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Pyramid Head |Changes towards every add-on and tweaking his kit majorly)

Hoodied
Hoodied Member Posts: 13,101
edited August 2021 in Feedback and Suggestions

In order for me to get more creative with his add-ons, I did need to change his kit around a bit. His kit changes involve making his add-ons have changes occur to his whole kit in some way, from recovery speed to special effects with final judgment, his cages are also a lot more important to slowdown now.


These are considered my finalized changes for this, however I will still be working on this from time to time until I find the perfect changes to him.


Power Adjustments

Torment will always be removed on when entering the second phase on hook

-This encourages Pyramid Head to eventually cage survivors instead of storing Torment the whole game


Cages will now give survivors the mangled status effect until healed

-This also encourages the usage of Cages


When initially being tormented for the first time, you will be unable to sprint until you are outside of the trail’s range

- Pinhead's chains gave me an idea, when being tormented for the first time you cannot run through his trails, the second time you are tormented will not apply this effect, this prevents pyramid head ruling every single chase. If you are tormented it will also not occur

Pyramid Head now has 2 different meters, one for his trails and the other for his ranged attack

Untitled drawing.png

(Rough concept, don't expect it to be good) 

Trail time limit is unaffected, however when using your ranged attack the red meter will go down to 50%, when it’s back to 100%. If the meter is below 50% it will use up the remainder but you will have less range and the recovery is much longer. This prevents situations where pyramid head can just spam his ability without punishment. The recovery of his ranged attack begins after he leaves the recovery of using POTD. It takes 7 seconds to recover from 50% to 100%.

-Pyramid Head has a mechanic that is a problem, his POTD attack feels almost like he is unpunished for spamming it besides the cooldown and it damaging a mechanic that helps mainly with info, this is why I decided to do this, now trails can be used separately from POTD, and POTD punishes people who spam it. This will only affect Pyramid Head players who spam it, making them have to choose when it is a good time to use the attack

Add-on rework

Common

Lead Ring: Skill checks are 5% faster when inside of cages

Dead Butterfly: Skill check’s alert is delayed by 5% when inside of a cage

Copper ring: Punishment of the damned uses 50% of the trail charges as well. Gain 500 bonus BP when hitting a survivor with Punishment of the damned towards the objective category

Black Strap: Tormenting a survivor will make them hemorrhage until healed.

-My goal is to make Common add-ons not really good, but still have a purpose in some gameplay mechanics

Uncommon

Wax Doll: Range of punishment of the damned is increased by 1 meter

Spearhead: Punishment of the damned trail elements now spawn 10% faster

Leopard-print Fabric: Rites of Judgment lasts 10% longer

Forgotten Video Tape: Punishment of the Damned now recovers 10% faster

Cinderella Music box: Rites of Judgement recovers 15% faster

-My goal is to have uncommon add-ons be as important as rare add-ons, I think I achieved this goal but I could be wrong

Rare

Valtiel Sect Photograph: Punishment of the damned trail elements spawn 15% faster

Tablet of Oppressor: Rites of Judgement recovers 25% faster

Misty Day, Remains of Judgement: Punishment of the damned range is increased by 1.5 meters

Mannequin foot: Punishment of the Damned recovers 20% faster

Burning Man Painting: Overused Punishment of the damned now recovers 10% faster

-These should be apart of his most used add-ons, so the numbers are used for exactly that

-Very Rare

Scarlett Egg: When hitting a survivor with POTD, it will create a trail leading to the hit connected

Rust-Colored Egg: Killing a survivor with Final Judgment will reveal the aura of all survivors for 5 seconds

Lost Memories Book: Cages are considered as hooks now. Uncaging takes 10% longer

Crimson Ceremony Book: Rites of Judgement will hinder a survivor for 3 seconds after exiting the trail (-10% m/s)

-These all affect atleast 1 aspect of his power, the eggs dealing with damaging the survivors while the books affect gameplay majorly, with lost memories being high risk high reward

Ultra Rare


Iridescent Seal of Metatron: Restricted trails are now normal trails

Obsidian Goblet: Hitting survivors with POTD will now torment them, however trails will no longer wrap survivors and have a 1 second long killer instinct



