Crowman
Crowman
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Yeah the power often doesn't really do much. Survivors can still drop pallets so even if you chain a survivor near a pallet they can often just throw it down anyways. Forcing slow vaults is kind of useful since you can get a free hit with it, but that's about it.
Doesn't help survivors can immediately start running the minute they are no chained since there is no buffer on the status effect like there is with deathslinger chain, so if you are forced to break chains just to reach a survivor they can sprint burst or dead hard away immediately.
His chains just don't feel enough of a hinderance to survivors.
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@DemonDaddy said:
Ruin + deadlock seems the better choice. Regression boost and blocking after a gen long enough for ruin to gain mandatory effect time. Personally don't bother to defend a hex with another hex, if I'm gonna risk a perk slot then I'm gonna make sure I have at least 3 others I can use the rest of the match should it be broken.
Blocked gens do not regress.
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@Malkhrim said:
https://forum.deadbydaylight.com/en/discussion/comment/2487335#Comment_2487335
The problem is: the same thing applied to Viktor when he was on the PTB, and people still chose to kidnap him instead of crushing him, as Charlotte wasn't able to call him back before. A single survivor not being oblivious and unable to do gens is not that big of a deal in exchange for taking away one of the killer's abilities. Okay, at least the Cenobite doesn't lose ALL his power like the Twins did, but he loses an important part of it.
You want to know something else. The chains inflict incapitated which prevents survivors from leaving the exit gate, but they lose that status immediately when knocked to dying state making it useless to actually down people at the exit gate similar to how victor was on the ptb.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2488150#Comment_2488150
What I do is down them, and then a few inches from a wall, I put a trail of torment, pick them up, and force them to wiggle out into the trail. If they figure out what you are doing and stop wiggling, you can drop them a few times and it auto wiggles them out.
Doing that is still wasting time that would have otherwise been used to just hook the survivor for daily. My main issue with Pyramid Head's daily is that you often just have to go out of your way for it whereas every other killer challenge will just happen by playing the killer.
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I don't think killer challenges need to be difficult. It's only 30K BP.
The only real annoying one that currently exists is Pyramid Head's daily, because getting 4 cages requires survivor being tormented and sometimes survivors getting tormented just doesn't happen.
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@LordRegal said:
I was going to comment about Wraith being one of my favorites and not currently running any of those perks on him...
But the Devour hate is baffling to me. I think it may be the first time I've seen someone say Devour is a problem. So yeah, that's stolen the show. How in the world have we reached the point that Devour is unfair?
If he just recently played against a wraith with devour on RPD (although it's disabled currently iirc) I could see why he would hate devour.
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@[Deleted User] said:
It really is just the goddamn lunge bug. It's actually infuriating how much it ruins him. Like how do you actually screw up M1's?!?!?!?!?
Like is this because McLean left or what
I just had a game where I lost my early down, because my lunge didn't connect when I was right behind them. Pulled of the perfect mindgame and everything and got nothing for it.
The other thing that grinds my gears alot is the amount of times I just reach the survivor and they immediately break the last chain and use dead hard instantly. Like can there be some kind of buffer after the last chain breaks to prevent that. Deathslinger buffers the stun on survivors after breaking the chain for his lunge.
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@Mr_K said:
You're gold which places you at purple ranks in the old system. Are you saying you never faced red rank survivors as a purple rank killer?
Two more days and we're all Ash and these post can go away.
Let's be honest they won't. People will still inheritly try to assign value to the grades.
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I use long range hooks to interupt solving the box.
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Old Spirit's vaulting animation was her literally teleporting on the otherside of the vault.
Pinhead is moving through the wall giving a clear sign that he's vaulting.
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The map is technically not part of the DLC, because everyone has access to the map even if they didn't have the dlc.
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Both Swamp maps are really rng reliant, but no one really talks about it because Swamp maps have yet to get a realm beyond update.
