RainehDaze
RainehDaze
About
- Username
- RainehDaze
- Joined
- Visits
- 1,539
- Last Active
Comments
-
@danielmaster87 said:
So how much time am I saving in chase by chaining them as opposed to not?
In a straight chase? Basically, not enough to be worth the time loss when you do miss, or outright losing time.
-
@YOURFRIEND said:
His m2 prevents dead hard. That alone makes it worth using. Yall severely underrate him.
As strange as this might seem given the general tenor of the forums, not everything is about Dead Hard and Survivors aren't always injured to be able to use it.
-
I think everyone's just confused at complaining stealth killers are stealthy.
Like, that's the point. They can get close without trumpeting "I AM HERE TO HURT YOU, HELLO LITTLE SURVIVORS".
-
@Myla said:
I tried running the add on where chains more spawn whenever it breaks on a obstacle and it's still pretty underwhelming lol.
Watching everyone dodge them is a thing. Though when it works it can be cool, but you only really have the one shot at it and you're relying on environmental breakages.
Honestly, the simplest buff would be to remove all the random invisible delays from his power. I'm not sure how much they would help, but there's a bunch.
-
@luvcraft said:
https://forum.deadbydaylight.com/en/discussion/comment/2673988#Comment_2673988
the table includes the time to project the portal for all of these, including long distances, and I just discarded all the times I missed. The risk of missing is absolutely a factor that compounds the fact that even if you perfectly land every attempt the benefit is negligible at a short distance and negative at a long distance.
Oh, I was talking about the calculated optimal chains, there.
-
And obviously none of these calculations factor in the time to project the portal into position from a distance, in which situation an attentive survivor can and will start juking, which makes it a lot riskier to fire--you'll gain a little ground from faking it, sure, but if you miss...
-
@dugman said:
To evaluate the benefit you need to factor in the relative speeds of Pinhead and the survivor during the phases of the process and see how much distance Pinhead gains on them.
For reference, survivors move 1.1 m/s with 3 chains, 1.7 m/s with two chains and 2.3 m/s with one chain, and 4 m/s normally. Pinhead is stationary while controlling the chain but moves normally after it hits, so he’s statuonary for about 0.5 second then chases chained people at 4.6 m/s
So for the first half second, the survivor gains 2 m until the chain hits
In the next second, survivor moves 1.1 more meters and Pinhead moves 4.6 meters. So he’s already caught up a net 1.5 meters 1 second after hitting, even taking into account his moment of being immobile.
In the second second the survivor moves 1.7 meters but Pinhead moves 4.6, catching up another 2.9 meters for a total gain so far of 4.4 meters
In the third second the survivor moves 2.3 meters and Pinhead 4.6, so Pinhead catches up another 2.6 meters for a total gain of 8 meters.
That means that with one successful use of his power Pinhead can catch up 8 meters to a survivor in 3.5 seconds.
Now let’s compare that to just not using the power at all. Pinhead moves 4.6 m/s, and the survivor moves 4 m/s, so Pinhead catches up 0.6 meters per second. Over the same 3.5 second duration that is 2.1 meters gained by Pinhead, only 1/4 the amount he would have caught up using the chains.
So even though the survivors often break free of the chains, Pinhead still potentially shaves a significant amount of time off a chase by using he chains, especially if the survivor is at least 8 meters away when he hits them.
You're a bit off on the time it takes Pinhead to move. It's 0.5s for the camera to pan to the chain, 0.75s for the FOV to change to match (during which I'm still not perfectly sure if you can fire), and then there's another 0.25s fadein before you can control Pinhead again.
So, Survivors can gain up to 5m before the chain hits once FOV changes are factored in. Survivors move 5.3m after the chain hits before we resume normal speed, for a total of 10.3m distance. Pinhead, on resuming control, moves 12.65m in the remainder of those three seconds. This gains 2.35m distance.
That's a whopping 25cm more than not using his power.
(Now, if we can fire before the FOV change completes and assume no travel time, then yes, it may in a perfect scenario gain 3m more, but I think there's some delay before you can--I've tried to immediately fire numerous times to no avail)
-
@PleassBuiltInNoed said:
https://forum.deadbydaylight.com/en/discussion/297864/pinhead-is-an-m1-killer-only
Multiple people said this long time ago, they destroyed his 1v4 while keeping his power just as useless as it was.
Engineers fang was never OP, it's a balanced iri addon, and the 'nerf' done to it basically did nothing as chains were always useless anyway.
I mean, I said it too, but today is the first time I've been really paying attention to how I was playing, since I took a few days off.
