Pig rework idea

"The pig" Rework.

Crouch :

Crouch activation time = 0.7s

Ambush charge time = 0.75s

Bear traps :

Reverse bear traps now have a ratio based chance -10%, depending on how many jigsaw boxes are left in the match to check. at 4 boxes this would be a 25% -10 = 15% chance to get off. at 3 this would be 23% and at two it would be a 40% chance. at the last box all chance modifiers are removed and it is 100%

This is to ensure that the trap now has a low chance of being taken off first try, rather then a random shot between 4 boxes.

(Numbers might need an effective rework to make for honest low chance randomness rather then a high chance of only being able to remove on the 4th box)

Garunteed 4 skillchecks (before modifiers and randomchance via skillcheck chance) appearing like doctor madness snap out of it check, having no greats and regressing 25% of the bar. stopping searching of a jigsaw box does not revert progress but slowly decreases overtime. (as the survivor "forgets" how they've searched it)

If you are the last living survivor before end game collapse begins, and you have an active trap, it will deactivate. This is to give a chance during pre-endgame scenarios where the pig has closed the hatch.

Jigsaw boxes are no longer visible until the trap activates


Addon's and addon changes : 

Workshop grease = makes skillchecks appear in random portions of the screen similar to the doctor

Shattered syringe = crouch speed increased to 110% speed.

Johns medical file = allows the pig to open the exit gates and activate the end game collapse at all times. This also activates traps. Traps activated this way (and not through gens) have no penalty to box searches (both through addons and the -10% chance stated before. making them a 25% a 33% and a 50% chance depending on how many boxes are left. this also ignores extra boxes so if 5 using addons that add jigsaw boxes, the chance is still 100% at 2 boxes.

Combat straps = The pigs roar occurs at the end of her ambush charge (or 20% further through the charge)

Video tape = any traps placed during the end game collapse will activate, but will have a 100% chance to be removed upon the first jigsaw search.

Utility blades = applies mangled uppon dash attack/whilst a reverse bear trap is worn

Razor wires = Adds a fifth garunteed skillcheck.

Last will = unchanged

Face mask = Survivors caught in a reverse bear trap suffer from repeated skillchecks when trying to interact with non-jigsaw boxes. these skillchecks do not have greats attached and are erratic in nature. (This is to make it far harder to do things such as gens or healing someone else, whilst having a bear trap on)

Slow release toxin = survivors wearing a reverse bear trap are broken upon being unhooked for 60s.

Rusty attachements = Survivors wearing a reverse bear trap become oblivious whilst searching jigsaw boxes.

Jigsaws annotated plan = unchanged

interlocking razor = Decreases skillcheck size, and increased penalty for failure. only applies to the mandatory skillchecks and not regular ones which may randomly appear (at a reduced chance). bit larger than overcharge skillchecks but smaller than the doctor madness ones.

Bag of gears = Unchanged

tampered timer = unchanged

Jigsaws sketch = unchanged, but with the additional effect hidden from the survivor that the box furthest from the player whom has gained a reverse bear trap, has a higher chance of having their key.

Amandas secret = See auras of survivors working on jigsaw boxes. upon the last reverse bear trap being used, will give amanda aura reading whilst within crouch on survivors within 12m.

Rule set no.2 = All survivors with reverse bear traps on their head have the oblivious status effect. Boxes also take 15% longer to search

Amandas letter = Auras of survivors are revealed to the pig whilst within 16m. Ambush attacking a survivor makes all other survivors scream within 32m

Comments

  • Everything here is my opinion:

    Spoiler Spoiler Warning ▲▼

    "Reverse bear traps now have a ratio based chance -10%, depending on how many jigsaw boxes are left in the match to check. at 4 boxes this would be a 25% -10 = 15% chance to get off. at 3 this would be 23% and at two it would be a 40% chance. at the last box all chance modifiers are removed and it is 100%

    This is to ensure that the trap now has a low chance of being taken off first try, rather then a random shot between 4 boxes.

    (Numbers might need an effective rework to make for honest low chance randomness rather then a high chance of only being able to remove on the 4th box)"

    A 40% chance to have to search all four boxes is pretty high when you consider that you are also making Rules Set No. 2 base kit. For comparison, if you just make the first box auto-fail and no RSN2 base kit, you are guaranteeing that they spend at least 30 seconds off gens with only a 33% chance of making them search all four boxes instead of 40%.

    "Garunteed 4 skillchecks (before modifiers and randomchance via skillcheck chance) appearing like doctor madness snap out of it check, having no greats and regressing 25% of the bar. stopping searching of a jigsaw box does not revert progress but slowly decreases overtime. (as the survivor "forgets" how they've searched it)"

    Guaranteed 4 skill checks I am indifferent toward, no Great Skill Checks on boxes is a nice QoL for Pig, increasing the penalty of failed Skill Checks to 25% seems unnecessary considering most Survivors will have no problem hitting them, and having Box progress slowly decay instead of reset upon prematurely stopping the search doesn't make a ton of sense to me.