Still BHVR needs to adjust their spawning algorithm for all maps since Autohaven maps have an issue of spawning all the tiles in one area leaving the other half of the map empty.
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Because defending hooks is not against any rules.
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Pinhead is pretty terrible if you aren't getting chain hunts (which is a little too easy for survivors to prevent). But if you focus on getting the box off the survivor who picks it up instead of teleporting to them he becomes decent. Teleporting is pretty weak as not only does it put the chain hunt on cooldown, but you often appear in a position where you can't take advantage of a quick hit since survivors control where they solve it. Teleporting is nice if you have nothing else to do at the moment since it brings you right to a survivor.
I say he's at least C tier since he's too reliant on having chain hunts active.
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@supersonic853 said:
Pinhead makes it good at least it alerts you when a survivor picks up the box.
It also works on Nemesis Vaccines, but that's far less useful unless for some reason you want to run the iri addon that causes survivors to be exposed when they use it. But even then that's such a very niche situation.
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Maps only get disabled for gamebreaking bugs. Granted they managed to break one of the pallets so you can't break it from one side.
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@The_BiggCheeze said:
https://forum.deadbydaylight.com/en/discussion/comment/2484667#Comment_2484667
Yup, at least that’s what I heard. That’s why I said next couple months because I don’t know exactly.
Well it's likely going to be October, because October is going to be the "big" halloween event and usually we have a patch around the time the event starts.
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@Sickerton said:
https://forum.deadbydaylight.com/en/discussion/comment/2485364#Comment_2485364
While I can see most of this, giving a box holder the job to cleanse totems would be the absolute worst idea. Totems have to be cleansed all in one go - no progress is saved if you're interrupted - and the box holder is going to get interrupted by hooks nonstop.
Chains attack in a group of 3 (dodge the 3 chains) and then there's downtime before they spawn again which is long enough you should be able to cleanse a totem.
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@BadMrFrosty said:
There are many people on the forum who would agree with you. On that note, there is also a small minority that seems convinced that he either A. needs more time or B. can only be played by people that have figured out the 'right' way to use him (whatever that means).
I think he's not as bad as people are saying, but he certainly can use some tweaks. I've been finding a lot of success in a hunt the box off of survivors with hoarder since getting the chain hunts to activate helps so much.
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@Ohnoes said:
https://forum.deadbydaylight.com/en/discussion/comment/2485318#Comment_2485318
Slug the person with the flashlight or lightborn if that's too much of an issue.
You can't slug someone when they are in a locker without grabbing them out which is the issue. You are forced to grab someone out of the locker and then get flashlight saved. Also sure let me go switch Lightborn on in the middle of the match.
The reason why it got changed was there was nothing a killer could do once in the match if survivors wanted to locker save.
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Stop letting your teammates die so you can pull off a Deliverance play at the end of the game. The power of the perk is that you can absolutely destroy a killer's pressure with an unhook in the middle of the game not when he's already killed the rest of your team.
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It's a bug. Unlisted changes are a bug unless the devs say otherwise. Pretty sure people have already reported it.
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Considering that people abusing the matchmaking system by having a low rank person in their swf to get matched against lower ranked killers was a thing, you are highly underestimating the desire for people to have easy games is.
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@HuntressIsMyMommy said:
https://forum.deadbydaylight.com/en/discussion/comment/2484769#Comment_2484769
Over the course of the last 12h I have played like 20 or so games. And I agree, there is a possibility the system will magically improve soon. However, consider this: BHVR has been collecting both feedback from the community and data on your perfomance in each match for different periods, overall it's like 3 months, over the course of the last year. (at least they said so in their dev post a few weeks ago before the weekend test of MMR). How many games would I have to play for the assessment to be accurate, if literally 3 months of data can not make the system work as intended? I sure hope you're right tho, I really like playing this game so it would be sad to see it in such a state
It's been collecting data from a flawed rank based matchmaking system. Many people have inflated MMR due to the previous poor matchmaking.
