Avatar

BadMrFrosty

BadMrFrosty

About

Username
BadMrFrosty
Joined
Visits
307
Last Active

Comments

  • If it requires killers to spend any amount of their already precious time cleansing these totems, then I'm certain you'll see skyrocketing survivor queue times. If not, then they'll just be "another set of (likely useless) perks that nobody uses."

  • People knew since before this SBMM system was implemented that the game had massive issues as the skill of both killers and survivors increased. Survivor has a much higher skill cap compared to most killers in the game, and when there's four of them on a decent (not necessarily strong) map, it's game over.

    Not all killers are created equal and not all killers have built in mobility or map pressure. That's why you're seeing the same killers and perks, since people are tired of trying something new, getting three hooks, and watching four people leave out the exit gates.

    A whole new system wasn't required to know this about the game, but low and behold, BVHR, out of touch as ever with their product, continue to bungle everything they attempt. Why? Arrogance, delusion, ignorance of how the game is played.. all of those could be reasons. If I had to guess though, I'd say they know and just don't care. It's about the bottom line now more than ever, and with no competition in sight and with how many licenses they've stacked up on, I'd say it's nearly impossible for another game to muscle into the genre. We're in trouble, fellas.

  • Pinhead's entire power may as well read: "secure hits at unsafe pallets/locations."

    I struggle to see how that's overpowered in the slightest. Let him have his one chain hunt that activates every twenty games or so, the guy has it rough atm.

  • If it didn't, all this would do is make Franklin's and Hoarder disappear altogether. Again.

    Most killers already struggle to justify anything that doesn't slow the pace of the game down, so why reduce the number of perks showing up by making this change? I say leave it.

  • @kate_best_girl said:

    https://forum.deadbydaylight.com/en/discussion/comment/2491225#Comment_2491225

    You guys keep saying things I already know and making blind assumptions. I’m not spamming and hoping for the best nor am I teleporting every chance I get. The quicker you guys stop assuming the quicker we can actually discuss.

    Sometimes it's almost like people are playing in entirely different dimensions where certain killers actually are that good, but then they fall into a portal that takes them here when it comes time to discuss.

  • Who would've thought that being "vague and mysterious" about how a system functions would lead to people prodding it to determine how it works. What I find funny is that MMR is visible in every other game out there, at least, every game I've played with a competitive (key point here) element. The developers would also have facts available that detail how the system makes its calculations or at the very least covers the essentials.

    Not here though. What we have instead is an opaque system for a casual game that's supposed to act like MMR for a competitive game that nobody understands. Well, except the developers, but they're determined not to help here for "fear of the system being exploited." If anyone else can't see what's wrong here, I don't know what to say.

  • He's very fun to play, but that's not the issue a lot of folks have with him. Fun, aesthetic, animations, and mechanics are well done. The risk/reward ratio for how hard he is to use just isn't lining up, and that's the main criticism. The good news is that the groundwork is laid for a strong killer if they make some small changes, quality of life updates, and bug fixes.

  • @ArchAbhor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2490297#Comment_2490297

    Don't get me wrong behavior has issues, but they have been making good decisions on many different things this year. A lot of people like to just see the bad. They care its just that they are to slow to address things. Like I said I'm optimistic

    I've said it before: hope is a dangerous and addictive drug. Let's hope your withdrawals don't hit too hard :'(

  • @ArchAbhor said:

    https://forum.deadbydaylight.com/en/discussion/273039/gen-speeds

    Optimistic me thinks that they added sbmm to get data to address balance at the high end

    We've both read the previous chapters of the BVHR Adventures novel, and I think you and I both know that this data will likely not be used effectively (if at all). The game's issues are extensively catalogued across hundreds of posts, videos, and guides. Content creators speak on them every day, as do the player base. If BVHR truly cared and wanted to push the game in a healthier direction, they would've already done it, especially since the resources are freely available to browse through/watch.

    Balance will go in whatever direction tickles their fancy, regardless of how non-sensical and misguided the decisions may be. As I've said before, BVHR is living in a fantasy world where they're looking at and using their "privately collected data/stats" as the primary metric for balancing the game based on how they want it to be played. They're ignoring the reality of the situation, and this will eventually bite them if they don't pull it together.

