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wayneradiotv

wayneradiotv

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wayneradiotv
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  • @SnazzySalamander said:

    I had a similar issue but my ability didnt break it just activated tantrum the next time I tried to use my chainsaw and then it was fine again.

    Had this happen too on a different occasion! Not as awful as your chainsaw breaking for the entire match however

  • bubba bug footage.7z

    Here's a video of it in action. No clue what causes it: it might have something to do with snuffing boon totems? But yeah, same problem, wildly bad bug.

  • There have been a ton of threads about Pinhead needing significant changes, and this point is echoed throughout them: the chains need CONSISTENCY, BHVR. I have pretty much given up on playing Pinhead because of this problem. The chains SHOULD NOT BE AFFECTED BY WALLS, WHATSOEVER. To any survivor player that says "oh but then there's no counterplay" no, the counterplay is DODGING the possessed chain! Which is incredibly easy to do!

    The most insane part about this problem is how difficult it is to land possessed chains at a distance OR at point blank range. Chain coming at you from a distance? Change direction, wait a moment, then do it again. The turn rate of the possessed chain cannot account for a fake out like this 9 out of 10 times. Did a gateway spawn right next to you? Do the same thing, OR run under it making it almost impossible for Pinhead to track you, or just make the chains flat out miss. It's not impossible to land a chain but the fact that there's more than a FIFTY percent chance that landing your very tricky skillshot, one of the hardest in the game, gives you literally NOTHING makes this killer worse than garbage. All you have to do, BHVR, is remove the wall interaction. Or, hey, wanna buff him even more? Maybe make them actually function like chains? If they touch an object, they could get caught on said object/wall/corner and prevent movement even further rather than just snapping like they're made of ######### twigs.

    I am so genuinely disappointed we aren't get any changes for Pinhead in this mid-chapter. First it was the voiceline removal, and now he is showing to be the most non-functional killer they've added in ages. I have never had more buyer's remorse for a killer with how much time I've tried to invest in him. please fix him!

  • It's meant to be tricky, but the box needs to be a bit louder. Pinhead needs all the help he can get right now, and this would be a small part of what he needs.

  • The Shotgun Collar idea is dope, probably should be a pink instead of a purple though?

  • It is ABSOLUTELY still bugged. It's baffling that they haven't fixed it yet!

  • @theplaggg said:

    I'll never understand how some people in this discussion consider Pinhead strong. The only time a Pinhead is actually strong is with purple or iridescent addons. The chain hunt can be completely avoided the whole game with by any decent team. The power is really hard to hit and doesn't even guarantee a hit.

    Base kit PH feels worse than release Trickster

    I would've completely agreed with you a few days ago. Been playing him non-stop since launch. Struggled a lot for a long while. Difficulty with Pinhead was a bell curve: as survivors started to learn how to play against gateways, things became impossible. With a lot of practice, though, he does have some strength: like... high C-tier? Maybe? I started with using Impaling Wire every single time, and have whittled my way down to yellow add-ons only, and I'm managing to win most of the time (except for Mother's Dwelling or The Game matches. never. his map dependence is a huge flaw of his that will keep him in C-tier). The issue is that if you make a mistake, you're *screwed*. This killer might be the most punishing in the game. You lose so much time to missing a chain, especially if you don't collide with an object and send it into the sky, wasting like three whole seconds just waiting to get control of your killer back. If you force Chain Hunts by downing the box holder and never miss, you will perform well even without his stronger add-ons.

    Personally, I run the yellow add-ons for gateway casting range and box solving time. If I can, I always try to chase the box holder without a teleport. I used to run Hoarder to help with this, but found it's not really necessary. If I can reach the survivor solving the box with a max distance gateway and a max distance chain, I will chase them, even if I waste a little bit of time. The pay-off for starting the cycle of manual chain hunts is so worth it. Not only is the immediate chain hunt good, but it means that the next survivor to pick up the box will have to deal with a fully charged Chain Hunt box on their next solve, causing it to take even longer, and giving you even more time to get to them. If I hit all my chains, and can catch the solvers 2 or 3 times to force instant chain hunts, I win. I've been running Surge, STBFL, Corrupt, and I swap my fourth perk out on and off for BBQ, Bamboozle, Discordance, Brutal Strength, all kinds of #########. Most success with BBQ though. Of course I could probably do better with a Ruin build, but I'm trying to stick to Surge to really push myself. And it's been working.

