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Hear me out, pyramid head m2 buff

Sandwich_Jesus
Sandwich_Jesus Member Posts: 266
edited October 2021 in Feedback and Suggestions

what if the devs allow his m2 attack to go up and down elevations such as stairs.

Post edited by Rizzo on

Comments

  • SlothGirly
    SlothGirly Member Posts: 1,146

    it does go down tho...

  • Hoodied
    Hoodied Member Posts: 13,098
  • nikodemo
    nikodemo Member Posts: 926

    I'm open to it. He definitely needs an add on pass.

    M2 should apply torment either at base or with an add-on.

    Rotation with M2 needs to be addressed and smoothed out a bit. It's so clunky it makes some hits literally impossible because the rotation angle is so high.

  • Bluebird
    Bluebird Member Posts: 309

    I couldn't agree more. I play him on PC and while I can hit some hits, I whiff others as it's so damn slow. I tried playing on PS4, I hit... maybe one M2 because they were locked in animation. It's so rough on Console.

  • Yords
    Yords Member Posts: 5,786

    I thought it was consistent. To shoot it down you have to be standing on a flat surface (not what you are shooting down from) and it is guaranteed.

  • Hoodied
    Hoodied Member Posts: 13,098
    edited October 2021

    It also depends on how steep the surface is, if you wanna go down sometimes you can't go downhill (Basement stairs rejects the trails sometimes, lost a game because of my ranged attack not going any sort of distance on the staircase)


    Basically I think what OP is asking is for the trails to be able to go downhill and uphill from any surface


    EDIT: So tired I forgot staircase

  • OopsAllHexes
    OopsAllHexes Member Posts: 624

    His M2 just needs buffs. Needs major range buffs imo, and should not get stopped by objects. Also needs be faster because this is the easiest ability to Dead Hard based off of pure reaction. There's too much counterplay baked into it, it needs some of it removed because it's too easy to dodge consistently.

  • SlothGirly
    SlothGirly Member Posts: 1,146

    what do you mean should not get stopped by objects? POTD goes through walls. I also disagree with it needing to be faster. It's fine and works like a dream. You just need to practise it and know when to and not use it. If it was any easier to hit he would be way too strong as dodging is currently the only counter play there is. You can't hide behind objects or throw a pallet to dodge it. Especially when it can even hit during a pallet stun so you get a hit anyway. Practise, practise, practise and you'll be hitting POTD reliably even against the best of survivors.

  • OopsAllHexes
    OopsAllHexes Member Posts: 624
    edited October 2021

    I mean that on some tiles like the long loops on Trappers' maps, it feels like it gets... stopped almost. Maybe this is because of the short range but... I dunno.

    And lmao no offense but I couldn't disagree with this more. He's too reliant on hard reads to hit or animation locks. It's exactly why people don't use his M2 and mostly play him for his ability to go through hook states faster. It's too slow, too easy to dodge.

    "You can't hide behind objects or throw a pallet to dodge it. Especially when it can even hit during a pallet stun so you get a hit anyway."

    I mean no offense, but you must be going against bad Survivors if you're throwing this at me. Remotely competent Survivors know this, they're going to be trying to dodge your power like Huntress or Slinger or Trickster by running around loops accordingly.

  • Yords
    Yords Member Posts: 5,786
  • ad19970
    ad19970 Member Posts: 6,759

    You are often better off not using the ability than using it, but that doesn't mean the ability is weak. It gives you pretty much a guaranteed hit against a survivors that is locked in animation, unless of course you've got a very bad angle on them. If they don't vault or drop a pallet, you just cancel the ability. Of course it's loop dependent whether that works or not. Bigger loops are often actually stronger for Pyramid Head, because if survivors don't drop the pallet, Pyramid Head can cancel his ability, and his cooldown is short enough to catch up to the survivor before they get around the loop again. If the loop isn't that big, then you've got a very similar mindgame as you have with Huntress.

    Trying to hit survivors with his ability that aren't locked in animation is not a good idea, unless the survivor doesn't have line of sight on you, then it can work. But if the survivor sees where you are aiming at, the chances are very slim that you'll get a hit with Pyramid head's ability against them, because of the shock wave delay and the limited turning rate.