-
I'm not sure on the time, but I'm pretty sure the only time getting people with chains is predictably helpful is if they're making a mistake in the direction they're heading and you cut them off (assuming they immediately break chains). All the delays and the limited slow effect seem to do nada for ending looping.
-
Breaking his own chains is just the cherry on top.
Bonus points for feeling a bit bad every time a console player ends up vaulting back towards me because of controls. Like, it's not my fault that's possible, but what am I supposed to do in that situation? Not hitting is throwing.
-
Dear Last Survivor,
If the hatch is closed and I'm right behind you, can you please accept defeat and not proceed to circle the entire map throwing every possible pallet in my way? I'm not going to go temporarily blind and you're going to die eventually either way. I don't think the BP gains are worth several minutes of our lives.
This also goes for your relatives that think they can extend this straight chase long enough for a downed survivor to bleed out and get hatch. The maps are big but not that big.
-
Matchmaking to stop going 100% potato because one side waited a long time and concluding the correct response is "give someone a miserable time".
None of the exit-wait teabagging clicky-clicky BM. And without people throwing a tantrum because you didn't kill them or their teammate the polite way. Which probably needs a better report system.
A game balance that means everyone starts off under equal pressure, not "Killer is under huge time pressure until someone's dead early then we flipflop".
No more useless add-ons/killer powers that only have marginal utility without specific addons--and definitely no powers fully controlled by survivors. More Plague-style tradeoffs for pursuing a secondary objective than "it takes some time", please.
-
@Barbarossa2020 said:
So like Pig and Ambush?
Yeah, though I guess Pinhead's M2 is at least ostensibly not a glorified M1?
-
Some people really like running round and round 3m of broken wall, huh?
-
If Sac Ward didn't burn even when no offering was played and (like every other damn generic offering) wasn't locked to the character that bought it, I'm pretty sure it would be used almost as much as possible, because map offerings are almost never good news for killers.
-
@jotaro said:
https://forum.deadbydaylight.com/en/discussion/comment/2668922#Comment_2668922
you're kidding right? it should always be 50/50 chance of out mindgaming each other. that's what makes the game fun. with these new w killers the game is incredibly boring and feels very unfair to get "outplayed" by questionable hits over pallets and windows. the only way to win is genrushing and that is just boring as hell. god we miss the old days when chases were actually exciting and fair.
The results of every 1v1 interaction can't be 50/50, because the game is asymmetric. While this 1v1 is going on, 3 people are off doing other things.
If everything is weighted to be 50/50, there's good odds of that one player monopolising the killer's attention whilst everyone else plays gen m1 simulator, and I can't imagine that's fun for the rest of the players either. Killer loses, 3 people do nothing but gens, but one person won their coinflip Scooby Doo chases several times and is the only player that enjoyed anything?
-
I think it's impressive how easy it can be to lose a bright red guy christmas present in the middle of a thoroughly brown and grey map, sometimes.
-
A lone survivor at an exit gate when hatch is closed during EGC has basically lost if the killer knows where they are before they start opening the gate anyway. I'm not sure "and some parts of the roster would make extra sure of that" matter.
Or just start the EGC countdown from when the gate's actually started opened (e.g. after NWO finishes and someone touches it again) or something. 99ing and waiting is functionally barely any different from getting it to 100.
-
I fully expect to see Overcome amongst people who can't work out when to DH.
Which will lead to some very annoying MMR bands.
-
Just as a note, "don't look at the flashlights if they are physically harmful to you" is not exactly an option. If killers could completely avoid seeing any slight hint of flashlights, they would be utterly pointless. And looking away from your screen is also difficult.
Can we please, if nothing else, leave the onus on BHVR to prevent that from being possible, rather than blaming the people who just want to play the game for photosensitivity?
It doesn't affect me beyond being annoying, but that's an extremely weird thing to defend.
-
@Tr1nity said:
Me
No, I am. I'm pretty sure you're already in the game, Pyramid Head. :p
-
@BabuDweet said:
https://forum.deadbydaylight.com/en/discussion/comment/2671970#Comment_2671970
Exactly why I won't argue with you.
I've said all I need to say on the matter.
Of course you don't think there's a 'fair' way to play lmfao. Yeah okay bro.
I think a fair way to play is without cheating, without ######### like half an hour hiding in lockers rather than doing a 3-gen, and without doing BM stuff for the entire point of being a dick like exit gate teabagging, flashlight macros, repeatedly hitting people on hook, etc. Things that either: A) are obviously unfair because they're outside of what is supposed to be doable in the game, or B) don't actually serve a purpose within the purview of the game (arguments about psychological warfare making no sense because this always happens after it would serve a purpose).
