#a build focused on more impactful hits with exposed perks + play with your food instead of STBFL is something i've considered trying though
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an analysis on four perks i used on pig last time i played her, inspired by a survivor being semi-respectufully confused by them
Save the Best for Last they actually weren't in any way shape or form confused by this because 40% faster blade wipe on M1 is incredible in literally any situation besides "all survivors are injured, and across the map from one another", and the cost of STBFL < [how do ppl type that with a straight face] of having to either lose stacks against the obession or "save them for last" is just solved by pig being one of the characters blessed with a secondary attack that is still melee and isn't good enough to de-prioritise M1ing
Jolt generator regression in an 32m aoe on M1 down is just really good feeling and lets you kick kicking and it makes me feel good to see a generator that had progress become barely audible
Tinkerer tinkerer has two effects, the first, knowledge of generator's close to complete, is really helpful in general if you don't have an idea of what to do, and is GREAT if you happened to be a killer who can attach a contraption that activates on generator completion to a survivor's head ^-^ the second is that it makes you undetecatble, which seems unneccesary on a killer like pig, who has stealth capabilities, but if you consider that her crouching makes her move at 3.6m, which is 90% of a surivor's movement and is like 75% of your standard speed, making it slow you down in "getting across the map" AND chase situations quite heavily, sooooo, being undetecable as one of the quiter, smaller 4.6M killers is still pretty useful!
Hex: Plaything this one is, the hardest to justify here >w>, But i have three reasons Stealth: the same reasons that being stealthy from tinkerer are worthwhile on pig Tetriariary Objectives: what makes pig a notable killer is how she enforces a secondary objective onto survivors, that of removing your little hat bfore it snaps your head off, which forces survivors off of generators, or healing, or resucing! the idea here is that bringing this hex, that makes up to four hexes, presents tetriarity objective for a survivor to go for, if they or a teamate chooses to cleanse the hex, making them less vulenerable, the time spent finding, and then cleansing the hex, is even more time spent not reparing a generator! False Hope: if you're a survivor, and you know that your oblivious, and thus unable to hear the killer coming, you'll pay more attention to making sure you'll visibly see the killer, and when that hex is cleansed, and you can once again hear the killer coming, you sigh, go back to your gen, and thats when she gets ya [this may be the most bullshit reason but i thought of it while writing the rest of this >w>]
#save the best for last and tinkerer wld be incredibly hard to drop fur me#a build focused on more impactful hits with exposed perks + play with your food instead of STBFL is something i've considered trying though#[and/or forced peneance/sloppy butcher on that last point teehee
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