5 Questions For Experienced Pinhead/Cenobite Players.

Really love this guy, as Hellraiser is, next to The Thing, my favorite horror movie of all time.

That said, his abilities really aren't well explained.

  • What is the purpose of your chain summon? Is this ever worth using aside from scouting/a bit of BP? In a chase, even if it connects (really difficult on some maps) I find that the time I spent summoning and controlling it is - at best - a wash. It always feels better to just chase.
  • What exactly does Chain Hunt do? It summons chains, and seems to occasionally injure people - but whenever I play him, survivors just never seem to manage gens. Is this interfering with people working on gens somehow?
  • When a survivor picks up the box, but doesn't solve it - and just lugs it around with them, how do I approach this? If they are sufficiently good at looping, it feels like they can stall me out almost indefinitely (had a game earlier with a Leon who did just that).
  • Should I always teleport to the box when someone is solving it?
  • Is it just me, or are his addons mostly...bad?

Comments

  • 1.) Use it like you would use Clown's bottles. Most of the time, you're just going to get a pallet, not a hit.

    2.) Yes, if you are getting Chain Hunts reliability it will keep Survivors off of gens.

    3.) Leave them. They can't do gens or totems.

    4.) No, you should try to interrupt them with a Chain Shot and then chase them. If they are too far away, but in an area you want to go to, then teleport.

    5.) Yes, most of his add-ons are very bad.

  • @StarLost said:

    Really love this guy, as Hellraiser is, next to The Thing, my favorite horror movie of all time.

    That said, his abilities really aren't well explained.

    • What is the purpose of your chain summon? Is this ever worth using aside from scouting/a bit of BP? In a chase, even if it connects (really difficult on some maps) I find that the time I spent summoning and controlling it is - at best - a wash. It always feels better to just chase.
    • What exactly does Chain Hunt do? It summons chains, and seems to occasionally injure people - but whenever I play him, survivors just never seem to manage gens. Is this interfering with people working on gens somehow?
    • When a survivor picks up the box, but doesn't solve it - and just lugs it around with them, how do I approach this? If they are sufficiently good at looping, it feels like they can stall me out almost indefinitely (had a game earlier with a Leon who did just that).
    • Should I always teleport to the box when someone is solving it?
    • Is it just me, or are his addons mostly...bad?
    1. It's supposed to be an anti-loop ability but it can be hard to use.
    2. Chain Hunt frequently opens small blue portals, then portals aim a chain right at the Survivor's current location. The Survivor can hear all of this and dodging the chains is easy. But this makes doing gens difficult to impossible. Which is why people say Pinhead has good 4v1.
    3. The Survivor's Chain Hunt timer should be progressing while the others are depleted and then paused. Once it hits max, they should get chains on them frequently. Which makes them easier to injure and down. You may want to ignore the person with the box until they have max chain hunt, and then chase them when they're not expecting it.
    4. No. This is typically a waste of time and the box is automatically solved for the Survivors if you teleport. You want to try and walk to and interrupt the Survivor with the box if you can. This is typically done by using your power to chain the Survivor before they can finish the box. If you can injure or down them, even better.
    5. I watch Tru3 for Pinhead gameplay and I only have my own personal experience, but the ones that increase the time to open the box make it easier to interrupt the box because you have more time to use your power + get closer to the person with the box. The ultra rare that injures healthy Survivors upon successful chain summons is great all-around as well. Gives Pinhead a ranged power, which lets him start chases with injured Survivors instead of healthy. Great for M1 Killers.
  • @OopsAllHexes said:

    https://forum.deadbydaylight.com/en/discussion/290140/5-questions-for-experienced-pinhead-cenobite-players

    1. It's supposed to be an anti-loop ability but it can be hard to use.
    2. Chain Hunt frequently opens small blue portals, then portals aim a chain right at the Survivor's current location. The Survivor can hear all of this and dodging the chains is easy. But this makes doing gens difficult to impossible. Which is why people say Pinhead has good 4v1.
    3. The Survivor's Chain Hunt timer should be progressing while the others are depleted and then paused. Once it hits max, they should get chains on them frequently. Which makes them easier to injure and down. You may want to ignore the person with the box until they have max chain hunt, and then chase them when they're not expecting it.
    4. No. This is typically a waste of time and the box is automatically solved for the Survivors if you teleport. You want to try and walk to and interrupt the Survivor with the box if you can. This is typically done by using your power to chain the Survivor before they can finish the box. If you can injure or down them, even better.
    5. I watch Tru3 for Pinhead gameplay and I only have my own personal experience, but the ones that increase the time to open the box make it easier to interrupt the box because you have more time to use your power + get closer to the person with the box. The ultra rare that injures healthy Survivors upon successful chain summons is great all-around as well. Gives Pinhead a ranged power, which lets him start chases with injured Survivors instead of healthy. Great for M1 Killers.

    Thanks!

  • 1 Chain summon is great at a loop before your about to break a pallet or vault a window, it's also amazing for looking in areas like up or down stairs on multi level maps without walking there just cancel after.