What you're not explaining is what your idea of fairness is or what it encompasses, and why tunnelling is supposedly unfair.
-
@BabuDweet said:
https://forum.deadbydaylight.com/en/discussion/comment/2671948#Comment_2671948
See it's people like you I don't get at all.
How is it fair? Why try and manipulate it to seem like there is no fair way to play either side when there is.
It's common sense.
Justifying camping or tunneling when it's not needed or survivors justifying bullying a killer etc... is just ######### weird bro.
I'm not gonna sit here and argue with hardcore killer mains that cry about every aspect of the game, a lot of you are worse than survivor mains now lmao
You don't get that I don't magically understand how you've concluded a tactic is unfair?
Because the only reasoning that seems to be presented is "You haven't given the people who you're told to kill equal attention and time to do things", but that doesn't make any sense as a claim that a tactic is unfair. It's not cheating, it's not playing dirty. It can be indistinguishable from random chance or opportunism. And it's completely antithetical to the notion of a competitive multiplayer experience to tell one side their job is to literally play inefficiently.
-
@BabuDweet said:
Killers actually acting as if tunneling and camping are not major things is an issue.
I get the state of the game isn't the best for killers but see tbh, killer mains are just unbearable lately with the non stop face camping and tunneling just cause they sweat the game out. (At certain points I get it, gen rushed, having a bad game, late game. I get it but any other time, just no).
So much has been nerfed and changed over the last year to make survivors no where near as op, once more swf is the issue but killers group survivors collectively and complain they have nothing in this game, which in my opinion is utter bs and an exaggeration.
They're major issues, but still at this point I'm not shocked if I'm getting face camped or tunneled down at 5 gens. Yano, cause they're 'strats'.
I actually used to main killer for a long time and still play it time to time. It's defo not easy but it's not as bad as it's made out to be, unless you're a sweat and want 3k's or 4k's all the time.
If the issues were somewhat helped, it would promote fair gameplay. Which is fun overall for everyone but maybe wouldn't help the balance for killers especially against optimal swfs.
There's that word again. "Fair".
What is unfair about tunnelling (and, presumably, camping once you remove the "it's very tedious" part)? From a gameplay perspective. Someone loses first; it happens. It's like the guy in an FPS deathmatch who spends the entire game getting headshot immediately.
-
@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2671696#Comment_2671696
if you're being tunneled than you are playing the game and not holding M1 which is the most boring part of the game right??
After studying the forums in detail, the desired gameplay for fun is apparently not holding M1 on generators because that's boring, being chased because that's fun, except when your entire game is being chased because the Killer is only giving you attention as somehow that isn't fun, absolutely not being hooked or slugged, and not going against any killer that has anti-loop powers in loops or anti-chase powers in chase or some sort of trap/zoning killer in a confined environment.
Or, apparently, "fun" is defined exclusively as being able to loop killers around windows and pallets all day. Anything that ends in downing is extra unfun, and doing generators is unfun on its own. No word on if teabag and clicky clicky is supposed to be fun.
-
Half of my "tunnelling" happens because I forgot who was actually hooked and just went after scratch marks.
-
@fr0sty1223 said:
https://forum.deadbydaylight.com/en/discussion/comment/2671688#Comment_2671688
the whole problem with camping and tunneling is that is doesn’t allow people to play the game at all and even if you do escape you still depip because the killer refused to interact with anyone other then the person being camped
Being hooked and killed is part of the game, just as much as holding M1 on a gen whilst the killer chases someone else.
"Someone gets the short straw" is insufficient reason to ban a tactic.
-
Also, "killers have to be weak because they will abuse the unfair strategy of killing the weakest link first" is absurd.
This bizarre "it's not fair you're not killing me how I want to be killed" logic...
-
Send a guy to a map he has no chance on with a bad killer, then complain that he goes and does something else whilst the pointless generator runaround is completed?
I'm not seeing anything that indicates that he would've actually achieved anything chasing the survivors except to waste his own time. Three perks that apply exposed in various conditions and an info perk (Rancor is sort of both, I guess). Do bones, get hit. Don't do bones, get hit. Complete gen, obsession gets hit anyway. Guy has his goal.
-
And how exactly do you propose to "get rid of tunnelling"? What even is your definition of tunnelling?
And do any survivors ever remember that the killer can only see total hooks, not hookstates?
-
@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2671384#Comment_2671384
The box has a predictable spawn pattern that isn't random. As far as I can see, The Thing that will separate merely competent Pinhead players from actually great ones is how well they can track down the box to get themselves a chain hunt, and then use that pressure to get some downs.
