Trapper changes and my proposed Pig change ideas
For the trapper, what if survivors could never escape his traps until after they attempt to escape them 3 times? Instead, they would weaken the trap and afterward we could then apply some different RNG escape system.
This would allow the trapper to be able to place his traps around the map and be able to have a better chance of catching them as well. We could also allow Not Otzdarva's proposed changes such as increasing the "attempt escape" and "rescue" actions to something like 4 seconds. Also, if a survivor escapes a trap on their own they would suffer from the deep wound effect, but not if they were rescued. A little thematic music while on the trap would be a nice touch as well.
I am unsure how to buff trapper otherwise, let me know your ideas for him in the comments. The only trapper part that I thought of was the first statement above.
For the Pig, I have an idea or two. Regardless of the RBT being activated or not, the survivor could see the aura of one jigsaw box and search it. While the RBT is inactive if the survivor just searched the first jigsaw box could then see the aura of the furthest jigsaw box and that jigsaw box alone. However, if the RBT is active the survivor could then see the aura of all jigsaw boxes after they search the first one. The moment a survivor has a RBT placed on them, they see the aura of the furthest jigsaw box from their current location and that box aura alone. However, if a survivor finds a jigsaw box that does not have its aura shown, searches it, and gets the RBT off, they should be injured. The survivor can never get the RBT off their head on the first box.
To change the "Rules set no.2" ultra-rare addon to better compliment the new change to the RBT's, it instead could show the aura of one other jigsaw box (after you search the first one) at a time if you are within 24m away from it. It could also have the effect of only showing the first jigsaw box aura and until a generator is completed, you can't see the other ones.
To change her ambush, I think that she should have the effect of the combat straps base kit first of all. Second, the roar that she makes when starting the ambush should happen .25 or .50 seconds before she finishes the channel for her ambush
The Pig needs to also have some add-ons added in to effect her ambush. For example, the pig will apply the mangled status effect on a survivor until they are healed if she hits them with a successful ambush attack. Maybe they could affect the range of it as well or even the speed.
Some DBD music aspects could be mixed with the saw theme or theme's to create some intense music if the RBT is activated, a sound cue for missing a skill check, or searching the wrong jigsaw box.
Tell me what you think about my pig changes, I sat here for like 20 minutes coming up with them lol.
These are only buffs, the pig especially needs a rework because her power thrives off of RNG.
Comments
I honestly believe that wether an RBT is active or not, it should still kill them if they try to leave with it on. Itll add just a little bit more pressure to the end game. Currently, as soon as the generators get finished, her power is effectively useless, and for a killer who's whole point of being is 'i want to play a game', she seems the tiniest bit underpowered. That and a new menu theme/chase music are my only change ideas for pig.
The only change id make for trapper is mirroring his playstation cover art. His hooks are on the wrong side in the image.
As a Trapper main, I have a variety of ideas how to give him buffs to bring him up to mid tier. For example:
-2 traps base carrying capacity, starts with 2 traps, number of traps that spawn on the map unchanged
-Reworked bags: Trapper Sack +0/+1, Trapper Bag +1/+1, Stitched Bag +1/+2
-Range check for traps spawn: Bear traps can no longer spawn closer than 25 meters from the edges of the map
-Rescue time increased to 3,5 seconds (doubled from what its now)
-Escape attempt time 2 seconds at least with the upcoming rng change
-Stepping on a bear trap while healthy causes 5% hindered until fully healed
-Stepping on a bear trap while injured caused 5% hindered and deep wounds
-Stepping on a bear trap while in deep wounds causes 5% hindered and the honing stone effect
-Serrated Jaws swap rarity with rusted jaws and instead of hemmorage now cause 5% extra hindered
-Rainbow Map and Red Twine no longer reveal bear traps
-Rework of Object of Obsession
Edit: Make Longwood Dye basekit and darkening addons darken proportionally from there, also revisit grass on the updated maps, it´s very obvious that they completely forgot about Trapper while redisigning grass
With these slight tweaks our boi Evan might be able to climb up to mid tier. He still would be nowhere near the potential of Nurse, Spirit, Freddy, PHead, Billy or Bubba, just a solid middle of the pack Killer.
I very much like your Pig changes, however I dont think shes in the top 10 Killers that need tweaks to be viable tbh.
They're pretty much applying that with the upcoming Trapper changes. Making the first 3 attempts really low success rates, but the 4th attempt onwards are high success rates.
Pig's idea is good, increasing the search time before a trap activates helps maintain her mid-game, but being injured from searching another box is a bit overkill. And I find her roar during ambush being fine, it's stealth + gap closer so it needs a sizeable downside.
Traps are meant to be used during the Trial, not to save up until Endgame to have a bigger chance to get a Kill with them/because of them.
And IMO it should be easily possible to get 4 Downs before End Game to not have a useless Power.
