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New killer is a break from the meta

DemonDaddy
DemonDaddy Member Posts: 4,167

It's fantastic to see that we're getting a new Killer that encourages survivors to break from the Chase and looping meta. The concept of giving survivors a subobjective based on the killer to limit his oppressiveness is a great addition. Also giving the killer a way to utilize it as well was a good consideration over just a flat counter in control of Survivors.

Seeing as stealth and side objectives looks to be the better approach over attention grabbing;

What are some good builds that would apply well to counter our new addition in the killer roster?

Comments

  • ThanksForDaily
    ThanksForDaily Member Posts: 1,306

    Nothing will change to the survivors builds. Especially with the mmr.

    Also nothing will change to Pinhead builds. Ruin,undying,tinkerer,pop, corrupt.

  • DemonDaddy
    DemonDaddy Member Posts: 4,167

    For peak play you probably right, especially since the killer is random. He does seem to limit the chase options if/when Survivors try to repeat a loop though.

    Still I think there will be better builds for him, I only use tinkerer out of those perk and that's only on high mobility killers. Looks like anti-heal might have good potential.

  • [Deleted User]
    [Deleted User] Posts: 537
    edited August 2021

    The chain attack is pointless, it breaks in no time, that's what I kept thinking while watching others play him, because I'm on console

    They seem like Deathslinger long shots and pallet shots but 10 times worse

  • ShadowsVale
    ShadowsVale Member Posts: 61

    I've played him a few times on the PTB and didn't really like the chain attack either. Feels like more of a hinderance than a help. The puzzle box is kinda nice though.

    I'm waiting to see how things shape up once people have gotten better playing as Pinny as well as against him. At this point, it's a bit early to be hard set on an opinion just yet since he's barley been on the PTB for less than 24 hrs at this point.

  • Trickstaaaaa
    Trickstaaaaa Member Posts: 1,274
    edited August 2021

    The most effective way to counter pinhead is keeping the distance. Not being close to him, or trying to stay tight spots in case he uses his power. So yeah to counter this guy it requires adaptation.

  • Huge_Bush
    Huge_Bush Member Posts: 5,416

    I would have preferred he be made a trap killer and he places hook traps that hinder survivor movement when they pass by. But meh, I can wait to see how he preforms in three months, after they do their usual balancing for new killers.

  • JayDoesGames
    JayDoesGames Member Posts: 264

    How's he a break from the meta? the last few killers are anti loop, so its shift w meta. pin head is no different.

  • Trickstaaaaa
    Trickstaaaaa Member Posts: 1,274

    Running won't work as well. He can use his chains to slow you down. This is just a low key range killer. His power works similar to nurse can go through walls and whatnot. Best way to counter is keeping your distance and hiding. Looping won't work in most tiles vs him, so long as the pinhead can know how to use his power, and get you in his chains.

  • DemonDaddy
    DemonDaddy Member Posts: 4,167

    Well I find there is looping to escape and looping until downed. A lot of people I have played with don't even bother to try and shake the killer, they just commit to the chase until death or the killer drops chase.

    While stealth before and during chase might not be as stimulative as active long chases, I think it's still a very valid and useful tactic.

  • Exxodus21
    Exxodus21 Member Posts: 1,170

    If the buff his chain attack just a bit it'll be a great counter to holding w

  • Soulpaw
    Soulpaw Member Posts: 290

    I'd run a hex build with him. Undying, ruin, Plaything, devour/haunted ground.

    For addons,

    Torture pillar (considerable increase to speed at which chain hunt starts.)

    Iri Lament config (while chain hunt is inactive. Survivors that are 16 meters away from the box can't see its aura.)

    The idea is winning with devour or Haunted if you want to discourage cleansing. While chain hunt is inactive, survivors most likely will be running around looking for hexes and the box, due to Undying, its gonna take awhile to Cleanse everything. If they take too much time cleansing, the box will massively hinder everyone until it's solved allowing you with free downs especially if devour gave you exposed. If they worry about the box too much and ignore totems, devour is gonna win ya the game. Replace devour with Haunted if you don't want people to Cleanse their Plaything hex and stay oblivious for a longer time inwhich making it easier catching survivors out in the open.

  • Predated
    Predated Member Posts: 2,976

    Idk man, having a perk that gives survivors sloppy by merely hooking them gives a lot of other killers new variety. As for the pinhead builds, while I do see Ruin and Undying on him, I dont really see Pop or Tinkerer working well with his kit. Lethal Pursuer works much better on him.

  • DemonDaddy
    DemonDaddy Member Posts: 4,167

    So I got to retract my statement about the box aspect of his power. There isn't much of any way to play around Survivors solving it.

    If they solve it, you lose any chain progress.

    If you teleport, you still lose that progress.

    It solves so quickly and easily, your only consolation is One Survivor's time wasted and a chase if you hadn't already abandoned one to teleport.