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Allow Pyramid Head to flick his ranged ability
It feels clunky as all hell having the entire thing locked with a large delay on it. It's not reaction based aiming, it's purely prediction based. And the problem with that is it's easy to juke that prediction. If you aren't only aiming for survivors who are animation locked into a vault or pallet drop then it's next to impossible to get hits on a consistent basis.
In it's current state you hold RMB, press LMB, and the character goes through the animation of swinging the sword that then causes the delayed damage explosion. You're locked into the animation and can't adjust it in anyway. Change it to allow you to freely turn your character during that swing animation to act like a billy flick. Nerf the width, the cooldown, whatever you need to. But give him something that'll reward good reactions and precise aiming.
Comments
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It's like this so you can't instantly cheese survivors, the main point of the power is to predict, it's not a guarenteed hit, you mostly use it to bait survivors not dropping pallets, not for gaurenteed hits.
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He already moves at 115 while channeling, why do you need more?
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This is incorrect. He moves at 92% while channeling.
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Yeah I'd do your homework first ...that's very false
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I think the line just needs to be a tiny bit faster, or just let the killer have more turning control while using..its very annoying
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Actually me and him were both wrong on that one. It's 92% for 1 second while switching modes, then it drops him down to 110% while actually moving with it. Combine the initial slow down and the turning problems in a loop and in practice you're still losing ground on survivors.
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The killer is already extremely good, it basically renders pallets useless. I don't get why it needs a buff.
You could also be the dumbest person alive and still do fine with it just like the spirit.
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You're using his attack incorrectly. If they added a flick it would be extremely broken.
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The judgement ability has a delay of .267 seconds, which is more than enough time to react. On top of that, the attack needs to propagate over .6 seconds, meaning that there is almost .5 seconds to dodge the attack if the survivor is more than 4 meters away. Then, after all of that you get a nice long 2.75 seconds cool-down... for an attack that is pretty hard to use and requires some really specific conditions to give you confidence when using it. I find that I really only use it in corridors, or when survivors are animation locked. I'll use it outside of those conditions if the person isn't tormented, but I usually try to only use rites during loops, then save torment to counter DS.
Saving torment for DS is dangerous though, because if the survivor is already tormented then they know you're about to use the judgement if you use rites, making it extremely hard to hit them. You could get rid of torment when you down them, but you have to choose to forego perks like pop and BBQ. I've found that the cages usually end up near an exit gate, or next to a survivor that's far away, anyway.
I like how pyramid head is designed, but I really don't like the cooldown of judgement, or the delay before casting it. It's just too easy to dodge. I'm all for any positive changes, although I don't know about a flick, because I play on console XD and controllers are soooo bad on full sensitivity.
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