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Lochnload_exe

Lochnload_exe

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  • @GannTM said:

    Yes Spirit needed a change and I’m not going to act like she didn’t. However, you only take one side into consideration. Iron Will users will be next to impossible to catch because they can hear where you are and you have NO INFO on where they are. Isn’t that the same exact issue survivors had with Spirit?

    Congrats Iron Will, you have officially been crowned as my least favorite perk in the whole game. You’re a disgrace to the game and to all perks and I hope you get nerfed to the ground hard. It’s hard for me to actually hate Dead Hard and NOED anymore now.

    To survivors, I better never hear “Spirit is OP” or “ Spirit takes no skill” anymore. If you still say that, then I honestly don’t know what to say.

    You can still hear footsteps. Obviously right now I dont know if that is still bugged for spirit, but footsteps are still one of the most reliant and easy way to hear survivors.

  • @danielmaster87 said:

    She's a dead killer. All she needed was removal of the stand still mindgame.

    And that is exactly what happened, her power still works the exact same, survivors just get a little more info

  • @Peanits said:

    To set expectations realistically, I just want to note that this is not a full add-on pass. As amazing as it would be to do a pass on so many Killer's add-ons all at once, that would end up being years of work squeezed into a single update.

    More accurately, it's a pass on some of the underpowered, overpowered, or unused add-ons for a bunch of different Killers (rather than a bunch of add-ons for a single Killer like we usually do).

    Not to be that guy but is that really YEARS of work?

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2513841#Comment_2513841

    Here’s the problem: that “cheesy” guessing game was one of the most fair things in DBD. Now the survivor pretty much knows where she is and, if the survivor is paying attention, can avoid spirits phase the majority of the time. That’s not “counterplay “, that’s the survivor controlling everything. This is how survivor mains want every killer to be: easily and consistently counterable. Unfortunately, it seems like the devs agree. She will join Billy in extinction.

    I'm sorry but if you think having 0 knowledge against her was one of the most fair things in DBD that is just comical. Again, she still plays the same, you can get easy hits, and you still have insane map pressure. I'm sorry you think just giving her directional audio is breaking the character, but she will still be an insane killer. The survivor still doesn't control the chase, and if you think that then you were just someone that liked her because she was extremely easy and powerful.

  • @botrax said:

    https://forum.deadbydaylight.com/en/discussion/comment/2513807#Comment_2513807

    That counterplay like you said will ruin her and the only strong killer are going to be blight and nurse so less variety for the top mmr survivor

    The counterplay doesn't ruin her, it makes her less awful to go against. That is it, all her strengths right now? Still there. Except for the mindgames that give survivors 0 options. She will still be a good killer by a long shot lmao

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2513807#Comment_2513807

    She will now be incredibly weak. I predict we won’t see her at all anymore, just like Billy and most other killers.

    How will she be incredibly weak? Legitimately? She still has insane movement speed, the ability to catch survivors off guard still, and the ability to get easy hits on almost every single tile and loop in the game. The only difference is she doesnt have the cheesy, easy mindgames that don't give survivors any choice except a guessing game.

  • @Duskk said:

    Listen, I completely understand its a survivor meta right now. In fact, no matter what meta we are in. There is no shot that over 50% of the killers will be viable at a time, at any time in this games life span. Just due to how the game functions. But only 3? It is really pathetic at this point. Only 12% of the killer roster is viable. That being Blight, Spirit, Nurse. Other killers like Pig, Legion, Trapper, etc. ESPECIALLY are just in very sad states. I do not want this killers to be viable, I do not expect them to be. Like I said I expect only like half the cast to be viable while the current C-D tier killers to stay unviable. But for gods sake can you at least make them playable with some small changes?? Trying to play these C-D tier killers at high MMR is just not possible, going against high rank survivors that understand the simple tactics to mitigate the value the killers power gets just proves just how weak they are. Playing an M1 killer against them when they know how to maximize times at every loop meaning you have to leave tons of chases as there is no way you will not waste 3 gens worth of time trying to catch them. especially on maps like Red Forest, it is NOT possible to NOT play one of those viable 3 and being able to end chases and rotate gens on maps like Red Forest in high MMR . and many others, Red Forest is just the biggest offender. They are plenty of small tweaks that could be made to the other 22 killers to help them especially the ones towards the bottom, with pillars of the community and content creators making 2 hour longer videos suggesting changes in detail. and many others suggesting improvements to at least think about. But after all this time I see killer after killer just get forgotten and left to rot. Very disappointing. I took an almost 2 year break expecting the devs to somewhat fix my main, Legion and Legion is still bad on my return about 2 months ago...how?

