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Why are Pinhead's chains so bad?

Altarf
Altarf Member Posts: 1,046
edited October 2021 in Feedback and Suggestions

Been prestiging him recently, and wow, I hadn't realised until now just how easy to break his chains are. It's gotten to the point where I hardly even use the gateway at a tile I can play normally, because it's a waste of time and they'll break free of the chains before I can even get close to them. Not even to mention how often they just randomly snap on nothing.

The slow is very unimpactful, hardly lasts for any time at all, and to top it all off the chain is difficult to hit in the first place. It's incredibly unrewarding to land a difficult shot in a smart position with Pinhead close to the survivor, with the pallet far away from the survivor, which by all rights should mean a hit, and then have two chains already broken by the time I can even see them. It just feels useless.

Post edited by Gay Myers (Luzi) on

Comments

  • Zozzy
    Zozzy Member Posts: 4,759

    If they were good then the "boring" and "no counterplay" cries would be ringing through all the forums and twitter. If it works then it must be eliminated by survivor players.

  • R2k
    R2k Member Posts: 1,069

    They are not bad, they work exactly as intendent. U slow down survivor enough to cut the distance. Yes it's not strong when u use them miles away, but they are very good when u are close enough or looping.

  • Mistakesweremade
    Mistakesweremade Member Posts: 229

    They are already pretty annoying to deal with. Can you guys go one thread without weeping about the other side for 5 seconds?

  • Altarf
    Altarf Member Posts: 1,046

    But they're not good when you're looping. They simply don't have enough slowdown to make up for the fact you've been standing still for so long, and they're even easier to snap than usual in a loop because of the walls.

  • Hippie
    Hippie Member Posts: 1,003

    I honestly think that his chains shouldn't immediately break on impact with terrain, rather it be a Deathslinger-type chain break where they glow for a moment and then break. He needs better turn rate during the chain control as well, it's way too slow and clunky.

    I've only ever played against one good Pinhead and he was a god gamer. Really good with the chain! He farmed with me and another Survivor after the other two players killed themselves on hook and D/C'ed, respectively. It was really fun because he actually chased us and downed us rather than just having us do the gens and leave. I enjoyed it quite a bit and actually got to experience a Pinhead who was good with his power.

    So I would say this: I think that his power is good. It just needs some tweaks to make it less clunky to use and less punishing when you miss. Like, let you cancel the chain early instead of having to run it into an obstacle or the ground.

  • DbDCasual
    DbDCasual Member Posts: 90

    They're hard to hit, easy to break, and prevent the survivor from doing nothing. If they were more difficult to break I could live with the ridiculous difficulty of hitting them. As it is now? The risk is just not worth the reward. At all.

  • R2k
    R2k Member Posts: 1,069
  • Zozzy
    Zozzy Member Posts: 4,759

    Just dishing out reality.

    Why else would any sane person design it so the killer breaks their own chains? We complained about chains being to easy to break and they compensated us by spawning extra chains. The problem is, they made them take so long to spawn and so slow, that nobody ever gets hit by them.

    They know and have acknowledged the chains are bad. So why haven't they fixed it?

  • El_Gingero
    El_Gingero Member Posts: 1,147

    Half the time they actually lose you distance. They’re really good in some situations, but incredibly inconsistent with a huge risk and little reward.

  • Labrac
    Labrac Applicant Posts: 1,285

    Clown only hinders survivors by mere 15%, while Pinhead's chains almost makes the survivor stop in place. I'm not saying his chains are super good, because they definitely could use buffs, but he's not even close to being a worse Clown.

  • Chilli_man2400
    Chilli_man2400 Member Posts: 2,949

    how would it be if it took longer to break the chains based on range. Example the chains max range is 24 meters. If you hit someone with a chain 24 meters away it takes 8 seconds to remove 1 chain so 3 chains takes in total 24 seconds to break all 3 off. Another example is if you hit someone from 12 meters away it takes 4 seconds to remove a chain so 12 seconds in total to remove all 3 chains. That’s how it should be so it makes it more rewarding and gives pinhead enough time to catch up

  • Altarf
    Altarf Member Posts: 1,046

    Yeah, Pinhead's chains makes the survivor almost stop in place for... one second? When you're already standing still and have lost distance. And after the first chain breaks, the slowdown decreases dramatically. At max, you'll slow a survivor for about 3 seconds. Clown not only has no speed penalty to himself when using his power, but his bottles have large AOEs and their effect usually lasts for about 5 seconds. It's not even really a question as to who is better in a chase.