    2 chain hunt passivly harasses survivors great combo with ruin and thrill of the hunt and undying hard to cleanse totems do gens and do the box

    3 either run franklin's or down them

    4 it depends yes if your not doing anything maybe if keeping chain hunt up is important

    5 his addons are great I love both irredesent and both the green and brown addons that reduce chain hunt time

  • @ClumsyTrapper said:

    1 Chain summon is great at a loop before your about to break a pallet or vault a window, it's also amazing for looking in areas like up or down stairs on multi level maps without walking there just cancel after.

    2 chain hunt passivly harasses survivors great combo with ruin and thrill of the hunt and undying hard to cleanse totems do gens and do the box

    3 either run franklin's or down them

    4 it depends yes if your not doing anything maybe if keeping chain hunt up is important

    5 his addons are great I love both irredesent and both the green and brown addons that reduce chain hunt time

    Oh, Franklins. Didn't even think of that!

  • 1. Only try to chain them when youre actually in chase, meaning you hear the chase music, when used properly its not a half bad anti loop, but it does lack in indoor maps

    2. Chain Hunt passively harasses survivors and the frequency of chains is dependent on the state of survivors/how many are remaining. I dont know the exact numbers unfortunately

    3. Use this time to find the weak link, a survivor doing nothing opens more opportunities to snowball

    4. Teleport to the box only if you have no other lead on any survivor, never teleport to some one solving the box when youre in a pretty active area ( where there are gens survivors are focusing on, hooks, slugs, etf)

    5. His add ons are actually pretty decent and incentivise interrupting people doing the box. His higher tier add ons mostly improve his chain and are pretty good as well

  • Chain summons is good for window loops and catching survivors between loops so you have ample time to catch up before they retreat somewhere safer.

    Chain hunts briefly prevent survivors from interacting with gens until the box is either solved or picked up. This puts emphasis on finding the box to prevent global chain hunts. The caveat here is the survivor who picked up the box will have to deal with their own chain hunt, meaning they also can't stay on gens for very long.

    If the survivor is holding onto the box you should prioritize gen pressure. You will eventually find the survivor with the box because they will be the only one being attacked by chain spawns. You're already an M1 killer without the box, and searching for the box holder can cost you valuable time. Don't fall into that trap.

    If you down someone, then don't bother teleporting to the box unless they are injured. Two people in their dying state slow down the game tremendously.

  • @StarLost said:

    Really love this guy, as Hellraiser is, next to The Thing, my favorite horror movie of all time.

    That said, his abilities really aren't well explained.

    • What is the purpose of your chain summon? Is this ever worth using aside from scouting/a bit of BP? In a chase, even if it connects (really difficult on some maps) I find that the time I spent summoning and controlling it is - at best - a wash. It always feels better to just chase.
    • What exactly does Chain Hunt do? It summons chains, and seems to occasionally injure people - but whenever I play him, survivors just never seem to manage gens. Is this interfering with people working on gens somehow?
    • When a survivor picks up the box, but doesn't solve it - and just lugs it around with them, how do I approach this? If they are sufficiently good at looping, it feels like they can stall me out almost indefinitely (had a game earlier with a Leon who did just that).
    • Should I always teleport to the box when someone is solving it?
    • Is it just me, or are his addons mostly...bad?

    I like to give my answeres as well...

    • The chains are a good tool in chase. They prevent fast vaulting, they let you catch up better and they let you get hits on unsafe hook. One of the skills is either conjuring it directly under the survivor for a safe hit, conjuring it in front of the survivor and make a 180° turn or other stuff like that. Try anticipating when a survivor will drop a pallet, chain them and they will gain little distance while you break the pallet as an example...also a chained survivor can not Dead Hard, which is quit important. And last but not least chains can interrupt actions allowing you to defend totems, interrupt healing or defend generators.
    • Yes, while a surivor is chained they are interrupted from any normal action and have to break the chain first. Chainhunt is very annoying and can slow down the survivors quit a bit. Also while it is active your normal chains are more potent as a survivor will not be able to evade chainhunt-chains while being normal-chained, resulting in a significant advantage for you.
    • Just let them be. You have 1 survivor that can not do much and has chains harrasing him. Also after a while chainhunt will start for the box holder forcing them to either solve it or be useless. Just remember that you should not teleport to a good survivor as they can mess up you spawn especialy on indoor maps or corn maps.
    • No. Unless you are like me and accept every challenge you should not just teleport every time. Make a decision and observe who is calling you and on what tile you are. If you are on a safe tile and would wast much time here, teleport. If you are sure to get a down, do not teleport. If you can get a hit, take the hit and teleport when the survivor runs to a strong tile. The goal is to enhance your pressure with the teleport by switching targets.
    • No, some are quit good: "Skewered Rat" is a nice add-on to have, more turning allows easier 180°-chains and less cooldown is always nice. "Slice of Frank" adds more pressure to the one picking up the box, blocking Sprint Burst and Dead Hard. Torture Pillar makes for faster chainhunts, "Original Pain" allows you to apply more slowdown. "Impaling Wire" is very mean and rewards you more for hitting chains on jungle gyms and LT-walls. "Greasy Black Lense" can make some mindgames a piece of cake and both iridescents are useful.