This game is going to die slowly
Hello everyone!
Im a Pinhead main. Relating to the last updates I'd like to get the attention of the players with this post. Hope you'll agree with me in many respects. And last remark I want to say before starting: I play both survivours and killers (survivours more), so my thoughts are being conclusions from the gameplay for both sides.
Pinhead changes (boring part):
Let's look at PH's change list. There's a lot of nerfs. I guess this is only one killer, that's being only nerfed but not buffed for all of his existing time.
First changes at 5.2.1 patch:
- Added a maximum time that The Cenobite can spend inside a gateway. = small nerf (wouldn't really affect the gameplay)
- Picking up the Lament Configuration now stops other Survivor's Chain Hunt timers, but not the carrier's. It also stops the Chain Hunt for other Survivors, but not the carrier. = nerf
There were also mechanic changes, some of them made Pinhead buffed, but without them he would be working not properly.
Patch 5.4.1:
- Add-on - Liquified Gore
- Decreased solving time modifier to 1 second (was 2 seconds) = nerf
- Add-on - Torture Pillar
- Decreased Chain Hunt activation time to 5 seconds (was 10 seconds) = nerf
- Add-on - Larry's Remains
- Decreased solving time modifier to 2 seconds (was 4 seconds) = nerf
- Add-on - Chatterer's Tooth
- Increased Undetectable status to duration 25 seconds (was 12 seconds) = buff
- Add-on - Engineer's Fang
- Added effect: When hitting an injured Survivor with a possessed chain, only 1 additional chain will spawn = nerf
- Add-on - Iridescent Lament Configuration
- Increased range to 24 meters (was 16 meters) = buff
In all, I agree with the 'solving time modifier' nerfs (cuz both of addons used given you x2 solving time (now x1.5) is too much), but desagree with the Torture Pillar nerf - it was unnecessary.
6.5.0:
- The Lament Configuration will now teleport if The Cenobite stands on it for 5 seconds. = nerf
And then, WE CAME to the most disgusting thing I have ever faced in DBD.
Patch 7.0.0:
- Items are now divided into categories:
- Survivor Item
- These can return to a player's inventory at the end of a match
- e.g. Toolbox, Firecracker, etc
- Special Item
- Items related to playing against specific Killers
- e.g. Lament Configuration, VHS Tape, etc
- Temporary Item
- Items that do not return to a player's inventory at the end of a match
- e.g. the White Glyph's Pocket Mirror, Flashbang
- Survivor Item
This patch made PH's box a Special Item and that affected to work of the perks like Franklin's Demise and Hoarder, so these both are not working on box anymore. = huge nerf
The reason I write this...
The reason I write this is because I worry about the game's future. Every patch it becomes more boring and primitive. For killers, any good-working build is anti-genrush build! This is terrible... Any conceptual build gets punished by survivours, so killers couldn't implement their abilities and tactics, and the devs help the wrong ones, removing mechanics and destroying all standing on their way!
*To remind you that I'm a survivour player too, I'll tell you my opinion about Eruption: nerf was unnecessary! All the devs had to do is to increase the time it reactivates, at last resort...
I just don't understand why is this happening. Hoarder, such as Franklin's Demise, is working on ITEMS. If surv is picking up an ITEM, then Hoarder must work. Adding a killer is not the reason to ruin the other's tactics and mechanics (about the "official reason" of this change). At least, I think this way...
I don't understand why is the Blindness status effect is not affecting Lament Configuration. This is an exception that is ruining all the concept of effect, just like reworking Eruption, that made Incapacitated status effect almost not used mechanic.
Also I don't understand why is the Chain Hunt is not actually HUNTING the last man standing. Who in the hell came up with idea that this is right?! Why then the Chain Hunt is working? Why it's not working if the ONLY way it have to be disabled is SOLVING the Lament Configuration?! This is again an exception that ruins all the killer ability concept!
Generators are not regressing anymore when being blocked by the Entity. Why are they blocked then? Who did it hurt to?!