Of course, nothing about Pinhead changes the fact that if an iridescent is that strong, it deserves a downside to balance it, ideally one that informs the way you play while you have that addon equipped. If you think Pinhead really needed to use old Engineer's Fang to stand a shadow of a chance in a match, that is the problem, and that is what should be changed- bad addon design doesn't get a pass because the killer its associated with is weak, Clown still needs his fixed.
The spawn pattern is predictable but taking advantage of it is not. You need to know where every survivor is (and yourself) as soon as the box spawn sounds and be able to guess which of the spots on the map are more than 16m from a survivor (and nowhere near you). You also need to get there first and grab the box (or hope you get extra lucky and intercept a survivor).
Of course, the biggest problem is those 45s of downtime where there's no box. Tracking all the survivors at that point? Eh.
His passive is lopsidedly out of his control with the way spawns work and who gets what info, it's silly. Like, survivors can know exactly where pinhead isn't from where the box spawns.
-
@Superyoshiegg said:
Blame the community for freaking out every single time a new perk is introduced that is actually powerful and worth swapping out a meta perk for.
See: Tenacity, Boil Over, Deliverance, Autodidact, Mettle of Man, Any Means Necessary, reworked Lucky Break, For the People, Soul Guard, reworked Built to Last, Power Struggle, Smash Hit, Blast Mine, Shadow Step, Spirit Fury, Rancor, Dragon's Grip, Starstruck, Lethal Pursuer, Eruption.
All of these have potential to be very useful perks, and I know for a fact that several of them had many complaints before they even came out about how 'strong' and 'overpowered' they would be. Some did in fact warrant nerfs (Mettle of Man comes to mind), of course.
The devs are afraid of adding new meta shaking perks for fear of the community blowing up (as usual) with allegations of "power creep" and what not.
Stop asking for nerfs on new powerful perks, and start asking for lesser used ones to be buffed instead. For example, Circle of Healing is the first (debatably) meta Survivor perk since David released with Dead Hard, which was *four and a half years ago*.
Because trying to create new perks as strong as the old ones is a fool's errand when the old meta perks continue to be meta because, at least on the survivor side, they're basically oriented around free hits. If it's not getting a virtual health state somehow, then it's because the numbers it's providing are ridiculous: PTS letting everyone stack etc.
COH became meta by providing a teamwide absurd healing bonus provided you can spend 14s on a bone every now and then, and totally killed hex perks in the process. That is not a good meta development, since it just amped up the need for instadowns/tunnelling/camping that the other meta perks are brought to fight against.
-
Because you still get matched against people trying their hardest and using their best perks. There is basically no level where people seem to stop using some meta survivor perks, it's just slightly less likely that it'll be a wave of identical ones (still happens, though).
Also, the idea that one role shouldn't be more stressful than the other is common sense? Yes, it's 1v4, so the 1 should have as big of an impact as the 4. At the beginning of a match, it should be equally stressful for everyone. Not "killer is immediately under a ton of pressure to achieve anything at all", and Survivors only get some pressure once someone's actually dead early.
-
I've just gone to play racing games or something for the time being.
Most of the perks I have unlocked are on a killer that just got nerfed, I fully expect my MMR to be flooded with W+Overcome and I have literally no killers levelled who're remotely good at that sort of thing (I guess Billy... maybe? If they don't know how to move aside), and just... boons and gens going pop pop pop.
I can't even try to get better at loops and have fun in chases because they just don't happen enough.
-
@Lochnload_exe said:
Do you just forget the fact that the addon still gives him a better damaging potential than any other killer? It should have a tradeoff like it does now, and it is the only nerfed addon that makes sense lol
Are we pretending that other ranged Killers' ability to get a second hit doesn't exist? Or the iri hatchet?
-
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2670399#Comment_2670399
What can I say, I hit really easily with Pinhead but not with Deathslinger or Huntress or Nurse. 🤷♂️
That you're really bad without a crosshair of some sort? xD
-
I think the problem is that the nerf didn't actually target the possible problematic part (shooting through walls at long range with hard to dodge chains and always getting a hit), it just made his followup garbage.
Like, of all the parameters of range/chain speed/portal time/cooldowns to tweak, it was instead the number of chains that got the chop?
-
Leading with "it's not as large as you might think" and then listing a bunch of large (but not the biggest) maps does not really prove anyone wrong, unless they were assuming it's Mother's Dwelling sized.
-
Does the map designer think breakable walls are meant to: A) be a risk/reward consideration which may open up a loop/remove a dead end but make an area less safe, or B) an amazing pre-dropped pallet that does nothing except force the killer to spend time kicking it?
