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  • @TAG said:
    Why not just use a 3rd party chat comm?

    It's what makes SWF so strong. Taking it away could be a HUGE step to making SWF more balanced

    But you're not taking away 3rd party chat comm.  Only providing an alternative.
  • I don't think the game being unbalanced is justification to potentially unbalance it further?  If they want to test it out, sure, but there is a lot that can go wrong.
  • Why not just use a 3rd party chat comm?
  • Slayer said:
    Lol people on forums complain about everything. If they dont move consistently for quite short time they re going to have crows around . Get good at finding survivors or just kill 3rd survivor already and let the last escape if you give up.
    OP said that no gens were done, so even if they were to just give up, Survivor would not know that and has no real incentive to not hide beyond wanting the game to just be done and over with.
  • Broken.  It would promote a LOT of tunneling. It's not that difficult to keep track of who's had one on their heads for a while. 
    These two sentences seem a little contradictory to me.  If it's not difficult to keep track of who's had traps on their head for a while, what would seeing the timers add that would suddenly ramp up the tunneling hardcore?

    Anyways, I've always been of the opinion that the timer thing should be switched between Survivors and Killer (Pig should naturally be able to see the timers while Survivors would not and would have to rely on the beeping of their trap to gauge their remaining time.

    I've had several ideas in mind for how to re-work the RSN2 add-on if it ever became base kit:

    1) Obsession perk makes the Obsession start with a trap on their head
    2) Searching incorrect boxes injures healthy Survivors and maybe strikes a few seconds off the clock
    3) 2 keys needed to get the trap off (I've heard people suggest this should be base kit, and I'd be cool with it, but not if RSN2 also becomes base kit) while also making box auras not turn off with searching wrong boxes to potentially confuse Survivors.
    4) Turn off Jigsaw auras completely while also raising the timer a hefty amount (since I think not doing so would make it waaaay too strong).
  • Buff: The Lion's Roar for The Pig's Ambush has been replaced with "THEY CALL ME MIIIISTER PIIIIG."
  • @thesuicidefox said:

    @TAG said:
    You say the counterplay is to 99% all the gens and then pop them all at once so everyone can escape ASAP and the one with the trap can take the hatch.  Rules Set No. 2 does not make that any more difficult, base kit or otherwise. 

    No it makes it MANDATORY. Difficulty has nothing to do with it. Right now you can do that OR not do gens and focus on the trap. If Ruleset 2 was base kit, then the second part isn't actually an option.

    Sure it is. You start looking for the boxes while others are still doing gens. If a gen pops, congrats, you can see the boxes again. It's similar to how things can go with the RBTs normally, except the trap is less likely to come off before the timer starts, which makes getting the RBT off on the first box hurt less for the Pig. Which is a plus.

    Also, still would like to know what makes RSN2 + Tampered Timer + Sketch/Crate OP if it is currently possible for the Survivor to be unable to look for boxes before the timer starts with Timer + Sketch/Crate, which is a worse position for that Survivor.

  • Misa22 said:
    TAG said:

    @Misa22 said:
    I can verify that in a match I took my trap after another survivor took theirs off in the same jigsaw box, if that is what you are asking. I just waited in line for my turn lol! 

    Were there only four boxes in the match?

    I think so? I recall the killer having the blindness add-on, but i don't remember the other.

    Anyway, diffent survivors can have the same box at the same time, that is for sure. 
    You know, that's good enough for me.  As far as I am concerned, the same box can have multiple keys.
  • @TAG said:
    Another thing I forgot to mention: What stops you from 99ing all the gens, popping them all at once, and then taking the hatch after everyone leaves if RSN2 becomes base kit?  You can still do that just as efficiently as you could before.  And if the Pig decides to run Letter + Will to do that to two people (which, AGAIN, she could do already), she can't do that without leaving the boxes unguarded for the first one to search once they can see the boxes.

