XRuecian
XRuecian
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- XRuecian
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I don't think the fact that an SWF can call out his power means that the killer shouldn't exist. The SWFs can already nullify other killers in the same way. They can call out all of trappers traps, or all of hags traps and effectively nullify that killers power.
I would love the idea of a killer who can copy the appearance of one of the survivors. Though i do think he would need some sort of secondary ability as well since just simply disguising yourself only allows you to sneak up on people, which plenty of other killers can already do (like pig, ghostface or wraith). Legion would be a prime idea for this sort of killer, as legion's character is basically supposed to be 'just a guy who has a knife' rather than an actual supernaturally powered killer. Make him look even more similar to a survivor, make him be able to 'pretend' to work on generators, make him able to enter lockers, quick vault over windows/pallets while in his disguised mode, pick up items like medkits/toolboxes to help blend in, and of course, teabag. Perhaps he would have no terror radius (but also not be able to attack) until they enter into Killer Instinct mode, at which point it becomes obvious to everyone that you are the killer.
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I have never used a mori as a killer, or a key as a survivor, but I think they could find a way to simply rework mori and keys to still have a place but not feel so punishing to the game.
First they need to actually make ebony mori's WAY rarer. Because i see one almost every other bloodweb refresh and i haven't even prestiged my killer yet. They could reduce the chances of Ebony Mori appearing down to like 1/4 of what it is now, but that wouldnt change the fact that a lot of killers already have like hundreds of them stocked up potentially. They would have to wipe everyones current mori stock and maybe give them like half the BPs value back or something when they make a change.
Second, if a killer uses a mori on you, you should get like a large BP bonus (and guarantee at least a neutral pip) to compensate for the fact that you had your game ended early. This way a mori could feel more like a 'oh #########' moment instead of feeling like you got completely cheated out of a game and lost your items.
Similar thing could be done for keys. If survivors leave with a key when the game is only supposed to be half over, the killer should get some compensation to help them not just derank from something they had little control over. Also keys should not be findable in chests. (Imagine if killers could randomly find a mori in the map and use it). I can't count how many times i've started a game with survivors who have no items and then they find a key and three or more of them jump down the hatch after doing 3 gens.
Then again, i suppose just removing them from the game wouldn't exactly be a big loss. I do like the mori animations, and i'm sure the developers like having those animations in the game to give each killer a little more flavor. But it would be nice to find a way to make it feel a little less punishing and not so commonplace.
But, if the devs ever do decide to remove keys or mori, they would never be able to tell you that they were planning to do so. Imagine the devs putting out the word on the PTB that they are planning to remove moris in two weeks. Every game for the next two weeks would be killers spamming their mori's to get rid of them before they get deleted, and every survivor running a key for the same reason.
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They specifically make more survivor challenges (and make them take more games to complete) on purpose, because this keeps the survivor-killer ratio of queued players more balanced. If they made less survivor challenges, and made them too easy to complete, too many people would be queueing for killer and not enough for survivor, and the queue times/matchmaking would have problems.
My problem with the archives is that around a third of them require you to have a specific killer or survivor unlocked to complete, which can feel like a real cockblock. I have a lot harder time earning rift shards just because i haven't payed to unlock all of the survivors/killers quickly.
That being said, they did ask a whole lot of questions in their last survey to get feedback on what people thought about how tomes work at the moment, so hopefully they will actually use that feedback to improve the next tome/rift.
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I don't know why it didnt hit me when i was replying yesterday. But i guess the reason BBQ has the extra effect of showing you auras of far away players is because they want to encourage the killer to leave the hooked person and not camp. Which is a good thing, i guess. But probably still doesn't make it fair that WGLF doesn't give you some kind of information or something as well to make it actually have an effect on the game as a perk. Not to mention that WGLF is way way harder to stack, and there isn't even enough unhooks available in a game for all 4 survivors to get 4 stacks if they wanted. Maybe what they should do is mix Camaraderie (the perk that pauses struggling timer when an ally is nearby) and WGLF together so that it at least does something potentially useful.
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Maybe instead of lowering its cooldown, they could just make the cooldown reset instantly after downing someone. That way if you down someone right as they were vaulting a window/rushing into a locker and triggering IAE, it wouldn't just go to waste. It's an extremely powerful perk, if they lower its cooldown, it will be way too powerful. Its literally the mindgame ending perk, you can't lose the mindgame when you have wallhacks.
I would put I'm all ears as one of the top 10 strongest perks in the game for killers, i don't see how anyone could think its underwhelming.
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I guess things like that would be fine. As long as they aren't giving her more raw power, making some of her stuff easier to read could probably help. Technically you can see how much you have charged her power by watching her hand, but its not quite as easy to read as something like huntress' charging up a hatchet throw.
They probably could rework her addon that puts an indicator on the ground that shows where you will blink to so that it actually feels smooth and can help players learn her. I tried using it not long ago and the indicator it gave me felt so clunky that it probably made my blinks worse. It gets 'stuck' on objects instead of smoothly sliding through them to give you a feel for how her blink range is scaling. This would make her a bit more accessible and learnable by people, without actually affecting her power level on already experienced players at all.
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The doctors static blast isn't even where his real power lies. Sure, it lets you locate people and increase madness, but knowing where someone is doesn't mean a lot at base. With how well survivors can loop killers nowadays, it really means nearly nothing at high ranks.
The doctors REAL power lies in his ability to deny pallets and windows for 2 seconds with shock therapy. And that is pretty hard to do, especially with ping/latency coming into play.
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Pretty much all of the top killer players in this game will quickly tell you that the nurse is the most powerful killer in the game, hands down. Just because she is very hard to use and most people can't pilot her, doesn't mean she is weak. It means she is hard. But once you put in the time and practice, she has the strongest tool in the entire game. Once you learn to predict survivors movements well enough, her killer power is the only one in the game that cannot be counterplayed. It doesn't matter how good a loop is, it doesn't matter how many pallets are around, it doesn't matter if they are all the way up inside of a building, the survivors will ALWAYS be at risk of being hit in a moments notice. No other killer can claim this power. Her cooldowns and slowdowns have to be heavy otherwise the players who CAN operate her properly would just 4k every game without even needing perks, if they aren't already.
You need to think of the nurse as like a bolt action sniper rifle in a FPS. It's harder to use, you have to aim more precisely, because if you miss, you get punished hard. But if you can get good with it, the sniper rifle is always the most broken weapon.
That being said, i don't see why they couldn't remove her looking down, if that really is an issue. I just don't think they need to make her power have less cooldown or less slowdown after missing. Other than having a few buggy obstacles, she seems perfectly fine to me. The last thing i would want is for them to buff her so that every moron could just rapid blink over and over with no skill until they finally hit you. Nobody would find that fun.
