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ad19970

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  • @Maphusail said:

    https://forum.deadbydaylight.com/en/discussion/comment/2516643#Comment_2516643

    Really? Do you know that you can repair all five gens in 2,5 minutes? So 2 hooks is too much for you? You either don't play killers at all or you're a hypocrite to say that.

    You really think I don't play killer because I think two hooking survivors would be broken?

    You are the epitome of a biased killer main on this forum.

    If survivors take 2,5 mins to repair all 5 gens, then the killer they went against was afk.

    Everytime you hook a survivor, the survivor team gets an additional objective to complete, unhooking the survivor that was just unhooked. Survivors also don't teleport from one generator to the next.

    Applying map pressure is also a thing, believe it or not.

    And I am a killer main. That doesn't mean I want the game to completely broken for killers. I can get one early hook with a strong killer when I don't completely suck, then I tunnel that survivor off the hook, and the game is over. Great. I bet survivors will enjoy that a lot.

  • You're doing god's work here.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2516616#Comment_2516616

    They definitely don’t but people will complain against anything. Killers still say DS is OP.

    Of course there will always be a select few of people that will complain about the weirdest things.

    To be fair, everony is allowed to voice their opinion. But I think the vast majority will not agree that Trapper could need any form of nerfs after his buffs.

  • @Maphusail said:

    https://forum.deadbydaylight.com/en/discussion/comment/2516611#Comment_2516611

    Man it's the same as if I said, continue to ingore gen rush and you will see queues because no one would want to play killer anymore.

    Gens are like they are for years now. And the average queue times aren't bad at the moment.

    So no, it's not the same. You really don't realise how broken it would be to have survivors be sacrificed on their second hook? That's not even comparable to the current state of the game.

  • @Rogue11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2515347#Comment_2515347

    Yep, another 110% speed killer with a worthless, easily-countered power. Survivors don't want "counterplay". They want reliable counterplay, meaning the killer has no counterplay.

    But hey, as long as the survivors can hump pallets for a few mins and get that ePiC eScApe before spending more money on cosmetics, right?

    This generalisation is what always amuses me. Do you really believe all survivor players want reliable counterplay without the killer having any counterplay?

    Is that what it always boils down to in your head when you see someone wanting a nerf for a certain killer?

    People are indeed allowed to think that certain killers are too strong or just not fun to go against. And with Spirit, there simply was an overwhelming amount of people that didn't like her at all.

    You people's attempts to dismiss any criticism towards certain killers is hilarious sometimes.

    It's simple though. Playing against Spirit was pretty much a complete coin toss. And that's not fun gameplay. And without Iron Will, allowing the Spirit to hear you constantly, you pretty much had no counterplay at all, not even in form of a boring coin toss.

  • Doubt it. If anything, with him being stronger and played more, it could happen that more people will complain about how unfun he is to go against, but I doubt many people will complain about him being op. I don't see these changes making him op at all.

  • @Maphusail said:

    Well I suppose the quite effective decision to bring balance back and to counter gen rush would be the mechanic when survs got sacrificed once they have been hooked only 2 times (currently 3).

    That would be completely broken. There is a reason why old Moris were complained about so much.

    Add such a change to the game and I guarantee you killers will sit through multiple hour queue times, because no one would want to play survivor anymore. I know I sure wouldn't.

  • Gens still go very fast, that is arguably the biggest challenge for killers.

    But if you are good enough with the higher tier killers, you can definitely still deal even with high level survivors.

    But there are a lot of factors that play a role here. Obviously the power level of the killer, but the map you play on can also have serious impact on the outcome of your match, as well as map RNG and other RNG.

    A second objective, not necessarily only to make killers stronger, but to make their gameplay less stressful, would be fantastic, but it would also require many other changes, to killers and killer perks that would overperform if survivors had a second objective, and also to camping and tunneling.

    Maps would probably also need to be looked into, they need to be looked into at the moment anyways, because no matter how you shift the average game's balance, with how differently balanced the maps are at the moment, there will always be a big number of survivor or killer sided maps. Right now we have a lot of survivor sided maps still, but add a second objective and it's very likely we'll have more killer sided maps than survivor sided maps.