    Everything "broken" scenario you've described either is barely affected by RSN2  or is preferrable to something that can already be done now without it.  It seems like the common theme among your arguments is "Rules Set No. 2 is the lynchpin to a bunch of these OP scenarios," which I find to be inaccurate for the aforementioned reason.  The only points you've really made that doesn't fall under that is "RSN2 wastes too much time to be base kit," to which I say no because RBTs normally waste not enough time on average and RSN2 increases that by an acceptable amount, and "you should use an add-on if you want to waste more time," to which I also say no because the Pig has too many not good add-ons that need to be buffed/reworked anyways.

    Dude... have you ever actually tried to do all 4 boxes with Ruleset 2 and not doing a gen first? Because it seems to me like you never actually played against it and tried to do this. It's like looking for all the totems, it is a serious time waster. Easily a game losing time sink. The counter play to traps is to not do gens and do boxes instead, but forcing them to do gens with Ruleset 2 takes away that counter play. And yes, Ruleset 2 on it's own or in combination with 1 other add-on is not OP. But Ruleset 2 combined with 2 other add-ons, especially JP + TT/CoG, is OP.

    You just want easier/more frequent trap kills or free time sinks. That's what Ruleset 2 would do, whether you want to believe or not, that's what would happen and they weren't meant to be that powerful.

    Fact of the matter is, there are very few add-ons that should be base kit. Ruleset 2 is definitely not one of them.

    You say the counterplay is to 99% all the gens and then pop them all at once so everyone can escape ASAP and the one with the trap can take the hatch.  Rules Set No. 2 does not make that any more difficult, base kit or otherwise.  What exactly forces you to pop a gen instead of just doing the above?  You're not explaining what makes 99%ing the gens not possible with RSN2.  You also have not explained what makes RSN2 + Tampered Timer + Jigsaw's Sketch any worse than Jigsaw's Sketch + Tampered Timer when the gen is popped while you are on the hook.

    Please explain both of those things because otherwise I have no reason to believe that RSN2 as base kit is an issue.  Especially the second one.  If you can't explain to me what makes RSN2 + Timer + Sketch more difficult for a Survivor than Timer + Sketch when the timer starts while you are stuck on the hook, I don't think you have much of a case here.
  • Acromio said:

    Honestly, the Pig is one of those killers that need to be reworked.

    Her add-ons, maybe.  But Pig herself not really IMO.  I think she just needs some QoL adjustments and number tweaks.
  • @TAG said:
    You can already just do that without Rules Set No. 2.  They find the first box, and if it's wrong, you just sit in front of the other box.  Rules Set No. 2 does not increase the chances of that working.

    It forces you to do a gen, so yes it does increase the chance of it working. If I wasn't forced to do a gen, we could 99 all the gens and do them all at once, everyone else leaves and I take hatch. That would be the counter play to this tactic. If I can't see how many boxes there are until I do a gen I can't reliably counter play this. It also gives you the chance to use Last Will and do that to 2 people.

    You just want to have your cake and eat it too. Ruleset 2 should NOT be base kit.

    Another thing I forgot to mention: What stops you from 99ing all the gens, popping them all at once, and then taking the hatch after everyone leaves if RSN2 becomes base kit?  You can still do that just as efficiently as you could before.  And if the Pig decides to run Letter + Will to do that to two people (which, AGAIN, she could do already), she can't do that without leaving the boxes unguarded for the first one to search once they can see the boxes.

    Everything "broken" scenario you've described either is barely affected by RSN2  or is preferrable to something that can already be done now without it.  It seems like the common theme among your arguments is "Rules Set No. 2 is the lynchpin to a bunch of these OP scenarios," which I find to be inaccurate for the aforementioned reason.  The only points you've really made that doesn't fall under that is "RSN2 wastes too much time to be base kit," to which I say no because RBTs normally waste not enough time on average and RSN2 increases that by an acceptable amount, and "you should use an add-on if you want to waste more time," to which I also say no because the Pig has too many not good add-ons that need to be buffed/reworked anyways.
  • @TAG said:
    It does?  I can't just look for the boxes anyways? Didn't know RSN2 prevents me from looking for the boxes to take the traps off anyways.  You must be mistakenly thinking of Rules Set No. 3, the one that blows up my collar if my generator repair speed falls under 25 miles per hour.

