Do you think Pinhead is a weak killer?
It might just be me but i feel like Pinhead is weak? I might just been getting lucky in solo queue idk but everytime i face pinhead i have escaped. I think because people are still trying to learn how to use him...but even some killer mains are saying hes somewhat weak, i just want opinions?
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Honestly right now he's a bit weak but if he receives the right buffs (we're talking about like 2 changes) he'd be really good.
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No, he's definitely weak.
Escaping from his chains is laughably easy, and I think a Pinhead has only ever gotten a hit from his chains twice with them in the now upwards of 10 games I've played against him.
I also find his Box incredibly easy to handle. Go to a safe loop, or even better an incline of some kind. Chances are if Pinhead teleports, he'll be on the outside of the loop or down a flight of stairs.
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^ This, this is a low key problem nobody ever mentions. His teleport is ass. There have been times I've teleported to a person and been downstairs outside of the building, even though I KNOW I saw the notification pop up on the second floor....
Not to mention this games maps are ass. You can actually put his hooks under the map and grab people from underground in certain areas.......
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II find him easy to play however a lot of that is because survivors are making mistakes which will go away in a week or so as they learn more counters.
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2nd worst killer. Only thing keeping him from being the absolute worst is his teleport/chain hunt. I say this as a huge hellraiser fan and someone who’s been playing him since PTB. I feel like the change of making all three chains spawn at once was just a huge nerf he felt better on PTB in most cases
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He’s decent but hard to use well
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In my opinion, based on the 20 or so games I could play of him before MM decided killer was out of bounds for me:
- Chains are too easy to break.
- You get no value from your power at maximum distance, which means it's only purpose is to interrupt actions (solving the box, cleansing totems, etc). Incredibly niche.
- Chains secure hits at already unsafe pallets that W, M1, and a small fake-out/mind game would get you anyway.
- Chain hunt is entirely in the control of the survivors unless specific perks are run, and even then, that just gives you the opportunity to contest the box, but doesn't guarantee anything.
- Survivors with the box will use it in places advantageous to themselves, which means teleporting is often a waste of time.
I'm not including any of his bugs, but those aren't helping him in the slightest. The lunge bug in particular is awful to deal with at the moment.
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He's about Legion or Clown tier - mid-low C, that is. If his possessed chain was more powerful, I could see him getting to high B, because what he's lacking in right now is chase. He's got map pressure in spades, and a handy if not all that tactical teleport. But in the chases themselves, unless Chain Hunt is active, he's lacking quite a bit.
Make the possessed chain a little harder to break out of, and honestly he's mostly set. Just something like making four chains spawn instead of three, or making each chain take 0.25 seconds longer to break, or making the Impaling Wire basekit.
Pinhead has potential, but BHVR likely won't do the right changes, if any. They'll do something like "Teleporting to the Lament Configuration makes chains spawn and attach to the survivor." Or "Holding the Lament Configuration causes you to suffer from the Incapacitated status effect." You know, irritating changes to play against that don't actually make him any stronger and were not asked for.
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Yeah, honestly I thought they would do something to his teleport. He isn't a 1v1 killer, and I totally understand that, but I feel like his teleport is a hinderance unless you aren't in chase or the surv is close enough you can get there and grab the box.
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He's quite weak. His chains are cool on paper, but are still weak.
Chain hunt is pretty cool, but too slow, too difficult to active and therefore - not oppressive enough.
But the biggest joke is still his main power:
- basically everything breaks chains - environment, other survivors, YOU (and that is PAINFULLY stupid)
- chains are still broken too fast
- difficulty vs benefit - chains don't give you anything when you're far and you can shoot your chain quite far, what for? You will not only NOT gain distance, you will lose it. In a chase it's not bad, but still feels too difficult to use in comparison to what it provides - Clown can have relatively same or at least similar effect much, MUCH easier, you need to hold M2, aim and let go, which doesn't even slow you (I think), as Pinhead you will stop moving, then you'll have to aim that chain and still wait till you switch back to your character
His power is cool, chains look cool, but still the biggest issue is how difficult it is to use it vs how much it gives you. Why bother aiming the chain when you can just spray Clown's LSD and have similar slowdown? They should either:
- Massively boost overall value of chains - make them more difficult to break, add 'yellow glyph skillchecks', like anything that would make them valuable enough - again it's difficult enough to use chains and they're not valuable enough 'reward'
- If chains will stay the same - make Impaling Wire and Engineer's Fang/Original Pain base kit - I feel like Impaling Wire should be base kit no matter what, Fang might be too much, but then again, it doesn't down survivors nor chain them so... and it's even easier to use Legion's power to injure survivor(s) than Pinhead's chain to SLOW, so maybe Fang wouldn't be that horrible? Exact same thing with original Pain
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At least the mascot of DbD isn't the weakest killer anymore.
