http://dbd.game/killswitch
Pinhead too strong for solo-q
Going back to maining killer until solo-q gets a buff
Comments
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Yeah, you do that. Because I somehow doubt he is going to get nerfed... Ever.
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You're talking about game were Pig was nerfed multiple times
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Only thing that is rly strong is his ultra-rare addon that can injure you (prob bit too much tbh).
Other than that he is okay killer. Don't know what is the problem with him againts solo q players (I am one of them myself).
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Iv never lost as a solo against him except one game and that's because my team never touched a gen.
Solo dont need a buff, just so many solos dont even sit on gens or know how to loop. That's not a solo issue that's just a player issue. Bo matter the buffs you give, that person never touching a gen still wont touch a gen...
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That was before my time, rofl. In that case, I take it back. Pinhead nerfs incoming before his voice line returns.
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Okay, please elaborte why you think he is "too strong".
Because if I think about "too strong" I think about something like Spirit, Nurse or Hag. Pinhead is not nearly as oppressive as Hag in my opinion, but this is about your opinion. If this is about the ultra rare add-on, than I agree. That can go away, no problem.
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And she wasn't even strong on release
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U sure about dat? Becuz ive been on solo q that rekt people cuz doing box without even having a quarter of the chain hunt bar and win with teams that know what to do even with best add ons.If your team plays bad yeah its gonna rekt u
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Out of curiosity, what was she like on release?
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The majority of games I solo against him are losses, yet, but I also get wins sometimes. I enjoy facing him.
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Problem is lack of communication, so you will often waste time by having multiple survivors running for box / noone will run for box and you will get destroyed by chain hunt.
It is kinda same issue as hooked survivor.
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You can also watch evolution of other killers, if you want.
So nerfs she got:
-increased The Pig's the Terror Radius from 28 metres to 32 metres.
-Reverse Bear Traps only become active when a Generator is completed
It used to be always active when all gens are completed.
-inactive Reverse Bear Traps no longer trigger when attempting to leave via the Exit Gate.
-The Pig's Ambush Attack is no longer considered a Basic Attack.
So she never was good killer, but her end-game power used to be insane.
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His power is damn near useless majority of time. His hunts are only good aspect but any decent team won't let those happen. Certain perks/add-ons should not be the only way killer is viable. I get this feeling with Trickster as well.
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The problem is that once the survivors do coordinate everything is fine. You can hold Pinheads box hostage and try to deny him his chain hunt, leaving him just with his normal chains (which can be strong, but this would make him lag slowdown).
Pinhead is a breath of fresh air for me because his box provides some slowdown, letting me dump other perks that are just a crutch. I run him with no Pop and no Ruin, just his 3 basic perks and a Hex: Thrill of the Hunt and can enjoy it.
If you nerf his chainhunt he will become just another Clown like Killer who needs to compensate his lack of pressure.
Also while I agree that his power can be pretty bad when a group of survivors does not coordinate...wouldn't you agree that the ability to coordinate is part of a good survivors skillset? I dare to say that a good survivor has the ability to coordinate with his teammates which even can be complimented with certain perks (Kindred or Bond as an example).
Maybe a survivor without this ability should get punished.
Sure thing that punishment can hit 1 good guy within 3 bad survivors, but as soon as there are 2 descent survivors everything should be fine. Any "nerf" I can think of would impact Pinhead via this example: 2 coordinated survivors can outplay the chainhunt with ease. When you nerf the chain hunt this leveler will get bigger and Pinhead will loose harder and harder against 2 friends or 3 friends.
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Thank you! I’ll be sure to watch the video when I get home from work. It’ll be interesting to see how the game devolved from what it once was.
Coming from a survivor main who dabbles in killer and doesn’t own Pig, I really think that if the Pig manages to down and trap someone’s head after gens are done, the trap should be armed. There needs to be more gravitas for survivors in this game.
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Don't take me wrong, I definetly don't think pinhead should get nerf.
I just understand, what is problem with him for soloQ. But that is more problem of soloQ than Pinhead.
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I understand that too. A way to make him more fun for SoloQ without him getting weaker in 2/2 or 3/1 lobbies would be great. That would however mean that something should be implementes that allows at least a bit communication for the soloQ like a ping "I go for the box".