Conclusion
Forgive my emotions, this game is just in my heart, and the way the devs are following the newcome's orders, making this game too simple is disgusting :(
I think, this game have to be varied not only because different killer abilities but the builds created around mechanics, maps, abilities etc. Unfortunately, some of the community and the devs are thinking the other way...
Leave your opinion down below this discussion and feel free to suggest your thoughts. Exerting rational pressure on devs will make it's benefit.
GL HF everyone! <3
Comments
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If anything kills the game its gonna be oversaturation of mechanics. Like adding too many basekit perks. Basekit BT was absolutely needed, the soloQ hud as well, but with basekit deliverance we're kinda moving away from totally completely necessary changes and just towards removing stuff that isnt incredibly fun. Then we've got killers wanting basekit corrupt or lethal, and survivors wanting basekit kindred... its just too much all at once. If we just keeping adding basekit perks we're gonna get to the point where theres like one strat left in the game and nobody is gonna have fun.
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Good. Franklins and Hoarder were always crutches for bad Pinheads. Learn good box spawn logic, Pinhead is still very strong.
Name one scenario where you would need to stand on box for 5 seconds outside of egregious griefing.
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i think his anti-loop is little to weak against survivor that hold-w correctly and efficient break chains. his chain hunt is pretty good and is relatively strong if the player succeeds in activating the chain hunt. the anti-loop is a bit too weak to call him strong.
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I said not only about Pinhead. This thing is coming to all killers, and all you need to do is go, damage gen, try to damage surv if they're allowing you to do that, try to hook etc. Only tier-1 killers are still not very touched by this, but we've got the Nurse that's been nerfed. And that was ok. She was too strong in compare with the others. And now we have only Nurse mains who are still play Nurse, but almost no newcomes.
I've never seen any Pinhead using Hoarder yet. Still, that doesn't mean that this perk was very good for new players. But using Hoarder could've save your time, you could not going looking for the box, chasing the surv with it instead. I don't think this is bad. By this logic, I can say, that any anti-genrush perk user is weak so he couldn't protect gens.
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No, comparing gen slowdown to Hoarder on Pinhead is extremely disingenuous. Gen slowdown is NECESSARY to slow down gens since killers have no basekit ability to do so. Pinhead's box logic is a skill dimension to the killer which Hoarder nullified entirely. It turned tracking the box into a dumb "follow the notification" game which enabled even bad Pinhead players to maintain constant box pressure with no skill required. This would be akin to having a perk that lets Nurse automatically get hits by pressing M2 twice with no major input required from the player; it removes an entire skill dimension from the killer.
It was rightfully nerfed.
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1, the basic premise is not correct - pinhead did get buff. You should have seen him in PTB.
2, I play a lot lot of pinhead and he feels very much fine. If you are able to hit chains, you win. If not, you loose. There's a bit of RNG regarding the chains spawn which can rob you of whole hit, but impiling wire fixes it and makes it work for you.
3, even if they outright Billy-fy pinhead into oblivion, the game will still live. It's not dying for 1 killer.
Like considering 7.0 - that didn't hit me as I was never using those perks anyway (or lethal for that matter), so I was lucky.
But the thing that sucks is the hooking bug. Him being disabled is actually sad. But that's probably the only thing that I regret about him.
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Generators were never supposed to regress while blocked. That's was one of the reasons for Cheryl's perk, Repressed Alliance. Why on Earth would a survivor want to block a generator? So the killer cannot cause it to regress. That's the only reason the perk exists.
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His antiloop can basically guarantee a hit against most pallets in the game, except for the safest. It requires significant skill input from the Pinhead player, in predicting movement, putting down an unreactable portal, and dropping a chain from an angle that will guarantee the player is stuck until he can get the hit. A lot of very safe fillers and even tiles are entirely unsafe against a good Pinhead player, to include shack. Not to mention, his antiloop also doubles as a chase power as you can deny players a lot of "hold W" distance with chains.
