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PH as the same broken issue than deathslinger as if not worst
those killers have no actual counters if they can land their abilities there is no chance for the survivors to do anything about it , there is no counter or mindgame its either the killer miss or he gets the hit
tbh PH might be even more OP than deathslinger at leats deathslinger can be hindered by early pallet drop and can't get you easily through them and he isnt as fast as normal killers , PH is as fast as other killers has an easier time than most killers with not wasting time by being able to cage people and easily forget about them and his potential in chase like again deathslinger is godlike if not better because he doenst even care about pallets , PH should get slow when he make trenches he shouldnt be able to just hold it down and chase survivor like that , because then its either he catch up to you and hit you instantly normally or you find a pallet or window and he just hit you with his "no drawback power"
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Please post some of your survivor gameplay so people can give you actual advice on how to play against Deathslinger or Pyramid Head.
That being said Pyramid Head is not even overly strong let alone op.
His chase potential is good and that's about it.
- no instadown
- no tracking (literally no one steps in the trails outside a chase - ever)
- no stealth
- no mobility/no map pressure
- no built-in gen defense
All he has is decent 1 vs 1 chase potential IF THE PLAYER HAS PERFECT AIM AND PREDICTS YOUR MOVEMENTS OPTIMALLY AS THE RANGED ATTACK HAS DELAY.
If that alone makes him op in your opinion I don't know what to tell you.
EDIT: As for the "no drawback power"
1) Pyramid Head slows down to 92% while stabbing into the ground.
2) Pyramid Head slows down to 110% while dragging the knife.
3) Pyramid Head has a cooldown of several seconds after each use of his ranged attack. During this cooldown he slows down to almost a complete stop giving you free distance.
4) Pyramid Head's ranged attack has only 8 meters of default range, generates multiple warnings AND it moves like a slow shockwave allowing you to easily react and dodge the attack whereas Deathslinger can shoot with 0% delay and his projectile moves at 1000% movement speed and has a default range of 18 meters.
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Going against deathslinger is like playing Call of duty. Pyramid head can't see the auras of cages and can't stay around them anymore.
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Imagine thinking Pyramid Head is OP
Imagine thinking DEATHSLINGER is OP
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Mate I think I played against you. If you play Xbox then yes i probably did.
But neither are OP
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Executioner has what makes (made) Nurse a great Killer. The ability to ignore pallets and windows. I almost NEVER break pallets as Exe and it simply pays off with hit after hit. That alone makes Exe a good Killer.
Exe doesn't need an instant down when he can land hits at near any loop. Even the impossible safe loops where Bloodlust 3 isn't enough.
Digging trenches is only in part about tracking. It is a game stall as it forces Survivors to take other paths or crouch over them. Torment is just an added effect on top of that who is, to just put it bluntly, A ######### MASSIVE time saver.
Stealth is relative. Some run Monitor & Abuse for stealth to reduce the terror radius. I run Distressing on Exe to boost his terror radius to give the same effect. Too much information is almost equal to not having enough. While also playing on the facts that Survivors want to avoid a Exe as much as possible due to his ranged attack ignoring pallets/windows. Win win.
Mobility I agree with. Map pressure I do not. With how quickly you can end chases and how unsafe looping a Exe that allows him to not waste time being looped. Giving Exe more time to pressure more Survivors in total in having overall faster downs, or Survivors needing leading chases over larger areas of the map and likely running into someone else for Exe to pressure more than 1 person at a time.
Gen defense. There are perks for that added to the listed above with Exe's ability to force Survivors away from him out of fear. No need to defend gens when no one wants to work them.
The majority of times I see Exe played, they treat him like a default Killer and don't play to his strengths. Using the same meta builds that don't support Exe's wants/needs. Kicking every pallet like normal instead of putting them to use. Spending entire power bars at a time to dig 1 trench. Going for ranged attacks where it is easy to dodge and not in animation lock. Not digging trenches mid looping as means to mindgame, bait, or apply Torment. Wasting Torment for one reason or another.
Exe is a Killer you need to play in his own way. The idea of not kicking pallets alone is so alien to most players they never think of the fact that pallets are a resource for Exe to use against Survivors.
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I get what you are saying. Been playing him day and night since release myself. His ability ignores structures which is why I do not deny his 1 v 1 potential.
However that's where his ACTUAL strength ends in my book. Most of the time I end chases as quick as it's mechanically possible with him and people still manage to pump out most or even all gens quite simply by taking the hit and running across the map while I'm standing still taking my rangeattack-cooldown for several seconds.
