http://dbd.game/killswitch
Pinhead is an M1 Killer Only
M2? It's a myth, it doesn't exist.
Seriously, I played a few games today and I realised... even though I've gotten pretty good at landing chains, I'm barely trying. I think I got one hit off of them. The entire rest of the time, at most it was the threat of chains that was doing more than any actual anti-loop ability they might have had.
Pair this with using the Chatterer's Tooth as an info/stealth perk (with iri box to have it lying around more often) and it seems like Pinhead's most effective playstyle is... to not actually use his chains or powers at all. This, I would have to say, feels completely backwards to how a killer should be designed.
Comments
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So like Pig and Ambush?
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Atleast you have a ability,
poor Legion
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Yeah, though I guess Pinhead's M2 is at least ostensibly not a glorified M1?
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Pinhead's M2 is offensive as a game mechanic. A high effort, high risk and low reward attack.
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#BuffCenobite
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It wouldn't be so bad if he didn't break his own chains. That alone keeps me from playing him because you can't help but do that every single time.
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Breaking his own chains is just the cherry on top.
Bonus points for feeling a bit bad every time a console player ends up vaulting back towards me because of controls. Like, it's not my fault that's possible, but what am I supposed to do in that situation? Not hitting is throwing.
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Multiple people said this long time ago, they destroyed his 1v4 while keeping his main power just as useless as it was.
Engineers fang was never OP, it's a balanced iri addon, and the 'nerf' done to it basically did nothing as chains were always useless anyway.
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I mean, I said it too, but today is the first time I've been really paying attention to how I was playing, since I took a few days off.
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Yes please. He needs so much help now after they gutted him.
Distance add-ons are useless and should be changed to something else.
The solving time add-ons were hit way too hard. 1 second is useless. Up them to 2 and 3 respectively, if you want to keep it nerfed.
He needs to be able to do actions immediately after returning to first person. Why does breaking a pallet take so long after chaining someone?
Since they've made the box mad simple, change solving it to the yellow glyph mechanic, but maybe a little slower. Then we could have add-ons to increase the speed of it the checks.
I'm sure there are more things I'm forgetting right now. He is such an amazing killer, please don't gut him to uselessness.
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I tried running the add on where chains more spawn whenever it breaks on a obstacle and it's still pretty underwhelming lol.
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That add on, Impaling Wire, is fun and can be real useful or not useful at all. That's the issue with that add-on, unfortunately. Very cool, but also unreliable.
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Watching everyone dodge them is a thing. Though when it works it can be cool, but you only really have the one shot at it and you're relying on environmental breakages.
Honestly, the simplest buff would be to remove all the random invisible delays from his power. I'm not sure how much they would help, but there's a bunch.
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So are most of the killers and some of them don't even have abilities that can stop loops effectively so it really is just M1
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His m2 prevents dead hard. That alone makes it worth using. Yall severely underrate him.
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As strange as this might seem given the general tenor of the forums, not everything is about Dead Hard and Survivors aren't always injured to be able to use it.
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No, but they will be at some point.
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A few tricks:
- Chains can be weak indoors, but they are very solid in loops. Tag someone as they vault or drop a pallet and it'll often give you a free hit.
- Fang is still an ungodly strong addon, combine it with the lens or the nail.
- Chains are incredible for interrupting the box, and can lead to an easier chase to obtain it yourself.
- Chained hits (Euphoric Suffering) give oodles of BP, making him about on par with Doctor for BP farming.
Ceno definitely needs some love in his kit, but he's far from Clown or Pig tier.
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Pinhead is the Blitzcrank of DbD now
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Eh, the thing I keep finding is that I might as well not use it in loops once I've established I can land the hits and it's just as effective. Its actual impact in looping (and vaulting) scenarios seems really overestimated because survivors forget how long he spends caught in anims and barred from doing useful things like "break pallet". Just relying on M1 actually worked out better.
Interrupting the box just feels kneecapped without addons. 6s just isn't long enough without being close enough, and if I'm close enough to do that I'm usually close enough to... guess which button? That's right, chase and M1.
Well yeah, if I was using Engineer's Fang, I'd be M2'ing a bunch more to get those initial hits, but every time I touch that I wind up in The Game. It's like they're cursed. xD
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He's an m1 killer with a bad active power and good passive power. He'll get no buffs to his possessed chains since chain hunt is pretty good but everything he has is in survivors control.
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Interesting.
I'll often nab someone before they drop the pallet/vault, which often allows me to mindgame more effectively (if they try to vault back I can see, and it's a slow one).
I agree regarding box addons. That was a stupid nerf. He needs help in his kit.
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