Avatar

FieldAgentReaper

FieldAgentReaper

About

Username
FieldAgentReaper
Joined
Visits
108
Last Active

Comments

  • @katoptris said:

    You're using a special attack that cause 2 stacks to be removed from obsession.

    thats not how its supposed to work, the obsession has to TAKE DAMAGE OR CHANGE HEALTH STATES i dont know why people have a hard time understanding this. Hitting a m2 that doesnt deal damage removing stacks is a bug and not intentional, and the play with your food part you misunderstood, pinhead loses 2 stacks of play with your food when running engi fang its supposed to be only 1 stack so actually it is a bug

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571215#Comment_3571215

    that game exactly shows my point about how bad pinhead's 1vs1 is. first you need have incredible aim accuracy to use chains, like I am not joking but it is harder to use his chains accurately vs good survivors than it is to land like blight rushes and nurse blinks. you can see how many times he misses chains in that match. disregarding mechanical difficult of using this ability, he is not getting rewarded for his chains. Just to give an example, 21:12 he is near Lisa at around 10 meters away, He is casting his chains, he lands chains but gets no hit. To be fair, he does not move around the pallet after hitting Lisa but even if he did, he might not make it just because chains are likely to break before pinhead makes any distance.

    Another example is 22:13 where he lands a chain around crane loop but survivor still gets to the pallet. He still get hits m1 hits on nancy who is body blocking but actual chase with power results in no value. You see how pinhead's anti-loop is ineffective? He is landing precise skill-shot but it is not mattering in outcome of the 1vs1.

    The survivor have some of worst loop rng. they have 4 four walls, a long-wall pallet and that new double window loop. the reason why pinhead is doing so well is because survivor's do not have typical stronger loop setups in the map. All hits he is getting is not because of 1vs1 chain anti-loop. it is all m1 gameplay. Pinhead chains are suppose to be anti-loop but pinhead player knows from experience how ineffective the anti-loop is which is why he is breaking pallets. there is no point in trying to use his chains around loops.

    Your game showcases everything I talked about with pinhead in regards to 1vs1. as you correctly point out, hoarder no longer works with the box so that outcome is likely to be way worse as less chain-hunt are likely to activate.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571198#Comment_3571198

    Considering the 1vs1 power barely works currently, I don't even know what power-level the chains are considering current version of them is terrible. At best, his power is like pink bottle clown, so i am pretty sure his power working correctly will not suddenly make his 1vs1 strong given that it has big counter-play in the player missing his chains as shown in the video.

    That is the thing, you are thinking in terms of "this single chain is not giving me immediate value" the thing I have recognized from playing pinhead is its not always about the value from a single chain, that comes from close-range engagement, sometimes it's about hitting a first chain to slow them down and set you up for another one that will be the reason you get the down. Everyone keeps thinking in that ideology, if pinhead could get max value every time from hitting a chain I firmly believe he would actually be unfair. He isn't death slinger and you may not think that but what you want him to be is death slinger, thats not his role even though I also really love slinger. Sometimes you wont always get good value but thats ok because that makes him fun to play against, if pinhead could just get insane value no matter what if you hit a m2 then the fun factor on survivor side goes down which I also care about as I love playing against pinheads that try to use their m2, good positioning and the pinhead misplacing his gateway will reward the survivor, it makes pinhead more fun that way though. And im not saying it cant be frustrating to have even a good chain break instantly, but at the end of the day thats ok, if we start trying to make him easier to play by changing this mechanic we are potentially damaging his skill factor for the sake of hand holding which I am very much against and making him less fun to play against as a survivor, and we really dont need that. I get it if you disagree with me but as the one who played in that game, yes I missed chains but thats just part of the game thats on me, as the player, for messing up, not because he is weak or as everyone is saying "inconsistent" I mean take a look at the hit on the feng at the end of the video when I hit a really good compensation chain through shack right before the last gen popped, that was rewarding as hell as it allowed me to kill her then go and kill ada.