But this is an old issue for solo players. That causes for to many balance problems.
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same, but traps always kill you at gates, lower terror radius (28m i believe) and something else i can't remember
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He is oppressive with Ruin/Undying, because vs 4 solo surv, everyone will have to deal with totems, with the chain hunts, the box, the killer, while doing gens.
The fact that you HAVE to quit your gen because of the chain hunt is making PinHead strong against solo.
You don't know if someone is going to take the box, so you have to go or you are just losing your time because of Ruin combined with the hunt.
PinHead with Ruin/Undying vs 4 solo Q is too oppressive, there is too much to do. In lucky games, totems will go fast, and only one guy will go each time to get the box. In average games, totems will take a while, gens will be done slowly because there will be 2 guys that are going to get the box. In worst games, everyone will go to get the box, the killer is good, totems are well hidden, gens are not done, not even one.
He IS oppressive vs solo Q, as survivors are not productive vs a gameplay that requires to be productive.
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No, what you descirbe is not Pinhead being oppressive it is Ruin/Undying that is oppressive.
All of your arguments against Pinhead only work because you add Ruin/Undying to it and you refuse to address that this is the main problem. Neither of your arguments would work without Ruin/Undying.
And I fully agree that Ruin/Undying is a problematic combination that limits other slowdown options for Killers. Even more interactive and rewarding slowdown options like Pinheads box or new, more interactive slowdown perks. Every new form of slowdown will just get stacked on top of Ruin/Undying and become problematic, which is why Ruin has to be changed.
Pinhead himself is not oppressive vs solo Q. He just has an addition form of slowdown and that slowdown alone is no problem. If you play against him without Ruin/Undying you will see that only the most uncoordinated teams will fall victime to his box. Which is fine, the game should punish bad players.
I play him often and I do not use Ruin/Undying, I use his 3 personal perks and Hex: Thrill of the Hunt. Solo survivors can finish their generators quit well and are not that dumb.
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Yeah sure he's not a problem basekit, I think we all agree about that. But his passive works too much with Ruin/Undying, and 90% of PinHead players use this combo on him because how it works well.
I complain about PinHead, and not about Ruin/Undying, because when you create a killer, you have to think if he wouldn't be broken when combined with certain perks.
Is Ruin/Undying a problem with Clown, GhostFace, Myers, Trapper, ... ? No. But is Ruin/Undying a problem with PinHead ? Yes.
Currently, this build is a solo Q destroyer, that's it. You can say my arguments are invalid,l if you want, but it's a fact that this build is absolutely overwhelming against solo surv, and there are two perk slots and add-ons on top of that already strong build.
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The fact that you had to pull out every mediocre to bad Killer to defend Ruin/Undying just shows how problematic this combination is.
Instead of fixing Ruin/Undying and then applying some fixes to Ghostface and his band you suggest that Pinhead gets nerfed and then probably has to play the same boring perk combination as them. This forces a stale and boring meta onto people and is not a progressive way to develope this game. By keeping Ruin/Undying you block out new slowdown mechanics on Killers or perks that can slow the game down, because they will always enhance that combination. This limits the development by large.
Killers like the M1 class you just mentioned have to play this combination to have any leverage against some descent survivors. Killers who already excell against them like Nurse, Blight, Spirit and Hag get too much leverage by using these perks.
You said it yourself: This build is a soloQ destroyer. I agree with that. However this still does not show off how Cenobite himself is too strong.
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You got a solid point I admit, I know that the weaker killers has to be buffed to the level of stronger killers, so Solo Q can be buffed, and too strong perks can be toned down.
But for the moment it won't happen because it is too much work, and to be honest, I don't see BHVR doing that, because it would be good work, and now they aren't doing good work at all.
I agree with you for 100%, I hope the future will give us what we want.
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By the way, with all arguments fired. Thanks for the discussion. It was fun and you bought up some valid points too.
I hope I made it clear that I agree with you on the point that Cenobite with Ruin/Undying is unhealthy for soloQ. Which is why I do not run that build as I wish for all sides to have fun and good moments.
We can only hope for the best.
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