    People need to stop acting like every single match is a comp one. Play who you want and who you like, every killer is still viable and good, EXCEPT for those 5% of matches where it is a 4 man swf comp team, in which you will probably lose anyways even playing a strong killer.

  • @vacaman said:

    "When close to The Spirit’s husk, Survivors will not receive any indication that The Spirit is phase walking. Originally this was intended to be a fun mind game (“Is she using her power, or is she faking it?”), though in practice, it often doesn’t feel that way. This lack of feedback forces you to make a guess and hope it pays off, which can be great when it works out in your favour, but can also feel awful when it doesn’t. 

    To add more skill into The Spirit’s counterplay, we’re making two changes: 

    1. Any Survivor within 24m of The Spirit will now hear a directional phase sound. This lets you know whether or not she is phasing and also gives you a rough idea of which direction she’s coming from. 
    2. The Spirit’s footsteps will now kick up dust while she is phasing. Keen Survivors may be able to pinpoint where she is, but tall grass and other obstacles may make it difficult.

    "

    The stupid Spirit phasing mindgame is gone, wich is fine. But now survivors can basically know where Spirit is visually and by sound. I remember how bad Spirit was in ptb when you could hear her. I hope you got the "counterplay" you wanted, this killer is bully material now lmao.

    Good lmao she was extremely strong for an unfair reason. This killer now has actual counterplay while still being incredibly strong.

  • @Shaped said:

    Buffing solos and killers? How do you buff solo without buffing swf?

    Would this ever be possible to achieve?

    Please don't suggest debuffing or indicators or straight up deletion of swf. That is not something most will agree on.

    Let the killer see who is queued up together (I know you said no indicators but this would really help some killers to avoid a bad time occasionally), and maybe just add an icon wheel for survivors, so it doesn't require a headset as not every teammate will have one. This will allow you to just pull up an icon by your survivor picture possibly saying what you are doing or going to do. This would greatly help with solo queue without buffing SWF. Even some form of kindred as base would greatly help solo without making SWF stronger.

  • @joossephh said:

    If there already an existing discussion about this, please link me as I would love to chime in...

    It says a lot when survivors DC or ignore added objectives when a killer is introduced to the game. Is it just me or do survivors avoid doing the puzzle boxes? I've had several games where I was the only survivor picking the box up and actually doing it... Like #########.

    There needs to be a way to better balance this killer.

    • What if the puzzle box only teleported within a certain proximity, kind of how the hag does. Completing the box will still reveal the survivor's location.
    • Prolong the time between each box appearance.
    • Limit the amount of boxes in a match, or omit after end game collapse.

    I hate playing against Pinhead as there are too many objectives compared to other killers.

    As someone who has already submitted loads of time, testing, being an avid pinhead main and defender, and currently writing a large guide for pinhead, he does not need a nerf. He actually doesn't need a large or lots of buffs either. I'll give some times for you and some examples.

    • The teleport already teleports you within a certain proximity. It isn't an instant kill. Just have awareness and a plan of what you are going to do in the event of him teleporting to you.
    • It takes approximately 90 seconds for a chain hunt to begin once the box spawns. That is enough time to complete a full generator if he doesn't have addons. Solving the box makes it disappear for 45 seconds before spawning. If you solve the box, there is 135 seconds before needing to absolutely solve the box again. You have loads of time to not worry about it.
    • Limiting the number of boxes is such a silly idea, especially since it is a large part of his kit and leads to his power, but can be disabled for so long and so often already, because reminder: Pinhead can't see his box.

    Personally, he only needs a buff, and a very small one at that. All I believe he needs is for the environmental breaks on his chains to respawn INSTANTLY, not with a delay. If they spawned more quickly it would feel much more consistent. Now that his lunge is fixed, that is all I think he needs to be perfect as he is now.

  • @th3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2510544#Comment_2510544

    I wouldn’t say necessarily that people are bad for running meta perks, just insecure in their own skill.

    Im sorry if i worded that wrong, I meant you are just as wrong as the people OP was accusing. You can't complain about someones build when they are also running a meta boring build.

  • @SasukeKun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2508743#Comment_2508743

    What are they supposed to run to stop the speed of survivors? nothing? It's either that or anti chase with no pressure from perks. There's so much more that goes into it than that

    Listen lmao you can't just keep avoiding the question of what you were using when you complain about meta perks lmao. If you are playing with a killer meta build you are just as bad, both sides have annoying meta builds, you can't point at one when you are also using one lol if you werent using a meta build, then yeah it sucks seeing the same thing every match, but just nerfing that stuff isn't ever the answer. The problem is the feel or needs to have to use those, just like you yourself thinking you need to be using slowdown perks, because of bad balance of the base game.