It's going to take a while for everyone to get settled where they are and even for people who are settled in the right place they are going to have to deal with other people who have mismatched mmr scores.
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@Tattorbug said:
https://forum.deadbydaylight.com/en/discussion/comment/2479226#Comment_2479226
Actually it's pathetic how killers use crap tactics to win all because they don't want to get better at the game. If you learn the killer you choose to use and certain perks make it easy to 4k without the cheap strategies and yes I know a list of people who have left this game because of the pathetic killers and I do understand certain reasons to tunnel someone but there is no suitable excuse for camping or slugging and whoever the creator that does the cheap strategy is just as pathetic for encouraging it
I hate how survivors can't figure out how to get better themselves that they resort to shaming the killer to play in a way that is easier for them to win against.
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That's just how totems be sometimes. Besides the game can't just prevent spawning the hex on a dull totem near the hooked survivor, because that dull could always be the only remaining dull totem on the map.
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@ObscurityDragon said:
https://forum.deadbydaylight.com/en/discussion/comment/2483716#Comment_2483716
The fact is, you cant have à system "settle" by giving you matches in all kind of range when
-you say youve been collecting datas for monthes
-your promise is that you can now play killers you never play cause their MMR wont be as high as the ones you play à lot (cause if i still face very good players as, say, i play Billy for the very first time, its not exactly as told by BHVR)
But those are topics where everyone can be right or wrong... i mean... we dont have numbers
They've been data collecting off of rank based matchmaking which was heavily flawed and likely inflated many people's mmrs. There's also bound to be people who need to place in the system as well.
It's going to take longer than just a day for people to shift into their right mmr.
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Generally you want to solve the box before the chain hunt starts. There's not particularly a downside to doing so and you just completely negate a large part of the killer's strength.
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There's a few things that is likely happening.
First, SBMM can only match people with people currently in queue. Meaning if all other survivors in your mmr range are in a game and not in queue, then SBMM will take survivors outside of your mmr range.
Second, the match might be balanced based on the average of survivor MMR. So if you have the highest MMR of the 4 survivors you might be raising the match average.
Thirdly, the other survivors might still be placing. System is only a day old and many survivors might not have played since it came out. You might just be matching with survivors who haven't been placed yet.
Forth, you or the other survivors might not have correctly matching MMR for your skill. This could mean your MMR is too low or their MMR is too high. The devs have data from the old ranking system they used to help populate MMR so it's likely some people mismatched MMR that might take awhile to get sorted.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2478058#Comment_2478058
Dead Hard is supposed to be a 'dodge', a last second evasion technique to avoid a hit.
It is not supposed to be an on-demand Sprint Burst.
It's not an on-demand sprint burst. Sprint Burst gives you much more distance than Dead Hard.
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Who cares what you think is the "proper" way to play. Your opponent is not required to play the exact way you want them to. So get over yourself.
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Having an on demand reveal of where all survivors are and starting the chain hunt would be a little too strong.
I've been playing with hoarder and grabbing the boxes off of survivors has been really useful.
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@Darkwing_Dork said:
https://forum.deadbydaylight.com/en/discussion/comment/2482821#Comment_2482821
I don't think so? They literally said the opposite on the final test, and were using more data than ever before. And on the forum post for current SBMM they make no mention of resetting the data. Maybe there's somewhere else they said it?
"We’re using several months of data to calculate your ratings rather than a few weeks"via https://forum.deadbydaylight.com/en/discussion/271612/news-skill-based-matchmaking-test#latest
Back in June they ran an SBMM test and shortly into the test a dev or a mod made a post said they resetted everyone's mmr. So the last test back in June was using data from a few weeks and this release should be using data since around end of May beginning of June.
If the forums had better search functionality, I would have found the post
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While I think his chains could use some adjustments to make them a bit more reliable. Pinhead doesn't feel that far off from being a decent killer after the games I played today. IMO Hoarder and an addon to increase the time it takes to solve the box are the best to run since it allows you to snatch the box from survivors allowing chain hunts to keep going throughout the game.
