Crowman
Crowman
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- Crowman
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@MeltingPenguins said:
Okay, let me get this straight:
There's uncleansable totems on the following maps:
Lery's, Hawkins, Saloon and likely some I missed. But you ONLY disable saloon and let the others stay there?
Just... can't you just turn of totem spawns for the tile?
Coldwind has a totem that couldn't be cleansed by the Harvester in the past too.
I don't mind that they did disable the map over it, but it's really weird that now they decide to disable a map over that when it was never an issue before.
Not to mention the time that survivors got literally stuck in hills and they left every map with a hill enabled despite that game breaking issue.
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Pretty sure known issues is just the devs way of saying they know "this patch breaks x" and people don't need to report it.
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@NeonFlowerPower said:
Because Ruin is a massively lazy perk that requires zero effort. Just like Dead Hard is a massively lazy perk as well that gives survivors a free escape.
While Ruin means the killer can skip kicking gens, it'll do nothing if the killer is creating no pressure to get survivors off of gens. Not to mention it's a perk survivors can just remove from the match.
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@timetotalkabout said:
the exact same thing I think about twins when victor is on your shoulder, NO YOU SHOULDN'T BE ABLE TO VAULT AND DROP PALLETS DURING THAT TIME.
At least attaching Victor to a survivor means you did a damage state.
Pinhead can often not only get nothing out of his chains, but even lose distances due to how quickly they can even break.
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Honestly, I find hexes are just awful to run against most good survivors. Because good survivors will cleanse your totems very quickly into a match. Unless it's RPD, but people will figure out the totem spots on that map over time.
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IMO, Franklin's and Hoarders on Pinhead only work really well when survivors are picking up the box or trying to solve it near you. But a lot of maps are just big and it's just very easy for smart survivors to wait til Pinhead is busy far away from the box to pick it up and solve it.
They are fun perks to use and can be very effective, but I think most people are overstating the actual value they bring on average.
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BHVR has never disabled a map over an uncleansable totem, sorry to say.
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Camping happens to secure the kill.
Tunneling happens to try to remove a player from the game quickly.
It's really not rocket science. Survivors just need to learn that the killer will play how they want no matter how much they whine about it.
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They changed how item charges worked so old Franklin's could no longer delete items so they changed to do that instead of depleting charges. Then they sort of reverted it because they didn't want to accidentally destroy vaccines.
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@Zomboid81 said:
https://forum.deadbydaylight.com/en/discussion/comment/2499100#Comment_2499100
I believe the reason for Pyramid Head not being able to camp was because perks like DS and BT didn't proc on survivors who were caged, so there was 0 ways to get a survivor out if Pyramid Head found the cage and just sat around it.
The cages also only allow rescue from the front unlike hooks where survivors can unhook in a cone around the front. So PH could stand in front of a cage and completely prevent an rescue as well.
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Cenobite has a score event that triggers at the end of the match that gives him points in the objective category (or a category that uses the same icon). Since that category doesn't get filled up during the match by killer actions it becomes extra bloodpoints over the normal cap.
It's probably a bug, because I think Nemesis had a similar issue.
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@wxnickxw said:
https://forum.deadbydaylight.com/en/discussion/comment/2498902#Comment_2498902
Yah there are perks that do that. And they can run to gens to scare them off,
But to address your question I don't have a problem with killers asking for changes to things that are terrible to play with.
For example instant keys. As a Survivor it's great for me but I don't think there's anything wrong with asking for it to be changed so that keys take time to open. I also don't have a problem with the devs doing that.
See I can undwrstand how something is bad overall even though I use it for an advantage. Unfortunately as a killer main you can't seem to understand how incredibly boring it is to be stuck on a hook unable to do anything till your slowly die off and go look for a new match.
I play both sides and there is absolutely nothing wrong with camping. I do know that it sucks to be stuck on a hook til you die, but that's just how the game sometime.
There's no good reason to take the option to camp a hook from the killer, because it would make survivors (their opponent they are designed to kill) feel better.
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@wxnickxw said:
https://forum.deadbydaylight.com/en/discussion/comment/2498887#Comment_2498887
Yes I know you don't want to lose your camping becuase you like doing it.
If it makes you feel better this wouldn't force killers to stop camping, the idea is to stop incentivising killers from camping making camping significantly less prevelent.