  • Flashlights aren't toxic, they are an item in the game and have a use lmao.

    Body blocking is fine as well, the game even rewards survivors for doing it, it is a mechanic.

    Tbagging is a joke lmao don't take something so to heart.

  • @Baby_Victor said:

    Freddy~

    I joined for Freddy, played him exclusively and learned the game through him. I did have my struggles and had hoped for a buff since many high level players called him weak and throughly proved to me how weak he could sometimes be, especially when they captured me at exit gates. Sometimes keeping each other awake and never allowing me a way to push them out of the game, so I was locked in the game at their mercy. Despite his difficulties, I continued to get better through the struggle and became a strong Freddy Main who received the most good games messages (on console) that I’ve ever gotten.

    Then they reworked him completely, killing him (for me).

    Plague~

    I’m a fan of Poison and game mechanics that work over time. I was immediately drawn to Plague when she came out. After everybody started developing strats for and against her, the one that survivors seemed to gravitate to was one where they “stole” half her power by not using her fountains. She didn’t start with a corrupted fountain, so Plagues couldn’t use her insta-hit corruption throw-up.

    I DIDN’T CARE

    I never used Corruption. I was exclusively using her Vile Purge to break survivors and if they didn’t use fountains then my game became easier. My build was for late game because I sometimes had to power through the survivors using all Fountains for free heals BUT if they corrupted all fountains, then they would be forced to stay broken and all my work could be rewarded then. It was fun.

    Then Patch 2.6.0

    • Quality of Life: once all Pools of Devotion are corrupted, they reset and automatically grant The Plague Corrupt Purge.

    No matter how much I like Vile Purge and didn’t need or like Corrupt Purge. This power is now ‘forced’ on me whenever all Fountains are corrupted. It’s also impossible to lock down the fountains with corruption. My build, my strats, my Plague…DEAD.

    Anybody else? Which Killers?

    Im the same way, I was a Freddy main and he is what got me to join the game but after the rework he is extremely uninspired and boring. Also trickster honestly. On his release buffs, I saw potential in him and thought they were going to make him a mending type of ranged character but instead, he is the most uninspired, boring to play and face against killer ever and ill never not see him as the worst designed killer ever

  • @Gamedozer7 said:

    Seriously its so boring and turn chases in to no skill situations for both sides. When I'm playing killer I see survivors w key all the time which means I have to w key after them which takes no skill and when they get to a loop they can't loop normally because they didn't learn because they just w most matches.

    I just don't get it chases are the best part and they show off your skill as a killer/survivor but with this w key meta most my chases become mindless running sims.

    Is there anyway to make w key less effective and bring some of the fun back to chases?

    Maybe in BHVR didnt make so many killers that are just M2 to mindgame, it wouldn't be so bad. Against most killers, they don't have any counterplay other than just holding w.

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2494294#Comment_2494294

    Who would have thought playing as killer would also teach you how to play against them. Instead of going to the forums and saying "spirit is op and unfun. Plz nerf!"

    What does that have to do with what I said lmao. I've been the first one here to defend him the first days he was out and say he was good, while others complained and called him bottom tier. If I recall, you were one of the players saying he was awful, but oh now he is actually not bad with practice? Like I said? Crazy

  • @Bluebird said:

    https://forum.deadbydaylight.com/en/discussion/comment/2494283#Comment_2494283

    I'm not dense, I get you're trying to be funny, it's just annoying to have people even jokingly proclaim themselves as the best at something.

    Im da best at pinhead baby its me #1 pinhead player

  • @EvilJoshy said:

    At first i thought he was weak. Then i learned how to use his chains and unlocked perks to keep the chain hunt active. Now i like him.

    Who would've thought practicing the killer and taking the time to play them would give you better results instead of just calling them trash

  • @Bluebird said:

    https://forum.deadbydaylight.com/en/discussion/comment/2492416#Comment_2492416

    Not to sound like an ass, but what statistics show you're the #1 Pinhead Player in *the world*?

    Source: it is me numba 1 pinhead babyyy

  • @Bluebird said:

    Just curious who's everyone's favourite character in DBD (Original or Licensed)

    Mine is Cheryl Mason because, well, she's a cutie.

    For survivor im a leon main forever, he is my favorite RE character and ill main him until I get my native American rep.

    For killer it is pinhead. He is such a blast to play while still being able to be strong but fun to play against. As the number 1 pinhead player in the world I hope people start recognizing he can be good. Also the moment I get the skin walker or wendigo killer I will give up the spot of number 1 pinhead player

  • @ARatherStrangeKiller said:

    By far the only issue I have with Pinhead, albeit a relatively minor complaint, is how chains can still spawn if the player is solving the Lament Configuration. If it were not for the fact that said chains interrupted the solving process, I would not have an issue with this, but as it stands it is an annoying feature that practically punishes the player for trying to complete was is essentially a secondary objective.

