Pig nerfs for PTB

  • RBTs only become active whenever a generator is completed. Inactive RBTs will no longer trigger when attempting to leave via an exit gate. *NOTE: Initiating the End Game Collapse will not complete generators, but will block them. This means that any inactive RBTs will remain inactive.
  • The RBT timer now stops if the Survivor is within the Terror Radius, as opposed to when in a Chase.

As someone who admittedly can't test these out in the PTB, gotta say, first impression are noooooot positive. This basically annihilates Endgame builds, as putting on an RBT after the Exit Gates are powered does actual nothing. The RBTs pausing in TR seems baffling to me as it means that timers will pausing a lot more often unless you resort to crouch tunneling, which seems like a very strange thing to promote.

Someone talk some sense into me, or am I justified in being very concerned for Pig?

Comments

  • @Peanits said:

    This is part of the End Game changes. With the Survivors on a short timer, they can't afford to go around taking a trap off before leaving. Putting a trap on a Survivor after the End Game has already started would be a death sentence particularly when paired with Blood Warden. Traps applied before the last generator was powered will still be active, so you'll still be able to

    These changes are just on the PTB for now, though. We'll keep an eye out for feedback and make changes if needed.

    What short timer? Last time I checked it was three minutes at the very least, with gates taking 15 seconds.

  • I know a lot of people have suggested making the EGC timer slow down as long as a Survivor is wearing an RBT, and while I think that fixes the problem for EGC involving more than one person, I do think there would still be an issue with EGC happening after there's only one Survivor left (when the Pig closes the Hatch). I put out a bunch of ideas for Pig buffs (and nerfs) a while back, and I do think one in particular would be relevant: "As long as there's only one Survivor left, they should make it so a) it only takes half as long to search through a Jigsaw Box b) Good Skill Checks count as Great Skill Checks when searching through a Jigsaw Box." I initially had this balance idea lumped together with a Pig buff that would make the RBTs snap if someone tried to jump into the Hatch while wearing one, but I think it could work here as well to make sure the Survivor can get their trap off quickly. With that, plus slowing down the EGC timer while someone is wearing a RBT, I do think that the traps would be much more manageable without compromising the Pig entirely.

    Oh, and I still think the change to the TR is going to backfire.

  • @TAG

    I agree with you point, but they good just make deactivate not explode when leaving through the exit gates once the hatch is closed. that way the one survivor still has a chance

  • @Sentry said:

    @TAG

    I agree with you point, but they good just make deactivate not explode when leaving through the exit gates once the hatch is closed. that way the one survivor still has a chance

    Thing is that I don't really like the idea of the RBT being made useless (though that's just a personal opinion more than anything). I prefer making it much easier for that Survivor to get it off over making it as though they're not wearing the trap at all.

  • @Peanits said:

    This is part of the End Game changes. With the Survivors on a short timer, they can't afford to go around taking a trap off before leaving. Putting a trap on a Survivor after the End Game has already started would be a death sentence particularly when paired with Blood Warden. Traps applied before the last generator was powered will still be active, so you'll still be able to

    These changes are just on the PTB for now, though. We'll keep an eye out for feedback and make changes if needed.

    I don't get why the RBT timer has to stop in the heartbeat radius with the end game changes though.

  • @Peanits said:

    This is part of the End Game changes. With the Survivors on a short timer, they can't afford to go around taking a trap off before leaving. Putting a trap on a Survivor after the End Game has already started would be a death sentence particularly when paired with Blood Warden. Traps applied before the last generator was powered will still be active, so you'll still be able to

    These changes are just on the PTB for now, though. We'll keep an eye out for feedback and make changes if needed.

    Short timer my <cute word>

    Have you ever test and play the "3 minutes" end game before you saying that?

    Not to mention the timer goes EVEN more slower when someone is downed/hooked

  • dbd meme 2.jpg

    Piggy didn't deserve this :'(

  • @Peanits said:

    This is part of the End Game changes. With the Survivors on a short timer, they can't afford to go around taking a trap off before leaving. Putting a trap on a Survivor after the End Game has already started would be a death sentence particularly when paired with Blood Warden. Traps applied before the last generator was powered will still be active, so you'll still be able to

    These changes are just on the PTB for now, though. We'll keep an eye out for feedback and make changes if needed.

    @Peanits

    the timer should just slow down when a survivor gets a RBT in the endgame, similar to a hooked or downed survivor. your solution literally killed endgame pigs.

    also, PLEASE remove the "does not tick down while in your TR" aspect. it is really dumb and just results in you getting genrushed, even though you literally applied something on them that is supposed to STOP them from genrushing. this applies to RBTs AND Deep Wound.

  • @Peanits said:

    This is part of the End Game changes. With the Survivors on a short timer, they can't afford to go around taking a trap off before leaving. Putting a trap on a Survivor after the End Game has already started would be a death sentence particularly when paired with Blood Warden. Traps applied before the last generator was powered will still be active, so you'll still be able to

    These changes are just on the PTB for now, though. We'll keep an eye out for feedback and make changes if needed.

    While the idea is admirable, the execution has essentially broken Pig. By the same logic used, Blood Warden as a talent shouldn't exist and the endgame timer shouldn't tick at all if survivors are downed or hooked. The logic is that dictates nothing should interfere with the survivors escaping the match once the countdown begins, because that forces them out, when the reality is that the game is already over by that point unless certain special perks and etc. (Warden and NOED) are used. Even the now 2 minutes is more than enough time for survivors to do what they need to do and escape comfortably.

    The endgame is to prevent toxicity, not to change the way the end of the match currently works. This change breaks Pig and instead of fixing either Legion or Freddy, you've done nothing but break another killer bringing the broken killer count to 3.

  • They should change the requirements for RBT activation, it has happened to me that a generator is repaired seconds before I put an RBT on a survivor. RBT's could always activate after she put the trap on a survivor, until the last generator is repaired. This could work very well with the changes on how RBT's work inside her TR. So, if she tunnel one survivor, the others will do gen rush and her traps will get useless, or she can hunt other survivors, slow the game a lot and maybe even getting a 4k.

  • @Mithandris said:

    They should change the requirements for RBT activation, it has happened to me that a generator is repaired seconds before I put an RBT on a survivor. RBT's could always activate after she put the trap on a survivor, until the last generator is repaired. This could work very well with the changes on how RBT's work inside her TR. So, if she tunnel one survivor, the others will do gen rush and her traps will get useless, or she can hunt other survivors, slow the game a lot and maybe even getting a 4k.

    They're reverting the change to timer pausing within the Pig's TR.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/444942#Comment_444942

    They're reverting the change to timer pausing within the Pig's TR.

    @TAG But the traps are still useless once the final generator has popped.

  • @se05239 said:

    https://forum.deadbydaylight.com/en/discussion/comment/445093#Comment_445093

    @TAG But the traps are still useless once the final generator has popped.

    I know. I was just correcting that person on that.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/444942#Comment_444942

    They're reverting the change to timer pausing within the Pig's TR.

    Nice, but i still think they should change the activation mechanic for RBT.

  • I hope they won't be deaf to immersive fun amanda young for 2 years. Since people actually cared about her character being not destroyed like this.

  • @Peanits said:

    This is part of the End Game changes. With the Survivors on a short timer, they can't afford to go around taking a trap off before leaving. Putting a trap on a Survivor after the End Game has already started would be a death sentence particularly when paired with Blood Warden. Traps applied before the last generator was powered will still be active, so you'll still be able to

    These changes are just on the PTB for now, though. We'll keep an eye out for feedback and make changes if needed.

    Why not make it so timer slows down instead of just removing Pig's viability?

1 2 ›