  • In my opinion, based on the 20 or so games I could play of him before MM decided killer was out of bounds for me:

    • Chains are too easy to break.
    • You get no value from your power at maximum distance, which means it's only purpose is to interrupt actions (solving the box, cleansing totems, etc). Incredibly niche.
    • Chains secure hits at already unsafe pallets that W, M1, and a small fake-out/mind game would get you anyway.
    • Chain hunt is entirely in the control of the survivors unless specific perks are run, and even then, that just gives you the opportunity to contest the box, but doesn't guarantee anything.
    • Survivors with the box will use it in places advantageous to themselves, which means teleporting is often a waste of time.

    I'm not including any of his bugs, but those aren't helping him in the slightest. The lunge bug in particular is awful to deal with at the moment.

  • DBD hasn't evolved or added anything truly significant to the formula for one reason: they have no competition, so nothing is forcing them to innovate and improve upon the base mechanics of the game. In a perfect world, within the context of selling products in general, people will always strive to bring the best out of their inventions, do right by their customers, and draw a profit while enhancing what they've already sold. This strengthens the long term relationship between them and their buyers, builds loyalty and trust, and creates a reliable stream of income that can be utilized to continue the cycle.

    Now, back to reality. Some companies grow comfortable once they monopolize a niche market, simply stop caring, and just go in whatever direction they want regardless of feedback. Why? Simple, there's nothing to challenge them on the same field, and knowing people don't have an alternative for their "fix", gamble on the fact that they'll stick with their product out of spite. Sunk cost fallacy often plays a role here as well, and I'd be willing to put money down on the fact that a lot of us remain because we already have so much time and money invested in Dead by Daylight.

    It's sad, but that's reality. It's usually not pleasant.

  • "Feeling cute, might offer Haddonfield."

    Me: Fk

  • @illusion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2487937#Comment_2487937

    You kind of have to, though. You see that right? Especially since your initial comment was, essentially, a "get good" response to those that feel he is weak. How can you maintain that a killer is top tier when going against survivors that would make any killer look good? Plus, there are many survivors that are new to playing against PH, and are confused by the mechanics. New killers are always a challenge, especially to survivors that are less skilled. A killer can only be considered top tier when going up against the best survivor players.

    You don't have to have the best game ever, just games against top tier survivors. If this is the caliber of survivor you typically go against, how can you accurately judge his quality? They make him look good. You need games where the survivors play at a competent level in order to properly determine his quality. It is possible that at your ranking, he is one of the best killers for you. Maybe his playstyle just works better for you than other killers, or you just like him better, in general. That's fair, and really all that matters, for you. But that is not a good indicator of how good he is, overall, compared to top tier killers.

    And, to be clear, I don't think anyone thinks he is the worst killer in the game, or anything, but he does need some tweaks to get to where he should be.

    Agreed, and we seem to have similar thoughts on the matter. I myself haven't been able to find games on killer, and I've attempted throughout the day but to no avail (20 - 30 minute queues w/5 restarts of DBD before I just gave up and switched to survivor). It's mostly been survivor, however, the 20 or so games I've played of Pinhead haven't been against teams that I felt would warrant a demonstration of his strengths/shortcomings. I'd imagine you understood why I set the parameters I did in one of my original posts.

    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2488070#Comment_2488070

    Right, so that in short is an indirect: You suck and the survivors you go against suck.

    Okay man, as you say. I do not think he is weak at all

    You're turning this personal, and I'd recommend you not do this in the interest of having a productive discussion on why this killer may be perceived as strong or weak.

  • I've enjoyed SBMM for my solo survivor games, but I can't get killer games anymore. I've sat in lobby for 20 - 30 minutes waiting, swapping between all the killers I play.. and nothing.

    Only survivor for me now. :'(

  • Trapper, it's not even a fair fight. Amanda has to overcome every advantage he has in order to put a trap on his head. He's bigger and stronger, which matters quite a bit. His weapon gives him a range advantage over her blade, and he's likely got a much higher pain tolerance.

  • @PixelBush said:

    https://forum.deadbydaylight.com/en/discussion/comment/2488103#Comment_2488103

    Why would my changes not be sufficient though? I don't see why a rework is in order when the source of all their problems boils down to "playing them normally is too difficult because they have to waste so much time in pointless fatigues that against competent Survivors you're pigeon holed into slugging".