That is with this kind of movement predictions and aim:
Again: I'm not saying Pyramid Head is complete trash but other than decent 1 v 1 potential due to his ability that can ignore strctures I don't see much in him. As Bubba I will snowball like crazy if people do just the tiniest misplays. With Pyramid Head they can just keep going after messing up.
Perhaps I just got too used to having an instadown at all times, though.
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I'll copy this from a YT video i left it on. The video was indeed talking about PH being too oppressive.
How to counter pyramid head:
-Lose LoS, make him think you're gonna mindgame a loop, then just hold W mindlessly and make a ton of distance
-If he's too close and you have to loop him, pay attention to your position determine weather or not its prudent to drop the pallet and when to do so. There's a billion pallets in the map and if your teammates are doing gens there's no such thing as wasting pallets, so you dont have to be greedy with the loop. Drop the pallet before he has the chance to wind up his attack so you have the time to dodge it.
-If he's too close and you can't loop, take the hit and use the sprint burst to put yourself in a more favourable position.
-Making distance and maintaining it is this guy's biggest counter and if you found yourself in a ######### position then you need more map knowledge or you need to pay more attention.
-If he misses his M2, dont stick around a loop unless its an extremely safe tile. Just bolt it to make distance.
-If he's hitting you, try and see what it is he is doing so you can counterplay accordingly. Remember it's a player youre going against. See how they play, play to counter it.
-Try to see which loops are good against him and which ones aren't.
-Dead Hard is your friend
Now i'll add a new part for Deathslinger:
-Lose LoS, make him think you're gonna mindgame a loop, then just hold W mindlessly and make a ton of distance (same as PH)
-If you know its a Deathslinger, as soon as you hear his heartbeat just run away from where you are. His music may be a bit confusing but the heartbeat itself is very very clear. I have only once been caught by surprise by a Deathlinger and the only reason that happened is because i was out-positioned and when i looked and saw the killer from far away i thought it was a different killer so i wasn't prepared for it.
-DON'T BE OUT-POSITIONED IF YOU KNOW A DEATHSLINGER IS THE KILLER YOU'RE GOING AGAINST. I cap this cuz its important. Being out-positioned is the best way for Deathslinger to destroy you. If you're working on a gen that's very unsafe, have a plan of where to run and be extra vigilant to see if he is coming.
-Pallets are your friends. If you're injured drop the things and don't think twice, there's probably enough of them in the map anyways if your team is doing gens. If they're not doing gens its possible you're not escaping anyways, so focus on your chases.
-LEARN WHEN DEATHSLINGER IS LIKELY TO SHOOT AROUND LOOPS! This is probably the second most important one. If you know how the killer has to play, then you know when do juke his power. For instance, at a jungle gym, you know he has to shoot preemptively to get you before you reach the pallet. If you have enough distance you have to read his shot and wiggle to avoid it. At shack you can do the same thing. You know he needs to shoot you before you make a corner into the pallet, so you wiggle to avoid the shot and make him miss.
-He gains no you at 0.4 m/s which means that if you are 30 meters from him, it takes him 30 seconds to catch up enough for the MAX range of his harpoon if you just run in a straight line. This is different in practice because you can't run straight for 30 seconds, maps just arent big enough and usually have obstacles in the way. However the point stands. He's painfully slow, so make distance.
-Be erratic with your movement and wiggle in weird ways. Survivor movement on keyboard is JANKY AS HELL so survivors can make some awful sharp turns that completely throw off your shot. On console this is possible as well, but its a bit harder as moving left and right isn't as instant as it is with WASD.
-If he misses his shot, don't stick around a loop unless its an extremely safe tile. Just bolt it to make distance. (same as PH)
The problem i feel people have with these killers is that they're too used to being greedy with their pallets and going around a thing in autopilot then pressing space to drop the pallet. These killers can deal with that, so as a survivor, you need to pay a lot of attention to your positioning and distance relative to the killer, you need to understand how the killer player is playing and play to counter it and you need to understand the fundamentals of how the killer character is played.
Shooting with Deathslinger is not easy. Hitting PH's ranged attack is not easy. They both require mechanical skill and a fair degree of prediction from the player. So if they are hitting you constantly they're either extremely good which is good on them and you should strive to be better, or you're being way too obvious with your movement in which case you should strive to be better. Lets remember the game doesn't play itself for them just because the killer player picked a character.
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I see Pyramid Head more akin to the Huntress than Deathslinger. Mostly because of the fact that all points on strength on the map become points where you're in a fixed animation to take a hit because you can't turn fast enough. At least Deathslinger can't hit you through a dropped pallet.