Conclusion


This is probably my favorite rework I have done to any killer, and during this I found a really good idea for trapper that I will be working on next. Due to this being impossible to play with this could either be unfun to play him after I nerfed his spamming or more unfun to play against as I encourage using cages and trails alot more often


Some opinions or changes to these would be nice to know of, and if the spam nerf to pyramid head is too severe let me know and I'll tweak it, I'll be working on making Trapper feel more like a killer who traps things, next who knows


Thank you for reading

Post edited by EQWashu on

Comments

  • Carth
    Carth Member Posts: 1,201

    So a 'I want PH nerfed into the ground, but if I phrase it as a rework maybe nobody will notice' thread?

    To realistically address some of your changes.


    "POWER ADJUSTMENTS

    Torment will always be removed on when entering the second phase on hook

    -This encourages Pyramid Head to eventually cage survivors instead of storing Torment the whole game"


    A massive nerf to his mori because....why? The reason no PH uses the cage is because the cage is -BAD- at any point outside of a mid-late game scenario because odds are, if you are playing against good survivors the opposite area of the map from you will probably have survivors working on gens....and where does the cage send the survivor to? Oh yeah, the opposite corner of the map, basically negating any pressure you would have if you choose to use it.


    "Cages will now give survivors the mangled status effect until healed

    -This also encourages the usage of Cages"


    This is.....bad. This and oblivious are bad status effects. Nobody uses these addons and nobody uses the perks that apply those things. Never have I ever, in my hundreds of hours of playing this game thought to myself "dangit if I hadn't been running meta addons and perks but instead had predator I would have won the game! DANGIT!".


    "When initially being tormented for the first time, you will be unable to sprint until you are outside of the trail’s range

    - Pinhead's chains gave me an idea, when being tormented for the first time you cannot run through his trails, the second time you are tormented will not apply this effect, this prevents pyramid head ruling every single chase. If you are tormented it will also not occur"


    So walk into a trail ASAP when you aren't being chased and then walk out of it and this does...what exactly?



    And now we get into the real meat of what you are trying to do


    "Trail time limit is unaffected, however when using your ranged attack the red meter will go down to 50%, when it’s back to 100%. If the meter is below 50% it will use up the remainder but you will have less range and the recovery is much longer. This prevents situations where pyramid head can just spam his ability without punishment. The recovery of his ranged attack begins after he leaves the recovery of using POTD. It takes 7 seconds to recover from 50% to 100%.

    -Pyramid Head has a mechanic that is a problem, his POTD attack feels almost like he is unpunished for spamming it besides the cooldown and it damaging a mechanic that helps mainly with info, this is why I decided to do this, now trails can be used separately from POTD, and POTD punishes people who spam it. This will only affect Pyramid Head players who spam it, making them have to choose when it is a good time to use the attack"


    So a huge nerf to his POTD because you are yet another survivor who does not like his M1/M2 style of hitting at vaults/pallets. Here's the thing though, his power is 100% garbage outside of that. Why don't you ever see a PH just shoot out a beam randomly at max range or freely chasing a surv?? Oh yeah, because it's BAD when you aren't locked into a single point. This is a massive, massive nerf to PH with zero meaningful buffs given back. The core of your rework is basically neuter POTD and delete his mini-mori and give him...idk...stuff back so people don't think this is just a blanket nerf to his kit.

  • Killing_Time
    Killing_Time Member Posts: 894

    Yeah... No. There's nothing good about anything you suggested really

  • Hoodied
    Hoodied Member Posts: 13,101

    Ah so I will need to get back into tweaking his kit alot more then, goal here was to try and make him more fun to face while not making him too weak, I did have a feeling that I did over do a few changes so I’ll need to go back into working on it, I was thinking about reverting a few things back when I was concepting but needed more people to tell me if it was more of a nerf or not, the goal yet again was not to straight up nerf him but to make him not a hated killer as he can create lose lose situations with his power, might need to find new ways to encourage cage usage and not neuter him