    If Victor could have his post-hit fatigue cancelled if the Twins player wanted to go for a pickup, it would make the process of turning a down into a hook much smoother because you'd arrive at the downed Survivor a whole five seconds earlier, without stopping the Twins from chaining downs together if the Survivors repeatedly play poorly (because if the Survivors repeatedly play poorly and put themselves in positions where you can down them back to back, your power should let you capitalise on that).

    Putting a wet blanket on them and saying "you can never get more than one down with your power ever ever ever now deal with it lol" feels like the wrong way to solve the problem, because now the process of countering the Twins becomes automatic.

    When does Huntress run out of hatchets when she downs someone so she can't slug? When will Oni or Plague have their power run out when they down someone? When will Nurse have her blinks turn off until she picks up?

    I'm grasping at straws here, man. BVHR doesn't really do the "if it doesn't work, roll it back" approach to their game, so a lot of this is just wishful thinking. I think they rolled back some dumb Legion buffs from way back in the day when it took 3 hits w/Frank's to down someone. Other than that? Nothing.

  • @PixelBush said:

    https://forum.deadbydaylight.com/en/discussion/comment/2488069#Comment_2488069

    I see where you're coming from... but as long as there's counterplay to Victor after securing a down (which there is if you kick him after a down)... why shouldn't Victor be allowed to get multiple downs at all?

    The problem with Twins isn't that they're too good at slugging (because they're not, there's a good few Killers who do it better than them), it's that they're too reliant on it because of their fatigues. So why shouldn't they be able to get multiple downs with Victor ever?

    This is one of those situations where maintaining the conceptual integrity of the character becomes very difficult. By design, the Twins are a killer that walks the line between being too strong or too weak (cause that's been a serious issue with a lot of BVHR's recent killer designs). A rework might be needed, sad to say.

  • @PixelBush said:

    https://forum.deadbydaylight.com/en/discussion/comment/2488060#Comment_2488060

    Then what's the point? Survivors can already kick Victor after a down to stop him from chaining downs together, this would just be making their counterplay automatic. Survivors should have to actually use the Twins' counterplay to be able to counter them.

    What would your change accomplish that letting them fatigue cancel so that Charlotte can start the picking up process after 3 seconds rather than 8 would not do?

    I'll lay it out a bit differently, so maybe this will make more sense. I'm thinking maybe there was a bit of confusion somewhere.

    • Charlotte injures survivor.
    • Victor activated.
    • Victor downs injured survivor and remains attached to their body for 8 seconds; shorten this duration to 5 seconds if a survivor actively removes him.
    • Switch back to Charlotte.
    • 15% movement boost if moving toward downed survivor.
    • Other survivor risks a dangerous chase OR moves off of restrained survivor (Charlotte is far quicker than normal here).
    • Downed survivor is picked up/taken to hook at a much quicker pace.

    We're on the same page, correct? The intention was to stop multiple downs from slugging, while also not punishing the killer for playing more conventionally. Worse case scenario? It doesn't work, and changes can be reverted. At least, if we were working with a normal studio.

  • @PixelBush said:

    https://forum.deadbydaylight.com/en/discussion/comment/2487940#Comment_2487940

    I've heard this suggested before, and call me crazy but that would incentivise Twins to slug in the early game SO MUCH MORE.

    Because making a Survivor much harder to pick up when Victor downs them would mean Charlotte can just wander off and go pressure somebody else, knowing that whoever goes to pick them up will have a really hard time doing so without the need for you to switch.

    What it would stop would be the Twins being able to chain multiple downs together, or chain a down-into-attach together which is how the Twins do well in the early game. And both those things are perfectly fine: Survivors can stop Victor chaining downs together already by kicking him after a down (and chaining downs together is something other Killers like Nurse, Plague or Oni get to use their powers for so idk why Twins shouldn't be able to do it). And down-into-attach is how you make up the time in the early game that you invest in getting your first hits in; again, like Oni.

    If that happened, your average Twins game would result in the first Survivor Victor downs never being picked up, because Charlotte can suddenly VERY effectively camp the slug knowing that it'll take at least 8 seconds to pick the slug up. ESPECIALLY if they can't crawl. Twins would literally be bleeding people out on first down with almost nothing their team could do about it.