    The game's blanace is far from perfect but it's also come a long way, and in my opinion is fairly decent at the moment.

  • Do you call anyone a baby survivor who doesn't like certain killers?

    Lmao many people have been complaining about the Spirit, including killer mains. And believe it or not but the devs can't only cater towards killer players.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2515840#Comment_2515840

    I hate spirit, but your idea of counterplay is terrible.

    All they did was move the control from the spirit player and put it in the hands of the survivor. Basically gave the killer NO counterplay against a good survivor.

    Just need to see how directional the sound is and how obvious the dust is.

    How? killers already have counterplay on a fair amount of pallet loops with their normal 115% movement speed. I fail to see how Spirit won't have counterplay on any of the existing pallet loops with her 176% movement speed.

    The change really only adds counterplay to survivors, it doesn't take counterplay away from the Spirit.

    The only problem that could happen is that Spirits counterplay against survivors is a bit too luck based, compared to the survivors counterplay against Spirit, but that's it. But Spirit does get information as well in the form of sound and scratchmarks.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2516170#Comment_2516170

    Oh, yeah? Well, I find that most times the former is the leading cause of the latter.

    Except camping does nothing to counter gen rush, it just helps to get a kill when gens are going to fast.

    Killer can be stressful, no doubt, and a second objective for survivors would be nice, but it's also not that bad anymore, there are enough killers that can at least somewhat deal even with the current gen times, if they get a balanced map of course.

  • Lmao they have buffed more killers than they have nerfed in the past.

    Hell, even in this patch, there is a different killer, Trapper, that is getting noticeable buffs.

  • @Chilli_man2400 said:

    oh yeah they are survivor biased it’s not like they buffed trapper and finally gave him his 2 traps by default and buffed Blood favor third seal and retribution! Wow so biased

    There's no hope. Some of the killer mains in this forum are so beyond biased it's insane. Any change that benefits survivors is blown out of proportion, and any change that benefits a killer or all killers gets downplayed.

  • @AetherBytes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2509958#Comment_2509958

    I was legion and got a stab on everyone before chasing. They literally finished a gen that was maybe only 60% done before mending.

    Ah ok, they probably worked on that gen with multiple survivors.

    Legion sucks anyways, sadly he is one of the weakest killers in this game. Which map were you playing on?

    Edit: I should note that if the match really happaned the way you described it, with one gen being done before you find the first survivor and then 3 more gens getting popped despite having a 30 second chase, then two things happened: First, you screwed up a bit with finding survivors at the beginning. It happened to me as well before that survivors repaired a gen before I found them, but nevertheless the killer always has a chance to prevent this.

    Second of all, you most likely had a hacker with gen repair speed bonus. The only other explanation I have is that they were all using the strongest possible toolboxes.

  • Are you sure pallets weren't just already broken? I haven't had this problem with that map yet myself really. Although I do sometimes experience some deazones, but they are usually not that big that they become a serious problem.

    The only maps I have noticed some bigger deadzones on are Azarov's Resting Place and I believe Suffocation Pit once.

  • How was thana fully up if you chased one survivor for 30 seconds after which multiple gens popped? Or does that mean something else than I am assuming?

    Also, which killer were you playing and which map were you playing on? That would be helpful information seeing as how different maps and killers are.

  • As opposed to what? Having survivors getting hit through pallets that already stunned the killer?

    I have had this happen a few times to me when playing killer, but I rather have it this way than some of the insane hits through pallets that happened before the change. Which felt like far more BS.

    I still sometimes get hits through pallets anyways, and the few times I don't it's really just the sound that makes it feel like you got the hit although you didn't. It doesn't feel nearly as unfair or wrong when not getting a hit through pallets that way, than when getting hit through a pallet that was clearly dropped already.

  • I'm not sure if you are only claiming that this mmr system sucks, or if you are claiming that this mmr system sucks and the game is unbalanced.

    Losing five gens after 2 chases with Blight is obviously not the game balances fault.