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Everyone keeps recommending using lockers to counter doctor, and rarely suggesting Calm Spirit. Lockers aren't always around in the 3-5 seconds you might have before getting static blasted. You definitely should be looking for a locker as soon as one of your friends gets picked up off the ground because the doctor almost certainly will blast right after hooking him to make sure nobody is sitting around waiting to rescue.
That being said, just start running Calm Spirit perk more often. It counters so many things, its a very useful perk.
No more screaming to the doctor, you can literally just ignore his static blast for the entire game, it will never reveal your location. Only the doctors imaginary copies can give away your location once in a while. No more alerting crows (which good killers absolutely look for), no more screaming from Iron Maiden perk (I think), no more screaming from Infectious Fright. Pretty sure it also keeps you from screaming to Freddy's Dream Snares. So one perk counters two killers and three killer perks, along with making you harder to track since crows wont give you away.
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Feels like it'd be hard to convince the devs to do this. Just because i'm willing to bet that they sell bubba like hotcakes because he has BBQ.
I would gladly give up the aura reading ability of BBQ if i could get a 4th perk slot. As someone who still has a lot of grinding and unlocking to do, i basically have to run BBQ/WGLF every game.
It actually blows my mind that WGLF doesn't have any secondary effects. You would think any competent development team would have instantly realized that this is wrong and fixed it LONG AGO. Why would they give the killer a BP doubling perk that actually has some other quite useful effect, while the survivor version does.... nothing at all? Why doesn't it show you the killers aura for 3 seconds after unhooking, making it effectively the same as BBQ. But people have been pointing this out for years now and the devs obviously aren't listening. WGLF has only ever been nerfed, never buffed.
What is more likely is that they will just nerf WGLF completely to not give BP bonus at all, and instead release a new survivor behind a paywall that actually has a useful BP perk instead, that way you have to buy it.
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The problem is there are a lot of situations where the killer and the survivor can end up inside of each other (When vaulting over a window or pallet), and they have to allow that situation to resolve itself somehow, so both survivor and killer are able to clip each other until one of them leaves the others space.
Other than that, i don't think there are any bugs, at least not that i have seen, that allow a survivor to simply walk through a killer. If you find a survivor in a corner and walk up, you can completely body block them and get a free hit. Or put a trap under their feet and get a free kill. The survivor is allowed to clip through you right after you hit them, or by using dead hard.
Just imagine what would be possible if they denied all clipping completely. You would be able to run up to generators as wraith at lightspeed, trap the survivor in the corner they were repairing in, and just hit them twice for a free kill. It would be too unfair, with very little counterplay.
However, i think i would agree that survivors should not be allowed to dead hard through the killer. The survivors job is to run away from the killer, they shouldn't be allowed to turn and go through you like some kind of ninja.
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I don't think balancing the game around an average of 2k 2E is a bad idea. It should mean that a killer playing against a team of very similar skill level with himself should on average get 2 kills, more if he plays well and the survivors make mistakes, or less if they play well and he makes mistakes. The problem is that the game isn't being balanced around 2k 2e at all it feels like. They just keep adding more and more second chance perks, refuse to fix unfair loops, where a survivor can just walk around a box and teabag you because he knows your not a threat.
The fact that they have time to teabag you at all is proof that they don't need to play at full capacity to escape. They had extra time to spare, extra time to taunt you. It is clearly much more in favor of survivors (once they really learn how to play).
It feels like when they first made this game, and tested it, it probably felt balanced. Nobody really knew where all the super perfect loops were yet, nobody knew how to exploit the fact that survivors can hug walls way way closer than killers... So, for a while, they kept buffing things for survivors. But eventually people learned how to play survivor, and once the full potential of theirs was unlocked, it never was fixed to be the way was originally intended. A lot of games when i play killer, i feel like i am the one who is trying to survive while 4 people beat me to death with flashlights and pallets, while teabagging and pointing.
Instead of pushing the game into that direction: Where the killer is supposed to be scary and you should want to stay away from him; they chose to instead give survivors tools to fight back, rather than hide. They might as well start giving survivors baseball bats at this point. They encourage them to get in your face and get chased, rather than hide and survive.
In my opinion, survivors should only be allowed to run around in a chase for so long. If they don't find a way to evade you and hide eventually, they should just die. The fact that you lose bloodlust everytime you get hit with a pallet or choose to willingly break it, when instead they should get diminishing returns for stunning you over and over in a single chase.
The bloodlust system is the key reason why the game has become broken and it is the key to fixing it. Bloodlust should not end so haphazardly the way it does now. The survivor can basically just walk behind a tree for 1 second and suddenly you lose bloodlust? You can basically be right on their heels, smelling their breath, but if they just happen to be running around a haystack, you wont get bloodlust because there is no perfect line of sight? Have any of you EVER reached bloodlust tier 2? It's like a myth. The only time bloodlust actually activates is when a survivor is running in a straight line away from you: The survivor that you dont even need it for. When you finally DO get bloodlust and then a pallet gets dropped, you have to lose your bloodlust to break the pallet? Sure, let me lose bloodlust, but i should be able to break that pallet way way faster in exchange.
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Babysitter has a clear purpose though, and it does exactly what it was intended to do very very well. It might not be a meta perk for optimized survivors, but that wasn't what it was supposed to be. This is a perk that allows a very skilled player to help an unskilled player. It was basically meant to help high rank and low rank friends to play together, and it lets the high ranking player take more pressure off of his less skilled friend.
Or for someone who still has 2 or 3 hooks remaining save someone who only has one hook left and cant risk being downed again quickly.
It gives the unhookers aura to the killer for the specific purpose of being a diversion so that the other player who got unhooked can get away safely.
You can't say "I only want this perk to activate only exactly when it benefits me perfectly."
That would be like a killer saying he doesn't want to lose stacks of save the best for last when he hits his obsession because its harmful to him.
Not every perk can be non-situational. Otherwise they would end up all just being really bland stat boosters instead of having interesting effects.
Some perks just have risk and reward, if you don't like the risk then just don't use the perk.
I mean, imagine saying you want Object of Obsession perk to only reveal your aura to the killer if you were in perfect health. That's just being too greedy.
Camaraderie sucks, i can agree on that at least. It probably could use some small buff, though i don't know if messing with mapwide movespeeds is the best idea.
As for Second Wind, i think the reason you become broken is so that you can't stack it with Borrowed Time. Otherwise it would feel really really oppressive for killers to deal with. Imagine getting unhooked instantaneously right after he hooks you and you just get to walk away with a free hit AND a free auto heal. It would instantly become pure meta and impossible to deal with. Or am i incorrect, and these perks already stack? Seems a little insane if it does.
