Tips for playing Pyramid Head?

I really want to get good at him because he looks so cool but I keep only getting 1k or 2k. What happens is when I chase a survivor they almost always shift w in a straight line away from me and do the same after a hit and just by doing that they can make a chase last at least 40 secs. Then when they get to a loop and I try to use my power they just run away from the loop lol. What makes it worse is you can't use a ton of killer perks on him effectively because of his cage and when I try to use Hex: Ruin for slowdown it gets cleansed in the first couple of minutes. I always feel the need to tunnel with him because by the time I get my first hook 2 gens have popped but then the entire team takes protection hits and I lose him. Overall just a really sad experience but maybe it's because I'm playing killer in the evening.


This post emphasises my point about killer perks on him well: Why don't hook perks work with Pyramid Head? : r/deadbydaylight (reddit.com)

Comments

  • If you don't play the S and A tier killer you are not gonna win anytime soon. That's the meta right now and there is not much you can do about it so either play Pyramid Head and have fun and lose your games or spam the ######### out of Nurse/Blight/Wesker and 4k every game. Your choice.

  • @GoodBoyKaru said:

    So a few attentive people may recognise this from a comment I made yesterday (technically it was 24 minutes into today but let's not talk semantics). A couple of people suggested I make it a real post because "That's an excellent guide, very well put together." So, here I am. I've added a few more things so it's still worth a read.

    This will cover what is, in my opinion, his best build and why, as well as a few tips on playing him & a few videos.

    So hey, it's me- GoodBoyKaru, your friendly neighbourhood Pyramid Head main- here to give some swift Tips and Tricks(tm) to help make you a better Pyramid Head player!

    For the record, this was made during DBD Patch 4.7.2

    Build

    PERKS

    My personal favourite and imho strongest build is this:

    • Corrupt Intervention

    https://us.v-cdn.net/6030815/uploads/5A01IV8RME2M/image.png

    Crucial early-game slowdown on a killer without mobility, allows him to stall the game massively because survivors know that if they get found they're doomed.

    • Pop Goes The Weasel

    https://us.v-cdn.net/6030815/uploads/FHA7ZFNAKVZY/image.png

    It's the second best gen regression perk in the game, Ruin is too volatile to be anywhere near reliable on him because, again, no movement speed, he needs gen perks because he cannot move around the map quick enough, 11/10. "But you don't hook pe-" WRONG. You should be getting plenty of value out of PGTW and if you're overcaging then you're taking your map pressure and throwing it out the window.

    • Barbeque and Chili

    https://us.v-cdn.net/6030815/uploads/SC8THLXSY3RP/image.png

    Now, you could obviously put other perks here like Infectious Fright (amazing snowball), Tinkerer (Undetectable is nice and it helps tell you where to go but again no movement speed) or Discordance (amazing info, can sometimes do nothing about it). However I say BBQ because I like the perk and also because bloodpoints.

    • I'm All Ears

    https://us.v-cdn.net/6030815/uploads/V90CSL0I44NO/image.png

    Hands down the best perk in the game for Pyramid Head, that's six seconds of wallhacks. I cannot stress how valuable this is with his power- that is a guaranteed free hit in 9/10 situations. To show what I mean, I've linked a timestamped video below of where IAE comes in so clutch- continues to 5:16 in the video.

    https://www.youtube.com/watch?v=XJs4rvkppqs&t=296s

    (you can watch the whole thing if you really want I'm proud of the game).

    An honourable mention here goes to Ruin/Undying over Pop/Corrupt. As I've mentioned before, Tinkerer isn't a great perk on him due to his lack of speed, but the same goes for Ruin/Undying. You don't have the map mobility to defend your totems, especially if they spawn further away, and you'll probably end up losing two perks before 2 gens go. Corrupt/Pop is just more consistent in my experience.

    ADD-ONS

    So, his add-ons aren't great. The best ones, by far, are range add-ons which, when combined, extend his POTD by up to 2.5m (10.5m total). These are Burning Man Painting (Rare), Wax Doll (Uncommon), and Black Strap (Common), which ass +1.5m, +1m, and +0.5m respectively.

    tips

    Okay so rule number one is to not break pallets. Sounds weird but, just trust me.