    I wouldn't mind if it was faster, and maybe even had more range, but only if the cooldown of canceling the ability, and maybe even the charge time of the ability, was increased a bit as well.

  • Blue_Archer33
    Blue_Archer33 Member Posts: 318

    As an avid PyramidBoi main, I am so shocked with myself that I haven't thought of the idea of PotD applying Torment. What a good idea. This needs attention.

  • OopsAllHexes
    OopsAllHexes Member Posts: 624

    Yeah, the problem is, Survivors who know how that works are not going to give you the animation lock. They're looking behind them and they know how to make themselves hard to hit. You cancel your power, the Survivor will reposition better. The devs made sure you can't do that anymore because of the long cooldown. lmao

    And again, DH is meta, it's super easy to use against PH's M2. You can land a hard read, but the Survivor WILL evade your next M2 if they have DH.

  • SlothGirly
    SlothGirly Member Posts: 1,146

    I'll be frank, most of what you said is a skill issue. Pyramid Heads has some of the best anti-loop power in the game, as POTD makes almost every loop unsafe and puts survivors in constant 50/50s. If you're not forcing survivors into giving you free M2 hits or baiting it for M1s, then that's not Pyramid Heads fault.

    The range is more than enough to clear almost every loop in the game without range addons. And again hits through objects and walls, giving him incredible pressure and turning highwall loops into a guessing game for survivors. So I'm not sure where you're getting that idea from, that he's too short range.

    If you're struggling to hit a single POTD at any loops then that's on you and you should practise more. Most people will tell you Pyramid Head is incredibly dangerous to try loop as he gets free hits almost no other killer can, while also forcing you to torment yourself, lest you want to go down.

  • ad19970
    ad19970 Member Posts: 6,759

    The cooldown isn't long. As I explained, with shorter loops, there is a similar mindgame as with huntress. But at longer pallet loops, or at some window loops, the cooldown of 1 second is not long enough for survivors to get to a different pallet, or be able to loop the same pallet or window loop another time. I mean, Huntress has a 2 second cooldown, and she still does fairly well at loops.

  • Sandwich_Jesus
    Sandwich_Jesus Member Posts: 266

    originally when he came out i thought PotD applied torment on hits, which it didnt which i felt was strange, but it would be lovely to be able to apply torment on PotD hits.

  • Viamont
    Viamont Member Posts: 304

    I feel piramid head just needs smal QoL changes, hes already a pretty reliable killer both in close and mid range with some definitly fun and enjoyable kit.

    Rites of judgment perhaps be slightly faster when activated and deactivated, instead of 1 second taking .75 on both cases, .50 sounds like a good change while keeping the slowdown it gives.

    Punishment of the damed maybe could leave a temporal path of "rites of judgment" after activation, perhaps lasting 1 or 2 seconds on the same area the atack has, OR upon landing the PoD the survivor generates a mark, if PD manages to land two PoD in a sertain amount of time the survivor its aflicted with RoJ even if they didnt pass over it previously.

    On the other hand i agree he neesd the RoJ pating to be improved a bit, sometimes sertain areas eat the power, it would be good to make them more reliable both on higher and lower ground

  • SlothGirly
    SlothGirly Member Posts: 1,146

    I think that's a neat idea, but I wouldn't say it'd be fit for base kit. Perhaps a green or purple addon, given he's in dire need of better addons.

  • SlothGirly
    SlothGirly Member Posts: 1,146

    to follow up your last point about certain areas just not being afflicted with trail of torment. I know all the areas it can't spawn, being around hooks, generators, inside the exit gates and inside basement. However I do wish there was some indicator of when there is no trail being left behind you.

  • Viamont
    Viamont Member Posts: 304

    I meent as in stairs as an example, if you dont align the pating yourself properly a slightly higher or lower ground will completly stop the atack even if you still have range of it. Im completly ok with with the trails not being able to stay on sertain areas like generators or hooks just to prevent sertain abusive plays