    "If you are the last living survivor before end game collapse begins, and you have an active trap, it will deactivate. This is to give a chance during pre-endgame scenarios where the pig has closed the hatch."

    As long as this is only when the gens are not finished, this is fine. Once the gens are finished and the gate is opened, I'd say the last Survivor should be SOL if they've got an active Trap. Or, really, they should just revert the EGC nerf and pause the EGC timer. But as long as we're stuck like this, I'd say anyone who has an active timer by the time the gens are done should deal with it.

    "Jigsaw boxes are no longer visible until the trap activates"

    This + the changes you've proposed to RBT odds seem like they could cause problems. My preferred solution would be to just make first box auto-fail, but as far as this, I would say drop the percentage changes to RBT removal and just have RSN2 base kit.

    "Workshop grease = makes skillchecks appear in random portions of the screen similar to the doctor"

    I guess? I don't particularly care for it, but I guess I don't hate it.

    "Shattered syringe = crouch speed increased to 110% speed."

    I think you reduced the charge time on the Ambush, so that + this seems ridiculous. Even if you didn't, this still seems super strong.

    "Johns medical file = allows the pig to open the exit gates and activate the end game collapse at all times. This also activates traps. Traps activated this way (and not through gens) have no penalty to box searches (both through addons and the -10% chance stated before. making them a 25% a 33% and a 50% chance depending on how many boxes are left. this also ignores extra boxes so if 5 using addons that add jigsaw boxes, the chance is still 100% at 2 boxes."

    Please don't. The griefing potential is through the roof with this, and no good came come of it IMO. And that's assuming this is not a common. At common, forget it.

    "Combat straps = The pigs roar occurs at the end of her ambush charge (or 20% further through the charge)"

    I think this should be base kit, personally.

    "Video tape = any traps placed during the end game collapse will activate, but will have a 100% chance to be removed upon the first jigsaw search."

    I'm not really sure what this accomplishes considering that you still have to camp a Survivor on a Hook with this to make sure they don't get to that first box. Just undo the EGC nerf and pause the EGC timer while someone's wearing a Trap. I don't see the need to get cute with it.

    "Utility blades = applies mangled uppon dash attack/whilst a reverse bear trap is worn"

    I don't really like mangled add-ons because Sloppy Butcher exists, but if you had to do this, I'd make it a common.

    "Razor wires = Adds a fifth garunteed skillcheck"

    This seems pretty useless to me. Even with the other add-ons that screw around with Skill Checks, I can't see this one making any sort of difference.

    "Face mask = Survivors caught in a reverse bear trap suffer from repeated skillchecks when trying to interact with non-jigsaw boxes. these skillchecks do not have greats attached and are erratic in nature. (This is to make it far harder to do things such as gens or healing someone else, whilst having a bear trap on)"

    I could be wrong, but I don't THINK this is very good? I can't imagine good Survivors struggling with this at all.

    "Slow release toxin = survivors wearing a reverse bear trap are broken upon being unhooked for 60s."

    This add-on has two problems for me:

    1) It encourages you hardcore tunneling the Survivor with the Trap so the add-on doesn't go to waste, which defeats the purpose of the Reverse Bear Trap as a stalling tool

    2) A Survivor who can't heal means they can't waste additional time healing. You want them to waste that time instead of powering through boxes right away.

    "Rusty attachements = Survivors wearing a reverse bear trap become oblivious whilst searching jigsaw boxes."

    I honestly don't know if this is fair or not. I'm not saying it's NOT fair. I just don't know. I'd need to think this one over.

    "interlocking razor = Decreases skillcheck size, and increased penalty for failure. only applies to the mandatory skillchecks and not regular ones which may randomly appear (at a reduced chance). bit larger than overcharge skillchecks but smaller than the doctor madness ones."

    Considering that I am of the opinion that Overcharge is a bad perk, that does not give me a ton of hope for this one.

    "Jigsaws sketch = unchanged, but with the additional effect hidden from the survivor that the box furthest from the player whom has gained a reverse bear trap, has a higher chance of having their key."

    I don't see what the point of hiding the second effect is. Beyond that, either the increased chance is minimal enough that it doesn't make much of a difference, or it DOES make a difference and substantially nerfs Sketch to be worse than Annotated Plan (I'd rather have an increased timer than a higher chance that they can get the Trap off in one shot). There isn't really a middle ground here.

    "Amandas secret = See auras of survivors working on jigsaw boxes. upon the last reverse bear trap being used, will give amanda aura reading whilst within crouch on survivors within 12m."

    Oof, this just makes it way too easy to force a Trap kill.

    "Rule set no.2 = All survivors with reverse bear traps on their head have the oblivious status effect. Boxes also take 15% longer to search"

    This is basically just two Rare add-ons stapled together (Rusty Attachments and Bag of Gears). Not very exciting for an Ultra Rare.

    "Amandas letter = Auras of survivors are revealed to the pig whilst within 16m. Ambush attacking a survivor makes all other survivors scream within 32m"

    I'm going to assume you meant that the auras are revealed while crouch. This is an interesting idea.