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I don't think all of the uses of insidious are bad uses. I have used insidious in some fun ways, it just feels too hard to use reliably most of the time. If it allowed you to keep its benefits for like 2 or 3 extra seconds after moving, it would open a lot more possibilties. I have chased two people off of a generator as trapper once, but then went and hid inside the back of the big broken truck for a few seconds. Just a moment later, they both came walking back, right beside me. I jumped out and managed to down one with a jumpscare attack. It was fun and they complimented the play after the game. I would love to allow insidious to give you the power to really make interesting jumpscare/surprise attacks. Maybe they could simply make insidious unable to be activated if you are within 24m~ of a hooked survivor or something, to make it less usable as a hook camping perk.
I don't disagree that NOED is a crutch perk. That's exactly how i use it. I use it on the killers that i feel i have no other way of getting kills with. Most of them don't need it. I would much rather they bring some of the lower tiered killers up to par and just nerf noed in some way. Maybe noed shouldn't even be a hex perk. Maybe they should find a way to buff Remember Me or something to replace NOED as an endgame perk.
Maybe NOED's strength could change depending on how many survivors are alive too, similar to my Fire Up idea. Maybe endgame, you get 2% +1% movespeed per survivor alive movespeed bonus (Max of 6%). And maybe you get 8% + 3% per living survivor (Max of 20%) reduced attack/ability cooldown/chargetime. Instead of making everyone exposed. This would make it more of a clutch perk that would be more powerful on the less skilled players that might need it, and less powerful for the killers who have already killed 2 or 3 people before endgame.
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Deep wounds is still like a joke. It takes like maybe 10 seconds to heal it, and it never was life threatening or debilitating in any way. You can literally heal it right after legion hits you while he is running to hit someone else and be healed before he gets around to them all. It's because he is balanced around Deep Wounds that he is so weak.
I still feel like the lullaby distance is too punishing. A 40m distance might be easy enough to hit hatchets, but they already get a warning when you ready a hatchet that they can hear from like a mile away. Unless im going up against newbies, i get to a generator and they are just so long gone that i had no chance in the first place to spot anyone, especially on some maps. Not saying she needs to be a ninja, but 40m is a bit high. Each 1m above the last when you are talking about radius is exponentially more area covered. Thats why a 48m terror radius on doctor covers like half of the entire map.
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I read about half of it and i feel like i get the general idea of what you are going for. The game definitely has a lot of balance problems, and the reason they can't simply fix one problem is because it will likely cause a worse inbalancing in some other area. For example, if they simply slow down generators right now, it will make the already strong killers way too strong. If they buff nurse so that the average player could handle her, then the pros would just completely be unstoppable and unfair (if they aren't already) on her.
If the devs actually said they want to bring solo survivors information a little more on par with SWFs, but then buff killers around that, and the devs ACTUALLY do that correctly, that sounds exactly like what this game could use. The biggest problem with balancing right now is that the better killers are too strong against solo/average players, and the weaker killers are completely useless against top tier players. By bringing everything more in line and closer together, the entire game would be easier to balance.
Killers are supposed to be scary, and if the survivors want to survive, they should have to actually try. If a survivor has time to stop and teabag after dropping a pallet, or time to stop and selfheal right in your face, then the devs have clearly made a mistake in making that pallet too powerful. If a survivor is going to STOP and taunt you, that should cost them. So first up on my list of bringing low skilled players and high skilled players a little more close together, is to fix some of the broken overpowered loops that only the high skilled players abuse. Hopefully breakable walls can be placed intelligently on some of these places to make them a little more bearable and less abusable.
Second on my list would be to bring every single perk up to a similar power level. There are a few perks that are just clear winners and you have to use them, while so many others have little to no use at all or are just weaker harder to use versions of other perks. I would really like to see EVERY perk be useful and powerful so that you can do all kinds of interesting things by mixing them together.
Third would be fixing totems. Some of the spawn locations are like a joke. I had a game today where i loaded in, and then my hex totem broke, within 5 seconds. The survivors literally spawned on top of it. How is that acceptable? The survivors have perks and maps to help them find totems, they should have to use those perks or maps, not just have totems sitting right out in front of their face on top of the hill for everyone to see. That being said, there are a couple of totem locations that might be too strong even. Not many, but there are those games where some totem is tucked away in a place where nobody would ever ever find it even with Small Game. They need to make every totem location well hidden, but not completely impossible to find either. This makes hex perks TOO unreliable. If they can find a way to make all of the totems equally hidden, it would make hex perks more reliable, meaning the devs could balance the power of these perks much more easily. Another problem is that good players can simply just remember where all the possible totem locations are anyways, making them even less reliable at higher ranks. Perhaps your hex perk shouldn't occupy any of the dull totems until like 60-120 seconds into the game, so at least it has a chance to do something in every game.
Anyways, i agree with what you say about Mori's. They are generally just unfun all around, so maybe they should be removed, or if they do want to keep a mori, it should only be useable on the last survivor.
As for adding more healthstates to the survivor, thats a big change. Would throw the entire game into chaos and require a ton of tweaking to finally get everything balanced again. Would make some of the more M1 based killers feel like they have an even harder time. Technically they have already added more healthstates to the game via debuffs. The mangled/broken/deepwounds debuff is basically a psuedo-third healthstate.
As for your Legion change, i think that is more of a change to Deep Wounds in general, which is exactly what i think they should do. Deep Wounds is like a joke debuff right now. I actually forgot i was in deep wounds today and started working on a gen. I noticed at like 3-4 seconds remaining that i was about to die, and i just stopped and healed it up, no real danger at all. Why does it completely stop working while you are running? How does that make any sense at all? It should only pause while running If you are in a chase.
I agree with your trapper changes, but i think they also need to normalize how many traps are on the map as well. Your bag addon should allow you to start with/hold more traps, not actually add more traps to the map. All maps should have like 8 or 9 available traps by default. They also need to fix traps moving after survivors step on them. Being able to reset a trap without picking it up is half useless when the trap moves to a completely worthless location after a survivor steps on it.
As for clown, i think they should find a way to keep his identity as a mindgame killer. He should use his bottles to set up loops into his favor. The main problem with clown is that his cloud isn't punishing enough. I don't think it necessarily needs to slow down survivors more than it already does, but they could make it take away more of their senses to help you mindgame them. Perhaps it should blur their vision/hide your red stain a little more than it already does, and also deafen them so that they can't just hear you coming as easily and have a harder time winning the mindgame. Or they could make it work similar to plague's infection or doctors madness system. Where you keep hitting them with bottles and increasing their drugged state, and each state is worse than the previous, like madness from the doctor. And it just deteriorates over time after not being hit by a bottle/gas for a while. Maybe in stage 1, they just get some blurred vision. Maybe in stage 2 they get a little more blurred vision and cant see your red stain anymore. Maybe in stage 3 they become hindered or slightly have problems running in a straight line (similar to how you get moved when carrying a struggling survivor.)