I don't like this bullshit that survivors want to force killers to have to play in a way that survivors want them to play.
I'm sure you wouldn't like it if killers started suggesting that gens get blocked if survivors worked on them for longer than 30 seconds at a time to prevent gens from getting done too fast.
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@wxnickxw said:
https://forum.deadbydaylight.com/en/discussion/comment/2498824#Comment_2498824
Hate to break it to you but forcing the killer to leave is the entire point of addressing camping. And you can never fix it in a way that camping isn't the "right play" (I'm assuming you mean right as in good for the killer as an effective way to win) because the whole point is to make it so the killer is not able to use camping as an effective strategy because if it's not effective they will stop doing it.
Also I kinda like how some killers refer to a Survivor stopping what there doing and presenting themselves like a steak on a plate as somehow not to the killers advantage becuase they have to go chase them to down them instead of continuing to camp
There's no need to force the killer to leave the hook. The killer has every right to defend the hook from unhooks.
Survivors just need to do gens and attempt to force the killer to leave the hook. If they don't, then that is still okay.
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@Sakurra said:
https://forum.deadbydaylight.com/en/discussion/comment/2497666#Comment_2497666
Camping=hostage for 2 minutes or how much does take to die on first hook. Stop talking stupid things. Camping means waste of time with boring killer. Boring for the hooked one, boring for the others survivors, because doing gens is boring, and ALSO boring for killer. Don't tell me that staying there like a dog is fun for killer.
I never said camping was fun just that the game isn't being hold hostage. If you really can't stand waiting 2 minutes you can always attempt to unhook yourself and don't hit the struggle skillchecks.
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Grades are not a factor for matchmaking.
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A killer camping a person on hook isn't holding the game hostage. The person on the hook will die in 2 minutes and everyone else is able to finish gens and leave. Sure it sucks for the person on the hook, but there's nothing wrong it.
Borrowed Time gives the unhooked survivor 12 seconds of protection.
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Honestly if OP took the time to reflect upon the posts they written in this topic, they might realize that they take the game way too seriously and are getting matched up with other people who also take the game way too seriously.
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@lolololol said:
https://forum.deadbydaylight.com/en/discussion/comment/2497484#Comment_2497484
ah…so I should just stop winning. I should just lose every game. What a joke. You’re supposed to try to win.
And you are facing opponents who are also trying to win. What's the issue?
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2497100#Comment_2497100
Good luck waiting for right moment when chain hunt is active and your teammates can't do gens and are easier to catch.
Distance is not that huge. Yellow add-on is enough for him to interrupt you with chains. If he runs two it's impossible to solve it in time
I played against a hoarder Pinhead on Ormond earlier today and had no issues getting the box and solving it. It's really not that difficult to do, because Pinhead will have to chase survivors and all survivors can see the aura of the box meaning good survivors will know to get pinhead to chase them away from the box so someone else can grab it.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2497049#Comment_2497049
If you're so far away they won't bother chasing you anyway. The thing is you can't sneak up on the box consistenly
As I said, you can always wait for pinhead to be in the middle of the action to grab the box and run. Also 64m is a huge distance that even if he gets the notification he still might be unable to do anything about it since traveling towards the survivor with the box isn't always a straight line giving up a current chase to chase the box holder can lose him more in the long run.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2497020#Comment_2497020
hoarder range is 64m. good luck my dude
And there are plenty of maps larger than that where if Pinhead is on one side of the map he won't get the notification of the pickup on the otherside of the map. Mother's Dwelling, Azaroz's Resting Place, and Ormond are good examples.
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This build really only works on small maps, because on large maps it's far easier to sneakily pick up the box outside of Hoarder range. You can also wait til Pinhead gets locked into an action to pick up the box and then run away.
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The hotfix is largely bugfixes for known issues from the patch. I wouldn't expect any changes to any killer the first week after a patch since it's almost always just bugfixes of known issues. And these fixes were likely already in the process of being finished after the patch went live.
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He's C tier atm, imo. Simply not consistent enough.
He has a ton of really frustrating issues that can actually be the difference between a hit and a miss. With some adjustments I can see him being B or A tier, but his current state is far from that.
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Idk why you mention Bite the Bullet or Resurgence since neither perk is really meta when Unbreakable and DS are far more common.