    Looking for the boxes without the auras is like looking for the totems. You waste a TON of time just looking around the map. Time that Pig shouldn't get UNLESS she uses an add-on. RBT wastes time by forcing you to do something other than gens. You're asking that they waste significantly MORE time on top of that, for free.

    And that is how it should be.  Either waste lots of time or run the risk.  You're describing benefits that should be given to the Pig.

    No you waste time doing the boxes, not looking for them. If you want to add time to that by making survivors look for the boxes then you need to... wait for it... use an add-on! What a concept.

    1) You're only looking for the boxes until a gen pops, though.  It's not like if you choose to look for thr boxes, you have to do so without auras forever.  Once the gen pops, it's business as usual.  Again, that is still a better situation to be in than the gen popping before you are off the hook, which is something that can already happen.

    2) If you want more time to be wasted, you buff the Pig.  Simple.
  • @TAG said:
    You can already just do that without Rules Set No. 2.  They find the first box, and if it's wrong, you just sit in front of the other box.  Rules Set No. 2 does not increase the chances of that working.

    It forces you to do a gen, so yes it does increase the chance of it working. If I wasn't forced to do a gen, we could 99 all the gens and do them all at once, everyone else leaves and I take hatch. That would be the counter play to this tactic. If I can't see how many boxes there are until I do a gen I can't reliably counter play this. It also gives you the chance to use Last Will and do that to 2 people.

    You just want to have your cake and eat it too. Ruleset 2 should NOT be base kit.

    It does?  I can't just look for the boxes anyways? Didn't know RSN2 prevents me from looking for the boxes to take the traps off anyways.  You must be mistakenly thinking of Rules Set No. 3, the one that blows up my collar if my generator repair speed falls under 25 miles per hour.

    You have not convinced me that what you described is an issue increased by RSN2.  I say it should be base kit still.

    @TAG said:
    thesuicidefox said:

    @Khroalthemadbomber said:

    I had Rule Set 2 with the Tampered Timer on with the streamer that was running circles that I mentioned above and he still managed to get the trap off.

    Which wasted his time, since he wasn't doing gens. Like do you guys really not understand that RBT isn't meant to kill, just to slow the game? RBT kills are supposed to be a special treat, not the norm.

    If it wasted his time, that sounds like it should be base kit, then.

    Also, I force RBT kills every handful of games as Pig, so special treat my coiled tail.

    Yea he wasted SIGNIFICANTLY MORE TIME by running around looking for boxes. It's like looking for totems. The time waste comes from the need to do the boxes, not from looking for the boxes. If you want that extra time waste you need to use Ruleset 2.

    And that is how it should be.  Either waste lots of time or run the risk.  You're describing benefits that should be given to the Pig.
  • I'm all for nerfing both keys and moris.
  • HEAD TRAP SNAPS.  AT ANY COST.
  • 2.)Pig, proximity chasing and beartraps, similar to legion, if within Terror radius, then timer shouldn't countdown. As it stands there is barely enough time to run through the map and hit 4 boxes before the timer goes off, if the pig decides to mess with you, you're just out of luck unless you luckout and get it off before the 4th box.

    Pig can make her terror radius zero, though, so what good would that do?
  • @Khroalthemadbomber said:
    I had Rule Set 2 with the Tampered Timer on with the streamer that was running circles that I mentioned above and he still managed to get the trap off.

    Which wasted his time, since he wasn't doing gens. Like do you guys really not understand that RBT isn't meant to kill, just to slow the game? RBT kills are supposed to be a special treat, not the norm.

    If it wasted his time, that sounds like it should be base kit, then.

    Also, I force RBT kills every handful of games as Pig, so special treat my coiled tail.
  • thesuicidefox said:
    If you run Amanda's Letter it would be near impossible to find both boxes on certain maps without spending all game looking around. I'm basically forced to do a gen. I do, then do 1 box. You go body block the other box. Since you don't need to waste a perk slot for Ruleset 2, you can put on Last Will and be able to do this twice to someone. That's super lame. If you had to take 2 add-ons to do this, it's still a bit lame BUT you can only do it once, so there is some trade-off.