    Victor could hold them down for 8 seconds, then automatically expire without the need to remove him as well.

  • Well, if they know how to play and link tiles.. fair enough. Sure it's frustrating (especially if you get bad map RNG), but what can you do? That's just this game. I think what a lot of people should make peace with, and make it -FAST- (since I don't think balance is going to get much better post SBMM), is that you just flat out lose some games against good survivors. There's a lot of RNG in DBD, and none of it is in your control save for what map you will go to, if you offer it. Bear in mind that survivors can offer four maps to your one, so there's that as well.

    To answer which survivors: Ace, green shirt/purple pants Claudette, Laurie (P3), Elodie (P3), and Felix (Any).

  • If they wanted the Twins to slug less, what they could do is the following:

    • If Victor downs an injured survivor, he clings to them while they're on the ground, holding them there for Charlotte, slowing their recovery progress by 15%, and preventing crawling until recalled.
    • Survivors can spend 8 seconds pulling Victor from a downed survivor and must do so before assisting them in their recovery.
    • For 10 seconds after Victor has downed an injured survivor, Charlotte gains a 15% movement speed bonus when moving in the direction of the downed survivor.

    Try those changes to start and see if they would work. The idea behind these alterations would be getting Charlotte to downed survivors faster, causing her to waste less time and toning down her need to slug/camp as much. The main problem the twins have when played like a conventional killer is that they waste too much time swapping between one another after downing a single survivor.

  • @SunderMun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2487917#Comment_2487917

    Oh I know it's inconsistent with his catalogue of creations/works, but it does really seem like it's the case.

    I'm just thinking it's a stretch given his works/history. People can change, but boy howdy would that be dramatic.

  • @SunderMun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2487013#Comment_2487013

    The license holder is an old man so probably doesn't get that it's just a joke and would likely be horrified as a result.

    I'd read up on Clive Barker before making assumptions. Also, have you.. SEEN WHAT HE CREATED? More importantly, consider the time period he created Hellraiser in. Granted the 80's were very metal/cocaine fueled times, but that was on the more extreme/entertainment end. The majority of people were still far more traditional than not.

  • @PixelBush said:

    After the changes in the All-Kill midchapter (which nerfed Victor's post-hit cooldown from 3 to 5 seconds), the Twins have kind of been ignored by BHVR.

    They are a wonderful Killer but they do need some polishing, and unlike Trickster (who has been constantly tweaked and adjusted), Twins got one number adjusted and that was it.

    It's painfully clear that Twins need sorting out. Their fatigues are WAY too long (intended to be a punishment for slugging but in practice becomes a punishment for existing) and Victor being left under hooks is a problem that's inconvenient for both the Survivors and the Killer. Blight got his double fatigue removed when he had it on PTB, and Twins have to sit through 8 seconds of combined fatigue time every down? (because Victor is stunned for 5 seconds and Charlotte is stunned for 3). That's like being hit with a DS into Head On for using your power correctly.

    How hard would it be to do the following?

    -Revert the hit cooldown changes from the All-Kill midchapter

    -Allow the Killer to switch from V to C during the post-hit cooldown, meaning you can skip Victor's fatigue if you don't want to slug. This would give you enough time to try to get a pickup, which means Twins slugging less which is good news for everyone.

    -Self-destruct Victor if a Survivor is placed onto a hook too close to him, so he can't be left to camp Survivors and to ensure that Charlotte can always have him on hand for a chase if they just leave him where he got the down.

    If there are no Twins changes on the agenda... why not? Do the devs seriously think they're OK as they are? They're one of the least played Killers in the game for a reason: they're insufferably clunky and the only balance change they've received since launch made that clunkiness substantially worse.

    I hate to do this, but I must use my amazing powers of premonition to foretell one of two possible developer responses:

    • Twins are in a good place according to our D A T A.
    • We're aware the Twins have some issues and are looking into it.

    :'(

  • Clive Barker regains the U.S. rights to the Hellraiser 1987 film on December 19th/2021. This may have caused some complications with the voice lines, but I'm merely speculating. It's possible that once the rights return to Barker, the lines may be reimplemented or rewritten (if there was some other issue). I haven't lost hope in the possibility that the lines could come back, but as we all know given what's going on with Jason, legal stuff is incredibly convoluted, inefficient, and almost purposely designed to drag time and money out of those who participate in it.

