They should make it where Pig has a trap on her head at the start of the trial and she has to kill all survivors before seven minutes or else she dies.
@@microwavablethot5905some people found pig too strong, so some dead by daylight players have created concept art of an immobile Pig as a potential nerf, search up ‘Immobile pig Deviantart’ for more info
considering she has one of the highest killrates according to their stats and that they're buffing her, traps are probably the main way she gets kills at low mmr. If that's the case buffing her chase and nerfing her noobstomping abilities will open up more buffs without making her overpowered against new players
The majority of stats are pulled from lower tmr as their are WAY more players in low mmr so her high mmr kill rates are prob lacking and her low mmr rates are carrying the stats
@@muysli.y1855 precisely, so majority of stats being pulled are from the casual player base and it’s hard to form an opinion on high mmr with just numbers hence dbds balance war between comp and casual play
@@benhayes5396 if you hard tunnel with half the roster basekit then get 1 more down and are half decent 2ks should be every game imo if u don’t 2k it’s because of ur in game choices
Devs be like: Lets increase Pigs crouch speed by 5%, we don't want to overdo it. Also devs: LMAO LET'S JUST INCREASE HUNTRESS HATCHET SPEED BY .5 METERS A SECOND AND GIVE HER A BILLION HATCHETS TOO OH AND FREE WINDUP ADDON TOO ECKSDEE
tbf huntress has one of the lowest kill rates in the game and the pig one of the highest. the devs seem to prioritise stats when balancing, so from their end it's probably reasonable. but that's because pig shreds new players, whilst huntress (being free) gets played by a lot of new players.
The hatchet-holding movement speed buff is gonna be crazy. For context, shiny pin add-on was a 3% movement speed buff while holding hatchets, while this basekit buff is FOURTEEN PERCENT INCREASE. As a huntress main I'm happy with the Infantry Belt and Babushka basekit buffs but I worry that the movement speed buff is gonna make her zoning really annoying to deal with from a survivor's perspective
the zoning was always annoying but at least she had to commit to a shot, otherwise you wouldn't get that much value unless survs screw up big time. Now you can just straight up catch up and not care
Huntress has held the role of "Powerful but balanced killer" baseline for years. This buff is crazy. It ruins her 50/50 mindgames of "pull up or don't" at pallets and lets her just pull up every single time instead of when they think the survivor will drop the pallet. Her most fun and intense counterplay is entirely gutted.
Yeah some maps definitely need a pass over with locker spawns Dredge's biggest weakness is maps like Thompsons that has no good locker spawns so you traverse the map very slowly
While there at make some survivor locker perks such as head on show locker auras. Would love to see more head ons in my matches instead of sprint burst and dead hard
Pig's biggest issue is really just the same thing as Oni. If you go against a team that knows what they are doing and doesn't let you get that first down in a reasonable amount of time, you feel pretty powerless. It has always been her major achilles heel, but at this point I guess that's okay. So few people play Pig that most survivors don't really seem to know what to do against her anyway. Agree with the Clown change. Used to get terrible headaches from the bottles. Disagree with the change to Huntress's movement speed. She is already really strong at zoning. The other changes are fine, but that one feels really unnecessary.
Clown bottle increase is just insanely dumb imo. Buffing his total bottles while pinky finger exists is a recipe to disaster. They should make it like blights iri add-on and cap the max amount of bottles to 1 or 2. It makes no sense that now clown is able to carry 5 insta down bottles is literally better than the unnerfed version of pinky finger
Being hardly played doesn't make Pig a wild card to play against any group of survivors, She's an Older killer and most people know what she does now BHVR has been catering to the people who complain about how cheaply you could play as with her, which works against playing Pig optimally anyways...
"To counteract these buffs, we've made it so hatch spawns open with the survivors being able to see the aura. The killer cannot close the hatch." - BHVR
I'm very happy to see the auto-spend blood points feature available by default. It has been very annoying to not have it since I'm trying to unlock level 1 teachables from everyone.