    Now I am not saying chains shouldn't spawn at all for the player holding the Lament Configuration, as I understand the reason why it happens in the first place, but I am saying if the player is actually attempting to perform the solve action, chains should not spawn to interrupt the process.

    I propose two simple solutions:

    Solution A. Chains will not spawn if actively solving the Lament Configuration. Cooldown to attempt solving the Lament Configuration increased to prevent spam/immunity (scales with how far the solving process got).

    Solution B. Chains will still spawn while solving the Lament Configuration but do not interrupt the solving action.

    The reason for this is to punish waiting to long to solve the box, optimally you should be solving before chain hunt begins

  • @just_one_player said:

    The Cenobite is a killer with high potential, but at the moment he clearly needs some changes. Here are some suggestions, that will not make he OP:

    1. Chains now take 1.5 seconds to break;
    2. Breaking a chain with environment will cause a passive chain to chase the survivor until its manually released (this alredy happens, but if the chain fails, it simply disapears);
    3. The cooldown to start a chain hunt timer after a survivor resolves the lament configuration is 15 seconds.

    My english is in progress, so forgive me for any errors in writting :)

    I believe his lament and chain hunt is fine, and actually base time to remove chains is fine. I personally just think that when a chain is broke, it should spawn two passive chains instantly, instead of delayed like they are now. Would make him feel much better against objects. Other than that, he feels wonderful to me and is a solid B tier, maybe even A tier

  • And? Lmaoo because he looks goofy? You just threw out fake facts like he isn't popular when he is known as like the best designed and balanced killer

  • @PB_TORCHer said:

    His power is a bit silly running into things. Instead he uses serum for a rush like now , but he doesn’t need to bump just she a slightly longer pause to use another serum for a follow up rush while he chooses a new direction. Possibly a micro fraction less turn rate or not. Either way Blight isn’t popular and has been teased for his silly, almost clumsy looking power. Let’s make him a real serum addict and a bit scarier

    Blight is an incredibly popular killer and his power makes sense, it is like a monster running after you bumping into things because it is enraged and trying to kill you, he isn't a monster of precision, he is a monster of rushing and blunt force to kill you

  • I think this is a good test and I already try my best to not use a lot of gen perks, also does this refer to even gen info perks like discordance? Or just gen slowdown perks like ruin, pop, corrupt, etc?

  • @Msterflex said:

    From the way they designed it you’re supposed to go after the survivor with box and if you can down him you’re rewarded with massive map pressure or if you can’t do that at least you get a assured chase. I feel like Franklins and Hoarder makes getting the box too easy and takes away that hard fought reward and also make it too difficult for survivors to stop the chain hunt. I say this as a new pinhead main

    I personally find hoarders to be fair on him. You still don't get to know the box location, and you don't get to see where the survivors go with it. It at most gives you a couple seconds to try and stop them. Franklins could be a little much, but I am glad hoarders gets good use finally.

  • @ShakeyGames said:

    Pinhead is a solid B-tier killer at the moment. If you add perks that synergise with him, such as Hoarder/Franklin's Demise, or use some of his better add-ons, then he becomes an S-tier killer.

    He has ridiculously excellent map pressure with his chain hunts, possibly the best in the game. A good Pinhead will be able to defend the box from being solved, by either using Hoarder or an addon, and make a chain hunt last the entire game, preventing any gens from being completed and securing a win.

    His power in chase is also very good, comparable to Deathslinger and Huntress. Most people use his power incorrectly, chaining people that are super far away. No, that's not how you do it. When a survivor is looping you, chain them, then you can easily get a hit.

    People say that he is add-on reliant. I disagree, I have played about ~30 games with this killer so far, I have not lost a single one, surprisingly. I have gotten a 4k in ~25 and a 3k due to hatch escapes in the other games. In every game I have played, I have not used any add on, at all.

    I don't even have any good perks unlocked for him yet, I've just been using Deadlock, Plaything, STBFL and Sloppy Butcher.

    I think he is fine the way he is.

    Just saying, I tried saying it and got called wrong. I am doing extremely well with him and even went on a good winstreak with him using no addons. Don't know why people keep calling him addon reliant or the worst killer. Seems like people just do not want to learn something new, they must have gotten use to the boring m2 killers like nemesis and trickster

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/2490539#Comment_2490539

    i get ur argument but saying "lgbt for brownie points" while also asking for a native survivor is honestly the same thing, bhvr dosent have to tick the boxes of diversity. but they do it cause thats what people want.

