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Is Pyramid Head generally ok?

RenRen
RenRen Member Posts: 1,443

Is pyramid head in a state where you could say "Yeah he's fine where he is"?

Is Pyramid Head generally ok? 48 votes

Yes he's fine
43% 21 votes
He could use some minor changes
47% 23 votes
He needs big changes.
4% 2 votes
He needs a complete change.
4% 2 votes

Comments

  • Hasoony_
    Hasoony_ Member Posts: 2

    I wish he had better add ons

  • Slaughterhouse3
    Slaughterhouse3 Member Posts: 902

    Only his addons tbh.

  • TheRockstarKnight
    TheRockstarKnight Member Posts: 2,171
    edited August 2021

    He needs better add-ons. There are only 7 useful ones, and only the 3 POTD add-ons are strong enough that you're regularly going to notice and go "Wow, that helped me," when you use them.

    -

    The 6 really useful ones are the ones that increase Torment Trail duration and POTD length. Iri Seal can be useful too, but it's not very reliable.


    When you use Rites of Judgement you slow down a lot, so you're best off only using it in short bursts; making the Rites duration add-ons meaningless.


    It recharges quickly with basekit and you only need a sliver to use POTD. And again you shouldn't be using Rites for too long at a time because of the slowdown. All of that makes the Rite recharge add-ons pretty superfluous.


    The Killer Instinct duration set is useless because almost nobody is going to step into the Trails unless you're actively chasing them and can see where they are.


    All the others are just quirky.


    Blindness is nearly useless - PH has no special synergy because his cage auras cannot be obscured, Oblivious is an okay status effect, but the add-on only lasts 15 seconds - and again with both of these Survivors generally aren't going to be stepping on Trails unless you're actively forcing them into them. So unless you chase the Survivor into trails, drop chase, and then surprise attack them within 15 seconds you won't get much use from the Oblivious effect.


    Obsidian Goblet is just a worse Insidious. Like Insidious it doesn't instantly silence your TR, it gradually reduces it, so you have to stay on your Trails for 3-4 seconds. However if you leave the Trail your TR comes back immediately - so it's only good for camping an area.


    The reason Obsidian Goblet is worse than Insidious is because your Trails can't be placed near hooks, gens, or Gates: i.e. the three things you'd want to camp. So you can only camp loops, totems, or dead zones.


    The Haemorrhage add-on is an insult. Not only is Haemorrhage a laughable status effect, this add-on will only afflict Tormented Survivors with Haemorrhage.

    Tormented Survivors already leave barbed wire trails to make them easier to track - and the barbed wire effects Healthy and Lucky Break Survivors, making it superior. There's zero reason to use this add-on.

    -

    I think his base power is fine tho.

    It'd be cool if he had some AI buddies - Silent Hill monsters in the same vein of Nemesis' T-Virus zombies - but PH is already a powerful Killer because of how POTD and Torment work. He doesn't need any major basekit buffs IMO.

  • glitchboi
    glitchboi Member Posts: 6,023
    edited August 2021

    Most of his add-ons suck, with his only useful ones being his range add-ons, the one that shows auras of tormented survivors after caging a survivor, and the ones that give you more time to set your rites of judgement. Other than that, his base-kit is nice, sucks that his counterplay is so boring though (aka holding W) but meh.

  • musstang62
    musstang62 Member Posts: 517

    I agree that his add-ons are all pretty bad. Otherwise, I feel like after his midchapter rebalancing, he's arguably one of the better balanced killers in the game. Very strong, but still having counterplay

  • Clueless
    Clueless Member Posts: 340

    purple addon for haemorrhage 😎

  • Emeal
    Emeal Member Posts: 5,153

    His Addons are completely and utterly boring.

  • blue4zion
    blue4zion Member Posts: 2,773
    edited August 2021

    He's as fine as all other killers with a chase power like this, which is not much. Not necessary bad strength wise, but bad game wise. These killers who can fake powers like this can seem pretty unfair at times. Almost always a lose lose situation for the survivor when they can just cancel m1 or follow through with the power

  • RenRen
    RenRen Member Posts: 1,443

    It seems the general agreement is that pyramid head isn't bad nor broken and just needs an add-on rework.