I think they will change the infantry. This buff won't make a great huntress go super cracked because let's be real, the already are good. But it will help new players or casuals and make some high loops a bit more playable.
I like it. She is very slow because she is a ranged killer. She isn't a ranged killer without hatchets. So the change make sense to me. More hatchets means more ability.
@@StopWhiningManguideCultists Same use, but considerably worse. Most of the changes are good, but the timer one is actually pretty big. By the time you get one or two traps on, a good team will have you down to 2 gens by the time the traps become active. That extra 30 seconds means they can ignore their timer to help pop the last 2 gens with a trap on, then run to to all the boxes and still get the trap off after all 4 searches because Amanda can't even intercept to waste time. It's a pretty big difference. The timer is still a noob killer in every respect, but against good players, trap timers will only really matter once they reach the halfway mark, because 1:30 is plenty of time to stroll around the map with some to spare, and Amanda doesn't really have a method to reliably intercept that.
@@lightshadow3683I always felt Luke traps were actually helpful becuase that meant I could intercept somone trying to get one off in end game or if gens been poppin fast-but now it just feels like getting one on a surv is just a waste of time. 😕😮💨
I like how Scott thinks Huntress is like "Eh... whatever", man has no clue and is so out of touch with the current Survivor meta that he has no idea what is waiting on the horizon for survivors...
Huntress is already strong enough. They keep changing shit nobody is asking for, instead of working on the twins or michael they just constantly buff shit that makes that specific killer incredibly unfun to play against
hey scott. i know you probably won't see this but thank you for all that you do. rn i have eustachian tube dysfunction and it is probably the most painful thing ive ever experienced. its hard for me to do anything except lay around and sleep, and your videos have helped me fall asleep for years (most notably the dbd patch reviews) and are helping me once again. thanks man :>
oh wow ive actually never seen someone else with eustachian tube dysfunction other than myself. i hate lying down it makes breathing uncomfortable. how long have you had it for?
I like mostly all of the changes except maybe to Huntress who is already pretty strong. The PTB will be interesting for sure 🤣 Most of the older killers needed buffs to help them keep up with the newer killers, I think they did a pretty good job. Now hopefully Myers, Freddy, and Bubba are next
I really like that huntress pulling a hatchet at a pallet and you greeding it gave you distance for another loop. Hope it still will do that and not devolve into predrop or get hit.
So currently before the update you get 1 bottle because pinky is -3 bottles, plus purple addon gets you +2: totaling 3 bottles. Now with the update it will be 6 base kit - 3 for pinky totaling 3 bottles plus the purple addon = 5 pinky finger bottles!!!! 5 insta down bottles... that's broken.
Something I'd really like to see implemented in the bloodweb is a preference system. If I can set up auto purchase to actually go grab the specific offerings or items I want, then go ahead and fill out the rest of the web in whatever order, that'd be ideal. Having all your characters at P3 and not having any perks to grab from the webs makes the auto feature just buy gray stuff instead of party streamers or survivor puddings or whatever. It may as well not even exist at this point, since I'm hunting for specific things and it takes me forever to spend my million+ bloodpoints in the middle of my game sessions.
I used to play Huntress, and I feel they changed the wrong stuff... I would give her FEWER hatchets, but give her puttee as basekit. The idea is that your hatchets count more (and feels better to dodge as survivor), but once you run out you at least have that little extra speed to either finish the chase as an m1 killer, or drop the chase and go back into the map a bit quicker. With 7 hatchets you can just spam mindlessly, and as a survivor dodging even 3-4 hatchets will give you no break, cause she will still has as many. The other buffs seem nice: they are a solid help to mid tir killers: I'm curious to see them in action.