Biggest difference is that Pyramid Head seems to suffer almost no slowdown or drawback to winding up his power where Huntress does, and she's also a slower killer in general.
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This post should be pinned not gonna lie. 👍
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PH has a much smaller range though. While he might be faster than Huntress, if your aim is good with those hatchets...you can beam someone from far away without having to close much distance.
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If PH is "op" then Demo is "op", since they play the same in chase.
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This Pyramid Head main approves. 👍
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I don't need to post anything i made my point very clear those killers have no counters in chase outside of themselves being bad and missing and thats why its OP , at best what a survivor can do is maybe some erratic movement but it only helps slighty and most of the time it will actually help the killer gain distance on the survivor so its a double edge sword tactic that mostly works in their favors
cages are the last thing i am complaining about i am complaining about their power in chases being uncounterable and too easy to use they are better easier huntress without drawbacks
Imagine having no real argument so this is what you come up with
I play on PC but okay nice try
if you compare bubba to PH and say bubba is better i am not gonna bother arguing
all of those "counters" are not counters those are just "hope the killer play badly and abuse their bad plays"
i don't mind huntress as at leats she has drawbacks and his truly skiiful PH is just an easier stronger huntress
range plays almost never matters in high rank and are more see as BM trolling unviable plays , huntresses never try to snipe people and most of time will only use her hatchets to get them at a loop when the survivor drop a pallet or vault a window or try to get very close to combo them , the effective range of good huntresses player is very similar and close to the effective range of pyramid head
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Both @Yamaoka and @NekoTorvic's posts could not be more accurate. I main Pyramid Head and every single word those two have spoken is the complete truth.
I won't deny Pyramid Head is strong; in chases at least. When you learn how to play against his chase game he feels considerably weaker. He's literally only going to be able to use his power on you at pallets and vault locations, if you gain distance on him and lure him out into the open he's basically caught with his pants down. There isn't a damn thing he can do in that situation other than slowly gain on you, giving you more time to think and make decisions on how to outplay him.
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I've noticed that. I happened upon a caged Survivor and they teleported to an undisclosed location.
So broken lol.
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there is no learning to play againts him in chase its always about him messing up not you outplaying him
him being able to use his power at window and pallets is more than enough and why he is OP he makes the only protections of survivors useless , nurse and huntress do it aswell but at leats both of them require skill , windup to their powers ectect
"lure the killer into the open with nothing to protect yourself" to do what kms ? its not like he is gonna catch up to me in secs or anything ,this advice is as bad and dumb as the guy who told me once that to counter the doctor all you had to do was run in a straight line without ever stopping like if the doctor was nurse or something PS : doctor and pyramid head arent nurse ruinning in straight lines into window/palletless areas doenst work againts them because flash news they catch up to you
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The only problem with these two is "Faking" Deathslinger keep aiming and unaiming, Pyramid Head put his sword and left it.
making survivors zig zag and just m1 them, which is not how they should be played. the easy fix is to add a bit delay after faking.. other than that DS is good, but PH maybe need a bit help to his ranged attack.
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"all of those "counters" are not counters those are just "hope the killer play badly and abuse their bad plays""
All of those are completely valid counters that good survivors will pull off consistently. I do not believe for a second that a counter should require a giant telltale of what killers are gonna do so survivors can do the thing that negates it.
All these counters are able to negate what the killer is trying to do but you need to actually understand the game and understand the player and killer you're going against instead of just seeing a massive telltale like the killer is some sort of NPC in a single player. The killer needs to predict what you're doing as survivor and play accordingly. You need to do the same against these killers.
If you put yourself in a position where the killer can make a bad play that's on you for besting them. If you put yourself in a position where the killer needs to make a move, then it's on you to anticipate that move and counter it which you can do with every single killer in this game, and the killer will try to do the same to you.
If you cannot be bothered paying attention to your positioning, distance from the killer and the killer's power, and just mindlessly go around a box until you press space to drop some planks, don't be surprised if there are killers that can deal with it.
DBD is a game about predictions and knowing your opponent and your map, as much as it is a game about mechanical execution.
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nop i read them all and as a rank 1 survivor those are legit just "hope the killer plays bad"
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- PH is a difficult killer to loop. That's true. But saying that he doesn't have counters isn't. There are a lot of counters to him. It's just different than how you loop other killers.