  • @LiunUK said:

    harder matches, longer queues and less fun?

    dbd is probably the only game that has an mmr system that dose not reward the players for reaching high mmr or even incentivise them to do so.

    MMR rating? Nothing. The satisfaction of knowing you get to experience the most broken aspects of this game's balance in nearly every match.

    Grade? Blood points, if you're so desperate for them. About it.

  • I played about six matches of solo survivor before I went to sleep last night, and in all of those games my survivors were competent to excellent. I escaped in each match, and only two sacrifices total occurred over those six matches. If I was being chased, my team was doing generators.. (which almost never used to happen in the old MM - 8/10 games would go on with only me on generators if I wasn't in chase).

    Killer has been a crapshoot, really. My survivors have ranged from new, to average, to decent. Haven't gotten any death squads yet (which makes testing Pinhead exceptionally difficult since all of my data is a write off based on the teams I've fought.

  • @Mr_K said:

    Like they always say, if you want good survivors, play killer.

    Well if that ain't just the truest quote. Fug.

  • Sorry, they need to let the new SBMM data flow for another 2 years. Then they'll make changes based only on the D A T A and nothing else. Thanks for stopping by! Here's a little sadface emote pin on the way out. :(

  • @Xanaecor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2480411#Comment_2480411

    This is the kind of poor communication standards that the community complains about all the time, much like how the information about the DLC versus in-game shop purchase was presented to which I hit a personal pitfall and BVHR made an extra $5 off of me.

    I'm sorry, but the information being dropped merely an hour before the DLC is not okay and you can defend that what happened is legal, but it's still scummy and we deserve to be better informed. Instead, we're hyped up on Twitter for weeks and have pre-conceived notions based upon the PTB only to have critical information about purchases and fundamental changes to the DLC being slipped into the Notes on Patch Day for review only an hour before release.

    Instead of coming forward and being straight with us about what is going on, BVHR has chosen to double-down on poor communication once again and use ambiguous language while not allowing their staff to comment what-so-ever on the matter. Actions speak louder than words and a little transparency goes a long way.

    I love this game, but I'm not loving how we're being treated.

    I want the lines back and I think the idea that they could have been removed due to "I Came" memes is laughable given perks such as "Hex: Plaything" and quotes from Pinhead including "Taste our pleasure" and that Pinhead is known for "indulging in the limitless thrill of pleasure and pain." The content within the Hellraiser novel and series includes sexually graphic content and a lot of gore and I seriously doubt this is a license issue due to that specific reason.

    Either way, we shouldn't need to speculate. This is clearly a large issue among the DBD community and BVHR should address it promptly.

    I don't think the developers of this game realize how their treatment of the community just makes it fester and grow into something worse. Think they'll ever catch on?

  • The ability to make use of good headphones and put you in a 90/10 guessing game in her favor.

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/2486005#Comment_2486005

    https://forum.deadbydaylight.com/en/discussion/comment/2486014#Comment_2486014

    Like I said, Scott was initially saying that he was weak, but his opinion has been changing in his most recent games.

    I'll look for Scott's most recent vod and see what has inspired this shift. As I said, I've entered this discussion willing to be wrong, but I'm not yet convinced that Pinhead is anything beyond mid to low tier without his add-ons. As I said, I guess we'll see what changes (if any) are made to him in time. Or, maybe he'll be the second of twenty-five killers to have a playstyle change that shoots him up on the list.

    Also, Ralph has admitted that he likes the killer's playstyle (as do I), but can be seen stating "his ability is often high risk for little to no reward." His most recent vod can attest to this, and I'm watching right now.

  • How many years will it take them to notice it and change something completely different that no one asked for?

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/2485994#Comment_2485994

    I also am a twitch streamer enjoy-er. I've been watching Scott Jund and Ralph, who are both very good with him already. Scott was saying on his stream that the only thing that's really holding him back is the lunge bug, which to be honest needs to be fixed. And Ralph who has been loving this killer, and it's his current favorite (after huntress of course). Do either of these streamers feel that he's the best killer that ever was. No, but neither of these streamers think he's weak either. (Scott initially was saying that he was weak, but his tune has recently been changing as he's been learning the killer) This is not surprising because this killer is very punishing if you miss.