    His power is incredibly strong in a chase- so much so that if a survivor commits to an animation they die. If you don't break pallets (with some exceptions like God pallets) you can do amazing things. Because who doesn't want more opportunities to win a chase, like, instantly? It turns incredibly safe pallets into death sentences

    To show what I mean, here's another timestamped clip. Ends at 10:58

    https://www.youtube.com/watch?v=gu3X5o9GpjY&t=646s

    Learn the range of the power. 8m is specific and sometimes you think you can hit things and you can't. You need to be very careful, especially when playing with range add-ons for so long, because it can and will screw with your perception.

    Adapt to the survivors you're facing. A lot of players will fake taking an animation, go to the side slightly to bait your POTD or your cancel, and then commit to the animation. If you turn to the side and release, you'll catch a lot of these survivors out and get a hit. It's really satisfying to do. Alternatively some survivors will commit to the animations regardless, in which case you'll know to aim in the centre. Other survivors will just hold W and pre-drop pallets, in which case you know to leave them because you'll really struggle catching up, or do not use your power.

    I cannot stress that enough. If a survivor is pre-dropping W key gaming, do not use your power. M1 killer them.

    Don't overcage and don't stress about torment. If a survivor loops you, they'll get tormented. That's just kinda how it works- you stick your knife in, follow them around a loop, and release your POTD after tracking their movements.

    To see what I mean we return to the first video, again timestamped. Clip ends at 1:36.

    https://www.youtube.com/watch?v=XJs4rvkppqs&t=83s

    See how I hug the car, turn the camera and use the power to hit him out of animation lock? Had he kept running, easy torment too.

    In my opinion, only cage someone in one of four scenarios:

    • You're afraid of a DS (just please don't tunnel I'm begging you)
    • You're afraid of an Unbreakable (much more likely)
    • You can immidiately get into another chase
    • It would place you into a Pressure Point Of No Return (name pending).

    What I mean by that last point is that there comes a time in a DBD game where the killer will hit a Pressure Point Of No Return, where the survivors physically cannot come back from the amount of pressure and momentum you're building. The best example of this as Pyramid Head is where you split the map through cages. You have two downed survivors. Cage one, hook the other. Nobody is on a generator, you have a BBQ proc to interrupt the person saving the cage or the hook, and now the last person must save both people. On especially large maps, like Mother's Dwelling, or multi-storied ones, like Midwich, this can force people into second stage and you've won the game at 5 gens. It's more common than you'd think.

    If you cage at other times you're probably wasting pressure you could've gotten from a hook.

    Learn where you can and can't lay trails. In front of totems and lockers? Amazing. In front of a gen? Not at all, it becomes a Restricted Trail Element and disappears after a few seconds. The DBD Wiki has a section on this which I'll just paste below.

    https://us.v-cdn.net/6030815/uploads/2808XTGCLSHV/image.png

    I'd highly, highly suggest reading the wiki page on his power as it's really useful in understanding the fundamentals and giving actual values to words. Here it is:

    https://deadbydaylight.fandom.com/wiki/Pyramid_Head

    Finally, learn where you can and can't use POTD. It sounds like a simple thing but learning where you can and can't use it, however there's a lot to it. For example, learning how vertical changes affect it. Did you know if you release his power on a slope going up it'll fail, same with releasing it on a slope going down. However, if you're barely off of the slope it'll travel down it, but only if it isn't too steep.

    It's nuts but knowing where you can and can't actually have an ability is, funnily enough, pretty important.

    A few more quick-fire tips:

    • Don't just go for animation lock shots. People expect these and adapt. Be unpredictable to catch them off guard and get easy hits. Like this:

    https://www.youtube.com/watch?v=0U1k10I-zG4&feature=emb_logo

    Bet they didn't expect that one :p

    Needless to say that was where I hit a Pressure Point Of No Return and poor Jakey couldn't pick up the scraps.

    • Don't spam his power. You waste too much time. Be precise, predict, and adapt to your opponents.
    • Don't spam his trails. You move at 110% and you already lack a movement ability, you waste too much time.
    • Tunneling isn't the best strategy. I know it seems like it because cages but again, you do not have a movement ability. Survivors can and will facefuck generators and ruin your day substantially.
    • Dead Dawg Saloon and Hawkins are both maps you never press M2 on ever. Play like a default M1 killer because the map design prevents you from using your power. They're pretty much auto-loss maps, ngl, unless the survivors really badly mess up.
    • Play survivor. Learn where survivors move and how they path, shoot POTD to hit them. That's what I did in that last clip.