    Ruleset 2 forces you to do a gen to activate the trap. What if you had Jigsaw's Plan and Tampered Timer/Crate of Gears? I would also be effectively screwed by that. There would be no counter to those add-on combos. You just put a trap on someone, force them to do a gen, and they die to the trap because they have to do all the boxes perfectly or they die. Right now I can counter these add-ons by just not doing gens, which is... drum roll... slowing the game down.

    You can already just do that without Rules Set No. 2.  They find the first box, and if it's wrong, you just sit in front of the other box.  Rules Set No. 2 does not increase the chances of that working.

    I already explained above why the purple add-on explanation does not work.  How is what you described worse than someone finishing a gen and starting your timer before you get off the hook?
  • Love it; on board with it 100%.  Also like the idea of different jams when equipping the different mixtape add-ons.
  • Are you referring to the Bag/Crate of Gears?  To my knowledge, no.
  • Orion said:

    I think Cypress Memento Mori should be changed so you can kill one after the gates are powered, without restrictions (like the old Memento Mori, without needing to hook them once). It was a useless offering before and remains a useless offering now. However, giving any insta-kill to the base kit is too overpowered, IMO.

    Even Cypress Mori?  The only thing it does is stop Decisive Strike and the rare instance of not being near a hook.
  • Vietfox said:
    TL;DR: Basically, whenever you're staying still, the recover bar automatically fills up without needing to hold in a key
    Sure, I like this idea (as well as the solution to the issue of No Mither/Unbreakable)
  • Sure, I can get behind this.
  • Master said:


    ...

    Pfft.  I've spent too much time on the Magic Arena forums.  This is nothing.
  • Can we maybe have them have to be in your TR without being in a chase (similar to Stake Out) to be hit with the penalty?  I worry it might be a bit of a problem if you can aquire this penalty a second time in a row in the middle of a chase.
  • Chi said:

    @TAG said:
    Chi said:

    @Khroalthemadbomber said:

    Rule Set 2 isn't deadly. Tampered Timer is deadly. So are Jigsaw's Sketch and Crate of gears. But they are only deadly when the trap is active. If they aren't active then they do nothing. With survivors able to see Jigsaw boxes currently when the trap isn't active, most survivors are generally through half of the boxes by the time a gen pops if they haven't already gotten it off. Honestly most people view RBTs as a joke. Took on a streamer last night who literally ran in circles like 3-4 times before moving to the next Jigsaw box. I had Tampered Timer on and he STILL managed to get through all the boxes and not die (I know this because I watched the VoD after match). Rule Set 2 forces them to make a decision: wander aimlessly and look for Jigsaw boxes or complete a generator and activate their own trap.

    Rule set no.2 is deadly when combining it with either tampered timer or crate of gears. Pigs base kit is fine as of 2.5.0

    Let me ask you this: In what way is having Rules Set No. 2 base kit worse for a Survivor than, say, having the timer start before they are able to begin searching?  This is already realistically capable of happening if a generator pops before they are unhooked (assuming they are successfully hooked).  Not to mention that this scenario can already happen with Timer + Crate or Timer + Sketch or double Gear add-ons, so you can't even use purple add-ons as a good reason RSN2 base-kit would be too strong.  If that is a scenario that already happens and can be considered acceptable, what makes the scenario of "searching for boxes with no auras until the timer starts" unacceptable when that is still a better scenario for the Survivor than having the timer already start by the time they are unhooked and can begin searching?

    It just isn't necessary. Part of being a good Pig is knowing when to put on traps, and when not to. Rules set number two would make thinking about that pretty much unnecessary.

    How?  If you still use all your traps early, you risk them burning too quickly and being stuck with no way to slow the game down, and if you save too many until end game, you risk not having made effective use it them before people start to leave.  RSN2 does not change that.  The one thing it DOES change is it makes the traps better at wasting Survivors' time, which is something the traps DO randomly struggle with if the RNG lines up a little too well in the Survivors' favors.
  • Chi said:

    @Khroalthemadbomber said:
    Rule Set 2 isn't deadly. Tampered Timer is deadly. So are Jigsaw's Sketch and Crate of gears. But they are only deadly when the trap is active. If they aren't active then they do nothing. With survivors able to see Jigsaw boxes currently when the trap isn't active, most survivors are generally through half of the boxes by the time a gen pops if they haven't already gotten it off. Honestly most people view RBTs as a joke. Took on a streamer last night who literally ran in circles like 3-4 times before moving to the next Jigsaw box. I had Tampered Timer on and he STILL managed to get through all the boxes and not die (I know this because I watched the VoD after match). Rule Set 2 forces them to make a decision: wander aimlessly and look for Jigsaw boxes or complete a generator and activate their own trap.