    But the mmr seems to not be working as intended. Which sadly isn't the biggest surprise.

  • I really don't want him to become way overpowered, and I feel your suggestions would make him exactly that.

    He is not weak, if you know when to use your chains against survivors, he will gain distance with them most of the time.

    Removing the ability to break chains on objects would be bad, it's one of the counterplays that survivors have, which makes him more interesting to play against. If anything, I saw Dowsey suggest that when a chain breaks on an object, the chain break progress bar should be reset. That could maybe work, but removing the ability to break chains on objects won't. He would become stronger, arguably too strong, but by sacrificing some interesting counterplay against him.

    Also, he should not move towards his gateway while casting it. It would not work. His chase potential is fairly strong, just a small buff would be more than enough. Perhaps just increasing the base time to remove a chain from 1 second to 1,1 or 1,2 seconds would be enough.

    Before they buff Pinhead though, I want them to fix his ridiculous lunge bug. After that we can see if he actually needs some more buffs. But as for now, he needs his lunge to be fixed at first.

  • If Nemesis gets an ability that improves his map pressure noticeably, then the devs will need to look into his zombies as well. I guess the way they are now, pretty bugged, it could work. But if they ever fix zombies, with an ability that gives him more map pressure, they will probably have to nerf the zombies in some way.

    I don't think a change like you suggest is likely though. They are already struggling with this game's health as it is. Probably working on the next killer, they won't have time to add another ability to Nemesis.

  • It actually sounds like an interesting and fun idea, and another neat counter to slugging.

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/279901/tinkerer-should-only-work-once-per-gen

    Tinkerer is fine. If you keep getting pushed off that one gen just go start another gen. Most killers aren't Blight and we shouldn't be balancing perks around the functions of one to three killers.

    If you go to a different gen, then the same game starts again with that gen as soon as you get it to 70%.

    As long as Killers like Blight exist, this perk will be a problem. It doesn't matter too much if the perk is balanced on other killers, when it's too powerful on certain killers and can make matches against those killers an absolute chore.

    I hope they find a way to nerf the perk for killers like Blight but buff it in a different way to have it be more effective on all the killers that it's not op on.

    Maybe have it only activate once per gen, but it also decreases the repair speed of survivors by 15 or 20 % for 16 seconds or so, that way killers don't need to have great movement speed to get good use out of the perk.

  • @Ssajbambusa said:

    Gift of Pain (currently the only Scourge Hook perk) is really not strong and needs any kinds of buff.

    1. It makes healing take longer...
    2. Gives a an action speed penalty after being healed until injured again...

    Good survivors don't care if they are injured or not... and will actually run resilence quite often. They won't heal, so no time wasted with healing penalty... and since they are not healed they don't suffer the action penalty (which only applies to repairing and healing and can be removed so easily - with just getting hit again).

    How to make the perk useful:

    1. It applies the action speed penalty IMMEDIATELY
    2. This penalty cannot be removed by any means, applies to every action with progress bar (doors, healing, totems, lament configuration ect.), stacks, but starts on lower number - 3,5%/4%/4,5% so when hooked twice on Scourge Hooks it reaches the current 7/8/9% debuff
    3. This is optional, but I think it fits the theme and will give survivors a choice (get healed for smaller penalty, but waste time now or rush the action while they still can) - Penalty is doubled if survivor is injured (as the killer theme revolvs around pain)

    Edit: Your suggestion is a good one to and I think Monstrous Shrine should become an Scourge Hook perk as well, with 4 hooks applying some penalty while basement hooks have it doubled. The penalty must be big enough to shave off one unhook attempt (current MS does not do this... even though it's description suggests it should).

    Staying injured is dangerous even for top level survivors. Especially when working on gens that don't have pallets nearby. The speed boost when getting injured is very valuable for chases, especially for good survivors that know how to loop.

    Though I do see where you are coming from. But I doubt they'll change this perk so drastically. Maybe they could have injured surivors simply suffer from a weaker penalty to action speed, foe example the stackable values you suggested, 3,5/4/4,5 %.