    And, yeah, that's about it. If people have any questions please let me know and I'll try to answer them as best I can, though I think this is comprehensive enough.

    Its a bit dated, but this is still one of the best guides to get you started with Pyramid Head.

    His best perk, by far, is I am all Ears. Combo this with Lethal Pursuer and you already got half a build. Lethal lets you get into the thick of it right from the get go, and I am all Ears is THE essential Pyramid Head perk that allows you to anticipate survivor movement through walls and LOS blockers. It won't always translate into hits, but it really helps you a lot to get a feel for survivors movement. Eventually you will learn how to anticipate panic moves in a straight line and get some sick skill shots at shack or through jungle gym walls, but till then, I am all Ears will get you covored.

    Basically all close range aura reading perks are golden, for a while I used Monitor&Abuse in combo with Nurses Calling and got fun pot shots at healing survivors who thought that I was still miles away. Awakened Awareness is also very good on Pyramid Head. Yeah, you need to down a survivor first, but then while hooking, you will very often see someone hiding nearby and get a free hit against a sitting duck.

    Same goes for Nowhere to Hide, but survivors are kinda expecting it at this point, so the value of AA is that you didn't kick a gen prior and the survivor might be at ease in their hiding spot.

    Add-ons wise there isn't much to say: the double range add-ons are his best ones, and frankly the only ones worth playing. Everything else is "nice to have, I guess", but rarely will dictate how you play. The +20s Trails sound okayish on paper, but in praxis will do nothing of worth 90% of the time. His iri-add-ons are some of the worth iris in the entire game and the increased killer instinct duration ones are barely noticable at the best at times. The two purple books are niche and fun to use every now and then, but too inconsistent in their effect. But Pyramid Heads base kit is so strong that he can do with just range add-ons.

    His own perks are rather meh for the most part. Forced Penance was fun in the past, but nowadays with MFT and the "stay injured"-meta, most survivors couldn't care less for 80s of unbroken. Trail of Torment can be fun to build around and can lead to a lot of unexpected jump scare hits, but even after its buff it can countered within 2 frames of a survivors attention, while you are hit with a 60s cool down, and that I find very frustrating. Lastly, Deathbound is one of the worst info perk in the game. Its effect would be fun if you could also see the aura of the survivors for some significant time and thuss hunt them down while they are oblivious, but as it stands, its very lackluster and niche.

    Pyramid Head is rather hard to master and in the beginning you will miss A LOT of skill shots and find his ability very frustrating, but once it clicks and you get a feel for it, you can be a real menance. Oh and one easy tactic: when a survivor is running straight at a pallet, just lower your sword, 99% of the time you won't get a hit, so don't shoot, but also 99% of the time that survivor won't drop that pallet for fear of getting hit while in animation lock. All animation locked actions are your friend, btw, so its sometimes advisable to not kick unsafe pallets, as they can turn into quite the death traps for the survivors.

  • @please_explain said:

    If you don't play the S and A tier killer you are not gonna win anytime soon. That's the meta right now and there is not much you can do about it so either play Pyramid Head and have fun and lose your games or spam the ######### out of Nurse/Blight/Wesker and 4k every game. Your choice.

    Um, I haven't seen any tier lists that don't have P-Head as A tier. He's absolutely one of the strongest killers in the game and easy to win with once you figure him out.

    He just takes a lot of practice, but once you figure out the timing on his attack and when to put your sword in the ground and when to keep it up, he's one of the most oppressive killers in the game.

  • https://www.twitch.tv/akumakaji/clip/SuccessfulBrainyVelociraptorMcaT-6zwKBIIxBPjpKOM5

    Shameless plug for my own (very, very smol) twitch channel. I play a lot of Pyramid Head, so maybe check out some of my game play ^_-

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/251317/a-quick-lesson-on-how-to-play-pyramid-head-properly

    Its a bit dated, but this is still one of the best guides to get you started with Pyramid Head.

    His best perk, by far, is I am all Ears. Combo this with Lethal Pursuer and you already got half a build. Lethal lets you get into the thick of it right from the get go, and I am all Ears is THE essential Pyramid Head perk that allows you to anticipate survivor movement through walls and LOS blockers. It won't always translate into hits, but it really helps you a lot to get a feel for survivors movement. Eventually you will learn how to anticipate panic moves in a straight line and get some sick skill shots at shack or through jungle gym walls, but till then, I am all Ears will get you covored.