I hope how they buffed Doctor will also in some way carry over to Dredge, Knight, Freddy, Nemesis, and Pyramid Head, etc. If Dredge had Haddie’s Calendar basekit and if Knight had Map of the Realm basekit, they’d feel immediately better and have more add on variety.
well if we make every killers time-based ability shorter or somewhat stronger it loses the variety. They just changed up some old killers to fit the modern dbd. And I understand your idea but that's the whole point of addons is it not? To make the killer stronger in a certain aspect like the calendar or the maltinker skull. I do agree that some killers should have some addons basekit but not all. freddy does need a buff tho, his snares suck and his pallets are easy to tell apart.
Yea but the thing is, Knight is literally unplayable without using his Map of the Realms addon, meaning he only gets one real add on slot. I’m not even exaggerating, without his map of the realms you can literally drop a guard directly on top of a survivor and they still won’t detect them. The survivor would literally have to just stand there for 2 whole seconds without moving an inch for the guard to detect them. With map of the realms it actually makes his power usable
@@andypadilla9002 this is exactly what I was referring to. With Doctor, it feels like you have to run Discipline and/or a range increase add on for him to be playable; they buffed him in this way, which is what he needed. Knight’s power is indeed USELESS without Map of the Realm b/c of what you said. Both these examples make Doctor and Knight feel much better to use and would promote the use of other add ons. I brought up Dredge for the same reason; Haddie’s Calendar is a solid add on, but not nearly his best like Boat Key, Ottomarian Writing, or Malthinker’s Skull, but it would feel comfy to have if it were basekit instead of it costing an add on slot. With Freddy and Pyramid Head, an add on overhaul could help them both; you wouldn’t see Crimson Paintbrush, Burning Man Painting, and Wax Doll essentially every match from those two if they had far better and more fun add ons to choose from. As for Nemesis (who I remembered after my initial comment), he too could use an add on overhaul, especially when Adrenaline Injector, STARS Combat Manuel, and ESPECIALLY Licker Tongue are never worth taking, on top of his other add ons being often mediocre. Some people have also talked about Trapper spawning with all of his traps and Demogorgon needing some add on buffs and such, but this comment is long enough as is; I’m certain people get the point. ☮️
As an ex hag main I just wanna mention add-ons which made trap trigger radius larger did have a use they were used to lock down areas easier and to force turn the survivor camera so that they get disoriented or run into a wall. You could still do the camera tech with a regular trap but the add ons meant you could be a lot sneakier with it around corners. They were really fun and I´ll miss them but the other changes are great :)
I mean this is dead by daylight. People will beg for her chase power to be better and the moment BHVR does, they don't realize. They just wanna be angry.
what happened to the mangled REWORK? that just seems more like a straight nerf, and they didn't mention how they "reworked" Sloppy or any of the other perks
Love how Huntress gets more hatchets, more movement speed while winding a hatchet up (so short/medium height loops are insanely easy for her now, basically unmindgameable), more wind up speed while she still has the same BROKEN hitbox she's had for 7+ years. Jesus christ. And not 1 buff to solo survivor. Glad I took a break.
All in all I see her changes as being a huge buff outside the small insignifigant change to the boxes aura. The nerf to not seeing jigsaw boxes was a play to steer away from tunneling the ones trying to remove the head trap. It's normalising how the pig should be played instead of trying to get an unfair advantage.
I think one simple change they should implement is making the anti camp radius for range killers be 24 meters instead of 16. An already strong killer, Huntress is now getting to run 5 of her best add ons, 3 base kit and then just run double cooldown add ons to make unhooks near impossible while still being able to pressure gens anywhere remotely close to a hooked survivor. Implementing some sort of overheat/fatigue for her holding a hatchet for extended periods of time is also a good idea. No Huntress player is holding a hatchet up for 15 seconds straight in chase. That's only happening when they're camping. Regarding Pig I like all the changes but I think what would really make her a fun killer is making the trade-off of giving her power the ability to break pallets but as survivor if you have a trap on your head in end game, your next box search will remove it. This would be more fun for Pig in chase and less shitty as survivor when you get a trap on your head seconds before the last gen pops and you're now almost guaranteed to die.
that compound 33 change might be too strong with iri tag you would, have 33% turn rate and duration, 20% faster in general and 20 extra degrees of look angle blight may have 3 charges but that actually a good thing less charges = faster power recovery
I had a Pig trap killer me because the killer kept losing me in chase, but also committing so I couldn’t do the box. Ended up dying in the end bc of it, but my team got out.