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he is quite decent. very addon and perk reliant, though. hes definitely better than nemesis out of the gate I can say that much at least as somebody who has been going strong with him since release
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They need to get rid of the environment/player collision breaks and he would improve greatly from just that.
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He's very weak.
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No. Weak killers are killers like Pig and Trapper, with inconsequential powers. Pinhead is a good killer. It's just that he's difficult and everyone wants easy trials.
It's the same as how people really hate to admit how strong Plague and Deathslinger are.
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Survivors can see the box, Pin can't. They just stop your power every game. He's fun and his animations are cool though
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I wonder if my appreciation for Pinhead is heavily influenced by all my hours with Legion. It feels so weird having a power that puts itself to work.
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Yeah he sucks, an easy killer. They will prob give him a QOL buff like they did with the others (Nemesis, Demogorgon)
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Except that Legion is also not a weak killer, people just use them wrong and forget that they have some of the best tracking in the game.
There's really not that many weak killers left in DbD, to be honest.
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It's really hard to rate him. I will say that, if you're not running add-ons, he's pretty weak (almost as if the solving add-ons should be basekit). Among the low-mid rarity add-ons are his box solving duration and portal range add-ons. Those in combination enable him to interrupt box solving. With these, you'd be surprised at the situation you can come back from if you keep chainhunt up. So, in that sense, he's good. There's a problem though. There's a very brainless and easy counter to chainhunt that can tank his performance. If the survivors wait until Pinhead picks up a survivor, it's almost a guaranteed solve.
They need to do one of two things.
Path 1. Let Pinhead see the box's aura at closer ranges like 20m so that there's the possibility that he can find it on its own, and no, the spawns aren't consistent, so I do feel this is warranted. It feels like it will spawn forward or to your side on an end of the map, but there's no telling which.
Path 2. Make the box respawn 10 seconds like what happens when you pick it up and not 45 seconds. In total, a survivor solving the box ensures that a chain hunt won't occur in 2 1/4 minutes. Meanwhile, whenever a chainhunt activates from Pinhead picking the box up, the box is available to be solved at any moment. Can you see the Dev's philosophy of having killers and survivors have disproportionate consequences within Pinhead's design yet? If the box respawn is 10 seconds after a solve, then at least it holds the threat of a chain hunt every 100 seconds. As it stands, Pinhead's passive slowdown, so to speak, is actually weaker than even nerfed Freddy's clocks.
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That's a ######### hot take.
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Not really. I play every killer in every way I can think of. There's not many that aren't effective no matter what.
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Their tracking is indeed nice when survivors aren't on separate generators on ridiculous maps such as the red forest. I wish we didn't need to lose scratch marks.
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You mean trapper? Sorry to say it but even in pinheads current form he still shits on trapper....sadly.
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hes alright. not weak but not op, which is fine
even if his main power can be sort of weak, the lament configuration is very good. it wastes a lot of time for the survivors and can be contested very easily (depending on the map)
my only complaint with him is that his main power can be very useless on certain maps, but with the right QOL buffs i think he’d be in a great spot.
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“How strong plague-“ stop right there I’ve seen enough lol
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Except his Iri addon which makes survivors injured, I think he is. He will get more buffs as devs kept buffing relased killers since Blight.
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He's weak.
The benefit of such a hard skill shot to land with his possessed chains should be far more rewarding, but survivors break out of them so easily that it barely slows them down at all, much less lands him a hit most of the time. Add in the stupid as hell Range add-ons that increase how far you can spawn a portal or the distance the chain can travel, and you've got wasted BP whenever you purchase them. I mean, come on! Why would I want to extend the reach of his power, if the only chance I'll ever get at being rewarded for it with a hit can only happen within less than 12 meters? It would be different if they changed it so that the chains become harder to break based upon how far away you land the shot, but that's simply not the case here. At best, these add-ons only serve the purpose of interrupting survivors actions from further away, and while that can be a handy tool, it still doesn't do much in the long run.
Easily breakable Chains and Stupid/useless range add-ons aside, My biggest gripe has always been about 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 and slow down their progress. 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. That's 135 seconds or 2mins 15 seconds between chain hunts in matches that, on average, take 10 minutes to finish!
- 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.