    Rule set no.2 is deadly when combining it with either tampered timer or crate of gears. Pigs base kit is fine as of 2.5.0

    Let me ask you this: In what way is having Rules Set No. 2 base kit worse for a Survivor than, say, having the timer start before they are able to begin searching?  This is already realistically capable of happening if a generator pops before they are unhooked (assuming they are successfully hooked).  Not to mention that this scenario can already happen with Timer + Crate or Timer + Sketch or double Gear add-ons, so you can't even use purple add-ons as a good reason RSN2 base-kit would be too strong.  If that is a scenario that already happens and can be considered acceptable, what makes the scenario of "searching for boxes with no auras until the timer starts" unacceptable when that is still a better scenario for the Survivor than having the timer already start by the time they are unhooked and can begin searching?
  • @Misa22 said:
    I can verify that in a match I took my trap after another survivor took theirs off in the same jigsaw box, if that is what you are asking. I just waited in line for my turn lol! 

    Were there only four boxes in the match?

  • @thesuicidefox said:

    @TAG said:

    @thesuicidefox said:
    Trapper bag add-ons shouldn't be base. However, he should be able to carry up to 3 traps at a time at base. The bags should give him extra traps at the start and increase the total number of traps he can carry at a time.

    Pungent Phial should be base for Huntress, at least when she has =<50% hatchets left.

    That's about it. All other add-ons are too strong to be put into base kits, or at the very least negate the need for add-ons of that type.

    Imma have to disagree on Rules Set No. 2 being too good to be put into base kit. The main thing it does is increase the amount of time Survivors waste while their timer is inactive. I think that's the sort of thing that helps the RBT fulfill the purpose the devs intended for it without diluting its potential to actually make good on its allure to MAYBE MAYBE MAYBE kill someone. I think it's a good buff to just naturally give to the Pig.

    Traps aren't meant to kill someone. They are meant to slow the game. Ruleset 2 is too powerful to make it part of the base kit. They shouldn't have to do a gen and trigger the trap to see boxes. If you can't see how strong that is maybe you need to play against a Pig with Ruleset 2 a bit.

    But Rules Set No. 2 DOES slow the game down. It does not make the RBTs more lethal, only better at wasting time, which is exactly what the devs want. I've used Rules Set No. 2 multiple times, and I can't see how it would be too strong at base kit. Explain to me what makes it too strong if it's only active when the traps are not capable of killing the wearer?

  • @HatCreature said:

    @TAG said:
    That's about as much as Thatnophobia 3, which...isn't very much. I...GUESS as long as it doesn't affect searching Jigsaw Boxes, that's fine? I dunno, I guess my concern is with whether just piling on mechanics is eventually going to make Amanda's ability a mess. She's already the only Killer with effectively two abilities.

    So you're saying it's not necessary? Like it's cool but it's not powerful enough to be detrimental but it's not weak enough to be useless. I guess instead of basekit it could be an add-on? I can see your point though, too much going on with one killer.

    @HatCreature said:

    @TAG said:
    That's about as much as Thatnophobia 3, which...isn't very much. I...GUESS as long as it doesn't affect searching Jigsaw Boxes, that's fine? I dunno, I guess my concern is with whether just piling on mechanics is eventually going to make Amanda's ability a mess. She's already the only Killer with effectively two abilities.

    So you're saying it's not necessary? Like it's cool but it's not powerful enough to be detrimental but it's not weak enough to be useless. I guess instead of basekit it could be an add-on? I can see your point though, too much going on with one killer.

    I'm not too sure if I would say it's unnecessary, to be honest. I mean, I don't dislike the idea and it does fit very well flavor-wise. It could very much be fine being base-kit and I'm just overthinking it. I guess I just worry about how much you can add on to it before "Jigsaw's Baptism" just becomes a hodgepodge of abilities and mechanics.