    I didn't put an argument, im sorry if it seemed that way I meant that I thought BHVR didn't want to for brownie points. I don't care if they add a LGBTQ survivor, they could even just in an archive reveal a current survivor as Bi or something. I just really also want a native survivor

  • @oh_salutations said:

    Note

    •  this is about their appearance not about the gameplay of survivors
    • I don’t care about this stuff in movies and tv shows but in video games where everyone is just a cosmetic imo it matters a bit more since its meant to include everyone from everywhere
    • its only about original survivors because that is what BHVR can control

    TLDR: BHVR has been lacking when it comes to the differentially of the survivors (and cosmetics) instead just making them feel repetitive and stale

    Time

    All survivors are modern-day and would like some from other time periods like the 70s, 80s, and 90s especially since those are times where slashers where popular and It would help create differentiate the characters with trends from those time periods and it would match the licences that are from that time as well. like why is Laurie the only survivor from the 70s

    Gender 

    We barely get any survivors that are male it's been 1 year since Felix, 2 years since Adam and Jeff, and it’s going to stay like this. BHVR knows that females are more popular and will bring in more money than a male but in the process makes females staler and staler. I don’t see anyone use Zarina, or even Yun-jin is kind of rare to see. It feels like BHVR is just throwing females at a wall to see who sticks to just pumps out cosmetics for them (Nea, Kate, Feng, Elodie). I wont be surprised if the new survivor is going to be a female. It’s at the point I’m so bored to see what the new survivor looks like because ik it’s just going to be some “Fashionista” or “Queen” that has terrible cosmetics that will probably be a set so Good luck making a good outfit.  

    Race 

    This problem is not as bad with with females but is terrible with males like it has been 3 years since Adam (Black/Jamaican) 5 Years since Jake (Asian/Korean), And a Latino or a Middle Eastern character is still not in the game 

    Orientation 

    All I’m going to say is how does Rainbow 6 siege have 2 LGBT characters but this game where they said they would add one a year ago still doesn’t. What is so hard to say “His boyfriend” or something like that in tome lore or backstory. This issue wouldn't be as bad if they didn't promise it back when the silent hill chapter came out its been a year and some and nothing came out of it except them saying they are still researching the topic. Whatever that means

    Cosmetics 

    • They have 18 original survivors and only 4 get cosmetics on repeat. we could live with an update without a Nea outfit
    • Males (After Kate) don’t have Uncommon Head Pieces but females do. What’s so hard with changing the color of hair and selling them.
    •  Survivors need a mix of cosmetics jake doesn't need another survivalist outfit same as how Felix doesn't need another suit. some outfits aren't bad like another cowgirl kate, but the ones that are overused; Jake and Felix are some examples that could get some diversity in their outfits.
    • And if you are going to have a set at least give people that own that outfit the headpiece if it’s possible (like Kates and Janes Greek Outfit.)
    • The amount of greed Bhvr had with Jills Hair Annoys me a lot. They made the outfit and still sold it for 1080 AC knowing damn well that they are charging for the default hair. In pin Head’s New outfit he doesn’t have a head but do you see his outfit being sold for 1080? No, it’s 720, and Ghost Faces’ Mask in the Classic Ghost face cosmetic was 200, not 400 for being too similar to the original. They do all this but won’t budge on the jill hair. 
    • Onesies: Not a complaint but they should make more and universal ones that could be used all year, as well as some other holiday ones like for Halloween and Christmas 

    Chatterer is technically gay, but I don't see why it matters, I believe somewhere they said they leave it open so you can imagine and fill in the roles so they don't feel like they are doing it for brownie points. I do agree about all the female characters, they are extremely bland. I just want a native American survivor

  • @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.

    Yeah i would agree except yeah, he still keeps his m2, which is much much stronger during chain, which keeps going on for the box holder. Trying to escape pinhead holding onto the box is nearly impossible if he can land his chains. At high ranks, the best thing to do against him is find the box fast before chain hunt begins, and solve it fast to not give him tike to interrupt it. I guess holding the box hostage could be good at low ranks or against a pinhead that doesn't know how to play, but it really punishes you and holding onto it guarantees the pinhead starting his chain hunt

  • @wayneradiotv said:

    The passive chains from breaks are so depressing. They ONLY hit if they are aimed down a straightaway the survivor is running through. I feel like they should aim like the extra chains you get from landing a possessed chain. If they almost never missed, even if Pinhead could break his own chains, there would be situations in which you could intentionally break a chain, get a hit, and have the extra chain land during the survivors speed boost. Your idea would also work... god, I'd take anything.

