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Pinheads ability can be denied to easily right now
Iridescent lament configuration should be base kit or at least something like that addon maybe instead of 16 meters it could be 20-30 but right now after going against him I think he's kinda weak
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He is. He also have some DC issues for many people from what I have read. I would agree to give him that basekit, but only increase it maybe like 20 meters. 30 meters sounds like a lot, but if that would be his ire addon, than it would be okay I think.
But If the chase hunt beggins, then you should always see where it is.
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Yeah I don't like how they can instantly see the aura of the lament configuration, I would make the Iridescent Lament Configuration add-on base-kit, but instead of 16m I'd make it 24m. Would make it more challenging to find the config.
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I don't see why the aura range needs to be buff. Wouldn't be the first time the devs made an iri addon basekit with no changes (demo).
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He's the only killer that makes me not want to use his power. If I miss a chain it's as punishing as messing up a blink as nurse. Only it's worse because the survivor gets even more distance on you. Even if you hit them the chains are easily broken and it doesn't feel like it did much. Can't make a full opinion on what he needs because the game keeps crashing when I try to play him. So I just gave up.
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Considering Rule Set #2 was never made baseline for Pig, I have my doubts they'll even consider doing something about this. The only flip side, is that it's a passive effect, and it gets at least 1 survivor off a gen to run and grab it. Possibly multiple if they aren't aware someone else is going for it.
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Yep. Holding of the box hostage is still a thing that works in the favor of survivors.
I also agree survivors should not be able to see the aura from all the way across the map.
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Chains and Stupid range add-ons aside, My biggest gripe is the Lament Configuration box's mechanic itself. The chain hunt is the only thing that turns Pinhead into a 1v4 focused killer instead of a 1v1, as it has the potential to distract the entire survivor team. The big Issue I have is that:
- Survivors always see the box's aura as soon as it spawns.
- If a survivor simply picks up the box, that ends the chain hunt for everyone but them, and all they have to do is solve it to get rid of that.
- it take 45 seconds for the box to respawn after being solved by a survivor, and 90 seconds after that for a chain hunt to initiate, IF no one bothers to pick it up.
- Whenever a Chain hunt actually does initiate, if ever, it only lasts for like 10 seconds at most before someone picks up the box and ends it.
I've gone many rounds today without a chain hunt initiating, because the devs haven't learned their lesson with Plague, Trapper, the Twins, and have once again given survivors complete control over an aspect of a killers power... hell they even highlighted and gift wrapped it for them!
If I were a dev for this game I'd simply change it so that survivors don't see the box's aura at all until after a chain hunt begins, Picking up the box doesn't stop a chain hunt, pause it, or prevent its progress for anyone until after it has been solved, and change the iridescent add-on that reduces the boxes aura range to 16 meter to apply only after a chain hunt initiates. With 4 survivors constantly running around, and the box spawning in wide open places while emitting a very noticeable sound, it's not like it's so difficult to find that they need game long aura reading on it in the first place. That, and Solving the box to prevent or stop a chain hunt for your team while risking Pinhead teleporting to you himself, seems like a much more worthwhile and rewarding trade off. While this change won't help with how weak the chains are, it will at least allow pinheads 1v4 mechanic more of a chance to activate instead of being denied from ever happening.
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He could certainly use a few QoL changes for both sides, the main problem that survivors face is that if the person carrying the configuration is in a chain hunt, they literally cannot solve it because every chain that hits them completely resets the progress. I feel as though they should do one of two things:
1) Make the solving an uncancellable action but have it ignore chain interuptions
2) Make it so that progress is kept but decays over time when not solving the configuration (similar to a generator with Ruin)
However if either of these are implemented, the time taken to perform the action would probably have to be increased.
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