    Basically all close range aura reading perks are golden, for a while I used Monitor&Abuse in combo with Nurses Calling and got fun pot shots at healing survivors who thought that I was still miles away. Awakened Awareness is also very good on Pyramid Head. Yeah, you need to down a survivor first, but then while hooking, you will very often see someone hiding nearby and get a free hit against a sitting duck.

    Same goes for Nowhere to Hide, but survivors are kinda expecting it at this point, so the value of AA is that you didn't kick a gen prior and the survivor might be at ease in their hiding spot.

    Add-ons wise there isn't much to say: the double range add-ons are his best ones, and frankly the only ones worth playing. Everything else is "nice to have, I guess", but rarely will dictate how you play. The +20s Trails sound okayish on paper, but in praxis will do nothing of worth 90% of the time. His iri-add-ons are some of the worth iris in the entire game and the increased killer instinct duration ones are barely noticable at the best at times. The two purple books are niche and fun to use every now and then, but too inconsistent in their effect. But Pyramid Heads base kit is so strong that he can do with just range add-ons.

    His own perks are rather meh for the most part. Forced Penance was fun in the past, but nowadays with MFT and the "stay injured"-meta, most survivors couldn't care less for 80s of unbroken. Trail of Torment can be fun to build around and can lead to a lot of unexpected jump scare hits, but even after its buff it can countered within 2 frames of a survivors attention, while you are hit with a 60s cool down, and that I find very frustrating. Lastly, Deathbound is one of the worst info perk in the game. Its effect would be fun if you could also see the aura of the survivors for some significant time and thuss hunt them down while they are oblivious, but as it stands, its very lackluster and niche.

    Pyramid Head is rather hard to master and in the beginning you will miss A LOT of skill shots and find his ability very frustrating, but once it clicks and you get a feel for it, you can be a real menance. Oh and one easy tactic: when a survivor is running straight at a pallet, just lower your sword, 99% of the time you won't get a hit, so don't shoot, but also 99% of the time that survivor won't drop that pallet for fear of getting hit while in animation lock. All animation locked actions are your friend, btw, so its sometimes advisable to not kick unsafe pallets, as they can turn into quite the death traps for the survivors.

    My 2 year old Pyramid Head guide still being mentioned brings me great joy.

    Now if only I could get an adhd diagnosis to get some meds from the nhs I may be able to finish the 2022 2023 2024 Edition

  • @[Deleted User] said:

    @GoodBoyKaru care to weigh in here dear friend?

    I'm ngl most everything I'd have said is here already. Range addons are goated, I'm All Ears + Lethal my beloved, etc. Only a couple things (a 50 point list) I haven't seen really

    - pgtw may not seem good on him. It is.

    - do not overcage. Save your torment for a good moment to turn the tide of the game and instead get hook value when you need to.

    - don't go for funny shots if you're trying to win. I don't play to win so every single match is me throwing for a funny haha but if you genuinely want to win don't go for them much if at all

    - aim slightly to the left/right of a window/pallet if you think you're slightly too late. Depending on the loop a lot of the time that can fix a mistake and still get you the hit.

    - it's okay to fake your power to make someone leave the loop and get a free hit. It isn't fun but it's very effective.

    - deadlock my beloved.

    - dont use your power if people are shift w key ing. It is very good at shutting down loops so use it to shut down loops. It's worthless at making distance so don't use it to get distance, yk?

    - i still don't think you should break most pallets

    - learn every map inside and out. They all have special terrain quirks, so know where you can and can't shoot (like on saloon, the top floor of main building can't be shot through, but the one side curving from the gen to the back window not going via the stairs has that little landing that extends all the way to the wall so you can get a lot of cheeky hits there for example)

    - don't tunnel. As a general rule but also if you aim for a 12 hook 4k with no camping/tunneling with exceptions (such as being forced to hit BT/otr) and 0k 8h a lot you'll generally rise through the matchmaking slower than if you tunnel and get 2k 6h meaning more time to practice.

    - DO NOT PRACTICE AGAINST BOTS. You cannot get any hits outside of animation locks with his power vs bots because of 0ms ping. They can react to everything.

