I did the math on the RBT, proving Amanda needs a buff
I did all of the math on the RBT timer, Jigsaw box key chance, and more.
Add ons-
•Amanda’s letter: -2 boxes, -3 RBT
•Rule Set #2: Survivors can’t sew Boxes until trap is active
•Crate of Gears: Increases trap place speed (should slow survivor’s search speed, but doesn’t)
•Jigsaw’s Sketch: +1 box
•Tampered Timer: -30 seconds on the death timer
•Bag of gears: increases trap place speed (same thing as crate of gears)
•Interlocking razors: x2 penalty of missed skill checks
•Jigsaw’s Plan: +1 box, +30 seconds to death timer
•Last Will: +1 RBT
•Razor Wires: Extra skill check chance
•Workshop Grease: Extra skill check chance
——————————————————
Time To remove trap:
~~ The way maps work is with tiles. Tiles are 8 meters each.
~~ Pale Rose is 215 tiles (1720 meters) and is the biggest map. Léry’s is 116 tiles (928 meters) and is the smallest map.
~~ Survivors run at 4m/s, and walk at 2.26m/s.
~~ I split the four boxes into evenly split distance. I did not account for RNG, as it causes some to spawn closer together, or outliers farther way.
~~ all times are if the last box is the box is the one with the key.
•Pale Rose:
-1720 meters
-430 meter space between box
-Time to remove trap:
~107.5 seconds when running
~190.26 seconds when walking
-On the Pale Rose, of the survivor only runs, it will take 108 seconds, which spares 42 seconds.
•Léry’s:
-928 meters
-232 meters between box
-Time to remove trap:
~58 seconds while running
~102.65 seconds while walking
-On Léry’s, if the survivor walks, it will take 102.65 seconds, which spares 47 seconds (rounded up).
—————————————————
Survivor Perk Counters:
-Leader: +9% speed to search (someone is needed nearby). Changes search to 11.7 seconds
-Prove Thyself: +3-9% with people around. Changes search to 12.61-11.7 seconds.
-Resilience: +9% speed increase while injured. Changes time to 11.7 seconds.
-Left behind: +25-125% speed increase. Changes time to 9.75 seconds with one genterator left. Changes time to 6.5 seconds with four generators left.
Detective’s hunch: +5% for each skillcheck (up to four skill checks)
~~One leader + three Prove Thyself + resilience = 3.51 seconds.
—————————————————
Chance to escape:
~~Base chance is 20%
-Up the Ante: +3-12% extra chances of escape.
-Salty Lips: x2 luck
-Salt Statuette: x1.5 luck
-Salt Pouch: 50% Extra Luck
(Note these are only the luck offering effecting ALL survivors)
—————————————————
Add ons-
•Amanda’s letter: -2 boxes, -3 RBT
•Rule Set #2: Survivors can’t sew Boxes until trap is active
•Crate of Gears: Increases trap place speed (should slow survivor’s search speed, but doesn’t)
•Jigsaw’s Sketch: +1 box
•Tampered Timer: -30 seconds on the death timer
•Bag of gears: increases trap place speed (same thing as crate of gears)
•Interlocking razors: x2 penalty of missed skill checks
•Jigsaw’s Plan: +1 box, +30 seconds to death timer
•Last Will: +1 RBT
•Razor Wires: Extra skill check chance
•Workshop Grease: Extra skill check chance
——————————————————
Time To remove trap:
~~ The way maps work is with tiles. Tiles are 8 meters each.
~~ Pale Rose is 215 tiles (1720 meters) and is the biggest map. Léry’s is 116 tiles (928 meters) and is the smallest map.
~~ Survivors run at 4m/s, and walk at 2.26m/s.
~~ I split the four boxes into evenly split distance. I did not account for RNG, as it causes some to spawn closer together, or outliers farther way.
~~ all times are if the last box is the box is the one with the key.
•Pale Rose:
-1720 meters
-430 meter space between box
-Time to remove trap:
~107.5 seconds when running
~190.26 seconds when walking
-On the Pale Rose, of the survivor only runs, it will take 108 seconds, which spares 42 seconds.
•Léry’s:
-928 meters
-232 meters between box
-Time to remove trap:
~58 seconds while running
~102.65 seconds while walking
-On Léry’s, if the survivor walks, it will take 102.65 seconds, which spares 47 seconds (rounded up).
—————————————————
Survivor Perk Counters:
-Leader: +9% speed to search (someone is needed nearby). Changes search to 11.7 seconds
-Prove Thyself: +3-9% with people around. Changes search to 12.61-11.7 seconds.
-Resilience: +9% speed increase while injured. Changes time to 11.7 seconds.
-Left behind: +25-125% speed increase. Changes time to 9.75 seconds with one genterator left. Changes time to 6.5 seconds with four generators left.
Detective’s hunch: +5% for each skillcheck (up to four skill checks)
~~One leader + three Prove Thyself + resilience = 3.51 seconds.
—————————————————
Chance to escape:
~~Base chance is 20%
-Up the Ante: +3-12% extra chances of escape.
-Salty Lips: x2 luck
-Salt Statuette: x1.5 luck
-Salt Pouch: 50% Extra Luck
(Note these are only the luck offering effecting ALL survivors)
—————————————————
Tagged:
Mod
Comments
This might sound good on paper, but this would instantly make Ambush overpowered. The reason is that you can mind-game at pallets with Ambush (not all of them). Making it faster than Sprint Burst, or faster in general, will cause her to be able to circle pallets from either side more effectively. This is a buff way too much into Pig's favor, as most people without Sprint Burst will be hit when caught off guard. However, now you're just punishing people trying to use their primary defensive mechanic.
The roar needs to go away, so that low-vantage generators are risky to do against her, so that she can quite literally ambush people. Without the roar, you could realistically still hit people with Sprint Burst that aren't paying attention. The roar also warns people of your attempts to hit them at pallets, too, since most people won't notice the animation from the other side, and the obnoxious chase music almost always drowns out any quiet/medium sound a killer would make from a several meter distance.
Right now, it's more effective to stealth, and then de-stealth, for hits, since your terror radius returns slowly, whereas the roar warns survivors of your attack before it even finishes the startup.
F*cking spam filter ate my post again, so here's a shittier version of said post:
The roar needs to be removed. It warns survivors of her attack before the attack even commences (about halfway through the wind-up). Making Ambush faster will make her too strong at pallets if she can just bolt around the sides every single time you run to one. (A faster miss recovery wouldn't be bad on top of the roar being removed.)
Currently, it's better to stealth, and then de-stealth, for hits, since your terror radius returns slowly. Ambush's roar just warns survivors before you even round a corner if you sneak up on them.
At pallets, the roar warning people of what you're doing is the same problem: they can react before you can even attack. You're punished because they hear the roar and run, you're punished if/because you missed, and you're punished twice more if the pallet didn't drop. It's ridiculous how bad Ambush is right now because of that.
Low-vantage generators should be dangerous against her, but they're not because her stealth mechanics are weak, at best.
Weird maths.
Seems like you tend to forget there's a psycho killer able to still hit you as you run over the map, that can prove to be quite a distraction or a time waster.
Amanda could use some buffs, tho. But I'm not sure these maths prove anything, really.
They can also have it on their head for a full 2 minutes until they search every box. You can't have it both ways. It needs to be RNG, and sort of pattern you apply to it will be figured out and survivors will just get the first box every time.
Because it can be really strong on the right map. Use that add-on on Lery's and survivors will never get it off before it's active. It forces them to do a gen to make it active. That's really strong.
I was with you on that one Chemical, an addon is an addon last time I checked.