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Pyramid Head, and his last 'nerf'
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Lmao you sound like an entitled Survivor main he’s not that hard to run around just pre drop pallet and dodge his attacks. And also I’m a survivor main Ps5.
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Just yesterday I played a pyramid head as a below average survivor. I did not get hooked once because I knew how to juke potd. And before you say it, he tried to spam it, never hit once. I popped him around one pallet so long he just gave up and opened the gate I was by. Stop trying to make it seem he is op because your salty you lost with op perks, play him and learn what you need to do to counter him. And before you swoop in, I was using spine chill, botany, dead hard and iron will. I don't run ds and run by because I hate campy killers.
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Yesterday I played huntress and after the match, you know what the survivor said in post game? "Any tips for playing against huntress?". That's how you should be doing it, not running to the forums, improving. And I'm not even a good huntress.
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Genuine question, do you honestly believe that most people who play phead tunnel? Actual question no sarcasm I want to know. If that is true I am very sorry, that shits not fun for anyone. But please try to understand that sometimes I just have to 3 hook survs as phead. Sometimes they just don't get torment.
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Pyramid head lifts up his sword during his attack after the red light shows up on the ground; the red light is the first tell afaik. He can only attack while in torment mode, but survivors are given no tell that he's actually using POTD until the red light shows up.
Most killers in the game cannot gain distance on survivors while readying a ranged attack. Nurse moves at 96% in exchange for her ability to blink. Demo moves at 92% while readying a shred. Plague moves at 90% while charging either purge. Doctor moves at 77% while charging shock therapy. Huntress moves at 77% while charging a hatchet. Even Deathslinger moves at 75% while aiming down sight; his issue is just that he barely needs to ADS before firing. Pyramid Head is the only true exception to this. He moves at 110% in torment mode and can therefore continue to gain distance on survivors while readying his ranged attack. For survivors, making distance on him while he readies his ranged attack is therefore not an option. Your best option to avoid taking a hit is to dodge his attack, but you can only do this reactively on a good connection. The changes to PH make this slightly less busted because now he can't get an instant M1 out of torment mode, but still, creating a killer whose main counter requires a better ping than is possible in this game for many players is just bad design.
It's not like we can set up our own servers to host online matches. We can't control how close we live to the game server.
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"Pyramid head lifts up his sword during his attack after the red light shows up on the ground; the red light is the first tell afaik. He can only attack while in torment mode, but survivors are given no tell that he's actually using POTD until the red light shows up."
No. That is not how it works. Like, at all. The red light is the very, very last tell he has.
Here is the sequence of all of Pyramid Head's audiovisual telegraphs:
- Upon starting to charge Torment mode, Pyramid Head will make an audible grunt, as well as physically stand straighter and grab his sword with both hands.
- When the channel is almost done and PH is almost ready to enter Torment mode, he will thrust his sword into the earth. This is accompanied by the very loud and sharp sound of the sword piercing the ground.
- While in Torment mode, Pyramid Head will lean sharply forwards, propping himself up on his sword, and whenever he moves, the sound of his sword creating Judgment trails can be heard loud and clear.
- When the Killer presses the attack button to use Punishment of the Damned, Pyramid Head will not fire it right away. He will take a moment to pull his sword back before thrusting it upwards to fire the attack. This "mini-rev" is marked by an extremely loud sound of screeching metal, and this is when the red highlight shows up, indicating where the Punishment attack will strike.
As for the rest of your argument, it banks on the idea that you need to dodge PH's attack and that is impossible with a bad connection. But I can assure you, the only time a bad connection should hinder your ability to dodge a PH attack is when you cannot see him and you are making moves based solely on the highlight indicator. This is the only time bad connection will hinder your reaction time. When you have line of sight on him, the Killer's slow turning and clunky channel times will grant you much more reactable stimuli. However, because of the sheer amount of warning you get in advance, all the audiovisual indicators that broadcast "HEY YOU, YEAH YOU, I'M ABOUT TO USE MY SPECIAL ATTACK" you should have ample opportunity to make a prediction of where Pyramid Head will strike, even without reacting to the attack the second it goes out.
In other words: You're playing against PH wrong if a bad connection is causing you to get hit. Do not react to it; predict it beforehand based on the information being given to you. If you predict wrong, you get hit. If you predict right, you don't get hit. You know, kind of like how this game fundamentally works.
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While everything is correct it must be mentioned that Pyramid Head is also the only ranged killer that can not hold his ranged attack infinitely (while moving) so while he may catch up even while using Rites of judgement he's mechanically forced to "shoot" after a few seconds if he decides to hold the ability unlike Deathslinger, Huntress and Demogorgon.
EDIT: Also Deathslinger, Huntress and Demogorgon can move around while holding their ranged attacks. They can even mindgame and go backwards around loops while holding their ranged attacks.