    - practice makes perfect. He's very mechanically skilled and doesn't have that many transferable skills due to his kits innate clunk. Simply play him more and you'll get the hang of it all.

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573175#Comment_3573175

    I'm ngl most everything I'd have said is here already. Range addons are goated, I'm All Ears + Lethal my beloved, etc. Only a couple things (a 50 point list) I haven't seen really

    - pgtw may not seem good on him. It is.

    - do not overcage. Save your torment for a good moment to turn the tide of the game and instead get hook value when you need to.

    - don't go for funny shots if you're trying to win. I don't play to win so every single match is me throwing for a funny haha but if you genuinely want to win don't go for them much if at all

    - aim slightly to the left/right of a window/pallet if you think you're slightly too late. Depending on the loop a lot of the time that can fix a mistake and still get you the hit.

    - it's okay to fake your power to make someone leave the loop and get a free hit. It isn't fun but it's very effective.

    - deadlock my beloved.

    - dont use your power if people are shift w key ing. It is very good at shutting down loops so use it to shut down loops. It's worthless at making distance so don't use it to get distance, yk?

    - i still don't think you should break most pallets

    - learn every map inside and out. They all have special terrain quirks, so know where you can and can't shoot (like on saloon, the top floor of main building can't be shot through, but the one side curving from the gen to the back window not going via the stairs has that little landing that extends all the way to the wall so you can get a lot of cheeky hits there for example)

    - don't tunnel. As a general rule but also if you aim for a 12 hook 4k with no camping/tunneling with exceptions (such as being forced to hit BT/otr) and 0k 8h a lot you'll generally rise through the matchmaking slower than if you tunnel and get 2k 6h meaning more time to practice.

    - DO NOT PRACTICE AGAINST BOTS. You cannot get any hits outside of animation locks with his power vs bots because of 0ms ping. They can react to everything.

    - practice makes perfect. He's very mechanically skilled and doesn't have that many transferable skills due to his kits innate clunk. Simply play him more and you'll get the hang of it all.

    Thanks for all the tips :D. I've been using pop and rarely caging mostly just using Final Judgement and feels much better. Some maps like RPD are so painful but i'll keep at it

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573161#Comment_3573161

    My 2 year old Pyramid Head guide still being mentioned brings me great joy.

    Now if only I could get an adhd diagnosis to get some meds from the nhs I may be able to finish the 2022 2023 2024 Edition

    You still ARE the authority on everything Pyramid Head here, even though I feel pretty comfortable to chime in in a bind and offer my own morsels of knowledge.

    You can generate a lot of pressure my making survivors pay for unsafe hook saves that they didn't even knew were unsave. In essence, when unhooking time your shot so that you will hit the unhooker and the unhooked survivor the very moment they touch ground. This will injure the unhooker and send the rescued survivor straight into deep wound and probably into panic mode.

    As Karu mentioned, its not good practice to tunnel when you are learning the game or a new killer, as your opponents will quickly outpace your skill, but even forcing the unhooked survivor into deep wound and just focusing on their would-be saviour instantly changes the dynamic of the match: you already got them one hit closer to being downed and the other survivor has to mend.

    Back in the pre-BT-basekit days it was actually EXTREMELY punishing, as you could just down the unhooked survivor with a well placed shot. I had situations where the unhooker was injured themselves and that botched attempt of a save ended with them both lying on the floor. I felt so bad for them every time that happened and usually just left the unhooked survivor slugged while hooking their would-be savior, but todays fast-paced, gen-smashing, stay-injured survivor-meta sadly turned me into a lean and mean tunnel-machine. I would wish it to be differently, but it is what it is.

    BTW, caged survivors have no BT protection, so you can still pull off this stunt if you can somehow get to them before they friends rescue them, but it IS very dirty. Even in todays meta I feel dirty doing it and there is no beating around the bush that you are ruining that survivors fun with this tactic ... BUT sometimes they were just cheeky all game and flashlight clicked you from safe angles, just to anoy you, so sometimes its the right call to teach a lesson and make a point. Just don't go full bananas and outpace your own skill.

  • @Disco said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573241#Comment_3573241

    Thanks for all the tips :D. I've been using pop and rarely caging mostly just using Final Judgement and feels much better. Some maps like RPD are so painful but i'll keep at it

    Here's my 4 quick tips:

    Tip #1 never draw long trails, only draw trails at pallets or windows as you traverse the map. even 1 CM of torment is enough torment the survivor. Strong windows and Pallets are high traffic areas. Be aware trails only last set amount of time(60 sec?)