But, i think in the end everyone basically agrees, there are a lot of changes in a lot of different areas that people feel are needed.
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First off, you don't just passively scream when inside the doctor's terror radius. He has to use his ability that has a one minute cooldown. Not to mention there is an entire perk that completely negates the doctors information gaining ability. Just run Calm Spirit and suddenly the Doctor cant make you scream anymore. Freddy's Dream Snares won't make you scream anymore. You fully counter Spies from the Shadow perk (even though its not any good anyways), you fully counter Iron Maiden, you fully counter Infectious Fright. You have tools to counter all of these things.
Mindbreaker is like the most troll perk in the game. It's completely useless. Oh wow, they cant sprint burst or dead hard for 3 seconds after leaving a generator? How OP. Except that any survivor who knows how to play the game would have let go of the generator multiple seconds before the killer even gets close because they get a WARNING that they are being affected by mindbreaker. Anyone who thinks killers are overpowered right now or that the devs favor killers clearly isn't at a high level of play. I suggest you go take a look at some of the top survivor streamers and really see if it feels like killers are overpowered.
If killers were overpowered, players wouldn't have time to sit there and teabag or selfheal right in front of your face in the middle of a loop because they know there's nothing you can do to catch them.
Suggest you take a look at angrypug or someone of a similiar skill level on twitch and learn a thing or two. Good survivors literally 'play' with the killer like a toy, when its supposed to be the other way around.
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Wouldn't make sense, since trapper has some addons that punish people for disarming his traps. If they used a pebble to disarm it, how would it make sense that they were affected by his addon?
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Only change i feel like huntress needs is making her lullaby radius a little smaller, and fixing some of the hitbox issues on some objects. It feels like people have already run halfway across the map before i even get into terror radius range with her. The fact that she gives a SUPER early warning and the fact that she is slow together both add up to making it extremely hard to even find a survivor in the first place. Rather than making her faster (which would be too strong), i would rather just have a little easier time finding people in the first place.
Her hatchets hitbox interaction with objects is also super irritating. I find it really strange that a tall killer like the huntress can struggle to throw an axe through a window/vault location when standing right against it even though its only supposedly waist-high.
I also don't think deathslingers speed should be buffed. He already can shoot you from outside of his TR range when using Monitor and Abuse or an Addon, he is supposed to be a sneaky tactician killer, not a chaser. He can feel a little underpowered against really skilled players, but this mostly is because he can't pressure more than one survivor at a time because of his reload speed. But they shouldn't buff his reload speed otherwise it would be too oppressive even in a 1v1 chase. So maybe something smaller and more condition related. Perhaps if he reels someone in and downs them, he should get a much faster reload, so that he has a little more threatening presence against multiple survivors.
Or perhaps they could just buff the Deep Wounds debuff to actually be useful. This debuffs weakness is also the main reason legion suffers. It's a pathetic excuse for a debuff. They might as well just remove Deep Wounds altogether and just make these killers put hemorrhage and mangled on you instead, at least these debuffs do something.
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I also feel like unveiling him feels really awkwards at times. There have been times i have had an easy time unveiling him from around a corner, and other times when he is standing right in front of me stalking me and i cant get it to attempt an unveil at all.
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Insidious has a few uses as it stands, though i do think it could be 'slightly' buffed to allow it to actually be useful in more interesting ways. Maybe after moving, insidious should still mask your terror radius for 2-3 seconds, just at least enough to allow you to take a few steps and attempt a play.
I think Beast of Prey is probably the weakest killer perk of all. When you go up against good survivors, you never enter bloodlust for more than a second anyways, and they are always looking behind them so it basically does nothing for you at all. Maybe they could change it continue to mask your red stain/terror radius for an extra 4~ seconds after losing bloodlust, so that way you could use it to attempt some mindgames at some tiles.
The new perk Gearhead is also laughably bad. Not only does it require M1 hits (which makes it horrible on some killers like huntress, legion, hillbilly, cannibal), but then it only lasts 30 seconds, in which time someone has to actually get a skill check on a generator (which might not happen, or if it does, it might be during the last 2 seconds where the information isn't needed anymore). And then, it only activates if it was a Good Skill Check, if they hit a great, it doesn't work. Why not go ahead and add in more qualifiers while you are at it, Behavior? Maybe it should only work on Tuesday between 2am and 6am? Maybe i have to input the konami code while i'm at it?
Why would i ever use Gearhead? You could just use BBQ and see where someone is at on a generator right away after downing someone. Or use Discordance and see which generators are high priority without me needing to do anything at all? What this perk SHOULD do is instantly force every person who touches a generator within the next 30 seconds to make a skillcheck, and if they dont hit the great check, then the gen becomes 'marked' which will cause its aura to turn yellow anytime anyone is working on it for the next 30 seconds. This will prevent the perk from relying on pure luck, and also stop survivors from just gentapping to completely counter the perk. Even still, this perk would be still somewhat bad in the highest ranks since good survivors can hit great skillchecks all day long.
As for Fire Up, you could make it also give you a further bonus the more survivors are alive as generators are getting completed. Instead of 4% per gen, it could be: for each generator completed gain 2% [+1% per living survivor] action speed bonus. So if 4 generators are completed, and all 4 survivors are alive, it would be like 4 x (2% + 4%) = 24% action speed bonus. If all 5 gens are completed, and all survivors are alive, it would be 30%. This way it is more useful endgame if the survivors are dominating, but less powerful if you are already winning.
The only reason NOED is used so often is because there are several killers who just don't have a chance at pressuring gens, and they have to hope that they can grab at least a kill or two at the end. Unless i am playing against less experienced survivors, sometimes NOED is like the only way i feel like i can get a single kill with the Wraith or Trapper, especially since i haven't unlocked some of the more snowballing perks like play with your food or save the best for last yet.
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@Sunbreaker7 "I don't see a reason why one should sacrifice a perk slot for an ability that may never present an opportunity to be used during a match"
You mean like every hex perk in the game that killers have to use and might have instantly broken 20 seconds into the game and is fully countered by a map or several other perks that can find totems?
Why don't we also make NOED, Devour Hope, Lullaby not need totems, that way it can be guaranteed to get used every game?