    I've watched both Scott and Ralph.

    • Scott seemed to think he was on the weaker end.
    • Ralph was hesitant to make an early call.

    Now, just to get some idea of where you're coming from: is your opinion including his add-ons or just base kit? When I review a killer, I do it without using their add-ons. Pinhead with add-ons is almost an entirely different killer (he actually has a very strong pink, wowee).

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/2485981#Comment_2485981

    To truly gauge the strength of any killer, you need to master them first. Only then can you determine if they're weak or strong. Imagine if the released killer was Nurse. I could see you complaining that she's weak just because you haven't mastered her yet.

    Show me evidence that you've mastered the killer, and then make solid arguments as to why certain parts of his kit are weak and you could change my opinion. But right now, I think you're just not very good with this killer.

    You can think or believe whatever you want, it's not my job to change your mind. If you think I'm off base, look for a varying number of opinions from people that actively record their matches as a habit - youtubers as an example. Or, better yet, find some Twitch streamers that are playing him and listen to their opinions as they play. I've done both of those things already, and played probably about 30 matches or so with him.

    To each their own, I suppose. Time will tell.

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/2485974#Comment_2485974

    You won't do what you've asked someone else to do. That really puts you in a bad light.

    Not really, since I'm not making the claim that he's strong, I'm making the opposite claim. More importantly, what I would show are matches similar to his own: very chill, with nothing new or exceptional. I get it though, it seems you're looking for a 'gotcha' moment rather than considering what I'm saying. I'm willing to be completely wrong on everything I've said about this killer (indeed, I welcome it). I'd encourage you to read the post you quoted very closely before commenting, because I laid out the conditions in which I would post evidence. Posting chill games against average or new survivors doesn't disprove my point.

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/2485553#Comment_2485553

    I'd counter that maybe you should be sending us video of your game. Because I think this is very much a you problem. I'm not the person that you're responding to, but my games with PinHead are very similar. I'm getting 4ks in the majority of my games. But to me his attack feels very Blight like, so I just very quickly picked it up and started doing well with it.

    Here's the thing, I'm not claiming that I cannot get kills with Pinhead. That was never the argument. The point I've been making is that against good survivors or those that understand his mechanics, he cannot contend at a reasonable pace. I'm not counting games where I do well and the match is obviously very relaxed. In order to be convinced that Pinhead is a good killer, I would need to see some sort of consistent performance by him against competent survivors. Not necessarily the best, but not the worst, either. I wouldn't post any videos of my own matches unless I could demonstrate that I've gone against teams of a high skill level, with this killer, while running the best perks.

    Then, I would need a large sample size of matches against said team (or a comparably skilled team), and be able to replicate wins against them at a reasonable rate (let's say 50 matches are played). A win in my mind (since there is no defined win condition that BVHR will share with us) is either a 3k w/hatch, or a 4k. 2k is a draw, and anything else is a loss. Key escapes don't count.

  • @Johnny_XMan said:

    For me the whole box mechanic needs an overhaul.

    It feels like it hinders him more than it is actually helping him.

    You teleport to a survivor who is already in a better spot than you are. Granting them the upper hand for holding part of his power hostage.

    Basically it feels like bad design when the box itself its suppose to make that survivor feel threatened.

    I think the developers are still operating on this weird (and misguided) idea that the survivors are scared of the killer. Yet again, this just shows that they're too focused on how they 'want' the game to be experienced and not the reality of the situation. Delusion, arrogance, stubbornness, or a healthy dose of all those things across multiple people in power positions on the development team. Bright days ahead, I guess.

  • Post-Review: So suddenly everything you're saying makes sense, and I'll tell you why.

    • None of these survivors seem particularly skilled or capable. As a result, all of your chases are fairly quick on a map that is not friendly to Pinhead in the slightest (since the entire thing is one big corner, and corners crack his chains like nothing).
    • Ruin stays up the entire game on a map with fairly decent totem spots.
    • No generators were being done past the first one completed.
    • I didn't see much in the way of real looping ability from any of the survivors, meaning: no linking of multiple windows or creating strong loops by pre-dropping pallets with distance on the killer.

