampered Timer basically adds more insult to injury for survivors who are unlucky, then if you get a decent map, some survivors might not have enough time to go through multiple boxes.
That's why we don't see add-ons that mess around with making the RBT more lethal because of those situations. I remember on a game where I trapped everyone and my RBTs killed every survivor, it's just disgusting sometimes.
0 -
I mean, don't we need more add-ons that cater to the ambushing anyways? I get the logic that by re-balancing the RBTs at base, we can push for more lethal RBT add-ons, but I think pushing for better ambush add-ons is better for the Pig in the long run.
Also, I myself have never seen a 4k through only RBTs. The most I ever got was 3, and that was through me going WAY out of my way to make it happen against presumably mediocre Survivors when just sacrificing them would suffice.
0 -
Awesome, I'm happy you understand the basekit idea, I really want more add-ons that make the RBT more lethal. 😁
More Ambush add-ons would be nice, I'd like Amanda's Letter to be reworked. I don't wanna derail the thread, so I posted my thread on your wall if you're ever interested.
0