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Pinhead changes/buff etc (thing to make him feel more fun to play and play against)

Hello! I made this suggestion on Twitter and Mandy said I should drop it on the forums so I'll go ahead and drop my pinhead thread here for you guys to take a look at it. I am a pinhead main who really enjoys his design but I think some things can change (nerfs and buffs) I have a lot of hours on this killer throwing together my console account and pc account I have over 10 thousand possessed chain hits just to give you an idea how much I play pinhead. Here is what I had to say on Twitter: (copied from my Twitter thread):

I know the devs said they wanted to listen to more feedback about the game, so as a pinhead main wanted to give some. Hoarder should not work on the box, and AI-spawned chains should not stop a box solve, only a controlled chain. Then rework his brown and yellow add-ons (1/?)

As of right now, pinheads purple and iri add-ons (and a few greens) are the only decent add-ons he has, and because of that people tend to lean to his strong purple add ons, if his yellow and brown ones were made more fun, and interesting that would help a lot (2/?)

I’ve made suggestions such as making his browns and yellows affect things he does such as vaulting and pallet breaking after hitting a possessed chain and buffing cool-down add-ons. And with the nerfs I suggested, make playing against Pinhead a bit less frustrating (3/?)

I even think chatter tooth could use a slight “rework” Add 5 more seconds to undetectable, a 5% speed boost outside of chase after picking the box up, and add a short aura reveal then make the box respawn timer 30 seconds and still restart chain hunt timer (4/?)

And of course please rework blood vial that add-on is pretty much pointless. And lastly one more, small nerf to engineers Fang, add 15 more seconds to the box respawn timer, the add-on is still insane. These changes should make Pinhead feel nicer to play and play against

Pinhead chase power (possessed chain) has a pretty decent skill gap but a majority of his pressure comes from the box. It can be extremely frustrating and downright unfair when a chain hunt is going and you pick up the box and the AI-spawned chains keep grabbing you and stopping you from solving even messing this up once could be the difference between pinhead getting the box from you or losing his chain hunt for at least another minute or so. I think being able to stop the box-solve with an actual m2 possessed chain is pretty ok because you do have to walk over and get in range of that player, then if they are behind cover try and hit them which isn't always easy. So I feel if we could change that aspect, AI chains only grab onto the survivor while solving kind of like the exit gate or unhooking, it would feel nicer.

And going into the add-ons again, other than engi fang needing maybe another slight nerf even some of pinheads best add ons don't really need changes, impaling wire while strong isn't overpowered in the slightest compared to mother-daughter ring, tombstone piece, or alch ring. The same goes for his other purple add-ons. But I do feel if we could rework/buff some of those brown and yellow add ons we could see a healthier spread of add-on uses. As a pinhead main (currently prestige 62 on my pc account working to 100) I never use brown and yellow add-ons, I use to use power cool down but considering it cuts his power from 6 seconds down to 5.5 that is not worth at all. And I don't really use liquid gore when I can just use lerrys remains and use a more fun add-on like grease lens for fun aura read. That's why I thought we could look at some of them (even maybe a few of the greens, mostly torture pillar, slice of frank, and blood vial) the other greens are in a very healthy nice spot from my experience. Slice of Frank could use something as small as "exhausted and blind while holding the box and for 5 seconds after the box leaves the survivor's hands either through a tp or solving it. blood vial needs just a rework in full as Frank's heart is just better in every way and a base 24-meter chain launch range is very good and doesn't need +4 meter increase it's pointless. and torture pillar could use a rework because I can understand the implications of a solid faster chain hunt timer as you guys did nerf it in the PTB so a rework for both versions, candle, and pillar could just use full reworks to be more fun and interesting add ons. But other than that I feel Pinhead is in a pretty good place, I used to think making it so he can't break his chains, would be a nice buff but being honest he really doesn't need that change as much as I thought. I would like to see maybe bother versions of the power cool-down add-ons buffed to maybe take off a total of 1.5-2 seconds of his power? I feel that could still be fair but make people want to go for more M2s on Pinhead as it can be really fun. And the absolute last thing to talk about is hitting full range (or longer using franks heart) ranged chains. Hitting those very very long-range chains really does nothing for pinhead the only real use for long-range is to stop someone from solving the box. So I thought just as you guys did with the knight, we could look at 2 things to make hitting those chains from much longer ranges and I mean at least 28+ meters at minimum rewarding the player with 1 of 2 ideas, the first one, being just like knight, give pinhead a small speed boost to reward him for hitting that long-range change (which I might add is harder than hitting a close range chain) or, making an additional chain grab the survivor so instead of 3 chains grabbing the survivor, 4 chains attaching to the survivor giving pinhead a whole extra second to catch up to that survivor that is much farther away. I don't know which would be more practical/ fair so maybe you guys could test that idea out but I do think rewarding pinheads for hitting those longer-ranged hits that are not close to medium range should be rewarded because as of now only engi fang and original pain have the potential to reward you for those kinds of hits and I feel some small base kit change could be made so that isn't the only way to get value from hitting people from far away considering by the time you hit the survivor and return to your body, one 1 or 2 chains should be left attached to the survivor making that hit pretty much pointless.



Would absolutely love to hear what you guys think! Thank you Mandy for pointing me over here but I do think these changes would be very very nice for Pinhead and make him more fun to play against and not as frustrating to play for newer players with some cooler add-ons and rewarding more aggressive m2s.