  • @thesuicidefox said:
    Trapper bag add-ons shouldn't be base. However, he should be able to carry up to 3 traps at a time at base. The bags should give him extra traps at the start and increase the total number of traps he can carry at a time.

    Pungent Phial should be base for Huntress, at least when she has =<50% hatchets left.

    That's about it. All other add-ons are too strong to be put into base kits, or at the very least negate the need for add-ons of that type.

    Imma have to disagree on Rules Set No. 2 being too good to be put into base kit. The main thing it does is increase the amount of time Survivors waste while their timer is inactive. I think that's the sort of thing that helps the RBT fulfill the purpose the devs intended for it without diluting its potential to actually make good on its allure to MAYBE MAYBE MAYBE kill someone. I think it's a good buff to just naturally give to the Pig.

  • The only thing that's annoying is when someone else is healing you, your aura is blocked but not theirs, but the killer can see that they are healing so it's a complete waste of a token.
    Can't you say the same thing about, say, Barbecue & Chili if you and someone else are working on the same gen?  Why should it grant both of you the same benefit?
  • @BACKSTABBER said:
    This is what I mean

    1st hook, deliverance enabled, no chance to use my DH to escape the hatch just behind me

    That sounds like a standoff waiting to happen.

  • That's about as much as Thatnophobia 3, which...isn't very much. I...GUESS as long as it doesn't affect searching Jigsaw Boxes, that's fine? I dunno, I guess my concern is with whether just piling on mechanics is eventually going to make Amanda's ability a mess. She's already the only Killer with effectively two abilities.

  • I like the first box being auto-fail (I think), I can get behind the RBT timers starting without a generator (either that, or baking Rules Set No. 2 into the base kit), but I wouldn't make an add-on that takes away the Jigsaw Boxes' auras completely without some sort of downside to the add-on.  Jigsaw Boxes can sometimes spawn in some odd places, and if a key is placed there, having no aura to see it can be potentially disastrous.

    As far as the "RBTs are not meant to kill" bit, I've said my piece on that already.  The one thing I'll add is that what I don't want to see is any adjustments made to make the Pig more viable done at the expense of the RBT's potential to kill.  Making the RBTs better at wasting the victim's time is all well and good, but you make them any worse at killing, and you just defeat the point of them being RBTs to begin with, you know? 
  • None.  I love all my victims equally (that is to say, I am more or less neutral on all of them).
  • Indirect buff to Hangman's Trick? :P
  • PolarBear said:

    It isn't strictly better. It is only strictly better if everyone is using it. If there is 1 person not using it it will suck for them since they are the only ones suffering, couple it with sloppy butcher and that person will probably never recover to full health during the game.

    I don't actually know that it is strictly better or not, but if it is hypothetically "strictly better unless someone is not using it", would that make it more likely that (mostly) everyone will just use it?
  • @not_Queen
    Think you could shed some light on this for me, please?
  • Chroma said:

    @TAG said:
    Chi said:

    @AnIntellectualClone said:

    I heard each trap has a specific box linked to it at the start of the game and you have to get your specific box.

    Not the case. They said on the dev stream that the box gets assigned to the trap at random when the trap is put on the survivors head.

    Is it one per box, though, or can one Box be assigned multiple times?

    it is complete rng a box can be re-assigned multiple times

    Can someone actually verify this?  I just want a clear answer that I can see for myself.
  • I wonder if the increased crouch speed + TR fade out speed makes Video Tape + John's Medical File better.  With the Combat Straps mostly built-in, it's almost like you're running 3 perks.
  • Chi said:

    @AnIntellectualClone said:
    I heard each trap has a specific box linked to it at the start of the game and you have to get your specific box.

    Not the case. They said on the dev stream that the box gets assigned to the trap at random when the trap is put on the survivors head.

    Is it one per box, though, or can one Box be assigned multiple times?
  • I heard each trap has a specific box linked to it at the start of the game and you have to get your specific box.