  • Gibberish
    Gibberish Member Posts: 1,063

    Addons are his main issue. The majority of them are just utterly worthless.

    Maybe the trails could last longer and have less restrictive placement too (being able to place them closer to gens/hooks).

  • DBD78
    DBD78 Member Posts: 3,463

    Needs an addon rework. Other than that he's in a pretty good spot.

  • Adjatha
    Adjatha Member Posts: 1,814

    His AddOns are certainly the worst in the game. He has THREE good addons - the ones that increase the range of his shockwave - but they are actually a trap, because if you use them too often, you will never adjust to the actual range of his power and won't learn the right time to use it. HIs purple and Iridescent addons are so nightmarishly useless that the mind boggles at how they made it to beta, much less in-game. I can only speculate that they actually had no idea what to do for Addons and just said "what useless status effects can we toss onto Torment?"


    But then, everyone agrees his addons are the height of garbage, so let's talk about PH's power set. He has two features: a Shockwave and Torment Trails. When people complain about "shutting down loops" or insist he's perfectly fine, they are talking about his shockwave. This is the second shortest range of any ranged power (8m), with a built-in delay on start (plunging sword into ground) and on use (travel time of the ground chunks), in addition to the cool-down delay of pulling the sword back up. ADDITIONALLY, this move is accompanied by a super loud auditory warning AND a super obvious visual warning where the move will hit, giving survivors ample time to simply step to the left or right. On top of all that, his ability to turn is extremely throttled during every step of this power (unlike every other ranged killer), meaning if somebody does move left or right, you have to pick up the sword and reposition, for more delay and slow-down.

    The ultimate consequence of all these limitations is that this power is good for exactly TWO scenarios: if a survivor is close range and stuck in an animation (dropping pallet/vaulting), or they're stationary and you know where they are (I'm All Ears). It is useless against attentive survivors in every other scenario. It it literally only there to discourage looping and to encourage holding W. It is NOT a good move. It feels bad to use and it is actually punishing to try to use your power on any situation other than the two I've noted because there is SO MUCH slowdown that the survivor essentially gets a free Sprint Burst every time you try and miss. On top of all that, it was nerfed to INCREASE the time from when you put the sword down and when you can just M1.


    But the shockwave at least has a point in the game where it is supposed to be used. Let's talk about the other half of his kit. His Torment Trails take too long to set, last for too little time, slow you down from finding a chase just to set, cover too little, cannot be placed in any spot you would want them to be (hooks, stairs, gens, doors) unlike every other type of trap or killer environment element, and can 100% be evaded by survivors who know to sneak over them. Even if a survivor DOES get tormented, the Killer Instinct lasts for so little time (with the pulsing glyph often just not showing up at all), that it is a useless "tracking" feature. ADDITIONALLY, torment can be removed by saving someone from a cage, so every time you cage somebody, that's two instances of Torment removed from survivors.

    So what's even the point? If you DO send somebody to a cage, it spirits them away and stops hook-based perks from working. So this incredibly throttled power, with so many layers of weaknesses baked into it, avoids Borrowed Time and Decisive Strike? Well, clearly it needs some kind of huge NERF! Like, I don't know, how about the killer can't see the caged survivor, unlike every other hooked victim. Because there might be some risk of the killer keeping an eye out on survivors going in for a save? Unlike every other hooked victim? So for PH and ONLY PH, that's where the line is drawn on camping/patrolling? That's some bespoke nerfs, just because it stops the survivors' two favorite crutches (while also shutting down several killer crutches like BBQ at the same time, but hey, le'ts ignore that!)


    No, PH needs some BIG changes. That was a lot of words, but at the end of the day, you have to ask: does his power feel good to use? And the answer is a resounding No. Nobody puts down Torment Trails because they do so little, take so long, and last as long as a fart in a windstorm. The shockwave is only there to punish inattentive loopers or people who automatically throw every pallet, and the punishment for missing is to extend the chase for another tile or three. And all that is on top of having the worst assortment of useless, boring, uninspired addons in the game (almost all of which rely on Torment Trails which, as noted, are bad to use and completely avoidable by survivors).

    Can PH get kills vs. survivors? Sure. So can any M1 killer. Does his power actively add any strength to him? Against survivors with any experience at all? Actually, no. The three waves of PH nerfs post-release made sure of that.