    I feel like Scourge Hook could be pretty good with Thana, but at the moment it just doesn't seem quite strong enough.

  • I disagree with basement hooks personally, enevr been a fan of them, and there is enough reason to hook survivors in the basement already.

    But I think they should increase the amount of Scourge hooks from 4 to 5 for Gift of Pain. I do hope that Scourge Hook perks of the future will have different amount of hooks depending on how strong their effect is, but because Gift of Pain's effect isn't that strong, I feel like it's usage is a bit too situational with only four hooks.

    I also wonder if they could somehow buff the effect just a bit. Not sure though. Perhaps increasing the penalty from 7/8/9 % to 10/11/12 % would work.

  • I mean it's a nice bug in my opinion. I think I've seen Pinhead get bloodpoints in the objective category a few times, so I guess that's it.

    I believe that happened with another killer as well, I think it was Nemesis.

  • I mean, his tentacle definitely needs a cooldown, or it'll be way too strong. I find his tentacle to be pretty strong already.

    Perhaps they could shave off 0.3 or 0.4 seconds of the cooldown when he is at tier 3 though. Would make reaching tier 3 more rewarding.

  • @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2491436#Comment_2491436

    I meant either smaller maps or a second objective or corrupt and whispers as basekit for killers (as well as borrowed time and kindred for survivors).😁

    Oh ok sorry, that seems much more reasonable.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2491442#Comment_2491442

    they are well-established characters with multiple traits and many mentioned relationships of any sort.

    including sexual orientation may not have been important, but we already have heterosexual relationships, so there is no need for exlcusion of LGBTQ+ anymore.

    Also the creators have stated they want to be inclusive and add them in their story.

    Well I personally wouldn't see it as exclusion if a game only has hetero sexual characters. It's by far the most common sexual orientation, and video game devs aren't forced to try to cover up all forms of sexual orientations or genders.

    But if they said they wanted to add an LGBT character a while ago already, than of course it would be nice if they actually did so in the near future.

  • I probably still won't ever understand why sexual orientation is important with characters in video games. Although I guess it wouldn't hurt to have a LGTB survivor.

  • Smaller maps, a second objective and Corrupt and Whispers in base kit? 2 hour killer queue times would probably happen. Even with the buff to solo survivors.

    Small maps will arguably be killer sided if there was ever a second objective in this game. Tunneling and camping would be op and absolutely insufferable. Nurse, Spirit and Blight would probably be op. And there are more problems that would arise as well.

  • You mean there should be grades for each killer seperately?

    Because if so, people would want to try to get as many killers as possible to a high grade, and I fear that will make killer queue times way too long, because more people will play much more killer.

  • I generally agree. He is definitely fairly strong. Not sure if he could still use a few small buffs or not, but in general he seems good.

    And before they even consider buffing him, they should fix his lunge, which would be a buff itself.

    The only thing I don't agree with here is that his chase potential is similar to Huntress or Deathslinger. I think it's good, but not that good. Survivors have more counterplay, as they can try and dodge the chains, and if that doesn't work, they still have the chance to break chains faster on objects.

  • @Ssajbambusa said:

    @Elena I don't care? Survivors have tools to counter literally everything a killer can do, but refuse to use them... It is really not my problem. "I need slots for my 4 meta perks, uga buga!" That's how they sound to me ¯\_(ツ)_/¯. Small Game (which even have counter of totems in game) is a general perk, there is literally no excuse of not running it if you are so scared of Noed. Hate Spirit or any stealth killer? Spine Chill makes them useless and is a general perk as well. Hate being camped? Use Kindred and laught at them loosing... which is general perk, again.

    Above all else, you don't need any perk as survivor to counter noed. You run to gen or somewhere and see a dull on the way? Cleanse it. Oh god... so hard...

    I got so say, for someone complaining about the mindset of people who only play one side, you kind of seem to have such a mindset yourself.

  • @TGB said:

    Because 4 happy players at the expense of 1 is "smart business".

    That's the answer.

    Other posts don't matter.

    "Other posts don't matter" Lmao, I guess, since this is a killer main forum, you could be right here.