Don't you just love it when a DS user gets off the hook and sits there and does a gen right in your face because they know you can't do ######### about it unless you want to waste your time on them? And then jumps in a locker when you decide to stop them from working on that gen because they know that if you open the locker they can DS you, and if you sit there and wait out their DS at the locker, that they successfully wasted 60 seconds of your time either way? And even if you did successfully get them off the gen and down them, then they call you a tunneler.
If you get off a hook and immediately run to the closest gen or hex totem, you don't get to complain about getting tunneled. You clearly didn't respect the killers power and thought that they should just let you work on objectives for free just because you recently got off the hook? If you were so worried about dying twice in a row, then gtfo and go heal somewhere.
I get that some killers will be dicks and purposefully track you down and kill you over and over to get a fast kill. But that doesn't mean you have carte blanche after getting off the hook and can sit there and teabag/flashlight me because you have DS in your pocket.
How about we first make DS no longer work if you jump into a locker, or work on a generator or totem right away, and once you heal to full you also lose your DS. THEN we can talk about making it default. Once you are off a hook and working on objectives or healed up, you are back in the game, FAIR game to down again. It's supposed to be an anti tunneling perk, but because it has so few limitations, all of the advanced survivors use it as a get of out jail free card instead.
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Yea i think i deranked like one or two ranks, it didn't really feel like a reset. Took like an hour and i was right back where i was. Not really sure what the point of the reset even is. This game doesn't have ranked seasons, there isn't any ranked rewards. They should just leave everybody at the rank that they can reach. The only reason to do a reset is if they are making drastic changes to the ranked system/gameplay.
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Hopefully they will just take SWF into account more heavily when it comes into matchmaking after the changes. If they want to match me up against a SWF, then i expect them to take that into consideration when choosing what ranks to put me against, to compensate for the advantage they are gaining. I normally don't mind going up against SWF if they are near my skill level. But it seems like MOST of the time, when i get into a lobby and i can tell its a 3 or 4 man SWF group, it usually ends up with them being red ranked and way way more experienced than me. So i usually just have to dodge the lobby, otherwise im just going to get destroyed.
Rather than showing me if the survivors are in a SWF, i would rather just be able to see their ranks (or at least their rank color) so i can make a fair judgement if i am being put up against proper opponents. It is especially bad at certain times of the day. When i play during peak hours, i get plenty of opponents at my own skill level and games feel fun. But then later at like 3am, i tend to just get thrown against red rank groups over and over. I would much rather wait LONGER in queue to get a fair match, than have them rush me into a game that is unfair or unfun to play against.
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I agree it should start regressing by default. You shouldn't need a perk for this. The only reason that survivors 99% it is to basically 'OPEN' the gate, but without activating the end game collapse. This is exploiting an oversight by the developers. The developers basically wanted the game to end once the gates are open, one way or another. But the survivors have found a way to open the gate (basically) without having to deal with the timer. If the survivors want the gate to be open and ready to leave, they need to actually open it, the way it was intended.
It would have to regress slower than time it takes to progress. Otherwise, some killers would be able to infinite patrol two gates and literally never allow it to be opened. Perhaps 15 seconds to open, 30-45 seconds to regress. Or perhaps it will only regress back to 33% and stop there.
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@BenZ0 said:
Also some blood points earning should be re visited. Why do you get 200 points if someone enters struggeling and then 200 for a sacrifice as Killer? For example you find the last survivor and he wasnt on a hook yet. So he will die on first hook and you get punished for that, you will only get 1200 points (500 hook +200 caught + 200 struggle + 200 sacrifice). To compare if you kill someone with 3 hooks (500+200+500+200+500+200) 2100 points.
Also why does some Killer have such a hard time getting those deviousness points such as Legion, Freddy, Pig, Plague or Trapper. Or some Killers with brutality such as Myers, Billy and Plague.
For survivors. Gen 1250 points are not enough, should be higher and a big problem is survival points. Why do you get 5k escape points if devs say that escaping isnt that important? Thats pretty dumb honestly.
I think getting less points for someone dying on first hook isn't horrible. I do think you should get less for killing someone in one hook (it might be a little too punishing atm though) because it incentivises looking for new targets instead of camping the hook for your kill. However, you are right that the final kill should probably give you full points as if they had been hooked three times.
The deviousness points is for sure the biggest problem on killer. Some killers get an insane amount of deviousness (using your killer ability successfully) BPs easily (doctor, wraith, hag) while others can't get many at all even when they play their killer in the exact way they were designed. For example, hitting an enemy after uncloaking as wraith gets you 550 deviousness BPs + 300 for a hit. But demogorgon gets 50 for using his tunnel + only 200 for surprise hitting someone after tunneling + 300 for the hit, even though its arguably harder to do, since you can't just find a survivor and DO that whenever you want the way wraith can.
The list goes on, its especially bad for the killers who can down you in one hit. Myers has to stalk you for like 45 seconds or more, and then gets fewer points for successfully doing so than other killers get for using their ability.
Still though, survivors have it way worse. I find it weird that i'm playing a game where the killer is supposed to be scary and i should want to stay away and run from him, yet in order to get a high score, the game requires me to be aggressive, get noticed, and attack the killer basically. Not saying that distracting the killer isn't important, but SOMEONE has to do the generators.
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I don't think that generators are too fast in general, the main problem is that the FIRST generator pops way too fast. On some killers (trapper, huntress, deathslinger, hag) you cant even walk to the furthest generator from where you spawned in time before it pops. There was literally no counterplay, no way to apply pressure, it was just a free generator. The ruin perk was bad game design, because killers felt forced to use it, which just means that the game had a problem. They should have found a way to make the first generator take just a little bit longer to give the slower killers a chance to actually fight for it, WITHOUT having to use a crutch perk. Now we have corrupt intervention to give us a little more time before they rush a generator down. But the problem still remains: I have to use an entire perkslot just to counter bad game design, otherwise i would have to give up an entire objective for free.
When this game was first released, i remember thinking that doing generators every single game seemed kind of stale. I always had assumed that the generators were just like 'phase one' of the game and that they probably were planning on adding more objectives to spice the game up, but they never did.
Would be really nice to see the objectives of the survivors change depending on what killer they are up against or what map you are playing on. Maybe against the pig, they actually all spawn (wake up) with a rev. beartrap on their head, rather than her putting them on after downing you, and they have to find ways to help each other get their trap off via completing different puzzles around the map, which would allow them to escape. The rev. beartrap IS the objective.
Maybe against the demogorgon they have to activate some type of seal to lock him away in the abyss.
Maybe they have to find several keys hidden around the map and use them all on different doors to open more parts of the map to eventually reach the exit.
