http://dbd.game/killswitch
Pinhead's possessed chain hitbox isn't generous enough
I see why a lot of people fail to push Pinhead to high MMR. First of all, he needs Engineer's Fang to get to that level, but second and most important to this discussion, his hit detection on his possessed chain is garbage. The projectile is too small.
I'm summoning the chains directly on people and turn it to hit them, and it's still not enough. The problem here is not the turn rate of the chains, nor the fact that the chains keep going long after you've missed the survivor (wasting your time), but that the hitbox is too small. If I spawn the chain on a survivor and immediately fire, I should hit them. There should be no camera direction I can turn in which the chain misses the survivor. But this does in fact happen, all the time.
Combine this with the fact that the cooldown on the possessed chain is kind of brutal, and that its poor default max spawn distance causes you to want to go for long shots where the survivor has plenty of time to react, and you've got yourself a pitifully bad killer. He's got potential but things like this really hold him back, and the upcoming nerfs are gonna make him even worse.
Comments
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That's not his biggest issue but it would help.
His two main issues are that his actual Possessed Chains offer about the same slowdown as Clown's bottles but require astronomically more skill to pull off. You have to be good, but you get basically zero reward for it. His Chains also break instantly on objects, their spawn logic is awful, Pinhead can break them instantly and other Survivors can too. All of these combine to make his Possessed Chains very weak.
His second issue is that he relies on RNG way too much. If your chains spawn wrong, they instantly break. If they spawn wrong, you have to break them to hit the Survivors. You also need to be getting Chain Hunts up reliably to have meaningful slowdown.
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Hitbox is pretty damn small, but even if you hit your chain it will just break in 2 seconds… well before you can catch up.
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Which is why it needs to be bigger. Imagine missing over and over with Engineer's Fang. It just ruins your game.
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^ This sums it up pretty well.
Very high risk and skill requirement for a mediocre payoff even if you do pull it off perfectly with his possessed chains.
I also think survivors have too much control over his chain hunt. You're basically required to run the Franklins/Hoarders build if you even want to get a chain hunt off. Without running both those perks you're realistically lucky if you even see one hunt happen all game if that. We shouldn't need perks like that to make his power function as intended.
I really like the high skill requirement killers, the payoff just isn't there. For how high his skill requirement is they could realistically buff him a lot without hurting lower tier players as those players aren't able to play him properly anyway to take advantage of it.
Pinhead not breaking his own chains and having the chains slowly break from object collision rather than instantly would help a lot. In regards to chain hunt, not seeing the box aura until the hunt starts would be what I'd recommend. However seeing as they even nerfed his Irididescent Lament Configuration I don't see that happening. The box typically having a set spawn near the survivors probably isn't a good idea either, maybe more rng on that.
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tell that to the dude that balances off kill rates.
I don't think they intended Pinhead to getting 10 chainhunts per match and franklin demise+Hoarder makes that easily possible.
At the same time, Its far too easy for survivor to disable chain hunt. you activate it, the box respawns in like 10 seconds and the aura of the box gets survivors to run to it like flies. Survivors really need to use their brain and hold the box until pinhead picks up a survivor before solving it.
I think a good change to chain hunt would be that iri should be base-kit and box should not have aura reading by default for survivor. In exchange for killer side, Franklin and Hoarder should not affect the box. The iri add-on could be reworked to give killer a 24 meter aura for searching the box.
The anti-loop? Its everything i said since day 1 about his power
-Breaking chains takes too little time
-Pinhead breaking chains hurts his own power
-Objecting breaking his chains hurt his power
They're more interesting in just slashing all the killer good add-ons so pinhead mostly doomed after his changes go live which we know they will.
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true.
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I'd much rather they just get rid of the possessed part of it and make Pinhead's chain just one that he wields and can throw it in a straight line projectile. The whole creating a portal, then controlling the chain, then recovering from it, it's all just feels so bad. All around bad. I like his chain hunts, I wish they'd fix the RNG of the chains, but it's easily his best part.
I use his possessed chain maybe once a match. I just don't find much of a use of it. By the time you recover from it they're already unhooked and you don't gain any distance.
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Agree with pretty much everything.
It feels so bad they're nerfing his only decent addons. The vast majority of his addons are just completely terrible.
The counter play for survivors and the chain hunt feels very "hand-holding" in its current state.
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