  • @GroßusSchmiedus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570951#Comment_3570951

    I'm usually the last one to pull content creators especially when they dont do it themselves here but i think this one does well.

    https://www.youtube.com/watch?v=KiOlzIn7HEQ

    Keep in mind while this wasn't a 100% comp setting this team was still better than easily 90% of SWFs out there. Pinhead is certainly a very tricky Killer to master because not only are his chains very tricky but you also need a lot of game sense, now more than ever since Hoarder has been nerfed, but it wasn't really ever completely necessary.

    This match also shows the point i have been trying to make when i said Pinhead is a relatively healthy Killer because he almost never benefits from camping/tunneling compared to other Killers, its almost always better to go for the Box and switch targets, even in a potentially competitive setting where the meta for a long time has been tunneling pretty much.

    He is not a mere noob/pub stomper, while he is surely stronger against them that applies to literally every Killer because bad uncoordinated survivors are easier to go against with every Killer.

    I'm just glad that the Pinhead glitches have been fixed so i can finally play him again, i did not play him for far to long.

    oh hey that's me :D and yea this video is a perfect example of what I'm talking about, team misery is not a bad comp team in fact they are normally quite high on comp setting leaderboards when playing in tourneys, and the fact I performed as well against them without corrupt and without impaling wire and original pain just goes to show how good pinhead is.

  • @GroßusSchmiedus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570681#Comment_3570681

    That is great to hear, i did not touch him for a while because of the bugs, especially when the locker bug became widespread.

    BTW what do you think of the hate Pinhead gets? I would like to hear your perspective. I personally feel like he is unappreciated and is hated way to much because of bad players. I mean Pinhead is currently only one of a few Killers that reward aggressive gameplay that much, even in situations when it'd be advised for most Killers to camp/tunnel you can just go for the box and get a potentially higher reward out of it which is very cool and needs to be implemented more in Killer design in general.

    It doesn't help that people still see him as a pub stomper no matter how good he is played in comp with box control.

    I think he is overhated, I love pinhead even in solo q, I just hate that many of them resort to tunneling and proxy camping when they cant hit the possessed chain and turn a fun killer into a boring one. Fun pinheads use their m2 which is a lot easier to dodge then people think, however a good pinhead is something ive also come to respect as a good pinhead is very hard to beat because they can make chases very short with good placed m2s. And yes his ability to play aggressively against the box with box logic makes him IMO a top A tier killer as if you understand that part of his power tied with knowing how to m2 you will destroy even the best of teams in pubs especially if you run a build to back it up and part of the reason I got to 244 wins in a row with pinhead. And he is a pub stomper, but its because he isnt played often and so many people dont understand the tricks and things you can do to help again him and just throw that "hes a solo q stomper" quote out every time instead of learning. I employ my own tactics that I hate when playing against pinheads and it works extremely well until they start proxy camping and focusing someone out of the game and people are not sitting on gens hard enough as its happening which can be frustrating but thats not a pinhead thing that a dbd game in general thing.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570679#Comment_3570679

    it is not about pulling it off. it is about reward. there is not enough reward for his ability when you succeed. also a skilled survivor can dodge chains/mindgame chains. that is what I do. I visualized his gateway and try to wiggle/predict where he will fire the chain. most survivors just run forward and make no effort to dodge his chains. so you can have games with like 90% chain accuracy but no hits because of anti-loop is so bad.

    there is though, I have nearly 0 issues with this minus a handful of loops example being the warden's office in Lerrys, and a few other locations on the map. The reward is there but most people expect simply hitting the chain to be a free hit, its not you have to think about your own movement and your own place of the chain. I've dedicated many many hours to mastering this and I can tell you that this isn't an issue and part of the high skill level with cenobite. If you really are having these issues you have not quite gotten to that point of true understanding of his power. This isn't me trying to be condescending either I have such a large understanding of this killer and when people say things such as what you have said it really just tells me you haven't learned his full potential yet. And I have the experience and understanding to back this up.