Could probably come up with all kinds of interesting objectives. I guess it would take a lot of work, but the game really needs it.
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I also find this irritating, even more so when i play survivor. At least when i play killer, all 4 categories sort of go together. You chase people, you get points. You slow down their gen progression, you get points. You use your killer ability successfully, you get points. You hook people, you get points.
But as a survivor, sometimes you just end up being the guy that is doing gens while the others are doing the looping/unhooking. And because of this you get screwed out of a lot of points. Why is breaking a dull totem worth more than completing an entire generator solo? It feels like you have to play ALL of the playstyles at once as a survivor to get your emblems and BPs, even though there are 4 of you.
I also think you should get more points for actually successfully hiding and avoiding a chase altogether. Killer comes around, looks for me for 30 seconds because he has whisper, finally gives up and leaves, and because i didn't start and end a chase i get what..... 50 'boldness' points? They might as well rename the evader emblem to the bullying emblem, because that's where you get the points.
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I do think the struggling phase needs to be lightened a bit, because tapping a button sometimes i still just die even when im smashing it. I guess it's a small lagspike or something, or maybe im pushing it too fast and it didnt notice one of my key presses.
BUT, i do not think it should be changed to skillchecks. The only thing this would do is make it harder for newer players, and TOO easy for advanced players. Really really good players hit great skill checks very very often.
I think something more interesting could be set up however. Especially something distracting. I think a player who is in his struggling phase should no longer be able to have time to give information to his friends over coms. You are struggling against the entity to stay alive, that should take all of your attention.
Maybe something like random inputs of Up, Down, Left, Right (Or WASD) over and over that they have to input, and if they miss a couple, they die. This way the person struggling has to keep their attention on the buttons rather than panning their camera around and telling everyone else perfect information.
Anyways, as a related note: I suggest anyone on PC change their struggling keybind to something other than spacebar. I use Ctrl and it works pretty well (as long as you dont accidentally hit the Windows key and minimize the game). On most keyboards, the Ctrl key presses and depresses a little more smoothly compared to spacebar, and you will find that you dont actually have to tap the button that fast at all. Just about 2~ times per second.
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The huntress terror radius is 4m smaller than his. And it's also quiet, and hard to tell where its coming from. But i still think its fair. Both of these killers can be looped for like minutes at a time at the right places/obstacles just because they are so slow. They have to have the ability to sneak up on you a bit or they would literally have no chance of catching anyone who started running at 32m away.
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I've been reading the feedback forums everyday for a bit now and it seems like DS is the number one complaint i see. There's like three posts a day about DS being unfun.
DS USUALLY isn't a big problem for me, as i actively try my best not to tunnel, sometimes leading to my own loss, because i was TOO merciful.
But there are those times when one guy gets unhooked, and instead of running away and healing, he makes crazy in your face plays, uses his DS to unhook someone else because he knows its safe if he goes down. That is using DS as an offensive tool rather than an anti tunneling tool.
DS needs to instantly deactivate if the DS user unhooks someone else. Or even if they fully heal themselves maybe.
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I believe they did say that they don't plan to add them to the new maps until they gather good information and feedback about how it works and was recieved on this new map. Hopefully they will realize that a lot of them (especially in the shorter loops) aren't worth your time, and you will almost never have time to stop and break it. But i would love to see some breakable walls added into some of the really overpowered looping buildings in the game (like the pig corpse barn on the farm).
Either way, the truth is that they will never really be that interesting. If a breakable wall IS good enough to break, the killer is just going to go break it as soon as he sees it to get it out of the way for later, and if it isn't worth breaking, he will never touch it. You are never going to have those moments where you are chasing a survivor and then go "AHA, i can break this wall and get you!"
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Yea but in that same survey they asked if we were interested in lobby/post game survivor emotes. Which could easily devolve into fortnite like dances if they sell well enough. Especially when they also hinted about pop culture references in the very same survey. It's just worrysome, is all. No game stays perfect forever, the devs always make some dumb decision eventually (or many many smalls ones that just add up until the game suffocates to death), i just don't want this to be the thing that ruins the flavor of the game for me.
Guess we will just have to see. Hopefully the survey takers didn't all vote in favor of it.
@CashelP14 Gestures is what i am worried about most as well. The problem is if they let in pop culture charms, they have already opened the door for pop culture anything else. Then if they also add gestures (which is bad, im already getting tbagged enough) it would just be a matter of time before half the players are doing the gangnam style dance everytime they pallet stun you, lmao.
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Because their marketing team (every marketing team for competitive games nowadays) has wet dreams about being the next fortnite big hit for the kids, and twitch memes are the fastest way to do it.
Also @Fibijean, pop culture references are pop culture references. It might just start with a couple charms, but then before you know it, "Ninja" (or the dbd equivalent) will be one of the survivors, lol.
If they want interesting references in their games, they need only continue to focus on horror/slasher references, not pop culture in a horror based game.
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I was actually thinking about this exact same idea last night. It feels weird that the survivors cost the same amount of auric cells or iri shards even though they technically only get you 3 perks, where buying a killer for the same price will get you 3 perks AND an entirely new way to play the game.
Technically, there IS a reason to pick different survivors already, if you really want to get down to playing as optimal as possible. Some survirors are smaller than others, some camoflauge better than others, and some of them are WAAY quieter/louder than others when injured.
Still, I would love to see each survivor have some small passive (and maybe even a small weakness as well) to mix it up a bit.
It doesn't have to be huge, maybe claudette can use medkits 20% longer (more charges), but her toolbox efficiency is reduced to compensate.
Maybe meg can leave slightly fewer scratchmarks, to reinforce her characters style of evading and staying hidden, rather than dropping pallets on the killers head.
Perhaps david could leave less blood or hang on hooks a little longer than others or something to show his 'die hard' character.
As long as the devs make sure that the passives they give out dont directly impact the core speed of the game (faster gen repairs, or faster movement speed) then it probably could work. Unfortunately, i don't have much faith in developers these days to be able to do that, so there would undoubtedly be a 'best choice' and everyone would just run that character because its passive is too good.
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They def need to increase the amount of ranks, or stretch out the skill level in each rank to more properly place people where they belong. At the moment its too easy to rank up, so rank 1 contains both mediocre players who play a lot, and the actual very skilled players who deserve it. The umbrella over rank 1 is too large. Because of this there aren't enough properly low ranked survivors to be matched against the mid/low ranked killers, so basically all killers have to get matched up against completely random skill levels. You never know if you are going up against someone around your own skill level, or some godmode tryhard SWF group.
I would really like to see the ranks be stretched out a bit further, and the ranks should probably only (soft) reset every 2 months instead of 1.