  • PleassBuiltInNoed
    PleassBuiltInNoed Member Posts: 618

    if you know you will miss, aim it to the ground or into some obstacle

    but yeah i agree the chains suck, box is everything

  • LordSturm
    LordSturm Member Posts: 493

    clown doesn't stand completely still to slow down the survivor and forfeit most or all of the distance by default, clown doesn't have to really aim, the slow lingers (and it blurs your vision) whereas the chains get snapped, and clown's slow doesn't get broken by objects or literally the killer himself, so yeah clown's is definitely better

  • Devil_hit11
    Devil_hit11 Member Posts: 9,411

    @Altarf

    Survivor mains: Engineer fang op

    Devs: Pinhead top kill-rate. no changes needed

    the chains are garbage. you need to use engineer fang to make his gateway power worth using. The normal chain anti-loop is a joke. He has like 1% power-level in his anti-loop and 99% power-level in the box now.

  • Munqaxus
    Munqaxus Member Posts: 2,752

    You are complaining about the Killer that Tru3 just recently said was probably going to get nerfed because he's so good.

  • Altarf
    Altarf Member Posts: 1,046

    Tru3 is using Engineer's Fang, Larry's Remains and Hoarder+Franklin's which is practically a different killer at that point. That's like saying that Myers and Clown don't need any buffs because Tombstone Piece and Pinky Finger exist.

    If you need an ultra rare add-on to make a killer's power actually useful, I'd call into question the strength of that killer.

  • Zozzy
    Zozzy Member Posts: 4,759

    He is only "good" when using an iri addon. Once engineers fang is gone he will be mid tier and unable to compete against "good" survivors. Not the 1%, just average survivors that understand loops and how to hold a button on a gen.

  • ThiccBudhha
    ThiccBudhha Member Posts: 6,987

    Not just the add on, but the hoarder/franklins combo is huge for people who don't want to one trick him to learn all the box spawns or whatever nonsense to unlock his 4v1.

  • VioletCrimes
    VioletCrimes Member Posts: 878

    Pinhead’s chains are a mild annoyance at best. I’d like him a lot better if they just gutted the concept and gave him a chain weapon. Letting him use it like a whip would be pretty in theme with the lore. You can still keep the puzzle boxes and those chains, that’s fine, but I just don’t feel like his actual attack is very effective.

  • R2k
    R2k Member Posts: 1,069

    So when he wins without iri addon it doesn't count right? Pinhead problems reminds me Nemesis. Some players are monsters while another ask for buffs because they don't want to master killer.

  • Pulsar
    Pulsar Member Posts: 21,072

    Nemesis's problems are actually kind of similar.

    His lack of consistent 4v1 pressure hurts him. His chase is good, not great but definitely good. The issue is that his zombies are totally useless sometimes and do not actually give him 4v1.

    Pinhead, likewise, suffers from a similar issue. His actual in-chase power (henceforth referred to as Chains because I'm lazy) is pitifully weak. You get a effect similar to Clown but requiring the skill of Deathslinger or Nurse. His power, at the moment, is his Chain Hunt. It doesn't help at all in chases, but it is devastating in the 4v1 aspect. Someone must find the box and solve it, else no gens will get done. If he gets his Box reliably and Chain Hunts are combo'd together, he is devastating. Without it though, he's only slightly better than Clown.

  • Zozzy
    Zozzy Member Posts: 4,759

    I can win without iri fang or hoarder, the thing is that it has nothing to do with me and everything to do with how BAD the survivors are.

  • Rougual
    Rougual Member Posts: 526

    Just play a better killer.