    But the truth is that that's not the reason, or not the only reason. Of course, there is the fact that survivor needs to stay attractive, because we simply need 4 times as many survivor players as killer players for queue times to be short on both sides.

    But I am sure there are other reasons as to why keys aren't nerfed yet. And it's not BHVR only caring for survivor players.

    Keys are items, they are supposed to help survivors, Moris are just offerings. I'm sure there isn't a fix for keys as simple as Moris, unless you make them useless. Or the problem is that BHVR has plans regarding keys, but are sadly as to be expected, very slow with these changes. And they don't want to spend time for a faster fix to keys. Who knows.

  • If this is yet another attempt to claim that devs are survivor biased, it's a rather weak one.

    Moris were arguably a bigger problem than keys. They definitely needed fixing.

    Keys will still be worked on, it's just that, as to be expected, it's taking a long time. But there are simply alsol not as easy fixes for keys as there are for Moris, that's what I am guessing. Keys are items, actually meant to help survivors out, Moris are just offerings.

  • Oh god I hope they don't change that. Hoarder is pretty much useless on every other killer, and I honestly fail to see how those perks are op on Pinhead. If you aren't stacking the two addons that slow the box solving down, you won't always get to survivors in time anyways. And even then it can still be close if the survivor detected by Hoarder was at the edge of the perk's range.

    Franklin's is good, but once you get into a chase with the survivor holding the box, you might as well down them anyways. Which already then gives you the box. Franklin's has the upside that it's much easier and faster to get the box, but you also have to break chase to activate it.

  • @Momentosis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2490729#Comment_2490729

    https://forum.deadbydaylight.com/en/discussion/comment/2490742#Comment_2490742

    Hate it when people say "remember blight/twins at release?".

    Twins and Blight were terrible at release.

    Twins was literally broken and unplayable. A million viktor bugs. A million viktor counters. Literally none of her perks worked.

    Blight, almost the same. You'd collide on every ######### thing from three foot away and when you actually wanted to collide on something, you'd slide right ######### past it. Issues with not being able to use his rush, his POV being lower than even hag's despite being tall as #########, etc.

    Pinhead imo is ok. A bit on the weaker side. Games can last a long time because of the chain hunts but his chases can take a lot of time due to what was mentioned in OP. Use your power? Oh you were standing still while the survivor was running away. Hit your power? Oh, the chains are ######### broken in less than a second and now the survivor is even further away than before you used your power.

    People were doing really well with Blight after his release, despite his POV. In fact, I think his collision got more bugged after a later patch down the line. Yet some people were still crying about him being so weak despite being really good.

    You are obviously using Pinhead's power wrong if chains break in less than one second every time. You can choose where to place the gateway and where exactly to hit survivors. Of course, at loops this becomes harder but you can still try to hit them so it's harder for them to break chains on objects.

  • @shyguyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2487125#Comment_2487125

    Honestly, zombie AI is fine. It's easy to say it needs to be improved when you don't actually see the value it provides. It forces survivors off of generators/totems/chests/etc all the time for no other reason than you are playing Nemesis. His kit already outmatches several other killers without the zombies. I feel like they were added in for no other reason than to have zombies in the game because Resident Evil.

    I mean, the main reason as to why I think that zombie AI needs to be improved is because I see them get stuck often. That and sometimes when they find a survivor, instead of chasing them, they just go in the exact other direction.

  • @MarcoPoloYolo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2487125#Comment_2487125

    And I'll reiterate that the speedboost is his problem. His chase power is nowhere near strong enough to warrant such a weakness. No other killer has a power that acts as free chase extension for the survivor. His anti-loop only becomes good at tier 3, the pallet breaking being the only good thing about him until then. The speed boost should be tuned down at the least.

    Well they've already said they won't change that. Of course they could still change their opinion, but I doubt it, and I personally hope they won't.

    I think the sprint burst is good, it gives survivors more incentive to vaccinate. I hope they buff Nemesis in other ways.