- Basically, survivors have to ALLOW it to happen, via ignorance of how much time they have, or on purpose.
- if there are 2 survivors left in the match, the chain hunt doesn't spawn any chains to harass them.
I've gone so many rounds without a chain hunt ever initiating, because the devs haven't learned their lesson with Plague, Trapper, or 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, and due to how costly it is to the killer for a survivor to solve the box/how costly it is to teleport to it (45 second respawn + 90 seconds before the next chain hunt, or 2 mins 15 seconds between chain hunts in a game that has an average of 10 mins per match), 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
- Change the iridescent add-on that reduces the boxes aura range to 16 meters to apply only AFTER a chain hunt initiates, when the box's aura is revealed.
- Change the chain hunt to spawn 3 chains per survivor if all survivors are present, and reduce it by 1 chain per survivor killed, that way if there is only 1 survivor left the chain hunt wont affect them while they run around, but allow it to spawn a chain to attack them if they do any actions like repair a gen, heal, loot chests, cleanse totems, sabo hooks, or if they just hold still for too long... opening gates is exempt.
- taking the box from a survivor via downing/grabbing them extends the respawn time to 30 seconds. currently no matter when Pinhead picks up the box it always respawns in 10 seconds, so with this change you are rewarded with a longer chain hunt for taking the box from a survivor, obviously FD won't help with this as the spawn time from picking up the box from the ground will remain the same, but rewarding you with 3x the time before it respawns because you downed a survivor with it will encourage them to try and solve it sooner.
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 could at least allow pinheads 1v4 mechanic more of a chance to activate instead of being denied from ever happening at all due to too much information on the survivors side.
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He's actually pretty strong.
If you're able to get the box off of a survivor, you might be able to snowball, since picking up the box shows the location of every survivor, gets them stuck in chains, and activates chain hunt. Hoarder is extremely useful for this, I was able to get the box off of them 4 times in one game by using Hoarder's info and using the chain & hook to interrupt them (with the help of chain hunt interrupting them) while they attempt to solve the box, and no add-ons either. Range and box-solving add-ons would also make it a lot easier to get the box from another survivor,
You don't need chain hunt to activate for him to be powerful, his chase is already quite decent if you know what you're doing. Not to mention, you've already got 1 person focusing on getting the box. It's sorta like Pig's RBTs, you aren't supposed to die to them, you're supposed to take them off. For Pinhead: you're supposed to have someone find the box before the chain hunt starts. It punishes survivors for not attempting to find the box.
Despite all of this, I'm not saying he doesn't need any buffs, I do believe he needs buffs. I think the Iridescent Lament Configuration should be base-kit, but nerf it to 24m because 16m might be a bit too much. They should also make long-range shots more effective and rewarding, because at the moment, there's really no point of doing them. To compensate for these changes, make it so that chain hunt doesn't affect the survivor solving the box, but make the duration to solve the box slightly longer.
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Pretty fine, was 3k-4k-ing most of my games (15+) while still using only brown add-ons. The survivors probably weren't the best, but around half of the time there was some swf.
Unless... It is "The Game" map. I couldn't use Pinhead very well there. Easy to break line of sight, many pallets, most loops are big and they break chain before I could get to them.
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Guess which map I've had as him 4 times this week? Strangely, 3 of those were wins.
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Easily. You can land his possessed chain on someone 3 times in a chase, and not even get a hit on them. It's stupid that a survivor can only be stuck with 3 chains max at a time.
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He's not bad. Problem is people trying to make his mediocre looping power his strength instead of his global chainhunt slowdown.
He could use some buffs but he certainly isn't bad.
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He teleported into the ground the first match I had against him lol
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See? That's exactly what I'm talking about. Some people just cannot admit they aren't good at something. The sheer number of full-party deathsqauds that have accused (and at least once reported) me of hacking just because a Plague didn't lose to 4-minute gens is laughable. It's a fantastic insight into the mind of an average dbd player. I had one memorable sqaud tell me I should have played spirit after a 10-hook 3k.
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On the weaker side if you don't focus down the box, bit stronger if you defend the box.
Also he gets completly cucked of hits if people run deadhard, again maybe it was lag/bugs but lots of people deadhard when chained which makes the power a waste of time on basically any decent surv because everyone and their mothers runs it.
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I find pinhead weak. Most killers who are perk, addon or map reliant are usually weak
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What do you want to say with this?
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He is weak but he's got an extremely good power in Chain Hunt and the ultra rare add-on that injures you is pretty dumb imo.
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he can cancel dead hard with chains btw
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