It is by no means a "weak" antiloop. I would say it's even stronger than Clown and Doctor's antiloop.
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TBF great doctor can get hit at shack (dropped pallet) better then great pinhead, but otherwise 100% agreed.
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A doc will never get a hit at shack with a dropped pallet unless the survivor severely misplays. It takes longer for Doc to go all the way around shack than it does for the survivor to go off shock cooldown and vault.
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my opinion is that he is noob-stomper that is weak vs good players. he dominates bad players. His portals are difficult for a new player to counter because they're unreactable. you have to mindgame them to dodge them and that is high skill-floor for the survivor. it's kinda like old unnerfed slinger and nurse put together. I find him a very fair killer to go against when playing survivor vs him.
The problem is that he's too fair for a killer and by that i mean his anti-loop is too weak. he doesn't get rewarded enough for landing his chains. I tend to dodge most of his chains, like 50% of them but a lot of chains that pinhead hits me with. I don't really get punished. my impression is that he's too weak vs hold-w. when pinhead opens his gateway, he moves at 92% so often you can get hit by his chains and just hold-w to next loop even though I played poorly vs ability. At loops, it depends distance and nature of loop whether you get punished or not. I think something is really underrated for him is his ability to counter pallet camping. when your hit by his chains, the survivor is put into the "walking state" which means that you cannot fast vault pallets. you can only slow vault them but this often does not matter because the chains often break on the environment or the survivor is too far away for you to capitalize on them. his anti-loop is mix bag for whether it gives rewards or not so I dislike playing him as a result. He is one of my favourite to go against as survivor but some my least favourite to play. I don't like playing killer that have this weird feeling of "your so close but no reward" gameplay. that is plain not fun for me as killer.
Post edited by Devil_hit11 on0 -
Agree on Franklin's, could be pretty annoying
But that was like hoarder's ONE use
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So... you're saying hoarder was OP?
It can't have even ONE good use?
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I have seen quite a few docs that made shack untraversable for free hit. But it does not matter.
Overall Pinhead is definitely better
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Sounds like you've never gone against a good Pinhead then.
Did I say it was OP? I said it took out an entire dimension of skill from a killer. How is that the same as being OP. It still has uses: it shows you when and where survivors are when they're interacting with items/chests. I've caught a lot of survivors off-guard opening basement chest while running Hoarder on a meme build. Could it use some love? Sure it could. Did it remove the skill aspect of pinning down box on Pinhead in its old state? Absolutely.
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No survivor playing serious is going to go for chests.. yeah it can come in handy in those very rare cases but those games you likely would have won anyway given there were survivors practically throwing or not caring about winning
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So don't bring Hoarder if you don't think they're going for chests.
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One of the things that hurts this game the most is the lack of transparency from the devs. A thing they stated they wanted to improve but have failed to deliver upon.
there are so many questionable decisions made with zero explanation what so ever, leaving the community to guess what was the thought process behind it.
So many killers have their addons or basekit nerfed even if literally no one asked for it. My best guess is that they nerfed it based on number in their statistics which more often than not doesn’t reflect balance in practice.
So many killers have addons which are literally trash and not worth using. The devs statistic show that a particular addon has way higher usage than the rest. So they nerf that one good addon instead of realizing the reason it was so heavily used is because it’s the only addon worth using, all the others are #########!
This example seem to be the template for most of their number tweaking and balancing changes and will end up hurting the game tremendously in the long run.
this game could’ve been so damn good if the devs actually listened and communicated with the players more.
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Franklins and hoarder especially were cheese on pinhead and made him a pretty good killer to an insanely strong and easy killer. There is little counterplay to a pinhead with range + hoarder perma chaining you across the map making it almost impossible to solve on most maps.
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And why would you ever think that they will?
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Agree tbh, Franklin's was a bit overkill but honestly there was no other use for Hoarder except for Nemesis and Wesker's boxes
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