The mangled nerf makes coulrophobia seem more appealing over sloppy butcher, especially on large terror radius killers. I use it on Doctor along with distressing and I feel like I do get a lot of value out of it, provided I'm at least on top of keeping everyone injured.
If you think about it and sniff some copium then technically making the timer longer on pigs reverse bear traps is kind of a buff because now they have to search potentionaly longer (don't worry about the being dead part being the best slow down)
Not seeing the jigsaw boxes and increacing the time is good. I recently played against a pig who used a build about screaming and it was basically impossible to get a trap of with slower box search addons. Then screaming or starting a chase making you start all over again.
How my pig encounters go 1 I get even a semi decent setup and I do a 2-5 gen chase 2 I get found at a junk loop get downed then they put a heads up on me and follow me around until they force head pop or hook me every time I touch a box essentially still forcing head pop. No in between so anything pushing her towards a more Chase heavy play style I'm all for it.
I always loved Piglets ambush. Fav things too run is Amandas Letter and the workshop grease. If you know how too use that move it can counter loops pretty well. Excited too see shes getting some ambush love! I almost choked when I saw the Huntress buffs. I yelled 7???!!!!
Pigs ambush as it is now with add ons is strong , as a pig main if I run the ambush build its strong , but I like the option to use a reverse bear trap build . Now it'll make the bear trap build hard to play . Guess I'll have to stock up on Amanda's letters
Personally my favorite build to play Pig is use the brown add-on that increases crouch movement speed by 10%, often with the red add-on that shows auras while crouched too. As of this new patch with that add-on her crouch speed will be about 4.18 m/s which isn’t too bad. 🙂
My big worry for Pig is that losing the auras and having an extra 30 second tacked on to the timer makes the Reverse Bear Traps a low-enough risk for Survivors that they are now more incentivized to greed the Boxes and prioritize finishing a generator first, which is a big detriment to her stall against competent players. Do you feel this is not likely to be an issue?
It will most likely be an Onryo scenario. Most players won’t really adapt how they play against her because it is such a small change (visually for survivors) that 90% of players won’t notice unless they actively play Pig. Also competent players will still prioritise getting the traps off, at the end of the day they cannot leave through the gates with an active trap. And also it doesn’t change the usual counter of 99ing gens until all traps are off etc
@@benhayes5396 My question is: Why would a competent player prioritize getting the trap off first if the penalty for waiting until the timer starts counting down to do so is now lessened by a decent amount? Why would they not just power through the gen first so the Pig can't try to regress it in the meantime? Sure, they can't leave with an active trap, but that's only a problem if they're still wearing it by the time the gate's open.
@@TheAverageGuyTAG ok but the same competent player would just 99 the gens first. And once the trap is active they only get an extra 30 seconds (literally only a third of a gen) The change does not give time to grind out a gen with an active trap, the only thing I could see happening is players healing with an active trap (which isn’t a bad thing to counter ‘unfun’ tactics) I get your concerns but it really won’t change much, survivors will have to spend the exact same amount of time removing the traps as previously, all this change really does is punish a killer who spends their time interrupting box searches or tunnelling an active trap survivor. If you play in that way then yes it’s a ‘nerf’ but honestly it won’t effect the slowdown provided. Competent survivors will still work on gens with a non active trap situationally but will also know that they shouldn’t go to endgame with an active trap so they won’t prioritise popping the last few gens
@@TheAverageGuyTAGI think the problem is that it might be too much of a gamble for a survivor to just work on a gen with a trap on them. You never know how a match will go and most survivors will prioritize getting the insta death mechanic off them as soon as possible.
predrop the pallet, or run away and the dash means nothing. With the trap changes, this is a hard nerf. Good survivors won't put themselves in a position that lets the dash be a factor.
