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To put bear traps on you need to down people, so you can do with some chase perks.
Survivors then generally try to take them off, so you could try some tracking perks, but then again that's not very efficient, as you should just let them waste their time.
One fun thing pigs do is whispers + monitor, but that's more to do with her secondary power.
I unno, hopefully this can give you some ideas, wa.
So first off, you want to down them all and get traps on their head as fast as possible. The traps only become active and start their timer once a gen has been finished while the trap is on. So the absolute ideal perfect scenario is all survivors trapped up with 5 gens left. That is realistically not going to happen more than 1% of the time, but that's the edge case we are pushing towards.
So the perks need to slow early game and help you down people. In that regard, the first set of perks I'd suggest are Corrupt Intervention, Whispers, Tinkerer, and Hex: Ruin. The strategy here is to use whispers to know when a survivor is near you and then crouch when it lights up, activating your stealth. This should allow you to get the jump on a survivor and get an early first down and early first trap before a single gen is popped. With corrupt intervention, you should have a lot more time to get this first down with 5 gens still remaining, meaning the survivors either stay at 5 gens, or start completing them and activate this trap. You can then use tinkerer to know when survivors are working on a gen that is nearly done, and run over there at your normal speed without crouching and sneak up on them. As soon as you grab them or get them to leave the gen, Ruin makes it regress so it will very likely trigger Tinkerer again down the road. You want to use this to keep them at 5 ens as long as possible while getting as many people downed and bear trapped as possible. Keep in mind, you don't necessarily need to hook them after trapping them if you know where another survivor is for another down and another trap. This tactic is more for your thematic concept than pure efficiency, though it does combine the two. Once you get 2 or 3 traps, don't worry too much about them finishing a gen or two, and actually try to let them get one done after you've trapped a few, as that is what makes the traps trigger. With this strategy, even if you don't get a kill due to the traps' timers going off, you will significantly slow down their time spent working on gens, as they need to go search for boxes to remove traps, or search for ruin to stop the auto regression when you keep tinkerering them. And of course, remember that although the trap can activate the timer, the timer itself pauses when they are downed, hooked, or being chased.
Another somewhat polar opposite build idea would be to turn into an end game build. Don't worry much about actually placing traps on them until they've finished 2-3 gens, then once the gate are open, there will still be a few who need to remove traps before exiting. Some newer survivors don't realize they will die if they try escaping with a trap on (except hatch) and will accidentally kill themselves, although depending on your rank, this could be extremely rare. But the perks for this would be based on downing them with only 1 or 2 gens left to spread out traps, then opening the gates yourself once most of them are trapped so the timer on the end game is giving added pressure to their trap timers. This will work better if you can manage to kill one before end game collapse, but the ending could be really satisfying and meme-y if pulled off. The perks here would be Blood Warden, Deer Stalker, Save The Best For Last, and either Hex: No One Escapes Death or Hex: Devour Hope for the last one. The perk usage is so near the end of the game, you'll have max or close to max stacks on STBFL, making your ability to hit someone and get moving at normal speeds again much faster. With Deer Stalker, you can down someone, put a trap on them, and leave them there, so their teammates have to go grab them (takes longer than unhooking for them and takes less time than hooking for you) and also so they are easier to find again once you down another survivor. Blood Warden so that if they finally manage to get the traps off, you can open the gates yourself to start that timer, grab a slugged survivor who you can now find with Deer Stalker, and lock down the gates for another 60 seconds so they can't leave even though they just wasted time going for the unhook or going to get their traps off. And finally, NOED or Devour Hope so that you can really down the survivors quickly at the end and get those traps on. These two are higher risk, higher reward, as a bad totem spawn can screw you over here. If you don't like the idea of these, something like Bitter Murmur can help you find them throughout the game and a bit more in the end game focus of the build. Keep in mind that with this second build option, getting a trap on them after the gens are done is mostly useful if the gates are open, so there is still a time sensitive urgency for them to get the trap off, as the trap won't activate if it goes on that late.
