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Pig Change

I feel like the pig's reverse beartraps are kind of useless as they barely slow the game and there's only 4 and they get removed really quickly just proves how useless they are. This with the removal of the exit gate kill when a survivor walks through them with a reverse beartrap on their head makes it even less fun and more unnecessary to put a beartrap on a survivor.

However, I thought of a solution that could possibly work but definitely still has flaws but I thought I'd still share it in case anyone wanted to build upon or give criticism of it.

I was thinking that the exit gate kill for the beartraps could be added back but when the exit gates are open or the endgame has started, the survivors with beartraps on their head would be able to see the box with their key but their timer would be cut shorter. This would give the survivor a better chance to get their beartrap removed while also balancing it with the timer, providing a heartracing and intense situation while also bringing more fun to the reverse beartraps again.

Comments

  • LeFennecFox
    LeFennecFox Member Posts: 1,292

    Pig's traps are very scary with addons and perks that can cancel searches. Now that there are a guaranteed shared pool of searches it's way more consistent to pop heads or buy tons of time from survivors traversing to solve slowly with occasional perks that force her to restart.

  • Zeidoktor
    Zeidoktor Member Posts: 2,065

    I'm personally a fan of Ruleset Number 2 (Survivors can't see the auras of jigsaw boxes until the trap is active)

    Also it's worth noting that there's no such thing as "the box with their key" anymore. The way it's set up now it will always take 1-4 searches, and it doesn't matter which boxes are searched to achieve it.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,805

    I think they scheduled some changes for Pig In March-April alongside doctor, clown, demo, hag, huntress, so wait until her time comes.

  • Chiky
    Chiky Member Posts: 784

    copy paste from another post i commented on:

    What about this: (my pig rework/buff ideas)

    -When using ambush, make the sound after it's completely charged, not when it's starting.

    -When crouching, terror radius disappearing time should be lower, at most 2 seconds.

    -While crouched, speed must be increased.

    -While charging the ambush, the movement speed is decreased, but now the ambush distance is now longer.

    -While ambushing, Pig can vault windows and pallets, but decresses the remaining distance of the ambush.

    -Ambush now inflicts blinded, broken, incapacitated, oblivious, and deafened for 20 seconds. The syringe idea is good, I like it.

    -Keep an option to squeal without needed to charge completely the ambush (for the lols)

    -Amanda can pick up and reuse the deactivated traps. She can see their auras in white when standing near them (10m or less).

    -Survivors can't remove the traps if they are not active.

    -Decrease the time it takes to remove the traps, but make them have continuous skillchecks like merciless storm (i really really really love that perk as a survivor). Current time says it's 12 seconds. Make it now 8 seconds. Also, screams won't interrupt the box search (yes, I'm killing my own build), but it would instead extend the search time for 4 more seconds.

    -Decrease the activation time of the traps to 120 seconds, but spawn 1 extra box in the game (6 total) (keeping the odds of needing to only search 4 boxes).

    Extra:

    -Rework Scourge Hook: Hangman's Trick: Sabotaging scourge hooks takes 15/30/45% longer. Whenever a survivor sabotages a hook, they suffer from exhausted and exposed effect for 40/50/60 seconds. If that hook was a Scourge Hook, you see the aura of that survivor for 5 seconds.

  • Seraphor
    Seraphor Member Posts: 9,415

    reverse beartraps are kind of useless as they barely slow the game 

    What?

    These are some of the best innate slowdown of any killer.

    Using all 4 reverse bear traps is a guaranteed 12 Jigsaw box searches, which have to be completed for survivors to escape if placed before the final gen is finished.

    12 seconds per search makes that 144 seconds in total, that's the equivalent of an additional 1.5 generators. Plus travel time between boxes, and they can be interrupted, and you can intercept survivors between boxes, so it's usually significantly longer than that.

  • ratcoffee
    ratcoffee Member Posts: 1,470
    edited January 10

    but you forget that it's literally impossible for an M1 killer to get a down, ever, so it's basically the same as having no slowdown

  • Seraphor
    Seraphor Member Posts: 9,415

    I play a lot of Pig, it's not "literally impossible" at all.

    Stealth killers play differently and make up a lot of chase time by ambushing survivors when outpositioned.

  • Seraphor
    Seraphor Member Posts: 9,415