    Pinhead has a lot of potential. The skill ceiling is 100% real. You gotta sweat your balls off to win most games, but he can do it consistently. That doesn't mean he doesn't need a LOT of tweaks. I hope BHVR listens to us on what he needs.

    EDIT: I wrote this up, went to play a match. And I realized I forgot something. BEHAVIOR. HOW HAVE YOU NOT FIXED THE LUNGE BUG.

  • Chains should absolutely still spawn while trying to solve the box. They stop after a few clusters, so you can still solve it: but this mechanic is the only thing that allows Pinhead to even have a chance to stop you without a teleport.

  • @Purgatorian said:

    So does the picture split screen, one half hook, other half Pinhead?

    It may be a little confusing unless Pinhead goes on autopilot kind of like the.mobile version lol.

    Hahaha, I'd be shocked if BHVR implemented something like a picture in picture. No, what I'm saying is he should be able to move even though your perspective is not his. It WOULD be confusing, but learning how to control it would be very beneficial.

  • Something that's really been bugging me: why is Pinhead's move speed while charging his gateway so damn slow? Pinhead is just Clown 1.5, didn't they learn their lesson from bottle movespeed?

  • @TheArbiter said:

    Tbf if you slap hoarder and franklin's on Pinhead to reliably and consistently get the box and in turn chain hunts, he is pretty unstoppable. This does of course require you to run a specific build.

    it's so much fun, plus you have the option of swapping out Franklin's. even just Hoarder helps a ton. I will be so mad if they decide to make the box not interact with these perks, it's so cool to see two non-meta perks feel extremely strong for unorthodox reasons on a killer.

  • they BETTER #LetPinheadCome

  • Yeah, it's not bad. I prefer Haddonfield any day over Gideon as Pinhead. Only issue is the warp there, but the chains are waaaaaaaaay more consistent.

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/279118/pinhead-and-multi-floored-maps-the-got-dam-game-and-my-ideas

    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.

    I agree with you, Hawkins and Midwich aren't too bad. I didn't mention them because box teleports actually tend to work on them, Midwich less so, there are a few spots where survivors can force you to the lower level. Pinhead seems to struggle a bit in the early game on Midwich but ######### dominates once you get to a three-gen. Hawkins is also fine but it's going away forever in two months, so... whatever lol. I actually have only ever been put on Lery's once. Don't have much to say about it. The Game though...... the worst part is I'm almost certain nothing will change about how bad it is. The only buff they might give Pinhead that could help him is some major change to environmental breaks.

  • 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.

    • Yeah, it makes NO sense that he gets slowed down while opening a Gateway.
    • Either this or no instant breaks on environment. Or both.
    • YES. A stacking debuff that makes chains more effective if landed repeatedly would be a great addition, and would probably push Pinhead in the direction BHVR claims they intend for his power: "fast-paced rapid use in chase" or whatever they said in the developer update.
    • Either this or make the extra chains spawned not have the logic of chain hunt chains, make them ACTUALLY hit!
    • Ehh... I honestly don't think he needs this. I like being able to use the box as a trap w/ Hoarder, I think the pink add-on can stay as is.
    • Definitely.
    • I don't think this is necessary, in general I think the survivor effects of holding the box are fine as is. Not that I don't think switching it to this wouldn't be more powerful, I just don't think it's where our focus should be.
    • Maybe. I find myself running the green configuration solving add-on a lot.
    • Give or take.
    • Would definitely be too strong alongside the other buffs you listed above. But maybe.