    Tip #2 Always try corner the survivor in the corner of the map to spam POTD to get downs. Do not break pallets or vault windows when survivor is the corner of the map.

    Tip #3 the reason why survivor are running away from loops is because of your trails. Whenever you cage someone, they always go to other side of the map. Learn to predict where cages are. Cages are 2nd best tunneling tool in the game for farming hook-states. You should cage when you know someone is on other side of the map so you they unhook leading you to tunnel them. Ideally you want them to hook in front of you so you can instant down person that got unhooked and injure other person. Be aware that camping cages within 10 meters will teleport the survivor so be careful of how you proxy camp as distance increase was big nerf to PH as of recent patches.

    Tip #4 Use range add-on's. With burning man drawing, it gives 9.5 meter of range just enough to hit both survivor while staying out of proxy cage teleport distance. Another good set of add-on is mannequin foot & Cinderella music box. they increase duration that trails are active. this is really good because you can +35 second on trails. It means you can put trails around pallet or windows(small amount) such that survivor walks through it to perform your tunneling cage ritual. I like to call it the Formula.

    good perks to use PH are Lethal Pursuer and Deadlock. Lethal pursuer is good because you can see all 4 people at start of trial. Normally I would say Lethal Pursuer is terrible perk by itself but for this killer, it is amazing perk to jump-start your Formula. this allows you to plan where to draw trails then begin a chase immediately hoping survivor goes in one of your pre-placed trails. PH is all about speed to tunnel someone out to get fast 3vs1 with torment. Deadlock is good perk to add additional time on gens for free while you tunnel first person out. The other two perks should be perks that help you win in 3vs1.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573249#Comment_3573249

    Here's my 4 quick tips:

    Tip #1 never draw long trails, only draw trails at pallets or windows as you traverse the map. even 1 CM of torment is enough torment the survivor. Strong windows and Pallets are high traffic areas. Be aware trails only last set amount of time(60 sec?)

    Tip #2 Always try corner the survivor in the corner of the map to spam POTD to get downs. Do not break pallets or vault windows when survivor is the corner of the map.

    Tip #3 the reason why survivor are running away from loops is because of your trails. Whenever you cage someone, they always go to other side of the map. Learn to predict where cages are. Cages are 2nd best tunneling tool in the game for farming hook-states. You should cage when you know someone is on other side of the map so you they unhook leading you to tunnel them. Ideally you want them to hook in front of you so you can instant down person that got unhooked and injure other person. Be aware that camping cages within 10 meters will teleport the survivor so be careful of how you proxy camp as distance increase was big nerf to PH as of recent patches.

    Tip #4 Use range add-on's. With burning man drawing, it gives 9.5 meter of range just enough to hit both survivor while staying out of proxy cage teleport distance. Another good set of add-on is mannequin foot & Cinderella music box. they increase duration that trails are active. this is really good because you can +35 second on trails. It means you can put trails around pallet or windows(small amount) such that survivor walks through it to perform your tunneling cage ritual. I like to call it the Formula.

    good perks to use PH are Lethal Pursuer and Deadlock. Lethal pursuer is good because you can see all 4 people at start of trial. Normally I would say Lethal Pursuer is terrible perk by itself but for this killer, it is amazing perk to jump-start your Formula. this allows you to plan where to draw trails then begin a chase immediately hoping survivor goes in one of your pre-placed trails. PH is all about speed to tunnel someone out to get fast 3vs1 with torment. Deadlock is good perk to add additional time on gens for free while you tunnel first person out. The other two perks should be perks that help you win in 3vs1.

    I'd actually like to add to this a bit.

    Don't cage when you know someone is on the other side of the map if you want to tunnel. Hook them normally and force someone to come over, then tunnel and cage, before tunneling out of cage for death hook. This way you don't have to deal with people taking hits on top of basekit bt when the team will be more concerned (on death hook) and instead they'll be thinking there's less pressure to take hits and be a nuisance (there isn't).

    Also, BMP increases range by +1.5m, yes, but it stacks with Wax Doll for an additional +1m, taking it up to 10.5m. And what's the cutoff point for cave teleport? 10m. So if you really wanna tunnel outside of cage, I'm just saying...

