http://dbd.game/killswitch
I love how pinhead's pre-match hints straight up tell you chain is worthless at range
thanks.
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Makes it seem weird that they gave him addons that make the chain range longer in different ways, when it looks like they knew it was worthless at range all along lol?
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Does anyone actually use any of Pinhead's increased range add-ons? They're totally pointless since the longer the range the worse the power is (except in the rare case where you're hitting the survivor solving the box).
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Once the nerfs come I'll consider them to try and facilitate interrupting the solver. Dunno if it'll help though.
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Less add ons to balance if they are useless :)
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I think that was the intention all along and that long range shots are only for interrupting actions.
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beyond box solve, what actions can it interrupt? You can still drop palettes, rescue, and vault (although only at slow speed) with chains. Can you repair or heal with chains? I've forgotten.
And I've done the math, and past a couple meters it takes longer to cast chains than it does to break out of them, so even if you can interrupt someone repairing or healing with chains, you've actually netted them MORE time to repair or heal than if you had just walked toward them without using chains.
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Mostly the box yeah. didn't say it was good, just that that was what was intended
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It shouldn't even be medium range. Shooting someone on the other side of an L loop doesn't even give you enough time for a hit. They have to be really close.
Sadly I rarely use his power due to this.
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One thing about chains that really drives me nuts is that before Pinhead my main was Doc, and when I know someone's about to drop a palette on me I charge my power so I can dodge the palette, hit them with my power, and then break the palette while they're reeling from my power. With Doc, I can start breaking the palette the SECOND I release the power button to hit them.
With Pinhead I try to do the same thing, but after hitting them with my power it takes about two full seconds before I get the option to break the palette, at which point they've already broken two of the three chains. It feels like a bug how much of a delay there is between hitting the survivor with chains and being able to break the palette.
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I use them for a meme match.
Sit far from gens I know a survivor is on and harass them over and over till they realize I just wanna farm
they're pretty #########
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true
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Yup, and it also takes quite a lot of effort to hit survivors that actively try to dodge the chain. It's a high risk ability that approaches Nurse blink difficulty in pulling off, but you get rewarded with what is essentially the intoxication slow down of a Clown bottle, if not worse, with how it can prematurely break off the environment and yourself.
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To be honest I think Pinhead's chain is specifically designed to be a crummy power, and really only useful in synergy with the box (hitting someone solving the box, or hitting someone during a chain hunt to slow them down enough to get hit by a couple of chain hunt chains), because Pinhead's REAL power is chain hunt. I guess that's the reasoning behind having the range and steering add-ons; those might be useful if you're trying to hit a far-away survivor who's solving the box, or during chain hunt.
It's confusing, though, to have this power that you can use at any time and seems like it SHOULD have other uses but doesn't.
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Plus they just nerfed a lot of what goes into box interruption play. :/
Who can say what they want or intend.
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