    Is that actually the case, though?  I'd like a clear answer shown to me or said by the devs.
  • Shoulda been shotgun collars for all Survivors who are allowed to wear cosmetics. :P

  • @White_Owl said:
    I thought the key was generated in a random box each time an RBT was used.

    That was my understanding, but there are apparently people who say that the boxes can't contain more than one key or something (basically, no one box will open two RBTs). I don't know if that is actually true or not, hence why I am asking for confirmation.

  • @Aladeen said:

    @TAG said:

    @Aladeen said:
    Ok guys, it's sad that I got attention in december but still. It was just like this: With Patch 1.5.0, those Perks got augmented/decreased by one rarity respectively to fix an error in Perk distribution introduced in Patch 1.4.1, which caused the Bloodweb to spawn Perks in order of rarity, making it near impossible to obtain Tier II and Tier III Perks unless you unlocked all lower Tier ones first. So Devs couldn't fix it I think so they rather removed common (brown) and ultra rare (pink) perks, which is bad I think. It was more colored and players could feel that they're making bigger progress within their perks.

    That hardly sounds like an issue worth fixing, even if this was a band-aid fix to begin with.

    Now u're getting it!

    I'm saying it is not worth fixing.

  • @TAG said:
    It is exactly the same, though.

    Combat straps in the live version decrease it by 1 second, making it from the base crouching without combat straps 2 seconds to 1 second with combat straps.
    The base kit of crouching in the PTB is 1.3 seconds and using Combat straps would decrease by 0.3 seconds, its not the same unless also using combat straps with it

    That's exactly what I am saying, though.  Using Combat Straps in the PTB will give you the same crouch speed as using the Combat Straps in the current live version.
  • @TAG said:
    Dreamnomad said:

    @SpacingLlamas said:

    The combat straps change is a good change for pig and a needed one. But with this change combat straps afterwards now only decrease the crouch time by 0.3 seconds, and thats pretty useless and unnoticeable. Adding on to list of useless add-ons that the pig has.

    Let me help you with the math here because I think you may be confused. Her base crouch time will be 1.3 seconds. Reducing the crouch time by .3 seconds is actually quite substantial. A 23% reduction in time to be exact.

    Her Combat Straps were adjusted so that using it will still give you the same crouch speed as using the Combat Straps in the current live version of the game.

    Its not exactly the same but close enough

    It is exactly the same, though.
  • @SpacingLlamas said:
    The combat straps change is a good change for pig and a needed one. But with this change combat straps afterwards now only decrease the crouch time by 0.3 seconds, and thats pretty useless and unnoticeable. Adding on to list of useless add-ons that the pig has.

    Let me help you with the math here because I think you may be confused. Her base crouch time will be 1.3 seconds. Reducing the crouch time by .3 seconds is actually quite substantial. A 23% reduction in time to be exact.

    Her Combat Straps were adjusted so that using it will still give you the same crouch speed as using the Combat Straps in the current live version of the game.
  • @TAG said:
    BadMrFrosty said:

    @TAG said:

    BadMrFrosty said:

    My question is, what are the point of these changes? None of these help Pig become a viable killer nor do they fix the core problem with the character (a standard M1 killer with an RNG dependent power and a largely useless secondary - it's still useless). I feel like a couple interns just threw darts at a board with post-it notes on it with a random killer name/buffs they could receive. On top of all of this, they felt these changes were so good, that they even nerfed her TR? Really? Wow.
    

    One thing people have been saying is that Combat Straps should be base kit; this is making it basically 70% base kit.  That is, if nothing else, a step in the right direction.  Same goes for making the TR disappear faster when crouching.  TR being bigger is a minor nerf, but I think this was overall a net positive for the Pig.

    Thing is, at the pace BVHR works, these are probably the only changes she'll get for the next couple months. Hell, I'm lowballing that, likely the whole year.

    Maybe, maybe not (I hope not).  All I'm concerned with at the moment are that these are mostly good changes for the Pig (TR perhaps not).

    I guess when you go so long without any meaningful changes, even the smallest little nugget thrown your way is acceptable. I get it, but it still doesn't change the Pig overall. Piggy is still Piggy. : (

    I'll just keep waiting for more Pig buffs whenever they happen.  In the meantime, take what I can get.
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