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Unless you are on a map like Wrecker's Yard, many maps you can pick up the box on the opposite of the map as pinhead and he won't get the notification. Plus Pinhead still has to be able to interrupt you opening the box which is not always possible if survivors are smart about when they pick up the box.
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@VikingWilson said:
https://forum.deadbydaylight.com/en/discussion/comment/2495469#Comment_2495469
Iron Works? Guarantee a totem is upstairs. If there's a hex, that's where it WILL be.
It's as constant as Pantry's totem in the rocks in front of the shack.
Temple of Purgation, people sleep on that totem up top.
Speaking of guaranteed totem spawns.
Badham always spawns a totem under the stairs in the house of pain and there's always a totem in the school and there's four possible location for that one.
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Well the grade isn't used for matchmaking and you can't depip downward so d/cing really has no real punishment to it without the penalty.
If you queue up to play a match with other people the least you can do is to play it out. If you can't do that much then maybe this game isn't for you.
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They'll just disable the offering as they have with every other offering that can't be used anymore.
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@Kaimick said:
https://forum.deadbydaylight.com/en/discussion/comment/2495451#Comment_2495451
what you're saying has no relevance to what I am saying.
If the totems were well hidden like before and they were being taken out I wouldn't have an issue with it.
What I am saying is the totems are in the wide open, not hidden at all. meaning you casually walk by an area and can see it from 4 tiles away
Most totem spawns were never well hiddened. You can easily remember 90% of totem spawns.
Even maps like midwich and hawkins have some really obvious spawns.
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I don't think it's totem spawn changes tbh. With sbmm matching good killers against good survivors you are likely just facing more survivors who will do totems to deny perks.
I've seen many survivors who would do a gen next to the ruin totem and never cleanse the totem back in old rank matchmaking.
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While pinhead could interupt healing with his power, I can't imagine many survivors are going to heal in his terror radius in the first place. Maybe if you have plaything to give survivors undetectable you might catch a few survivors off guard.
I personally find nurses to be a lot less useful against good survivor teams.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2494858#Comment_2494858
Its not fine. Even without blight. Most my builds include tinkerer now just because of how useful it is
Are you running Tinkerer with Gen Regression perks or just Tinkerer itself, because Tinkerer is fine and we shouldn't remove synergy between perks just because it's strong.
Survivors can easily split on gens which makes it very hard for killers to pressure every tinkerer proc and they have tools available to them to help them get gens done faster such as toolboxes and fast track to quickly finish a gen when it has given the killer their tinkerer proc. It's not hard to work around.
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Probably the Shape.
Myers is basically superhuman and he can't be interrupted in his stalking.
Ghostface is just an average person whose power can be broken by looking at him (which is what Myers does).
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If Eruption procs when a survivor is on the gen, the survivor working on the gen will stop the regression before getting kicked off due to incapacitated status.
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@Plu said:
https://forum.deadbydaylight.com/en/discussion/comment/2494629#Comment_2494629
Yeah i know, but in that scenario that OP talked about, it doesn't matter if Pinhead stops moving, since the surv is camping the pallet, and honestly from how ive been playing him so far, him not moving isn't that big of a deal except at some very strong loops, but it feels more like it's an issue with the chains breaking easily than him coming to a dead stop.
I agree about everything else, i think they should just respawn if broken by the environnement ( Basically the Impaling wires Addon) and that he shouldn't break them if he touches them himself, rather they should phase trough him OR respawn like Impaling wires.
Chains already do respawn if breaking by the environment. Impaling Wires just spawns an extra chain.
The respawning chains do nothing since survivors can just immediately run after the chain breaks and it's basically impossible for the chains to hit survivors running.
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@ukenicky said:
https://forum.deadbydaylight.com/en/discussion/comment/2494584#Comment_2494584
I'm sorry but I think that having to run a certain perk or perk combo to make a killer S tier is poor design. We saw what happened with Stridor Spirit.
This is why I think other areas of him should be buffed to compensate rather than making the oppressive aspect of his kit the only thing everyone focuses on.
https://forum.deadbydaylight.com/en/discussion/comment/2494524#Comment_2494524
Ruin is still pretty strong on Pinhead. If / when Chain Hunts starting triggering, survivors can't do the gens and Ruin regresses them creating a very nasty cycle of perpetual regression and bringing the game to a halt.