    Honestly that is the idea I was going for. Having 3 extra chains spawn in a little interval after a wall break would add a little choice to survivors. "Do I break them myself but risk him getting closer, or environment break them and risk having a bombardment of extra chains coming after me?" It would add to his uniqueness, but since the ai chains are fairly easy to juke around, it would be a fun intense pressure for the survivor but still being helpful without just a base increase to break them like some people say, that would be awful lmao

  • @wayneradiotv said:

    Been playing Pinhead non-stop since release. When he works, he's a complete blast. Of course his chains need buffs and all, everybody's already talking about that. I am here today to rant about how abysmal to play this killer is to play on any map with multi level structures.

    I consider myself pretty good at this killer for how little he's been out. Been getting 4k's like every four out of five games. However, lately I keep getting sent to Gideon, The Game. Oh my god. The feelings this map has bestowed upon me while playing this killer.

    I have won only once on The Game. This map is the antithesis to this killer. Infuriatingly so. The Configuration's teleport mechanic is completely broken on this map: you have a very high chance to get sent to the opposite floor the survivor is solving the box on. Had a survivor solve the box on the second floor, above the entrance to the basement, which sent me to *the basement stairwell*, costing me an insane amount of time. On top of that, his chains have some of the worst spawn logic on Gideon, consistently spawning behind survivors in chase, making you walk into them and break them. And my god, the extra chain spawns are so useless in chase... Even then, there's more! It's probably similar to Nurse and I doubt it will ever get fixed, but aiming his gateways between floors is the most inconsistent thing. The fact that the indicator will flicker between the floor you're on and the spot you want it on the opposite floor is disgusting. You'll finally get your marker right next to a generator you KNOW a survivor is working on, you release the button... and the gateway opens against a wall on the upper floor. Oh... my.. god. It's such an insult to injury for this ######### to happen when you're already fighting for your life just to contend on this map.

    It's not just The Game... Survivors are able to completely render your teleport useless by solving it anywhere near a multi story structure. On Badham, a survivor can solve the box in the preschool stairwell and send you behind a dropped pallet in the basement. On Haddonfield, a survivor solving the box on a roof is scott free 100% of the time, you will NEVER warp to the second floor, always on the ground below. The 10-12 meter warp alone is not enough to make teleporting worth it: The teleport NEEDS to guarantee that you end up on the same level as the survivor. Or at least, that you have an unobstructed path to them. If the survivor is not on a single level plane, the minimum meter distance rule should be broken. Put me up in that house, BHVR. Let me at them.

    Honestly, it wouldn't even be that big of a deal if you could consistently place your gateways through ceilings to interrupt solving...But I don't think BHVR will be able to help that, considering it's a safe guess that the gateway mechanic is just a copy & paste of Nurse's blink. Anyone else have ideas on how the warp could be made not useless against elevation? Maybe an aura read on survivors you warp to? I dunno. I'm at my wits end, I want to love this killer but these Gideon matches are breaking me.

    Ironically, I find lerys and hawkins not to be the worst for pinhead, and I enjoy Midwich as well, but dear god, The Game is just horrible. Like you said, the entire map is cluttered with garbage that can be used to interfere with his chains, and not to mention the amount of god pallets the defeat basically any killer. I was gonna say the Game is his worst map, and it is, but I think this still just shows how awful this map is in general. I think the portal is fine and even in its most powerful on indoor maps, he has very quiet footsteps and his TR is hard to pick up as well, combined with his chains you can make solving the box near impossible on hawkins and midwich, lerys is a little tougher, but the game has such a higher amount of RNG compared to other maps I'm just convinced it is like the worst map in general. The biggest tip I can give for pinhead on the game is control the center, and upstairs. Getting downstairs is much easier than getting upstairs, and your movement combined with the gateway can be used to stop solving fast if you stick around the center. This is still really hard to keep going but that is the best strategy I have been able to use.

  • @konchok said:

    While I wouldn't mind getting some minor changes to improve PinHead. I'm afraid that He'll be overbuffed and we end up with a pre-nerf Freddy.

    Oh fully agreed and that is what I have been saying this whole time, his kit is pretty good and if he gets over buffed like people are suggesting, he will get a lot of hate fast. I think this change I proposed would help him though, don't make chains harder to break, make it where it spawns more over time on the survivor if they decide to go for an environment break.

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2487246#Comment_2487246

    The longer gateway cast ranges are fine yes, Im talking about the ones that increase the range of the chain itself. The addons only add like 2 and 4 meters respectively to the chain and the chain moves so fast that time is like 1/10th of a second longer, they are completely useless, even if you could hit a survivor with more than half a brain cell at that distance.

    Oh yeah agreed, the actual chain length addons are pretty useless, I think they could be turned into addons that maybe increase the chains that attack the box holder?