I'm thinking they're going more and more to B. Missing the idea that the killer chooses to kick doors, doors are not meant to be guaranteed time for survivors.
-
@burt0r said:
I don't know, i am the kind of casual killer only player that still plays a few times a month when in the mood and don't care about kills but mostly about BP.
I have only roughly 300 hours playing since release and I think(!) I managed to tank my MMR into the ground by intentionally not killing most survivor outside of challenges.
So now I am mostly matched against noobs and can somewhat control the flow of the game while being relaxed. If I get a really bad group i see myself more like a teacher or crash test dummy for the survivors. Especially enjoyable with the image in mind of smacking them for their mistakes in a comidic fashion.
Pretty sure "throwing games so you get matched with people you easily stomp" isn't fun for the majority, though. I don't want to be bullying people that have no clue at all, that I could probably beat without doing anything but M1's.
-
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2669729#Comment_2669729
I had very little trouble hitting with his chains actually first game with him. The key differences that make him easier from my perspective are
- He has a built in indicator where the chain will appear. Nurse does not. (You can use her add-on to get one but that uses up an add-on slot that could improve the ability another way.)
- Because his chain is steerable it’s easier to hit with than Huntress’ or Deathslingers shots against juking targets. It can also somewhat curve around obstacles.
Yes, he has a built in indicator, but you're still stuck with the same hold-for-some-amount-of-time and look up/down mechanic that makes Nurse fiddly, complete with the thing occasionally getting stuck in walls, stuck in pallets, or on the wrong side of a wall you wanted to phase through. Ditto for saying the steering makes it "easy", when that's the easiest way for everything to miss.
And once people are aiming to juke (the same situation that you seem to be using for declaring Huntress or Deathslinger to be difficult) then the way steering speed ramps and the need to land the portal right on top of someone, plus the CD before it can even fire, makes it one of the most fiddly powers to use. Particularly as it's not meant to be used for straight-line shooting or anything, it's an anti-looping tool.
Like... if you're describing skill floors, it feels bizarre to say this two-stage firing step with its CDs and camera shifts and ability that does so little is harder than Huntress's "I throw hatchets that go in a straight line".
-
I think the bizarre thing is that "kill one person first" is somehow "being a jerk". FFS, it sometimes happens entirely coincidentally. Or probably more often than not.
It's ######### backwards to expect the person who can't immediately see at a glance who's on what hookstates to memorise them for the explicit purpose of making it easy and fun for the other side.
Like, not only are you demanding that the opposition in this little competitive game of ours give up the most obvious strategic advantage they could get, it's also entirely their responsibility to memorise all the information needed to do this explicitly so that they don't? At that point you're basically saying that the killer's role is not to play the game and have fun, it's to do things properly.
-
Did... you say that Pinhead has easy controls? Wat?
His ranged attack is a bizarre combination of Nurse's blink followed by one of those steer-the-missile flash games from ten years ago.
-
@BabuDweet said:
why tf do people care so much about voice lines?
I genuinely don't get it, but you're entitled to your opinion of course.
It adds character.
-
It begins!
-
- Buff Pinhead's chains/chain addons
- Unlock perks once, use anywhere
- to never have to play on The Game again
-
So they nerfed it... less?
-
@Steel_Eyed said:
I was destroying with those addons though. I’m not saying he was my favorite killer, but he did feel strong with those specific addons. Plus getting chained while solving felt terrible.
And removing the chain interruptions and nerfing all the useful addons and doing nothing to improve the rest of his play experience wasn't an excessive response?
-
@gammatsunami said:
The thing I like about dbd team matches is no mic is the standard. There is another game on steam that looks so fun, but communication is so required that mics are expected.
I like to just chill out after work, and as an introvert I will pick dbd over other games because I find socialising after work exhausting.
I have played games where if you dont have a mic but theyre expected and they cant kick you out of the match, theyll get you killed. This is why I never got into endgame raiding in WOW
The odds that I ever play survivor would become even worse in that case. I don't want to talk to random people! And I'm often playing at a time where I can't possibly talk to anyone without disturbing other people.
-
@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/2668016#Comment_2668016
Nah in order to get deathslinger treatment you need to nerf him to just about bottom 5 (which pinhead is at anyway) and then make him incredibly unfun to play. Plus add a 1 second delay to everything he does. Plus reduce the cooldown of possesed chains by 0.1s and then call it a buff.
Thankfully my DHope undying build will still work, so I can still send people to brazil no problem.
You mean an extra 1s delay on everything? We've already got that. :P