  • @DBDude said:

    @ad19970 Ya I can really agree with you on improving the Zombies for more map pressure, and that possibly could make Nemesis perfectly balanced and viable, and I would have to agree with you on Pinhead being a bit too oppressive to go against with buffed chains.

    All I just think Nemesis Needs if those buffs were to happen are some tier 3 buffs, but I'm fine either way.

    I do admit that it would be nice to feel like getting to Tier 3 is more impactful. But I do have to say, I feel like I get a fair amount of hits with Tier 3 Nemesis that I wouldn't have gotten with tier 2. I think that 1 meter range can definitely make a difference at times.

  • Sound like good changes for Trapper.

    And yes, I am hopeful that SBMM will get BHVR to buff the lower tier killers. Though I am not sure if I agree that only three killers are viable at high MMR.

  • @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2487077#Comment_2487077

    I was commmenting from playing survivor but yeah I agree with all your points...do have faith bhvr will make those changes?

    Ok well I don't know. My faith varies from patch to patch. I think they can do very good work, but they also like to screw up as well. No other way to describe the dcs with Pinhead on the first day.

    I don't know. It sounded like the Mori changes would be adding some form of second objective, that both survivors and killers can interact with and that could very well slow the game down. But I am worried that by buffing killers with a second objective, they also buff tunneling and camping because they don't nerf those strategies, which would be very painful.

    Not to mention that there are many other balance changes that they'll need to keep in mind. A few of the gen slowdown perks could end up being too strong, just like the top tier killers, especially Nurse, Spirit and Blight.

    And there's honestly much more to keep in mind as well.

  • The devs already said that Nemesis not giving a speed boost to survivors when infecting them was not fun to go against. And I agree that shouldn't be changed. There should be enough incentive to get vaccinated against Nemesis. And he is already pretty damn strong in chases.

    I think it's the Zombie Ai that needs to be improved, allowing for more map pressure. I feel like that would be enough to make him perfectly balanced and viable.

    Pinhead I personally still disagree. It's still early though, but I feel like he is already pretty strong. Buffing his chains in any impactful way I feel would make him too oppressive in chases. Which would be a shame in my opinion, because we don't need more killers like that.

    His chains aren't always a net benefit, but their average use case is strong enough in my opinion. Being able to break chains on objects is nice counterplay for survivors in my opinion. the only thing they could maybe do is increase the chain break animation from 1 second to 1.2 seconds, but I fear like that could already end up being too strong in open areas.

  • Also seeing that chain hunt on you missing almost every chain makes me question whether the chains should attack survivors just a bit faster so it's not quite as easy to avoid. But perhaps it's just because it's an indoor map.

  • Lmao I find this game to be fun, both as survivor and killer, and I sure am not a troll.

    But you got to love how you call everyone who disagrees with you a troll right from the get go. Why even post to these forums if you don't want to hear any other opinions?

  • I'd be happy if Spirit got some nerf, or changes that make her counterplay more interesting.

    Blight only needs a few addons checked, and Nurse arguably seems fine.

  • Dear Lord people need to at least play a bit more before shitting on Pinhead.

    In my opinion he is pretty strong and arguably B+ or A tier. But he is not easy to master. I'm sure if he does seem underpowered down the line BHVR will further buff him.

  • Lmao well this post is just a prime example that tunneling and camping need to be nerfed if killers ever got buffed with a second objective.

    Also, if you do need to tunnel and camp frequently to win your matches, that indicates that you might not be as good at the game as you believe you are. The game is definitely not balanced perfectly, far from it, but it also isn't that bad anymore. It's pretty decent.

  • @BadMrFrosty said:

    https://forum.deadbydaylight.com/en/discussion/comment/2485544#Comment_2485544

    Fine, let's do it your way.

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

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

    Lmao are you salty over the idea that some people are better at Pinhead than you?

    As far as I can see, people claimimng he is so bad aren't posting any evidence to this forum either.

    People need to give Pinhead more time, by god I hope BHVR only fixes his lunge bug and does not buff him in any other way in the next patch. Pinhead is really awesome, it would be a shame if he becamse hated like Spirit for example.

  • I'm not even good at detecting bait but even I can see that this is bait.

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