Meanwhile Pyramid Head can not even move left/right while holding his power.
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I'm not talking about visual tells for entering torment mode. Torment mode is extremely obvious and I've said several times that I am talking about POTD. As for your #4, which is the only point that relates to POTD, this isn't correct. Watch [this clip] in slow motion. You can clearly see that the sound doesn't play and the sword doesn't move until the light shows up. Plus, just at a functional level, if you're actually planning on dodging an attack, you need to see the light. You can't dodge based on sound alone and you may well have to dodge POTD when you can't even see PH's character model. The light is the earliest, clearest warning of where POTD is going to land.
You can certainly try to predict his attack and pre-emptively dodge, but that's also what allows him to zone; if you dodge, he walks up and M1s you, but if you don't dodge pre-emptively and can't dodge reactively you're a sitting duck for POTD. His 1v1 is less busted now because of the one-second cooldown on his M1, but a second really is not a lot of time to get out of the range of an M1. It'll bail you out if you're right next to a window or pallet, but that's it.
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Yep, both of those are good points. In your typical loop context, where PH enters torment mode fairly near to a survivor and the survivor is in front of them and running away, though, neither drawback really does much to weaken him. It does give survivors a bit to work with when combined with the 1s M1 cooldown when exiting torment mode, but he's still damned strong in the 1v1.
I just wish they would make a decision about whether we can or can't dodge his attack. Either make it so fast that it can't really be dodged in exchange for other nerfs, like making it more punishing to miss, or make it slower so that everyone can dodge it in exchange for other buffs, like making it less punishing to miss and giving him more time in torment mode. I'd also be happy with a full rework of his power, but BHVR has bigger fish to fry.
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"Watch [this clip] in slow motion. You can clearly see that the sound doesn't play and the sword doesn't move until the light shows up."
That's literally what I said. You get an audiovisual telegraph and an indicator of where the attack will land before it ever even goes out.
"I'm not talking about visual tells for entering torment mode. Torment mode is extremely obvious and I've said several times that I am talking about POTD."
If he's entering Torment mode in the middle of a chase, it should be extremely obvious he is getting ready to use Punishment of the Damned. Torment mode telegraphs double as PotD telegraphs; it's up to you to realize that.
"You can't dodge based on sound alone"
Yes, you can. If you hear a Killer nearby, the Killer is doing things. You now have information to avoid the Killer from doing things to you. Crazy how that works!
"you may well have to dodge POTD when you can't even see PH's character model"
Yes. And?
"The light is the earliest, clearest warning of where POTD is going to land."
Yes, and that's fine, because much like many Killer abilities in this game, dodging PotD is based on prediction, not reaction. Do you react to a Demo as he is in the middle of a pounce? Do you react to a close-range hatchet as it is in the air? Do you react to a spear as it is flying towards you at mach 10? Do you react to a Nurse on the other side of a wall as she is in the middle of a blink? No. You predict what they're going to do, where the ability will land, and you react to that before it goes out because it's simply too fast to react to it in most situations. That's why they have telegraphs telling you they're charging the attack. Pyramid Head is no different. You shouldn't rely on a reactory telegraph in a predictive game.
I'm like 99% sure that the red highlight is really only there to look cool. You should be relying on the fifty thousand tells Pyramid Head to predict where it will go.
" It'll bail you out if you're right next to a window or pallet, but that's it."
Bailing you out near a pallet or window is all it needs to do because if he's within Punishment range and you're not near one of those things, you're dead anyway.
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Black
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What?
Is black some Internet slang I am not familiar with?
Is it the new null? My argument isn't null if you don't give a proper rebuttal.
Are you calling me black? What does my race have to do with this? Why are you insulting me over race? Also I'm white.
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Sorry, I just wanted to see if you would say "white".
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I don't think we're getting anywhere here, so I'm out. Have a good one!
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There is no counter play to a Pyramid Head, assuming he actually knows what he is doing and is good at the Killer.
It's just like Spirit, Nurse, or Deathslinger, there's no survivor input and it all comes down to the survivor praying that the PH misses, that's it.
All these comments suggesting that you do this and that, sure, it might work occasionally and against PH who aren't playing him optimally, but once you go against an optimal PH, there's nothing you can do.
All a PH has to do is put his sword into the ground, if the survivor doesn't drop the pallet, he simply takes it out because the cooldown is almost non-existent and gets a free M1. If you drop the pallet, he uses his power and hits you as your dropping the pallet. Additionally, he can place a trail around the loop and force you into it, or out of it. If you run out of it, he gets a hit, if you run into it, now he can send you to his cage and negate DS, allowing him to tunnel as you now have to defence against it. Oh, and did I mention his trail effects last the entire game on you?
He's not as good as the other three killers I mentioned, but the same core issue is prevalent and telling survivors to find a new way to fight against him when in reality, the only defence survivors have is pallets and looping, is stupid.
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