I know no one is listening but I'm not necessarily asking for this interaction to be "nerfed" I just wanted to know if it really, truly was intentional because seeing people keep survivors in a Chain Hunt for almost the entirety of the match seems crazy but if you all think that's fair and balanced then okay, no need to be so rude. You guys need to chill out, I just wanted advice, clarification and sensible discussion not skill shaming and drama. It's like if someone has a different opinion or a concern on here you all flip out.
Pinhead can't really keep a chain active the entire match unless you get a small map like Wrecker's Yard. The box will spawn away from Pinhead and even with double solving addons he won't be able to interupt the person solving the box. As good as Hoarder's and Franklins are on Pinhead, they do struggle on large maps like Mother's Dwelling and Suffocation Pin/Azarov's Resting Place where survivors can pick up the box outside of Hoarder's range and can solve before Pinhead can reach to them.
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@Plu said:
Probably would make him way too oppressive even at safe loops, as he would get free hits from it.
Honestly im fine with them being able to drop pallets this way, makes them stuck in the animation so i can get hits in, it's also really nice to force pallet drops kinda like clown to get rid of troublesome pallets early.
The thing is Pinhead stops moving to chain survivors whereas Clown can move while throwing a bottle. Plus Doctor already prevents survivors from throwing a pallet or even vaulting so I don't see how it would be too oppressive.
Chains with how they currently are, are too easy to break and too easy to ignore as a survivor. Not to mention that unlike Deathslinger's chain that keeps the stun effect on the survivor for a short while after deathslinger breaks the chain for a lunge, survivors can immediately start running once the last chain breaks. This means they could sprint burst or dead hard immediately upon the chain breaking which is a huge slap in the face for the effort it took to setup the chain in the first place. Plus Pinhead sometimes is forced to break his own chains as well.
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Play Kill Your Friends then.
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I don't think this is the fix. Based on the wording they are giving everyone 500K due to the issue happening plus people will get the reset bonus they missed when they fix the issue.
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I would say it's in the best interest to solve the cube sometime after 50% of the progress towards the chain hunt has happened. Since solving the box or having the killer teleport to you puts the chain hunt on a 45 second CD you'll massively deny the chain hunt by waiting closer to when the chain hunt would start.
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The killer loses points in emblems for survivors healing. I wouldn't take emblem point loss to mean "x isn't intended".
The killer can defend hooks from survivors trying to rescue their friend. Camping isn't an issue that needs to be "fixed".
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Honestly what baffles me about the addon is that it just makes hitting a chain when the survivor is healthy just injure them. It doesn't make his chain weaker when attacking injured survivors, because it will just function as normal.
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The most success I've been having is with Hoarder, Franklin's, NOED, and No Way Out.
Ruin + Undying would be good on him, but if I ever got a game where both totems didn't get found immediately maybe I would run it more.
@Mouth0fMadness said:
https://forum.deadbydaylight.com/en/discussion/comment/2483015#Comment_2483015
It does, but IMO Franklin's Demise + the addons to make solving the box longer may work better than using Hoarder's.
With Hoarder's it adds 2 chests, and every time the survivors pick up any item you'll be notified. There's no way to tell if they picked the box up specifically or just a medkit out of a chest, unless you run the purple addon so you can see the box yourself too.
With Franklins + the longer solve time addons, it gives you time to find them, catch up to 'em and all ya gotta do is hit em with one M1 and you get the box.
You can tell when a survivor picks up the box vs a survivor picking up an item. If you pay some attention to the UI, you'll see someone's portrait has yellow chains around them meaning they are holding the box.
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@drpynz said:
any word from a mod or anything? This is a sort of a big deal.
Sadly since it's Sunday we probably won't get a response on the issue til tomorrow. Even if a mod was around they would have to get in contact with someone at bhvr who likely isn't working today.
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Blindness doesn't work on auras for things from the killer power.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2490600#Comment_2490600
Seriously was anyone using hoarder before pinhead? This is shaking things up. Would people rather go back to facing spirit, nurse, blight with ruin+undying+tinkerer?
People really hate when killers have synergy with otherwise unused perks and then complain when killers all use the same handful of perks. It's weird.
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I also forgot to mention the 0.5 second where you can't do anything after returning from the gateway.