  • @GroßusSchmiedus said:

    Pinhead is both very strong and in my opinion one of the healthiest Killers in the game by a mile.

    The sad thing is that he is bugged to hell for quite a while now.

    actually as of right now he is pretty bug free minus the plot twist interaction which isnt really a bug but should be changed, and the bug involving the locker grab which may or may not also be kind of fixed right now from my testing, they patched him pretty good as of the Halloween update

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/395101/pinhead-seems-like-the-weakest-killer-in-dbd

    his chains need buff. he is weak in 1vs1 but has strong 4vs1 passive. your not playing him wrong. he is not very good at 1vs1 and he is needed buff in 1vs1. His chains should not break on environment and he should not break his own chains. he could also maybe use 0.25 buff to durability on his chains.

    he is not weakest killer due to his passive game-delay but he is almost pure m1 vs top player until they buffed his anti-loop.

    he absolutely does not, his m2 is very powerful people just send the m2 head-on in chase and expect that to be enough its not you have to think about when and where you are launching the chain and the angle, something Ive come to master on pinhead. Its not something an average player is going to be good at doing and should not be buffed just because the average player cant pull it off.

  • @Sunbreaker7 said:

    Even after having been around for so long now, I feel absolutely frustrated playing Pinhead despite how cool of a killer character he is in Dead by Daylight. My problem with him is his chains that break almost instantly after having caught someone in them. It takes skill to land these hooks, yet the survivors can break from them so easily, especially if in a corner. Why is that?

    Am I playing him wrong, I feel like many times it's a better tactic to ignore Pinhead's power and just chase the normal way unless there's a small pallet loop.

    I think he needs a serious rework or buff.

    oh boy this is quite the post and I couldn't disagree harder so here we go. So let me start by saying pinhead is a high skill level killer, I am a p100 pinhead with probably 1500+ hours of actual raw gametime on him, and if you are having issues such as chains breaking too easily on him then you are not using the m2 correctly, just launching a possessed chain on someone is not good enough in many chases you need to angle the chain so that the chains that spawn in dont break which is a very hard thing to do. Ive made it work though as my personal best winstreak is 244 proof on twitch, and have beaten comp teams with complete ease as I do play a bit of comp from time to time. You then need to tie in the understanding of his box spawns when the box spawns in with box logic, another system beginner and noob pinheads do not understand adding to the idea that he is weak, when once again its simply you do not know how to play the killer. Pinhead in pubs is oppressive when the pinhead knows how to use the m2 consistently, and how to play around the box putting these 2 aspects together. I go for m2's almost all the time, so often that I never get blood lust, and it gives me a super good reason to run rapid brutality almost as a perma perk simply because it makes up for not having blood lust. You can use the chain with nearly 0 issues in 95% of loops in the entire game, there are a few that are not normally a good idea to try and tag people in but Pinhead is EXTREMELY powerful in fact I think he is easily top of A tier if you actually know how to play him correctly and make little mistakes during a pub game. In fact, if you wanted some actual better tips for him id love to share some because I love teaching people to play pinhead. Pinhead is anything but weak, he is simply a very hard killer to play for many and thats why he has one of the lowest pickrates in the game, but the reason his kill rate is so high is that the people who know how to play him me included, (and this is kinda tooting my own horn but it is fact) almost never lose matches like I can count on one hand how many games 2 or more people have escaped my pinhead in the last 8 months, and as for lower mmr pinhead games, the box plus his base perks have great slowdown potential which boosts his kill rate even more and the people who get frustrated playing him normally drop him and those people no longer play pinhead thus keeping his kill rate very high. Pinhead is very powerful, do not give up, I kept practicing with him for months and now I feel I have truly mastered him and he is a monster, I dont even run slowdowns at this point very often with him and I still win like 99% of my games. Im not just saying this to brag or anything, like I am proof that Pinhead is an actual demon no pun intended and his potential for those willing to learn him and try to master him is huge.