Well think about it, her traps by default last 2 min 30 secs, the endgame collapse is 2 minutes if no one is downed or hooked. There was a reason her traps were nerfed. Imagine if you were downed at 40-ish seconds at the end game collapse and had a trap placed on your head. However, it does make sense to do this because it would really pressure survivors. BUUuut then again, NOED is a perk that could fluctuate the results of this massively. So for now, I believe that an active trap should be the only thing that triggers an instant death if a survivor tries to escape through the exit gate.
Agreed, all of these ideas are a great selection to choose from. I know that my changes to Pig will not make her top tier, but I think it would be enough to put her in the mid-tier section of killers. The weak killers are fine, it is just the maps that do them in. I really believe DBD would benefit massively if it is given at least 6 months straight of just balancing instead of giving us a new chapter.
The problem is, Pig is more of a mid-game Killer. Buffing her end-game almost makes her power useless.
But in the times it will be used, it will be abuse-able (similar to when she could body-block access points whilst crouched and wait for the trapped Survivor to die).
Wholeheartedly agree. The least they could do is slow down the schedule at which they push new content so they could polish their game better. This was apparent with the Twins chapter, for example, where the animation dudes didnt have time to fix Blight because they were too busy working on the new content. At this rate, they are digging their own grave when it comes to quality.
Even with the low first 3 success rates for trapper's traps, survivors still have the chance to escape on the first try which is the problem I want to avoid completely.
Being injured from searching the box that isn't highlighted though would make sense lore-wise, maybe this could be added to a new purple addon. I feel like this would be fair base kit though because if the survivor went to a closer jigsaw box and got their trap off immediately, it would almost be like they cheated and should be punished for doing so.
The stealth from her crouching against good survivors though isn't that great because she is so slow while crouching. The roar at the start completely defeats the purpose of an "ambush". A downside is the last thing this killer needs since she is already a weaker one. The new and improved ambush will allow her to get a hit much more often and still give survivors a slight warning if they are keen on their senses to watch out for you.
But on the flip side Survivors have a chance to escape on the 6th try which can be painful depending on the map that was selected (Shudders “The Game”) and the addons in play. The state BHVR are implementing is better and can be balanced more easily through chance tweaks to his base kit and addons.
But on the flip side (again) a Survivor might have to go through every box before they find the one which unlocks the trap. You have to recognise the extremes on both sides before making a decision, fixing only one side can cause some one-sided play.
TBH, I would prefer them to buff Pig’s crouch-walking speed than pushing her roar back to decrease reaction time. The roar gives Survivors a chance to react, reduce it too much and she’ll be getting free hits constantly.
This is basically spot on
Personally I also think he requires an add on rework, the iris are nice but there is nothing to change the way he plays drastically like so many other killers have, a way to trap interactions could be both terrifying and fun to play as and against.
Tar addon should become a camouflage kit so it changes a considerable amount to blend into where upon it is placed!!
3 seconds I think would be a bit better for the escape attempt
I have my idea for trap escaping. Sadly its not recognized
-When trapped, a skillcheck spawn every 2-3sec. Success 2 skillcheck in a row, or 3 any skillcheck will escape. Greenstone addon increase the success skillcheck by 1. The skillcheck is affected by Unnerving present
-Disarmtrap also spawn a skillcheck, fail will get trapped. Skillcheck affected by Unnerving present
Personally one change I've wanted on the Trapper is adding a risk to disarming his traps. Currently disarms can be done without any risk and barely wasting any time. Sure the Trapper is notified when it happens but 90% of the time you're going to be so far away you can't punish anyone for it. All I want is simply adding a single skill check to trap disarms. Maybe addons could force more than one skill check. Just look at the way survivors disarm. They stick their arm IN the trap to touch the pressure pad. Do that wrong and guess what buddy, you got iron jaws clamped onto your arm. Oh yeah add that as well, failing the disarm check causes you to get trapped anyway. And since your arm is stuck when trapped in this fashion, attempting to free yourself takes slightly longer. Like maybe +1-2 seconds to escape attempts from a failed disarm.
Also I know there is an Iri addon that injures survivors who go for disarms. Iri addons are not a solution to a fundamental problem. Trapper wrecks newer players because they haven't learned to watch their step. Experienced players are going to be scanning every inch of the ground in front of them once they know it's a Trapper. You could argue that experienced players aren't going to miss the skill check but everyone makes mistakes sometimes. This went on longer than I intended but I just get frustrated when I'm playing trapper for a daily or challenge or whatever and walk away with zero successful traps because they always see the trap and disarm it, even if its in thick grass or something.
My thoughts about changing pig RBT is somewhat similar to Tappers bear traps. 1st box 20% to get it off, 2nd box 40%, then 75% the last can be 99%.
But what about the 1%?! Well in the movie series the traps she built were impossible to escape from even if you completed the challenge for the death trap. So the 1% just RNG you got true Amanda RBT and you hear the "game over" that Jigsaw often says and either instantly die or the count down timer kills you.