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Devs Can You Just Give Pinhead The Proper Changes Now Instead Of Later...

Nubgutter
Nubgutter Member Posts: 86
edited September 2021 in Feedback and Suggestions

Just make it to where the survivor can't use the environment to break the chains and make it to where pinhead can't break his own chains you don't need to increase the time it takes to break the chains. Also in fact pinhead being able to break his own chains and weakening his own power is by far the dumbest balance design I've ever seen that shouldn't even be a thing. Making a hook spawn in faster when a survivor breaks the hook with the environment isn't going to do him justice because I'm pretty sure the hook spawning in when the survivor breaks it with the environment isn't even a guaranteed hit so you're just basically relying on RNG at this point. You may as well call pinhead pig V.2 if you're going to have him rely on RNG to help him with his power. We all know these "buffs" won't be enough and people will still complain months after he releases so just give him the proper changes now instead of making us wait for months like we have many times before. Making it to where the survivors can't break the chains with the environment and pinhead not being able to break his won't be OP for any survivor main that thinks that it will make him strong but not OP. And he's god damn pinhead he should feel strong to play as and go against so please devs give him the proper treatment.

Comments

  • ad19970
    ad19970 Member Posts: 6,463

    I think it's great to see that they are giving him some buffs before he releases to the live build.

    I also 100% disagree that objects shouldn't break chains. That's one of the counterplays survivors have, and counterplay is always a good thing. If anything, they should increase the duration that it takes to break chains normally, but keep the feature of chains breaking on objects. But simply making them more reliable which they seem to be doing when he releases sounds good as well for a start.

  • Nubgutter
    Nubgutter Member Posts: 86

    Having his chains break in milliseconds because of the environment is anything but a good design of "counter play" If you're going to keep his chains breaking from the environment then you must increase the time it takes to do so, That way they don't break in milliseconds and basically have a killer whos power can't even anti loop.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,079

    The counter-play is suppose to be related to side-stepping his harpoon. Once your hit by his ability, he is suppose damage a health state from an M1.

    Making his chain break on objects is not counter-play. that is reducing the reward he gets for hitting a shot. It means you can get hit like 6 times in a row with his chain and still not lose health state. Whats the point of hitting his ability on survivors if the ability does not give you any rewards?

    Now you need to wait 3 months to get proper anti-loop for what might not even occur and might be just nemesis-level change.

  • Huntar
    Huntar Member Posts: 848

    Seriously. Bare minimum, it should hold them still for a second or two while they're caught on the environment. There's absolutely no reason to use the chains if they're just going to continue to disappear the second they touch anything. And with them nerfing his ability to scout using his portal, they might as well have just not given him a power.