Again, that's with me trying to avoid "meta" build perks, and trying to fit your theme of using the traps to kill/apply pressure to survivors as the main focus. Conversely, you can also use the traps early to apply pressure to 1 or 2 individuals and get them out of the game by the time 2 gens pop.
In either case, avoid addons that reduce the number of jigsaw boxes, as each trap has a specific box that removes it, so removing a jigsaw box makes the survivors chances at any given box go from 25% to 33% of removing the trap. Rule Set No. 2 is a good addon, as they cannot see the auras of jogsaw boxes until the timer is already ticking. Jigsaw's Sketch and to a lesser extent, Jigsaw's Annotated Plan work well to reduce the odds (25% --> 20%) of them finding the right box, but Annotated Plan gives them 20 seconds longer to find it. Stacking both gives them a 16.666% chance. Slow Release Toxin can be fun if you hate dealing with Sprint Burst or Dead Hard. Tampered Timer Reduces the time they have to get the trap off by 30 seconds, which can also be pretty useful.
possible build of many:
Corrupt intervention: 2 minutes of gen control
Infectious fright (Capatalizes, on trapping multiple players vs getting hooks)
Pop (Gen control hooks)
Brutal Strenght (works well with pop) vs wasting time kicking gens for to long.
(keep in mind when next update comes out, i recommend using "Dragons grip"
if you really want to freak out survivors with her stealth..do not use it for like half of the match..then start using it..
so while they are tryning to take the bear traps off their heads, the others do gens slow as possible.
Ruin, Thanatophobia, Sloppy Butcher, Dying Light.
Fortunately, Pig has two abilities that aid with chase: her stealth and her dash. However, stealthing everywhere is a poor plan, as you move slower than survivors while crouched, so it's best to only use it when you know that you're getting value out of it.
Hence, here is the best loadout to use in conjunction with Jigsaw's Baptism:
1. Whispers. This perk is a MUST HAVE on Pig, since it makes her stealth actually worthwhile. Whenever this perk is active, you know that you will get value out of crouching, since the Whispers range = Pig's terror radius. Plus, Whispers is just one of the best tracking perks in the game and can ensure you're ALWAYS applying direct pressure to survivors. With this perk, you can approach a gen, and if Whispers turns on, then you know it's a good idea to crouch and try and catch the survivors off-guard. There's so many more tricks to Whispers though, you really just have to learn them through experience.
2. Monitor & Abuse. This is another staple perk of Pig, though some would argue it's not needed. Its only purpose is to aid in your stealth potential by bringing your TR down from 32m to 24m, which means that if you crouch right when Whispers turns on, survivors won't hear your TR at all. It also allows you to walk at full speed for longer towards survivors before having to crouch while still ensuring they don't hear your TR.
3. Enduring. This perk synergizes well with Pig's dash and helps her where she's weakest, in chase. It allows you to swing through pallets & gives survivors less time to run away.
4. Sloppy Butcher. This is the best perk to use on any stealth killer. Most stealth killers can get the first hit easily, but then struggle getting the second hit. However, if everyone's injured, then downs are significantly easier to get.
Alternate Perk: Brutal Strength. Scorpionz, one of the best Pig mains out there, uses this perk. I can't really vouch for it since I've found it to be ineffective for my playstyle, but it may work for you.
As for the add-ons, don't use anything above Yellow rarity. Combat Straps, Last Will, Video Tape, John's Medical File, and the Busted Syringe are all good. Every other add-on revolves around her traps and are either worthless or straight up overpowered (Looking at you, Tampered Timer).
Survivors with traps tend to want to take it off ASAP, so death bound forces the debuff on those that try to help them since the trapped guy will beline to the boxes when their done healing.
Franklin's also creates another objective to the survivors list along with the traps which just adds to the the fun that happens when playing with pig.