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i dont understand Piggys power

Active Reverse Bear Traps:

Active Reverse Bear Traps initiate a countdown timer. A Survivor with an active Reverse Bear Trap is automatically sacrificed when their timer expires or if they attempt to leave the Trial with it still attached.

Basically i had a game where i trashed 2 people inside the gate area after it was opened, then i gave them both a trap on their faces, yet they still crawled out afterwards? how is that possible? it clearly says they cant leave with the bear trap on, yet they could?


why?

Comments

  • EndstilleEndstille Member Posts: 2,246

    The trap needs to activate. So when you put a RBT on them a gen needs to be finished in order for the trap to activate otherwise the trap is inactive and they can walk out of the door.

  • Tactless_NinjaTactless_Ninja Member Posts: 1,791

    They deactivate automatically when you slug, they jump through the hatch, or when you drop them past the trigger point at the gates. And you need a generator to be done to activate them in the first place.

  • BeardedragonBeardedragon Member Posts: 425

    i see..


    and why is that tho? why doesnt the trap activate when they are no longer slugged or unhooked? why does a gen need to be done? and if its the end game, my traps are basically useless? because no gens can be done?

  • underlord99underlord99 Member Posts: 1,030

    basically. i would recommend using your traps early game ish. and dont put a trap on someone who is on death hook.

  • SaitamfedSaitamfed Member Posts: 1,503

    Basically that was made precisely for the EGC. If I have 2 mins timer I can't go and try every jigsaw box, that would be a win-win situation for the killer. And about setting traps at the exit gate, that was made because some Pigs used to put a trap on your head and carry you to the exit gate so you would die for the trap timer. Wich was unfair for survivors.

  • ZeidoktorZeidoktor Member Posts: 1,292
    edited February 2020

    As said, the key phase is "Active Reverse Bear Trap". An RBT is active when they have the red countdown started, and THAT happens when a generator is completed while the trap is on their head. Until that happens, the trap does nothing unless your have add-ons like the blindness one or similar in use. Also, I'll not 100% on the specific mechanic, but the timer doesn't count down if they're in your Terror Radius (or possibly in chase with you, that's the part I'm unsure on).

    The Survivor can't leave via the gate with an active trap on their heads. They either need to get it off or find the hatch, which is usable no matter what. Putting the trap on after the generators are already done/the gates are open does nothing but grant you Deviousness points because there are no longer any generators to activate it. It won't stop them leaving.

    I don't think it matters if you slug or not. It stops the countdown, yes, but the trap still counts as active if it was activated previously, so they still couldn't crawl out. Just like how the timer doesn't start on a trap is a survivor is on a hook when a generator if done until they're saved.

    My understanding of the Reverse Bear Traps is that they're ultimately a distraction for the survivors. You aren't necessarily meant to get kills with them, sweet as it is when it happens, you're meant to use them to force survivors into doing something other than generators for a time. Between this and the endgame thing, there's no incentive to not use them as early as possible.

  • TAGTAG Member Posts: 12,616

    The EGC thing is still dumb IMO because that could have easily been solved by just making it so the EGC timer pauses while someone is wearing a Trap.

  • BeardedragonBeardedragon Member Posts: 425

    i dont i was just looped on Ormond map and i had NOED so i trapped them at the gates. they got out, sadly enough.

  • Mister_xDMister_xD Member Posts: 7,521

    as you have already said yourself, the game requires the traps to be active in order to kill a survivor with them with the exit gate.

    a trap, uppon placed on a survivors head, is by default inactive until a generator gets completed - as shown by the littlle icon on the bottom left of your screen.

    when the timer around the players head is blinking in white, this can mean 2 things: 1) the trap has yet to be activated or 2) the trap is active, yet the timer has been paused due to certain circumstances (the survivor being in a chase, slugged or hooked). when the timer however is red and circling around their head, that symbolises an active trap that is able to kill the survivor once the timer hits 0 / they enter a death zone.


    now regarding the exit gate scenario: the death zone for the trap is between the two pillars in the exit gate. a survivor getting close to that location will have his trap beep furiously, symbolising to him that they cant go that way. when he does cross that line, the trap immediately triggers - this goes through any "invoulnerability" survivors have, such as Dead Hard. however, carrying a survivor past that point will allow them to leave, due to them not havig to cross the death zone themselves. so if you had carried them over there, even with an active trap, they'd be able to crawl out. now, since traps only activate uppon a generator being repaired, it is impossible for you to activate a trap once all 5 generators have been fully repaired - this wasnt always the case (back in the day a trap applied after the 5th gen popped would automatically activate), though they removed that with the introduction of the End Game Collapse, due to it basically being a free kill once a survivor has a Reverse Bear Trap applied to them. also, the hatch does not count as a gate, it has no dead zone to it. a survivor with an active trap can always leave through it.


    TL;DR: a trap applied in the endgame is inactive and therefore wont kill anyone leaving through the gate.

  • ZeidoktorZeidoktor Member Posts: 1,292

    Not sure what happened, but my post got lost somehow. Don't have time to type is all again but quick version is the key phrase is "ACTIVE Reverse Bear Traps", and traps become active when generators are done. No generators, no active traps, nothing stopping survivors from leaving with one. Once activated, the timer stops when they're in terror radius/chase, on hook, or downed, but the trap is still considered active.

    The traps are ultimately a slowdown tactic, as I've always taken it, as they force the Survivors into focusing on something besides generators. Kills with them are great, but bit the goal.

    There's no reason not to use them as early as you're able.

  • HellDescentHellDescent Member Posts: 4,505

    they nerfed pig whe EGC came out. Traps only activate after gens are completed. Inactive traps don't do anything

  • SaitamfedSaitamfed Member Posts: 1,503

    Well, the thing is you would need to stop the timer for every survivor, although they could make it slower, like if there is one person hooked. As a main pig, I am all for buffing Amanda, her ambush is good for a first hit but she could use some help in-chase I don't know, something like a short dash pressing a button.

    Although a lot of people doesn't know how to use her ambush properly.

  • TAGTAG Member Posts: 12,616

    Stopping the timer for every Survivor is completely fine by me. Not much different from slowing it down for everyone when someone is down/hooked.

  • lynelmanelynelmane Member Posts: 549

    I really think that the RBT should automatically activate when placed on a survivor after all gens are completed. It kind of makes them useless after all gens are done.

    And yeah, I know they're not "supposed" to kill people, but a survivor isn't doomed to death if they are trapped after the gates are powered. They can still get it off. And with the RNG of the boxes, most of the time you get it off on the first box anyway. I don't see the reason they don't automatically activate after the gates are powered.

    I also think that escaping via the hatch with an active trap on should kill you anyway. The survivor failed to do their job (remove the trap) so they shouldn't get rewarded by the hatch escape.

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