The Cenobite chains at pallet
Why is it a thing, that if the Cenobite chains a survivor camping a pallet, that survivor still has the option to drop the pallet if they are still chained? Can't understand the rationale behind that ...since it does require a little skill for the Cenobite to land his chain attack in the first place only to be rewarded with a "pallet stun"? BHVR please adjust this.
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yep, or why his chains are broken when he walks through them
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The Devs have already acknowledged this. So I personally don't see it as an issue if they don't...since it apparently is a "thing".
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It does make no sense that a person who has both arms chained and raised is suddenly able to slam a pallet full force then immediately begin removing those same chains.
At least prevent it when there's 3 chains on them.
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Survivors have spoken though, they like him the way he is.
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Technically, the Cenobite's power is to prevent survivors from running while chained, not to previne pallets drops. I don't particularly care about that, what bothers me is that he can't break the pallet immediately after returning to control, there's a delay of about 1 second for the break action to appear.
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Just image for a sec that you are playing against a Pinhead that knows how his chains work and is able to consistently hit them
he hits you at a pallet with the chains, and you are now entirely ######### out of luck because you cannot run away or throw down the pallet
the power is designed to make loops less safe, not disregard them entirely
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Probably would make him way too oppressive even at safe loops, as he would get free hits from it.
Honestly im fine with them being able to drop pallets this way, makes them stuck in the animation so i can get hits in, it's also really nice to force pallet drops kinda like clown to get rid of troublesome pallets early.
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The thing is Pinhead stops moving to chain survivors whereas Clown can move while throwing a bottle. Plus Doctor already prevents survivors from throwing a pallet or even vaulting so I don't see how it would be too oppressive.
Chains with how they currently are, are too easy to break and too easy to ignore as a survivor. Not to mention that unlike Deathslinger's chain that keeps the stun effect on the survivor for a short while after deathslinger breaks the chain for a lunge, survivors can immediately start running once the last chain breaks. This means they could sprint burst or dead hard immediately upon the chain breaking which is a huge slap in the face for the effort it took to setup the chain in the first place. Plus Pinhead sometimes is forced to break his own chains as well.
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Yeah i know, but in that scenario that OP talked about, it doesn't matter if Pinhead stops moving, since the surv is camping the pallet, and honestly from how ive been playing him so far, him not moving isn't that big of a deal except at some very strong loops, but it feels more like it's an issue with the chains breaking easily than him coming to a dead stop.
I agree about everything else, i think they should just respawn if broken by the environnement ( Basically the Impaling wires Addon) and that he shouldn't break them if he touches them himself, rather they should phase trough him OR respawn like Impaling wires.
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Chains already do respawn if breaking by the environment. Impaling Wires just spawns an extra chain.
The respawning chains do nothing since survivors can just immediately run after the chain breaks and it's basically impossible for the chains to hit survivors running.
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Yeah they do, i just mean they should act like this Addon at base.
They don't always work, i agree, it's more or a " Spam more chains until it works" kinda thing now that you mention it, they really should increase the passive chains accuracy lol
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