Im almost rank 7 survivor now, even though i only escape about 20% of the time, and usually average a score of like 12,000-14,000. Im a pathetic survivor, yet im already in the top one third of the ranks? With no meta perks unlocked? With no knowledge of maps or pallet locations? The game hasn't demanded that i actually play well and learn in order to rank up.
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Every game i play as killer against decent survivors, i come out of it feeling like i need to go to the hospital from blunt force trauma from being hit in the head with 20 pallets the entire game.
I thought i was supposed to be the killer? Why does it feel like i'm the one being murdered half of the time.
Survivors definitely do not need more ways to increase their survivability. Once you get to the rank 2 and 1 teams of survivors, its way way in their favor, save for a few overtuned killers.
Besides, if you want to save your friend from being carried to a hook, you already have ways to do that. You can sabo the hook in 2.5 seconds now, or you can use a flashlight. They already have the tools for you to help your friend in the game.
Also, im pretty sure your second suggestion to allow players to come in and break the chain is already in the game. I seen it on the PTB, if someone gets hit by deathslingers gun, another survivor can walk between them to 'act as a wall' and make the chain break faster.
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You also will run into this problem less and less as you rank up and play against killers who aren't at the bottom of the barrel.
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I would agree that if she has bugs, they need to be fixed. And any weird inconsistencies like weird objects you can't blink through should be fixed.
However, i do not think she needs a buff. She already has two blinks, and in the right hands (even with the bugs) she is literally unstoppable with very very little counterplay. She is VERY HARD to use, that doesn't mean she sucks, she just has a really high skill requirement. And once you practice and learn her well, she instantly passes pretty much all of the other killers. The reason she has a low kill rate is because most people 'dont' master her. They play her a bit here and there, and do bad with her.
Because she has THE strongest killer skill in the game, she has to also have a lot of downsides to keep it balanced. If you allow her to blink MORE, make her faster, etc, then she just has all the upsides with no downsides, and would just sit at the top of the killer ranks for everyone, regardless of skill level.
To be fair, i have no idea how she works on console, but i can't really see how it would differ much from PC.. you just point and blink. If people can make insane twitch shots in call of duty using their controllers, im sure people can manage to aim her slow ass blink charge in the right direction.
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Just tunnel or camp them. If the survivors want to be toxic, then give them a taste of their own medicine. I don't endorse camping or tunneling normally, but this is an exception for me. If someone keeps flashlighting me, they are begging for my attention (though i don't camp) as well. I dont want to hear complaining about tunneling from a flashlight wielder. You were literally asking for it.
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Its also useless because assuming you are going against any survivors with more than two brain cells, using a trap in the same place more than once will rarely work. There are very very few cases where using a trap in the same spot twice is beneficial.
I just wish they would increase the pickup range for traps. I am tired of having to push my toes into the trap before the pick up option comes up. I actually have to waste half a second or a second perfecting my position to pick up a trap sometimes so that i dont accidentally step on it.
Or even better, i shouldn't have to worry about stepping on my own traps in the first place. They are my traps, i should be able to just step over them entirely. Maybe they should only be a risk to the trapper if he is carrying a survivor.
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I actually think survivors should lose their addons, but they should also get more BPs to compensate. It would smooth out the grind for both sides, you will have more BPs to grind out your perk unlocks as a survivor, and then have enough to replace your lost addons the way killers do.
They prob should also give WGLF a bit of a buff. (Maybe show you the killers aura for 3 seconds when you perform an unhook, the same way killers get to see YOUR aura when performing a hook via BBQ)
One of the main reasons i hate playing survivor is that its much harder to learn and much more perk reliant than killer, and then you get like half the BPs than the killer even when you have a decent game.
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As for the first Hillbilly ultra-rare that you suggested, allowing you to bump into walls seems like a bad idea. It doesn't help skilled players at all, the entire addon would just be training wheels for new players. And you don't want your ULTRA RARE addon to just be a crutch for new players. Very skilled players with hillbilly don't really have problems with running into walls, so that entire addon would be useless for the upper ranks.
Instead how about one that increases your turning speed while chainsawing by like 30-40%, but reduces your chainsawing max speed by 10-15%?
As for instant reloading hatchets for hitting players, it actually doesn't do you any good as a huntress. You are basically saying you want to reward the huntress for having good aim, correct? The problem is, by default, the huntress is already rewarded for not missing. If you hit someone twice with your hatchets, they are down. You didn't need to reload until after you hooked them. So again, for a skilled player, they wouldn't really need this, except maybe in the rare occasion that they want to try and hatchet down two or three survivors at the same time, which again, they can already do with good aim and a utility belt addon.
I had an interesting idea for a huntress Ultra Rare. What about Overcharged Hatchets, where if you hit a generator with your hatchet, it causes a small electrical explosion, 'injuring' (not downing) any survivors that were touching it, and put the generator into regression as if you kicked it. Probably would also have to limit her maximum hatchets to two or something.
It could be too powerful, however. It would put huntress into an unstoppable position if she managed to get a good 3-gen endgame where she could just sit back and hit generators over and over from afar. But, then again, a lot of killers can do that with a good 3-gen strat.
Also, to fix the iridescent axe head, you could maybe just make it insta-down survivors only IF you hit them in the head; regardless of range.
If not, just limit the amount of hatchets she can carry to 1. Two iridescent hatchets is too many. A really good huntress isn't going to miss you often, especially if she is sniping you off a generator when you aren't moving.
For anyone who thinks one iridescent hatchet isnt good enough: https://www.youtube.com/watch?v=gN22Znsl8AA
As for your cannibal ideas, i don't really have anything to say. Cannibal's kit is so basic that there isn't a lot of interesting things you can do with it with addons.
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When i first read that it was going to take 2.5 seconds to sabotage a hook, i thought i was reading a typo. I do think sabotaging needs to be changed, and i like the idea of survivors being able to do more interesting things than just rush generators. But 2.5 seconds? Why not just go ahead and make it instantaneous at that rate, there isnt even any risk involved.
Not to mention that there are offerings that make hooks more spread out, which fully counters iron grasp and agitation. It's kind of bullshit in my opinion. These offerings need to be removed, especially if these new sabo changes are coming.
Imagine if killers had offerings that made pallets and windows more rare. Or cause the generators to spawn closer together. Game shouldn't be balanced that way.
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The problem with matchmaking is that all of the ranks are too close together. I have hit rank 8 survivor this season and as someone who hates playing survivor, i can tell you, i should NOT be rank 8. I suck with survivor. I haven't unlocked any DLC survivors, i have none of the meta perks other than dead hard, i don't know the maps and pallete locations well, i usually can't keep a chase up for more than 20 seconds.