  • Depending on what type of match is occuring, I usually try to give them all an escape. I'm pretty empathetic, and I try to give survivors the benefit, but if it happens against a good team and the match has went on for a while, I try to finish it and give last guy hatch.

  • @Lush said:

    These posts are probably a dime a dozen, but im curious. Who is, in your eyes, deserved as the next license? or your most wanted next license?

    Me personally? Gotta be my crush, Patrick Bateman

    https://us.v-cdn.net/6030815/uploads/7D6J9TWC4CUE/american-pyscho-explained-scaled-e1622721923141.jpg

    I would love a cool medieval vampire, like the one shown in the lore. I have also been watching a lot of What We Do In the Shadows, so I'm enjoying vampires right now lol

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2487324#Comment_2487324

    It’s still pretty inconsistent though. Sometimes survivors could walk when LoS is broken and the killer has no input on that.

    Oh also sorry I don't play spirit, I don't know if footsteps are still bugged for spirit, but for most other killers footsteps seem to work well. Even when they walk I can usually hear the soft pitter-patter direction in a loop

  • @Seraphar said:

    Hold the cube and you can easily break chains with walls or whatever is around you and everyone else can go about their business doing stuff w/o worry. Why arent there more harsher penalties for a survivor that holds the cube hostage?

    TBF you do get punished pretty hard. You are oblivious to the killer (not the biggest deal), but you also have constant chains harassing you that are loud and do help in chase a lot, as well as interrupting you if you do happen to try to solve the box or do gens, meaning the team is now a 1v3. You can catch the box holder pretty easily, and then take it for yourself. The punishment means you have much more of a problem in chase, cant do gens, and you are risking your team by not solving it. It is your fault for letting them hold it hostage. Take advantage of the situation

  • @GannTM said:

    Arguments on why Spirit is a problem is that she’s too opaque as you can’t tell where she’s phasing making it impossible to counter her, and also that she takes no skill to play despite being powerful. Now, I’m a firm believer that Spirit should get changed to give survivors more information, so please keep that in mind before you verbally assault me over an opinion.

    Now given these two reasons people bring up on why Spirit is a problem, couldn’t we say the exact same thing about Iron Will? Iron Will completely robs killers of information while in a chase as it makes it hard to mind game at certain tiles due to no sound cues that are so important for the killer to have. Also, does it take any skill whatsoever to slap on a perk that makes you almost completely silent while injured for the whole match with no downsides? Both seem very counter productive. And now after Stridor got nerfed, Iron Will is even more strong with it’s only counter being completely useless on every killer now.

    Now, if you disagree with me, please feel free to have a reasonable debate with me. It’s fine if you disagree as this is just my opinion but this has been something that I’ve thought about lately and just wanted to get my thoughts out there to see what other people think.

    I just listen to their footsteps, you can still hear that.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/279089/a-pinhead-buff-that-is-reasonable

    The more I play against Pinhead and the more I play Pinhead, I'm pretty sure he's a solid B tier killer. I would like to see his gateway and chain distances be increased by about 1/5 of what they currently are now.

    Yeah as number 1 pinhead player (I have given the title to myself) I have amazing matches with him and the creativity and range of moves you can do with him are great. The more posts or comments I see on the forums about people realizing he actually isn't that bad make me laugh so much, I said he was pretty good and no one believed me.

  • @hamada98765 said:

    I think or all of us think that this the voice line when he summons (you opened the box..I came) Must return :(

    Who agrees?

    I am assuming it was something with the license, and my theory is the license holders didn't enjoy the memes. I do have hope he will get some new voicelines of some of his other quotes.

  • @SkeletalElite said:

    I wouldn't mind the duration of chains staying the same as long as uncontrolled chains had a bit of tracking so they actually took some effort to dodge or if the chain were unable to break on environment.

    Although I wish the addons that make possessed chains go further instead made chains break more slowly.

    I am actually ok with the range addons. The chains have other uses than just the anti-loop, they are a great interruption ability. Longer range means the box solver will have a rough time escaping. I agree though, his main weakness is environment breaks, I think just spawning more chains would be really scary and help a lot

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2486791#Comment_2486791

    Doesn’t PH fall into the unfun category? He’s very similar to nemesis in how you m1 unless they are in an animation

    Pyramid Head has gotten the good changes I think, his m2 takes a little longer to initiate, and it has a slowdown if you cancel, plus playing around loops with him is like nurse, it is pretty fun personally.

  • @Tricksters_30thBlade said:

    They suck and I'm a trickster main. Its unhealthy and forces survivors to hold W or go to god loops. Its unhealthy that there are so many anti loop killers. Trickster, nemisis, pyramid head, pinface,huntress,clown,doctor, freddy, demo.