    This is why I ask for video, because I have games like this with Pinhead as well. I didn't see anything truly new, exceptional, or revolutionary in your gameplay. That's not an insult, you play exactly like most Pinhead's I've seen so far across multiple platforms. What I did notice is that the survivors you are playing against are clearly either very new, very bad, or have absolutely no idea how this killer functions. If the majority of your matches are like this, then I can totally see you drawing the conclusions you've come to. It makes more sense in this context. I can assure you, however, that your tune would change against competent (but not necessarily godlike) survivors actually focusing on the objective, ruin-be-damned.

    Every killer in the game would function well against those survivors on that map, based on what I've seen. That wouldn't be fair to use as an accurate gauge of killer capability, in my opinion.

    Thank you for providing footage though, I appreciate that.

  • Thanks, will review. This might let people see how you're coming to your conclusions.

  • @[Deleted User] said:

    Hitting chains and mindgaming while doing so makes him top level killer.

    Not hitting chains, makes him pretty bad

    1 - On the Game

    https://us.v-cdn.net/6030815/uploads/4X5IZOYROW1V/image.png

    2- Full former rank 1 (does it matter tho?)

    https://us.v-cdn.net/6030815/uploads/W0EUK0HW60O1/image.png

    3 - ######### ton of points game

    https://us.v-cdn.net/6030815/uploads/RS3EL7AT9LMK/image.png

    4 - another ######### ton on points game

    https://us.v-cdn.net/6030815/uploads/KBPOOOTGJVK2/image.png

    Only 4 games out of like 30 played today.

    He is good if you are good, if you can aim.


    Fine, let's do it your way.

    Let's assume that you're completely right, and you're the savior Pinhead enthusiasts need. You've discovered the magic playstyle required to make him a solid killer against survivors at your level. Of course you realize I'm giving you the benefit of the doubt here in a massive way. So, now I ask: how do these screenshots help anyone? Do you have any videos you can show us that demonstrate your techniques? How do you use the chains, and where do you utilize them to get maximum value? Then, based on the videos you show, we can see the caliber of survivor you're pitted against using your playstyle.

    "I 4k'd and here is the screenshot" doesn't give any valuable insight as to how and what conditions led to it. There's too much information missing here.

  • @gilgamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2485416#Comment_2485416

    figured out the 'right' way to use him (whatever that means).

    That means they've had good experiences with him doesnt really mean anything most of the time. Only time I can remember where a killer became significantly better because of a specific playstyle in recent memory is twins.

    So that's 1/25 killers that have had opinions shifted based on an alteration of playstyle. In the twins case, a heavy emphasis on slugging and camping (much to the chagrin of the player base). I think I'll go with with odds that Pinhead is not going anywhere without help vs someone figuring out a magical cure by shifting how he's played. It just seems to be the safer bet.

  • This is what happens when your balance and map design leads have absolutely no idea what they're doing. This is also a direct consequence of only following big data with no practical testing or review of said data in real time.

  • Clown, likely. Weight, size, and strength advantage. Plus he uses gases to level any agility advantage Trickster could have.

  • @Rez_Marsiel said:

    https://forum.deadbydaylight.com/en/discussion/comment/2485416#Comment_2485416

    The "right" way to use him is way too map dependent. Yeah, on the smallest maps in the game that are open I can get the box often, but the majority of maps aren't like that.

    I'm on your side, but that doesn't help either of us. BVHR designed this killer without testing him properly (again), taking map design into account (again), and how the game is played across all levels (AGAIN). It's actually kind of impressive - this is cartoon levels of absurdity.

  • @Mandy said:

    As @Bloodshade said. It would make it way too easy to constantly start chain hunts, the survivors would not be able to do anything.

    You mean kind of like how Pinhead almost never gets a chain hunt without being in the right place at the right time? That's luck, by the way (we know BVHR loves their RNG). Bear in mind, that the cube takes 6 seconds to solve without any add-ons, so you're booking it across the map (possibly out of a chase, should you choose - a risk) to try and find the survivor carrying the box, hopefully down them, and then use it. With add-ons it's about 12 seconds to solve, and even then, you're not making that journey across the map before the survivor solves it.

    On top of that, you have to pray they didn't take the box to a strong spot that they'll loop you at when you arrive. Should you choose to TP instead of walk to the box holder, you get no chain hunt. Lateral move.

1 2 3 4 … 20