    But also, because tunneling is just not fun for me, you can save those cages for a more monumental time. You've been building pressure all game and survivors are on the back foot, and you've got one down and someone else nearby. Cage then and instantly go into a chase - that one act creates a monumental amount of pressure, particularly if the team aren't as spread out in trying to recover. They're so much more than just a tool for tunneling it's a shame they're seen as such.

  • My Pyramid Head build is

    • Spies From The Shadows
    • Surveillance
    • Hex: Ruin
    • Sloppy Butcher
    • Two add-ons to maximize trails duration.

    Low hours played, so your mileage may vary.

    I find him pretty unwieldy because he has to inexorably walk everywhere. So I find that he needs Ruin as an early game crutch so he can focus on chasing, he needs Surveillance so he doesn't waste time, finds Sloppy Butcher good so the survivors waste time, and he needs Spies from the Shadows so people being sneaky can't slip by him.

    With this build, I focus on patrolling gens. If someone is going to run you away from gens, just leave them and go back to patrolling gens. Let Ruin take care of regression as you patrol around and chase people off of gens.

    Ruin activates Surveillance, so you can see at all times when someone gets on a gen. Once Ruin is deactivated, then be thorough about kicking gens so you can use Surveillance to go back to any gen that is being done.

    Even if I'm running into exploitative bully squads that find my Ruin totem right away, I still run it.

    Put trails in cheeky positions, like sticking small bits of trail in tall grass, behind windows, or around corners, so they won't realize it's there until they run into it.

    Anticipate and begin dragging your sword when you predict they're about to vault something, then snipe them once they're locked into that decision.

    Note: Spies From The Shadows might be a bit hit-or-miss at the moment, because everyone is running Calm Spirit so they don't get crushed by everyone running Ultimate Weapon.

    One Pyramid Head I played against used Nurse's Calling + Sloppy Butcher to snipe us from a distance while we were healing behind a rock. That was pretty impressive.

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573283#Comment_3573283

    I'd actually like to add to this a bit.

    Don't cage when you know someone is on the other side of the map if you want to tunnel. Hook them normally and force someone to come over, then tunnel and cage, before tunneling out of cage for death hook. This way you don't have to deal with people taking hits on top of basekit bt when the team will be more concerned (on death hook) and instead they'll be thinking there's less pressure to take hits and be a nuisance (there isn't).

    Also, BMP increases range by +1.5m, yes, but it stacks with Wax Doll for an additional +1m, taking it up to 10.5m. And what's the cutoff point for cave teleport? 10m. So if you really wanna tunnel outside of cage, I'm just saying...

    But also, because tunneling is just not fun for me, you can save those cages for a more monumental time. You've been building pressure all game and survivors are on the back foot, and you've got one down and someone else nearby. Cage then and instantly go into a chase - that one act creates a monumental amount of pressure, particularly if the team aren't as spread out in trying to recover. They're so much more than just a tool for tunneling it's a shame they're seen as such.


    Don't cage when you know someone is on the other side of the map if you want to tunnel.

    Instant unhook is good for you as killer in early game. it means you can just tunnel same survivor twice and they will already be at death hook. This puts so much pressure on survivor to get unhook especially if there is more then 3 gens remaining. I prefer to put pressure on the survivor immediately to put them on death hook then to do formula on 2nd hook. you can still put trails around borders of the hook(like jungle gym) so survivor have to crouch walk or get tormented.

    You are correct that ideal situation is for survivor to unhook in front of you as PH however smart survivors will not unhook and just sit on gens if you proxy camp. it is better for survivor team to be at 1 gen and use 0 resources with 1 person dead then be at 3 gens with 1 person dead due to hook farming. if you proxy camp from hook with 2 minutes, survivor can do gen before friends strategy and this really hurts your early game. Your torment is very useless if survivor ignore hook regression and just sit on gens while other person goes on 2nd stage for 90 seconds. you can lose 3 gens from that before you tunnel person out successfully. it is hard to win on 1 gen or 2 gens remaining as opposed to 3-4 gens remaining from an early tunnel cage formula tunnel.

  • Ngl, Pyramid Head threads are always the most cultured, nitty-gritty, cold-hearted discussions about the ins and outs of tunnelling and killing survivors the most efficient way, with the gentleman caveat that we all know that we shouldn't do it and this discussion is just purely academic :D