Pyramid Head Discussion
I play console so I didnt get to play him personally but looking at my bro play him in the next room. I think he is gonna be more strategic based than some might consider. Sure his perks are next to useless in most scenarios while Cheryl's are actually good for countering lots.
But bear with me on what would make PH a god. DEVOUR HOPE!!! If you send someone to a cage, based on current mechanic, it sends them as far away from you as possible. If survivors know where it's likely to spawn, they'll have quick saves. And if DH will stack because it's basically Pyramid Head unhook, this will force certain actions rather than making choice as survivor which I do feel will take away the element of free playing your way.
Make Your Choice can also work but is much more useless as you are the furthest away and by the time you get there. You wont know who your choice is.
Any exposed perk, would it count for his ability? If it does, seriously op to be fair. While I do see use for his Undetectable gen kick, it really works for others but him. PH as far as i see is based off hit rushing. He doesnt worry about gens, he torments survivors thus why Devour, Nurses, BBQ and possible M&A or Infectious would be desirable on him.
Another thing I want to ask, does BBQ work with cage hooks?
If anyone has opinions please share. Preferably non toxic, one is OP other is UP sorta stuff. I want to discuss his potential and also his lacks.
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Ahh. Interesting then. I just figured as for both hooks the stages carry from what I am aware. What about BBQ?
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Nevermind. Its giving me messages way too late xD but that is good though, makes him much more balanced in that degree
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No hook/unhook related perks work when a survivor gets in/out of a cage. Also your exhaustion doesn't go away immediately and you can't attempt escapes in the cage.
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Definitely, I do feel he cant push gens unless his whole build is based on it... however if you equip him with anti heal. It might just benefit him more as it means better utilization of his abilities. I think his cages should only be used sparingly, as same with his attack ability. I am also interested in how far you can make his trail and how long it lasts, cause if he is in the Hospital or Haddonfield say, that trail will be substantial for easy tracking
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The only other thing I'm disappointed in his the backstory they gave him. Pyramid Head was introduced as a manifestation of James Sutherlands guilt in SH2. As other monsters took on manifestations of other emotions. The role PH played in SH2 though was much more than that though, he was Guilt, Judgement, Truth, Release, he was in a sense James. By far he was more them than Executioner. And Mary's letter offering cant be used here as the dbd version has no reference to to SH2. The map it sends you to isnt even SH2. This PH is based off the crappy movie version so it should stick to this. They cant take the movie version and just give it a game reference, it just feels they themselves haven't even played the game cause he wasnt in SH3 either. Even though Cheryl's character was. I know it seems stupid but for what is and always will be my favourite horror game and villain, they could have done a much better job paying respects than badly implemented references.
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10,000 IQ don't run any hook perks so you never have to worry about that choice
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Yup that's my experience so far. You'll hook a few people for sure but it's not worth trying to invest in hook perks when you can end a chase, cage them, and continue with pressure/chasing/etc...
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I think they mentioned this wasn't THE Pyramid Head of Silent Hill 2, just looked like it. The chapter has more of a feel of a love letter to the series as a whole than them trying to tie into its continuity. Map is SH1, Killer is SH2 and Survivor is SH3. Pretty sure they just wanted to create a grand gesture of love and admiration for the series. Sorry you don't enjoy it but I can't help but see this as adorable because Silent Hill being many gamers first Horror title this really was everything they hyped it to be and is probably akin to a dream come true for some of those devs to pay homage to a series that started them on this path to begin with in a game of their own. As far as their gaming journey is concerned they've come full circle.
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Was testing him out today, and while getting Torment applied can sometimes prove to be difficult, if you're good at predicting his ranged is pretty deadly.
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In my opinion the cage will only be useful against altruistic survivors and if you know that most of them are more or less near,because using the cage can backfire if one survivor is near that cage which would result in much less map pressure
Monitor and Infectious would help in making that decision maybe.
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There's so many scenarios it's really just a matter of preference and the situations you find yourself in frequently.
I like having them sit on the floor while I chase someone on top of them. Classic chase pressure and downed pressure, and when they want to try and get them up NOPE CAGE BITCHES
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Devour hope is a garbage perk even if it did work. The majority of the time it gets randomly found by survivors and taken out before even one stack is obtained. Way too inconsistent for my blood. Id rather just run MYC if i want a lethal perk. But i never use that either.