Dude I have seen Hag sooo little, I did not even know you could wipe away the teleport traps. I thought the only counterplay was the flashlight before they got nerfed
every time i go against pig all they do is look for the person taking off their active trap and follow them while crouching so their timer keeps going and there is nothing the survivor can do about it. i’m thankful these changes are making her actually interesting
Exactly almost every pig does this strat . Its annoying as hell . And it usually results in nothing getting done because people trying to save the poor hat victim geting head poped
@@frogg5368 yes but i feel like these changes will at least bring more interesting gameplay instead of people feeling like they have to rely on traps adding more time to the traps and not being able to see the boxes hopefully will make people play like that less.
@@adabong i dont know if this will really help too much, as long as that playstyle is possible at all people will do it, i think there should be changes made so you cant really interrupt people getting their trap off so there doesnt need to be nerfs for people not playing in that style
@@adabong I do also want pig to have more interesting playstyles but they need to make the ambush more viable. them making it slightly better and nerfing the other part of her isn't exactly a buff
~Pig: 100% Agree! I love going for Fun Ambush Attacks; so long as BHVR stops adding Sky Boxes everywhere!!! ~Hag: I can't complain about more Teleport Range and some add-on changes; but weirdly, I'm find with the Currently Speed Survs disable her traps... because they don't often do so... ~Doctor: I also like the Changes, but I'm scared that it means his Meme "Tape" Add-ons might get nerf'd. I love going "BEAM!!" when sending out a BIG Shock ~Huntress: I like the extra speed on Holding and Even Wind-up the Hatchet... but 7 Base-Kit scares me in the hands of a Good Huntress, especially if they can add more; we'll see
I hope they make it so her Ambush is on a 20 second cool down and lets her vault pallets and windows. I think that would be a perfectly balanced and not terrible idea for a power
I mean I guess, but then she’d just be a Legion with extra steps, and/or she’d just be a worse version of Wesker or Chucky. I personally don’t think she needs to become the fourth killer that has a dash ability that lets her jump over pallets and windows.
I think Huntress would be fine if her hatchet hitbox was shrunk, so she's getting less BS hits on survivors and can also go more precise shots without hitting walls and debris. But the hitbox size grows over distance, so long-distance shots are still possible and rewarded.
@@mckookie2967 survivor perks are so ass rn that the most popular survivor perks are Windows and Deja vu, they gutted all the good perks like Iron will, DS, made for this and dead hard
@@katnumb1692 windows, sprint burst, and off the record are still insanely good and like I said the maps are still mostly in their favor which is stronger than perks either side can bring. Dude pain res for me doesn't work half the time cos I don't have downs near the hooks or I've had my pain res not get applied cos it's already a gen blocked off from further regression with the new changes lol pop is good but the short timer means u don't get to use it often either and half the time u do means letting someone else get distance on you
I wish they would have applied that 1 minute limit to hemorrhage instead of mangled. All mangled is is a little passive slowdown for those that dont want to play gen defense. Hemorrhage was the problem. Mangled originally had a duration but they got rid of it because it didnt do enough but now that survivors have even more tools for quick heals they gave the duration back.
@@dom3833 more i think about it more im certain hemorrhage is the problem. I bet the reason for this change is stuff like people running face the darkness with hemorrhage makeing people scream randomly while useing a medkit and that 1 second of hemorrhage regression makeing it to where you no longer had enough medkit charges to heal. Thats the only time sloppy has ever been a big issue.
I think my only thing with pig that I want is her crouch speed should be the same as Ghostface's stealth speed because otherwise he will continue to invalidate her.