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@Mtom912 said:
i mean sb is better than dh, but dh is just more annoying
dh is fine if it's a nurse, spirit, blight etc
dh is a problem when it's a M1 killer like legion or pig where survivors shouldn't be messing up anyway then they can just DH
they just need to fix it so DH works, exhausted on ground, then nerf the amount distance you get from dh or something
A single DH is more annoying than a single SB.
But a squad of SB is far more annoying than a squad of DH, because now the start of every chase takes an extra 20-30 seconds just to catch up.
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Stop assuming unlisted changes are nerfs and not bugs.
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If survivors don't feed a camping killer they can get the gens done and leave assuming the person gave a good chase.
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Pinhead just came out and a lot of people will play new characters when they are released.
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Listed on the patch notes was a known issue about that achievement. So yes.
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@MadLordJack said:
Your MMR isn't 0. The system has been gathering data since killers were locked into lobbies.
That's not quite true. They said they resetted the data on the previous test before the one this month.
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2482784#Comment_2482784
When you open the thread you can see dates on every post made including the first one.
Also "recent discussions".
As I said, you don't see the dates on the list on mobile and this was at the top of recent discussions.
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2482773#Comment_2482773
Lmao. What is with all the necros? I swear it got worse than it ever was. There were multiple just today. Smh.
So on the mobile site you don't see the date of the post on the list so I saw this on the front page and made a reply.
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@drpynz said:
https://forum.deadbydaylight.com/en/discussion/comment/2482493#Comment_2482493
https://us.v-cdn.net/6030815/uploads/SZ03LCOXDDYF/20210908141614-1.jpg
I am going to have to disagree. I have gotten 2 disconnects and 2 penalties so far today. This screen shot is right after I got back in. Why do you think pinheads D/C's arent getting penalized?
Because I had a bunch of games playing as pinhead that lost connection to host and got 0 penalty for it yesterday.
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Deep Wound timer goes down while you are snapping out of it. It takes 12 seconds to snap out of it so you have 8 seconds.before you'll go down.
Alternatively another survivor can mend you.
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First off, they aren't abusing the perk if they are using what it's intended for.
Second, if skillless survivors are the one using dead hard against you, you should have no issue downing then because they have no skills.
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The current d/c issue with pinhead isn't giving people a penalty so there's no pressing issue that they need to turn the penalty off.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2481841#Comment_2481841
people said the same about blight. look where he is now.
Blight also received multiple changes since his released. Such as Buff POV, adjustments to his turning, added the ability to break pallets, multiple addon adjustments.
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/comment/2482081#Comment_2482081
Hooks do not respawn from environmental breaks. Hooks spawn back when
1) the killer breaks the Hooks
2) another survivor breaks the Hooks
3) when they spawn and get auto broken before hitting the survivor
In order to get them to respawn from environmental breaks, you need to use the deepthroat addon. I do agree though, that addon should maybe be base
The addon you are talking about spawns an extra chain on top of the chain that respawns when they break via the environment. But even then both chains that spawn tend to miss and do nothing.
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@musstang62 said:
Well... that's kind of the same counterargument when people say a killer is weak on the PTB. If you've played long enough, you don't need to see more than a few hours of matches to get a feel for whether a killer is strong or weak. Ghostface/Blight/Trickster - everyone called out that they were weak on the PTB, and they were. They later got buffs and fixes to make them stronger
Pinhead wasn't changed much from the PTB, where he was also weak. He has some passive slowdown that's not quite as good as pig's, and he has a chase that's worse than clown's. If he's hard to play, he needs to be rewarding in some way. Right now, he's difficult AND sucks ass
To be fair, Ghostface's power was actually just broken on his ptb and Blight's ptb was out of date by a week.
Though the devs did make some changes to pinhead to live, but they clearly didn't do enough since the respawning hooks from enviromental breaks hardly matter.