  • Carth
    Carth Member Posts: 1,201

    Apologies for being so harsh in my tone before. PH has two major blockers to ever being 'fun'. One) When his cage is nearby/he can see it PH becomes too good at camping. This means that if you deal with this problem by making his cage go far far away or be hidden to PH he basically has no map pressure. So you, as a power designer, have two terrible choices. One is to make him amazing at camping/tunneling. Two is to make it a free unhook for survs early game. The same binary good or bad choice exists for POTD as well. A extremely short range burst that can go through walls with large cds and movespeed penalties and travels in a wave pattern. There is no simple numbers change you can do here that doesn't feel awful for either the survivors in chase or the killer in chase. He needs drastic changes in terms of design if you want to accomplish your goal. At least in my opinion. His power design is too binary to ever be in a 'good' place for both sides to enjoy.

  • Hoodied
    Hoodied Member Posts: 13,101

    Thats why I am gonna start thinking of a way to rework him out of that entirely now, cause now I am fully aware that he is built in a way that you can’t truly fix his problems, meaning it will take me a really long time to truly make every killer in dbd strong and fun to face and play. Luckily errors are good ways for me to learn how to get better at designing so I should be able to find a way to make Pyramid Head feel like Pyramid head, while still being fun to play and make him fun to face. Also its fine

  • Shroompy
    Shroompy Member Posts: 7,934

    I dont really have an issue with anything here, very well thought out! Removes all frustrating elements of his kit while also making him much more skillbased. Well done!

  • Adjatha
    Adjatha Member Posts: 1,814

    I like your enthusiasm, and PH DOES need a total AddOn overhaul, but it feels like you're trying to make his cages better without addressing the fact that his Torment Trails - the thing that unlocks cages as an option - are nightmarishly terrible. They take too long to set, slow you down massively, can't be put anywhere you would actually want them, vanish almost after like a minute, and do nothing other than unlock the cages (which then goes away when one tormented survivor uncages another for no good reason).

    If you're looking for a kit retool, how about:

    • Planting your sword does not slow you, nor goes moving with the sword planted.
    • Trails remain in the environment until they are overwritten by new trails (once PH's max number of 'segments' has been used up)
    • Tormented survivors near PH will flash with Killer Instinct for 3 seconds every 10 seconds
    • An AddOn that prevents Torment Trails from reducing your meter (use infinite trails, with the newest just overwriting the oldest)
    • An AddOn that increases Pyramid Head's movement speed while he is within close range of a Torment Trail

    And so on. For that matter, how about addons that actually affect his shockwave? Almost every PH AddOn affects his torment trails or his cages. How about

    • An AddOn that massively improves your turning ability while your sword is planted.
    • An AddOn that makes all segments of the Shockwave to activate simultaneously (instead of one after another) but increases your CD after using it.
    • An AddOn that MASSIVELY reduces your shockwave CD after you use it and fail to hit a target.

    Etc.

    There's plenty of things that COULD be done for PH, but his status as Most Overhyped killer means he will never get a decent balance pass.

  • Tekno_Badger
    Tekno_Badger Member Posts: 526

    I love the mangled idea for the cages, but besides that just allow him to exit his power slightly faster, make the ranged attack go up/down inclines like stairs, and rework his add-ons. This is what I had for add-ons:

    Change Scarlet Egg to both reveal survivors' Auras and highlight them with Killer Instinct while they walk or run through his trails and for 5s after.

    Change Rust-Coloured Egg to reveal all survivors’ Auras for 5s after sending a survivor to a Cage of Atonement or using Final Judgement.

    Buff Lost Memories Book to 60s and add Blindness too.

    Change Punishment range add-ons to 0.75, 1.5, and 2.25m respectively. This reduces the need to run two of these add-ons together.

    Change Crimson Ceremony Book to increase Punishment range by 3m.

    Change Obsidian Goblet to make the Executioner become Undetectable for 20s after using Final Judgement or sending a survivor to a Cage of Atonement.

    Change Iridescent Seal of Metatron to inflict the Exposed Status Effect for 60s on any survivor who rescues a survivor from a Cage of Atonement. mlMake the rescuer scream and reveal their Aura for 5s.