  • bump still no answer to this bug but had a very good showcase off it on otz's stream today when he had me play pinhead for him.

  • @fogdonkey said:

    If game incentives are coming to the game, they could add a separate solo and a separate SWF queue to the game. Killers facing SWFs would most likely get higher bloodpoint multiplier.

    This way killers could decide if they want to face swf or solo players.

    hahahah no as a killer main I actually enjoy SWF teams they put up more of a fight and I end up getting more points as a whole and feels more rewarding when I win. The counter point might be "well i don't want to play against SWF" then go play customs or play another video game. SWF has and always will be part of this game either adapt and improve against it or just play another video game.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/324032/can-we-please-have-prestige-clarification-its-the-only-confusing-thing-about-the-stream

    The distinct P3 reward will be given to those who've reached P3 prior to the update going live...they must have actually reached P3 on their character/s prior. Whilst yes we are taking consideration into those who've not P3'd and got all perks (as explained in the blog post here: https://news.deadbydaylight.com/en/news/Prestige_Progression ) that is separate to the "distinct reward".

    The reward is not going to be a cosmetic item - it's not the return of Legacy, I want to manage players expectations around that right now. As soon as I can go into details about what players will receive, I will be more than happy to, but just want to confirm that this will not be a clothing/charm item.

    I just hope whatever you guys are doing, its meaningful since a lot of people have put in the time and effort over the years to max a lot of people, that's why a lot of people are nervous its not a skin or something like that.

  • whats next? your going to complain that that getting 320000 bps from a match is unfair and there should be no perks at all? ok dude

  • @landromat said:

    I was happy with changes but after release changes hillbilly is pretty much same as he was before. He's able to just chainsaw 4 people in a minute without overheating his chainsaw and this is wrong. Overheating should create window for survivors to breath and not just only cosmetic. Good solution would be instant overheat when you down a survivor, so you can't quickly rotate to another side of the map and down another survivor

    you people are so goofy, maybe learn to play against billy and it wont be a problem, pro tip, learn to play windows and he cant chainsaw you ;) if you go down to his chainsaw its 100% your fault

  • @Laurie_IsLife said:

    I think everyone is missing the big picture on why dbd has such a problem and often people argue that its because of perks and yell out specific perks they hate

    The problem with dbd is survivors and before you disagree with me please note that I am a survivor main and you should hear me out.

    Survivors have no downside to them you can play any survivor without any penalty where that is different for killer, you can't play any killer and it be the same. Killers have different abilities which leads to different playstyles survivors don't you can play any survivor and run at the same speed etc needs to change

    My suggestion: Completely rework survivor and remove teachables.

    Survivors needs stats like killers, some survivors should be slower than others leaving them at a disadvantage but could have pros like more strength (by strength I mean throwing down a pallet faster and it stuns the killer for like 0.3 seconds longer)

    Exhaustion needs to be base kit, there needs to be exhaustion you shouldn't be able to run across the map without stopping to catch breath and this gives killers like hag a chance in chases where you run a -5% slower if you run for to long

    Teachables have always been a problem on the survivor side anyway and have continued to be a problem throughout the years. They honestly make a character less important since all you have to do is get someone to level 40 in the blood web then be done with them this can be done in a day. I propose they remove teachables as a whole and yes I'm aware that this can be argued with but I have an example

    Say you wanna use dead hard but you also want to use decisive strike you can't anymore you'd have to play David for dead hard or Laurie for decisive strike.

    I know there will be entitled players who won't like this idea but I think every survivor main realizes that killer has harder than survivor and something needs to be done other than reworking powers and perks.

    this is the stupidest thing ive ever heard for this game this isnt even input just shut up please