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Looking at his gameplay, he counters so much. No more pallet save, blind save, DS, Unbrakeable. More difficult to loop. And if that wasnt enough, he gets a free mori. So yeah, he needs some punishment before made live. Cause right now, he has too much on his side when considering which killer to play
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That and I'm sure if you use Unnerving Presence while they're in the cage, that skill check will be ridiculous
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Pallet/flashlight saves are only countered if the downed survivor has the tormented status effect.
He doesn't counter Unbreakable because you were alway able to just pick the survivor up
DS isn't exactly countered because if PH is using the cage then the survivor will be sent to the other side of the map,giving the other survivors more than enough time to rescue and hide if he even chooses to go back to the cage.
His anti-loop abilities aren't pretty ok and give you more than enough chances to dodge it (There is even a visual clue when the attack is about to hit).
He's fine as he is.No nerfs required.
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I'm 1000% sure that Unnerving Presence won't work on these skill checks.It's gonna be the same like with the snapping out of it skill checks or Reverse Bear trap boxes from the pig.
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(There is even a visual clue when the attack is about to hit)
I think they should get rid of this, because of this it much easier to dodge
also they should add a mele attack to his ranged attack abiliity combind
and if you charged for 2-3 sec you have stronger mele attack (1 hit/ or mend hit) and longer range attack
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I'm going to agree with this as an almost exclusively Survivor player.
The Executioner is probably the most fun killer to play against in the game right now. Even though Silent Hill is a nasty-looking place, he feels like a breath of fresh air. But playing against him is different and requires a different approach.
Yes, he "counters" the off-the-hook Survivor perks like BT and DS. I use quote marks because 1.) he doesn't always, as he needs you to be Tormented and 2.) even given that he still hooks plenty, depending on the game state. He doesn't do anything vs. Unbreakable that another Killer couldn't do just by picking you up.
And let's talk about that countering. By doing so, he slaps you in a cage on the other side of the map. This actively discourages the two behaviors that BT and DS are taken to counter, namely camping and tunneling. At best, he is looking at a 15-20 second jog to get to the cage, assuming nothing distracts him or no other issues take precedence. It's not uncommon for the cage to spawn near-ish to a Survivor working on a generator, who then takes ~5-7 seconds to run over and release their teammate. They both can then beat feet and leave or stay and heal, seeing what the Executioner does. I ran Botany all last night (didn't use We'll Make It because PTB is 99% Executioner) and was reliably able to release the caged Survivor and fully heal them and leave before the Executioner arrived. With practice, you can even get scary accurate with where cages will spawn, so that when a Tormented Survivor goes down, you're already on your way there to release them.
He can deny pallet/flashlight saves, but again and as above you need to be Tormented. A good Executioner will Torment you via the chase, but other than this there isn't a reliable way to apply the effect. Crouching takes you right through it, and those blood trenches do not last forever (or even that long). Even given all that, I rarely see pallet/flashlight saves anyway, both of which are stopped by any other killer who uses environmental/situational awareness. Not something I'd pitch a tent over.
The Executioner is not more difficult to loop, just different. He has an ability that can end chases at loops. However, it comes with a frankly huge telegraphed graphic and always extends out in a straight column from the center of where he's looking. It's weird, but the best way to dodge this ability is to look at him and see where he's looking. When he misses, he has a reset time long enough to allow you to get to the safe spot and start looping again. He has no ability to break pallets quickly. People compare him to the Huntress at loops, but I find that disingenuous, because her hatchets are not as cleanly telegraphed and are harder to dodge. I'm admittedly a mid tier looper on a good day and I could loop him constantly, across players of multiple skill and rank levels. It was fun as hell.
Finally, his mori... isn't. It has the exact same trigger requirements as caging someone, and is only done when they are downed after having gone through two hook states. It's basically just caging them a third time, except you get a cute mori flourish as opposed to just putting them in a cage. There's been a ton of misunderstanding about how that ability works.
I'm not saying he's perfect and doesn't need any changes. I'd like to see Torment disappear if you are hooked or caged (right now it's just if you are caged), just to stop degenerative situations where DS or BT would have been useful perks but are too easily denied by the Executioner. I'd also like to see Exhaustion reset if you are caged. But I really don't want to see him eat any real nerfs. Right now, I think he's a high skill cap killer that is fun to play against and offers a different game experience than other killers. I'd really hate to see that get watered down into just another M1 killer with an easily ignored or countered M2.
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