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We need to talk about the Pig situation
A few months ago alot of malicious people started playing as Pig to abuse of her new reworked addon 'Video Tape'. That addon makes all survivors to start with 4 reverse bear traps, and the rest you already know, troll players was abusing of this to stay camping 1 of the 4 boxes, which was kinda annoying
So in the last month to stop this 'anti-game system' the devs added 5 boxes to remove the traps (this was the BEST solution btw) but this was an indirect nerf to Pig (that is already a weak killer). I would suggest to revert this change, to make spawn 5 boxes JUST if killer is using the 'Video Tape' addon and come back to 4 jigasaw boxes as always was, because with 5 boxes that mechanic to patrol the jigsaw boxes was kinda nerfed in a bad way that was not intencionated
Also I would like to suggest some decent buffs to make Pig a little bit better
Increase the range of her ambush attack + if the ambush hits the survivor they stay with hemorrage effect
Decrease her terror radious to 24m instead of 32m
Increase a little bit of her moviment speed while stealth
Survivors with reverse bear traps stay Oblivous until remove them
We all know how weak m1 killers are and all buffs are very welcome to them (just like the Legion and Ghostface) a small buff but was a great improvement to them, we're all done to just see Nurses and Blights at higher ranks. Pig is such a fun killer to play against because of the jigsaw box mechanic
Bonus: Pig deserves a new chase music ASAP, we've been waiting this for a loooong time
https://www.youtube.com/watch?v=YpU6C9lCE8s&t=167s&ab_channel=FirsEncounterAssault
Comments
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I prefer this chase theme personally
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I wish Piggy would get something. She deserves it.
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That's neat, but I feel like her unique chase theme should be based on "Hello Zepp".
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totally... it's so fun to play against her, not because shes a m1 killer, but the jigsawy boxes mechanic are phenomenal, they really need to give more attention to her
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'Hello Zepp' is the only music that would fit her chase music, the devs really need to implement this ingame!
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There's a lot they can do with Pig... but how much of it can actually be coded into the game
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I agree, actually. That would be far better.
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Oh god this, getting chased while hearing the suspenseful chords playing would be soooo adrenaline inducing.
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So in the last month to stop this 'anti-game system' the devs added 5 boxes to remove the traps (this was the BEST solution btw) but this was an indirect nerf to Pig
No it was not.
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"So in the last month to stop this 'anti-game system' the devs added 5 boxes to remove the traps (this was the BEST solution btw) but this was an indirect nerf to Pig (that is already a weak killer)."
Incorrect. This was a buff to The Pig.
When there were four boxes and each trap was allocated a box, it meant every box had a 25% chance of removing the trap. Like the Monty Hall problem, each box checked eliminates an option and you get compound percentages. First box checked by a given survivor was 25%, second was 33%, third was 50%, and last was 100%.
What this translated to, is that 25% of trapped survivors got their trap off on the first box, 33% get theirs off on the second. That totals 58%, leaving 42% of survivors left for the 50% third box, which means 21% of survivors got theirs off on the third box, and 21% got theirs off on the last box.
As you can see, that means survivors were more likely to remove their traps on the second and first boxes respectively. Additionally, it was statistically possible for all to remove their traps on their first box.
To summarise; 1st= 25%, 2nd= 33%, 3rd= 21%, 4th= 21%
The new system now allocates the number of boxes required to remove a trap to the trap directly, instead of assigning a specific box. But the total number of checks will always be 3x the number of traps, so 12 without addons that change the number of traps available.
Thus you allocate chances to survivors like so;
1, 3, 4, 4 (one survivor gets it on first box, one on the third, and two on the fourth)
2, 2, 4, 4
2, 3, 3, 4
3, 3, 3, 3
That's it, those are all of the available permutations, although they can come in any order within a set.
No Monty Hall problem here, just flat percentages because the whole thing is predetermined the moment your first trap is set. With a 25% of getting a given allocation set, and a 25% of each number within each set, this means that there is a 6.25% chance of any given survivor getting their trap off on the first box checked., a 18.75% chance of a survivor getting their trap off on the second box they check, a 43.75% chance of getting it on their third box, and a 31.25% for the fourth box.
Furthermore, you're guaranteeing that survivors need to check boxes 12 times if you use all 4 traps, 8 times if you use 3 traps, and 4 times if you use 2.
To summarise; 1st= 6.25%, 2nd= 18.75%, 3rd= 43.75%, 4th= 31.25%
So you can see that the new system gives you a significantly greater chance of more boxes required per trap set, giving you greater slowdown potential.
It was never intended that you patrol jigsaw boxes. It's intended that you go after survivors as you normally would, and the fact that you have survivors running between all these boxes means they're not doing gens. You're actively losing out on pressure if you tunnel a survivor with a hat on, instead of finding one that doesn't and sticking a new hat on them.
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Any addons associated with Crouch and Ambush should be base-kit.
Then adjust the first person camera position of the crouching Pig higher.
Now that there are five Jigsaw boxes, they are generated more closely spaced in the map; this is a loose nerf for the pigs, since RBT is always unlocked by examining four boxes.
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SO loose it doesn't even begin to touch the difference in removal chance.
It's only a nerf if your playstyle is camping boxes.
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Pig has poor stealth and chase power. There is no reason not to control the Jigsaw Box.
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I'm absolutely in favour of improving her stealth and chase powers. All I'm saying is that the changes to her boxes were not a nerf.
Personally I think her movement speed should remain 4.6m/s when crouched, so she can utilise her stealth and have regular map pressure. Being forced to choose between the two is a bad design. The trade off is the lower point of view.
Secondly there should be a less telegraphing of her ambush, or a shorter wind up. Instead of growling 2 seconds before the dash, have the sound start 1s before and play as she's dashing.
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