The fact that i can hit rank 8(about to be 7, still going up) despite the fact that i play so poorly is just proof that it is too easy to rank up in this game. The game has not demanded that i play well in order to rank up, at all. Too much of your score comes from doing things that might not even help you escape (or your team escape). Survivors are OVERLY rewarded for unhooking people, regardless if the killer is only 15 meters away, which does nothing except help the killer. As a killer main, when someone unhooks someone immediately after i just hooked them, now i dont even have to spend time looking for another player or checking a gen, i know theres a fresh player that just unhooked somebody right there. Of course if they have borrowed time, it would be an exception, but it seems like most of the time that isn't the case.
Other than needing MORE pips, ranking up doesn't seem to get more challenging as you go up in rank. At least not until you hit the rank 5+ mark. They really need to require people to work harder to rank up, with each rank requiring more perfect play than the last in order to pip.
The reason that there is a huge discrepancy between killer and survivors ranks in matchmaking is because survivors rank up too easily, which means that there are almost NO low rank survivors for low rank killers to pitted against. So the system is forced to pick from all of the higher rank survivors (sometimes really good ones, sometimes ones like me who don't deserve rank 8 yet).
Basically, the ranks don't accurately depict a players skill level because ranking up doesn't demand skill, therefore proper matchmaking cannot be done until they fix rank requirements.
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I doubt too many people will agree with you on this one. GG has always been a nontoxic form of shaking your opponents hands, from either side. A sportsmanlike player will always say GG to their opponent, whether you won or lost.
I would much rather a killer say GG to me after stomping my face, instead of saying "Get better scrub".
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This entire discussion seems to be revolving around one primary issue: Tunneling.
I think pretty much everyone here seems to be focusing on fixing DS so that DS more effectively stops tunneling without also being an effective tool to use against the killer tactically.
The problem is, tunneling needs to be fixed WITHOUT using a perk. A perk like DS shouldn't even exist. A survivor should not have to use one of their perk slots to prevent a killer from tunneling them. An anti-tunneling system should just be built into the game by default, as most people agree its a pretty bad mannered way of playing killer. (I'm a killer main.)
Personally, i think DS should just be removed, and instead, if you get rescued from a hook, you can get a free 3 second sprint burst (starting the instant you get unhooked and your feet hit the ground). And if you get downed (Downed, not hooked) again within the next 30-45~ seconds, the killer will get no points for downing or hooking you. This should make tunneling killers not be able to achieve a high enough score to rank up, and they will stay at lower ranks for playing poorly, thus reducing the amount of tunneling killers you run into at all once you get to midranks as a survivor.
This will set an incentive for killers to NOT tunnel. Rather than putting the anti-tunneling ability in the hands of the survivor.
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The Stealth killers seem to have two sides to their coin. When i first started playing DBD i thought the stealthy killers were the most powerful killers of all. How am i supposed to run and hide if i don't even know they are around me at all? When you are new the game, don't know the maps very well, don't have any good perks yet, the stealth killers are by far the most difficult.
That being said, at higher ranks, it seems that this balances out quite a bit. The survivors now know how to be a bit more aware, they have more information based perks, they know how to plan an escape if they see the killer, etc. But i still don't feel like stealth killers are suffering (except wraith) because of this. They still have advantages over these survivors that other killers do not get. If you are good at using your stealth properly, you should still be able to catch any survivor by surprise. And since most of the stealth killers have the ability to down you in one hit, they don't have to waste nearly as much time on extended chases. Spine chill might be the only exception. Probably shouldnt get a free warning that a sneaky person is sneaking up on you. That takes ALL of the skill requirement away. Maybe Spine Chill and other detection perks should only work on stealthed killers at like half the range?
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I definitely think they should find a way to punish camping at least. Tunneling is annoying, but not nearly as toxic feeling as camping.
Perhaps they could just make the survivor take even longer to die on the hook if you just stand around them, that way you have to give up even more generators if you camp.
Camping hurts low ranked players a lot. One of if not the biggest mistake i see lower ranked survivors make, is that when one person is hooked, ALL THREE other survivors try to come to the rescue, even ones on the other side of the map. This is the worst thing you can do as a survivor, and the best way to reward a camping killer. If someone gets hooked, and you are on a generator on the other side of the map, just finish the generator; regardless if the killer is a camper or not. The camping killers will quickly realize that if he camps, he will lose all the gens. If all three survivors come to save one person, the killer has successfully 'delayed' all 4 players from progressing. But if only one person goes for the save, the killer has only delayed two players. If you really notice a killer is camping a hooked player, don't even rescue them at all. I know it sucks for the one player on the hook. But the best thing you can do is punish the killer and just pop all the gens while he wastes time. Trying to go for a save against a camper will just get the unhooked player tunneled on and basically do nothing for your team at all.
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I just recently came back to DBD after more than a year away. After reading about some of the new killers and perks i was intrigued to play again. Especially after reading about the pig. I loved the idea of forcing players to take on a test to survive. But i was disappointed when i realized how poorly her reverse traps were designed.
I disagree with 'fixing' any killer by reworking an addon and making it required for them to perform. Addons are supposed to be extra playstyle morphing items, not required equipment to be viable.
The problem with the pig that i have is that her reverse beartraps are basically useless. You probably took one survivor out of the game for.... 45 seconds on average? I have yet to see anyone die from the beartrap at all, unless you tunnel them and don't allow them to search boxes. Which is just bad game design. You basically have made a killer who has incentive to TUNNEL on one player. It feels cruel to play that way, and unfun to play against.
If you want the pig to follow along with her actual canon character. Jigsaw puzzles in the SAW movies are supposed to be difficult, something you don't want to do, and usually involves sacrifice. In DBD a Jigsaw puzzle means: Walking up to a box, waiting 3 seconds, and pressing Spacebar.
You literally can't fail the skillcheck. There was no test, there was no puzzle, there was just a little bit of timewasting.
You should make the players have to actually do some kind of test or puzzle. There should be a chance of them failing and not getting the trap off fast enough if they mess up. Perhaps once they DO get the key, they have to perform a string of skillchecks that are difficult (Similar to when you are in madness 3 from doctor) to actually use the key successfuly. Or perhaps force them to do something they dont WANT to do to save themselves. Maybe there could be all kinds of tests, and the survivor doesn't know which one it will be until they get to the box.
Her reverse beartraps are her defining power, and that is the one that needs to shine to make her stand out. Her ambush ability is neat, but that isn't her defining trait. The only real problem with her ambush is that it makes a sound when you ready it and any survivor can hear you getting ready to ambush from around a wall.