As a doctor and clown main this is so exciting. And finally I no longer have to p 1 a new character before mindlessly pressing the auto purchase button
It's why I stopped hitting pallets with it when chasing survs feels like it slows you down rather then keep you moving. Plus brutal strength is just better tbh.
@@sub-zero5283 Except not in the slightest. Now the maps are way, way more killer favored, there are waaay fewer pallets, waaay more unsafe loops, entity block, etc. Believe me, killers would still easily have an average of 55%+ kill rate with all the changes i suggested.
Watch them overlook the mangled timer, it's going to work for every single other niche status effect you can't most likely remove anyway (because they're permanent) but mangled gets overlooked mark my words
The base time was good and didn’t need a nerf they should’ve nerfed bag and crate of gears as well as tampered timer and idk how I feel about her not seeing her boxes on one hand I liked the challenge of working out which ones they were using and pressuring them off but I also understand why they would change it
If they are gonna incorporate black heart and barbs glasses into demo's basekit without reworking any of the 30 useless addons demo has demo player will still run black heart and barbs glasses
I think the changes are all fine, but clown and huntress changes are a little concerning. MORE hatchets? Personally as a huntress main I think 5 is perfectly fine but lord those extra hatchets are gonna be hell for survivors against good huntresses. Also clown getting more bottles and a buff to his speed bottles is just straight up insane. It seems what bhvr is trying to do is make all killers powers in line with stronger killers such as chucky or wesker. Not a bad thing but man. Survivor is gonna be tough. Side note: bhvr has absolutely 0 clue with what to do with blights add-ons considering this will be the 5th time changing compound 33
So I am guessing Pig STILL does that awkward full stop when charging ambush instead of moving and charging like every other killer, if they adjusted that then she might actually be fun to play with these other changes.
A change to hemorrhage i would make would be to add a Cap to how much progress can be lost, say you reach 50% progress, and it can not be regressed below 50%
Never considered this until recently i really hope they made some changes to the audio and visual effects on survivor's screen when they go against Doctor. It's really for people with sensory issues. although it's probably not a top priority, i still hope for it.
My guess why they are worried about buffing crouch movement is that maybe they are worried pigs are just gonna chase people with hats on while crouched, but even then that wouldn't be a super solid reason to not buff it
Acctually because people now will actually play Pig the few tricks she had and just noone knew about are gonna have more well known counters now making it harder to noobstomp so in conclusion: Pig was nerfed Edit: to clearify this is satire
Kinda worried that clown with pinky finger will get easier time again by having 5 (3 From finger and +2 from purple add on) bottles and it will make times harder for survs to juke
The Discipline basekit is great, but only increasing his range by 1.3 meters when Green Electrode is 4 meters means we will STILL have to run range addons. They should have given him basekit yellow range (3 meters) ;~;
At this point, you should just spend 45 seconds standing still and removing the trap. Removing traps was already easy but now she has minimal pressure them
i'm personally not a fan of the change to pigs reverse trap timer, pre-buff i have died twice to the addon combo of Tampered Timer plus crate of grears and getting the unlucky 4 searches (1st time i was just fucked but the 2nd time i would've lived if i didn't get healed first because i was on death hook (yes the pig gave me a hat twice that game)) good to know my bad luck has an increased chance to kill me now against pig :) edit: nvm i'm a dumbass and thought the change reduced trap time instead of increase it
i think i have a pretty good idea why they buffed huntress. i'd imagine that (in mid to high mmr) over the past year or two huntress pick rates have plummeted. they even made a joke outright about getting a bad map and not having line of sight in the dev update. the reason why people stop playing huntress isnt cause she doesnt have base kit shiny pin; its because the design of her power is fundamentally incompatible with the design of certain maps like rpd, lerys, hawkins, and to a slightly lesser extent gideons and midwich. even maps like new mothers dwelling or toba have so much foliage in the way that can allow survivors to just go from bush to bush instead of doing cool juke techniques. thats why people are quitting huntress and maining xeno, or for that matter, quitting billy and maining blight. if they want to fix this they need to help map-dependent killers in some other way besides just buffing their stats
I have been saying that Pig needed both nerfs and buffs, but that wasn't the nerf I meant. It doesn't bother me, since I just use them for slowdown until endgame, but the nerf it should have been was removing screaming while trapped. You can still run Ultimate Weapon and Face the Darkness to screw over trapped people.