- His only strength is in chase. Still you can hold W and pre drop pallets or bait drops and then drop when he gets baited and stun him. At that point, it's a 50-50 chance. PH either hits you or misses you and suffer a long cooldown/get stunned by a pallet.
- Killers should always be in control of a chase. The way you say it makes it seems like a killer should never be able to catch a survivor if a survivor is good.
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I've made PLENTY of shots much further than 8 meters as Huntress, which is PH's range. It's not BM in the least to hit someone 20+ meters away. The fact that you CAN beam someone at such range means the mindgame starts alot sooner. I'll hold a hatchet up for abit and make em sweat, whereas you cant really do that as PH. The cooldown of PH's ranged attack means you arnt going to immediately get the next hit, while the cooldown on a hatchet throw is half the reason why she can get the 2nd hit so quickly.
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If you're out in the middle of nowhere, why would a Exe chase you? It's clear bait and something Survivors have done forever. Draw the Killer away from gens so someone else can finish them.
What if the Exe doesn't fall for this? What if he uses that against Survivors? That's one reason why I run Distressing on Exe. As people want to gain as much ground as possible, they tend to depend on the terror radius to run before seeing Exe. But if that terror radius is bigger than normal, they waste time running too early and sooner or later start to ignore it. Then once they start ignoring the terror radius Exe is allowed to get too close for them to run away before it is too late.
I see it all the time in my games as Exe and it simply works. Early game tends to be mostly people running away gaining ground and avoiding me as much as possible, then by mid/late game they just stop caring about the terror radius and Im able to walk right up to them if they don't have line of sight. I also run a very non meta anti healing build and swap targets often. Something that doesn't work for other Killers but does for Exe.
Distressing- This is to counter early runners to force them to waste more than they needed and as a loud stealth once they start to ignore the terror radius from it almost NEVER going away.
Coulrophobia- This combos with Distressing very well. It makes it so that once wounded someone REALLY wants to get out of my terror radius to heal. So if I swap targets after wounding someone they will very much likely just not heal at all from how long it will take or run to the very corners of the map before healing. Either way I gain an advantage.
Deathbound- I use this as my tracking perk and additional stealth. Seeing how Survivors will want to get very far away from me in order to heal, they will trigger Deathbound doing so. Then once Deathbound triggers I know where at least 2 Survivors are and can use that to figure out my next move. With luck I can even catch the healer/s out of position due to Survivor meta wanting to split up. It gets funny at times running bipolar stealth when Survivors can't trust anything.
Blood Echos- Seeing how Survivors will tend to be wounded longer than normal for one reason or another I might as well make use of that. Blood Echos offers added tracking and removes a number of pesky Survivor perks at the same time. This forces Survivors to want to heal to keep their perks, but they can't heal without either wasting a lot of time or telling me where they are.
I don't think I have had more than a couple of games who made it to the gates being powered since Exe came out running this build and having a playstyle that almost never breaks or respects pallets. Can't be certain of this, but I can legit only remember 1 or 2 games that had all 5 gens finished playing as Exe doing this.
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Your first point is why I run Monitor and Abuse on him; your terror radius deceives them both ways. I've been able to sneak up on people because it's smaller out of chase, and during chase they think I'm always on their ass until I fall out of the chase and my radius shrinks back to being tiny and they think I left, had several times where they'd turn around and run right into me because they thought I was gone.
Also as for Pyramid Head not wanting to chase you if you run out into the open; isn't that kind of the point here? OP said he can't deal with Pyramid Head during chases but if he gains distance while out in the open and there's nothing to slow him down, if Pyramid Head decides to drop the chase and go somewhere else then he successfully won that chase.
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Then I disagree with you about what constitutes a counter in these types of games. I don't think it should just be a 100% guaranteed thing where killer does this, survivor does that.
I am a rank 1 killer and usually stay between rank 1 and 3 as survivor playing solo exclusively. I can run PHs and DSs just fine cuz those are the killers i play the most. Sometimes I make mistakes but i can always look at exactly what I did wrong due to lack of practice rather than the killer being impossible to counter.
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Lol, imagine thinking Deathslinger is op. xD.
I love how survivors just want to loop PH and DS as every other killer and If this doesn't work then this kILeR iS oP.
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Break los. Than his projectile is purely luck based for him. AND its slightly telegraphed to avoid it
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You've been told of their counters, you can either start trying them for yourself or just keep stating that they're OP
And contrary to popular belief saying a killer is op, broken and uncounterable on the forums doesn't lead to them getting automatically nerfed. People have called wraith and clown OP on here before, so you're just going to have to learn to deal with them.
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