    All of these killers have an aspect of anti-loop trapper and hag do have aspects but they must set up while you may argue freddy need set up but he can use it in chase with out fully stopping. Huntress is also a bit controversial but she has the ability. Devs need to think about other aspects of gameplay.

    I agree, but there is a difference between fun anti loop, and boring anti loop. Trickster, Nemesis, and deathslinger are the worst of this. They have very little depth, their whole character is just "I will m1 unless you do animation, then m2, lmao silly survivors" it isn't very fun or interactice. But I'd say killers like Pyramid Head, Pinhead, Huntress, and Demo are fun because they have counterplay and fun gameplay.

  • @DaBawb said:

    https://forum.deadbydaylight.com/en/discussion/comment/2485528#Comment_2485528

    Yes, play to defend the RNG box that goes away if you teleport to it; and is solved in 5 seconds if you want to walk to it with hoarder. Genius.

    it actually takes 8 seconds to solve it, with the addons putting it up to around 12-14 seconds, and the box has set spawns that will usually be the same on each map, I've gotten consistent on knowing the spawns for the box on coal tower, hawkins, midwich, and coldwind. Not very RNG, and you can interrupt the solving with chains

  • @DaBawb said:

    https://forum.deadbydaylight.com/en/discussion/comment/2485497#Comment_2485497

    It's worse than a stock clown bottle. That's a fact. Clown bottles don't slow you, make you stop, and actually slow the survivors for 3+ seconds if you hit them directly or zone them into the cloud. And that's not counting add-ons. And you are hard-pressed to miss them unless you are going for max range shots beyond geometry. Use an Iri to make chains damage people? Pinky finger insta-downs.

    I don't care he can teleport around or gets an RNG slowdown. All I care about is his chase power; and it's worse than clowns. Pig gets literal RNG Mori's and I still consider her a terrible killer.

    So you ignore his main ability which is chain hunt, which is incredibly powerful if you actually play to defend the box and keep it going like you should as the character, and you only use his m2 (which still isn't as bad as people say) which by itself isn't as strong as it is combined with chain hunt? No wonder pinhead is getting so much #########. You people keep playing him like a basic looper killer lmaoo if you want a killer with no depth that does mediocre slowing than yeah, go to clown I guess, pinhead still out performs him if you play like you should.

  • @Dsalter said:

    https://forum.deadbydaylight.com/en/discussion/comment/2485339#Comment_2485339

    you can completely disarm and take pinheads power hostage by holding the cube and never solving it.

    survivors have full control over if pinhead can use his power or not.

    the only killer that bad is... well trapper but even trapper can get some cheap traps in using vaults or delaying the gate

    Actually not true, while they hold the box hostage, they basically can't so gens, making it a 3v1, and it doesn't even disable your m2 ability like other characters that can have their power taken hostage. Plus, they actually have downsides while holding the box, it is super easy to down a box holder and then once you do, you get a hook, and chain hunt begins.

  • @gatsby said:

    Pinhead specializes in game delay, with some anti-loop potential. He is probably more similar to Pig than any other Killer (an upgraded Pig mind you). He forces Survivors off generators with his box and chain hunts. Finding the box yourself or downing someone with the box is even stronger and gives some tracking too.

    Pair him with at least one Hex and the Survivors aren't gonna be gen rushing anytime soon they'll be pretty busy. I think some people are underrating Pinhead because his anti-loop is weaker than other Killers, but in my opinion his slowdown potential more than makes up for it. He's easily a mid-tier Killer that can start to approach high-tier if you can get consistently land his possessed chains and have the awareness of which loops they're most effective on (hint they're awesome at long wall jungle gyms).

    Thank you, people keep comparing him to clown just because it is slowdown, but he does not play like clown at all. He has incredible slowdown and if you can get good at him, he is a solid high B tier, low to mid A tier.

  • @brokedownpalace said:

    Always go for the box? If not, when's the best time to go for it or leave it alone? Once you get it, should you attempt to solve it immediately or bring it away from gens to try to bait? Or is that just wasting more time? Ignore the box? Sit and cry?

    Gimme your pro tips

    Right now for a 4 man, the most optimal thing is basically the rule of 3 people on gens, one person being ran. But now it should be 2 people on gens, 1 being ran, 1 solving the box. Also always solve the box during times where pinhead can't really do anything about it. As solo queue, just slam gens in-between solving the box, and if no one solves, then you go do it. Trying to keep the box hostage isn't a great idea and it means if the pinhead is good he will search you out to get you. Solve it every chance you get, but try to wait till chain hunt is almost about to begin, it is extremely annoying for the pinhead

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