The amount of people making a big deal out of her timer increase and undermining the buffs goes to show how many people play pig 'incorrectly.' Like you said, condemn sadako moment.
“bear traps aren’t mean to kill people” meanwhile I’m thinking back to my build with old undying, old thrill oth, ruin and devour hope + addons with more bear traps
@@StopWhiningManguideCultistsknowing each others perks, showing some perks in action like deli, making a "role" kinda thing like when someone is hooked, someone specific say that they are going for the save, idk kinda like this
@@kibezinho._.4287 I´d prefer knowing other peoples perks, maybe even seeing their perks in the lobby before. Communication during game would be helpful of course, but personally it would take me a bit out of the game.
Both of those responses are wrong, as right now you can get up to 3 bottles by running Pinky Finger + Cheap Gin Bottle. The Description of Pinky Finger states that it removes -3 max bottles, unlike Iri Head which limits your max hatchets to 1. This means that with a base +2 more bottles you will be able to have up to 5 bottles that can insta-down someone. You will get 3 bottles by default (6-3) or 5 if you also run Cheap Gin Bottle (8-3)@@StopWhiningManguideCultists
The reason they are not bothering with certain licenced characters is because they don't have (many) cosmetics. If people start maining Myers or Freddy that means they are less likely to buy cosmetics for Blight. Another reason they never did major positive changes to licenced killers is because they have to give a cut from the profits to the licence holder. I believe that they buffed hillbilly and nerfed blight in the same patch, because both killers apply to the same type of player, the one who enjoys high mobility and high skill ceiling. They had sold out on blight skins but no one was buying cosmetics for hillbilly, 'cause he was painfull to main anyway. If you start seeing gaming as it is, just a bussiness, then most things become crystal clear.
Ive been playing huntress since she was released, She really doesnt need any of these buffs. I basically never play her without addons, and she can easily keep up with most games. With addons she can dominate games. The increased hatchets seem to be attributed to "locker deadzones" which do exist, but they should be address rather than individual killer changes as locker deadzones also affect the dredge and trickster (to a lesser extent).
i actually love these changes, i haven't actually played dbd in 6 months because it's just insufferable but i still do keep up with the changes and pig was one of my most played killers (top 5) so i'm glad to see that their making changes to parts of her kit where they're needed most imo, two more great changes could be to reduce her model size ever so slightly and to reduce her terror radius from 32 back to 24, she's supposed to be naturally stealthier than other killers and i'm not asking for any huge changes so i think these adjustments alongside her current one's will fit perfectly
Most of this will be fine but the increases bottles/hatchets are going to be a problem, huntress move and wind up speed are going to push her into extremely strong killer status, and hag traps being 4 seconds to clear will be a major problem as 3.5 is already way to long. She can place 10 of them in .9 seconds each. Survivors need to slowly crouch walk up to them then take 4 seconds to clear and she gets notified about it. Every hag player places a few right under a hook and proxy camps in tele range with no anti camp kicking in. So once one person is hooked the rest of the game is trades at best. With this hag may be the next see and DC killer with this being the optimal playstyle. The range changes are intresting since reduced range gives more counterplay room but removes the ability to trigger them on purpose and run away so there wont be an efficient way to deal with traps. I would have no issues if they did a knight thing with her where if you crouch walk up to get the unhook all traps within trigger range around the hook are removed or disabled for a time or at least make them easier to see or give off a faint audio sfx. The mangled change wont change anything except a tiny bit for hit and run playstyles but 60 seconds is huge to save 4 seconds on the heal. Everyone will ignore this and either heal or not like they always did before.