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Please, PLEASE, >FIX< Pinhead!!!

I am posting this in hopes someone from the dev team will see his and forward it to be discussed amid whomsoever is in charge of deciding changes, because it has to be addressed. I am not making this post as a trolling attempt, or in bad humour. I am being BRUTALLY sincere; I am practically begging for these issues to be heard!

I have started playing Dead By Daylight when Pyramid Head came out, and have been since; on and off I with over 200 hours under my belt, but to the point I've designed a "perfect build" if you will, for each killer which plays on their strengths and leaves the weaknesses to be decided by the player's skill. However, while there are drawbacks here, and while there's no Killer that's truly perfect, there is something to be said when a Killer is hamstrung by his own powers to the point it's detrimental to even bother using them.

I will highlight the most critical points with a paragraph regarding each, and the less important notes down below.

1. Summons of Pain.

This "ability" is honestly absolutely horrible to use. I didn't play the PTB as they don't simply interest me, but I'm unsure how exactly it was designed because it's impractical.

First off, the turn rate IS abysmal. Unless the Survivor is completely new and runs constantly in a straight line, the ability never connects to the target. It's speed is detrimental in conjunction with its turning rate, which is so off it makes even a five degree angle feel like you're trying to roll a oak log up a hill. This problem only worsens by the fact that the chains themselves do not last long in binding the target. Unless you hit them directly in the face, and even then, by the time you've parkoured around any obstacles, or broke the pallet between you and the target, the chains will have broken and they are gone by half the time it took for you to reach them. Only in very tight spaces will you have a chance to hit them, and those are few far between.

Second, the chains durability themselves is horrible. I do not understand why anyone thought this was acceptable, but it simply isnt. Infact, I've discovered something through trial and error: Due to the painful limitations of Pinhead's primary ability, more often than not you're giving your target the opportunity to escape you by simply standing still and cast an inaccurate ability that can be easily dodged and escaped by simply running away as you stand still and let the gap of distance expand, when instead you could have just tunneled them into the ground. It's not only depressing, it makes you feel utterly weak and like a bad joke. A Killer should not be reliant on basic attacks and use his ability if the person is right infront of you only where they can't escape, thar defeats the purpose of the ability to begin with.

Only on maps like the Crow Map of The Artist, does his ability have any merit. And that's only one entire single map. It's open, no visual distractions, has few corners to turn around and many straight and narrow paths. That certainly speaks to the limitations in terms of map strength and application.

2. The Lament Configuration.

Before I go on further, let me give a bit of lore on Pinhead for comparative relevance:

The Lament Configuration is a "doorway" if you will, created on behalf of the sadistic cult simply known as "The Cenobites." It maintains a mental link to the leader of the cult, who knows where the box is at all times and who holds dominion over it as it summons him, bound to him directly. And any entourage he may care to bring with him. He can't force that person to open it, their yearning heart must guide them to figure it out for themselves. But he always knows where it is, that's why he doesn't have to seek it out himself if he doesn't need to. It will come to him eventually.

I'll be blunt, the way this power was designed is completely backwards in function, both lore wise and gameplay. First off, unless you use the add-on, "Chatterer's Tooth", which renders the passive effect from the LC to be useless, meaning it is useless as you WANT Chain Hunts to commence, and stealth is not this Killer's strength in any way at all? You will never find the box. Infact, not even the perk Franklin's Demise works with Pinhead, so don't bother using it.

8/10 times per match, in a score of 10 matches, I never found the box. Within 30 seconds of the start of the march, a survivor has it, is solving it, and by the time I arrive, it's gone. Infact, many survivors actively run straight for the LC just to make sure you will never find it. Because they can see it, and you don't. This literally is being used against Pinhead and wastes your time, hamstringing your ability to prioritize targets and focus on any strategy. It basically forces you to tunnel like a raving lunatic. And for anyone who has to play as or against the Killer, that isn't fun.

In terms of build design, Pinhead is something of a "controller". He manipulates and torments his victims, but if his own abilities work against himself? That's counterintuitive and unpleasant to say in the least.

3. Add-ons.

I have to admit, they're laughably bad. Only his yellow and brown add-ons have any genuine application, and 1 Iridescent and 2 Purple add-on's. But even so, it's be best for all of them to be revised and reworked completely, yellow and brown excepted. For instance, no one wants to disable their abilities function so the can use a painfully inaccurate ability to strike a target for one stage of health that can't be relied upon. Greasy Black Lens for example is good in theory, but statistically what are the odds you have tow find the person who was hit by a horde of chains and is making a row of noise? You have already closed the gap by 6 seconds, what you don't want to do is find them, what you want to do is hinder them. Speaking of which...

None of Pinhead's abilities or perks has any Hinder mechanic involved in any way, despite the fact he is THE PERFECT KILLER for an abundance of Hinder mechanic's to be involved. This not only makes sense, but clearly shows that someone overlooked this very important detail. Think about it: He wants to torment you, make you suffer and drain you of any hope to escape. Being torn apart by rusty hooks on chains is going to "hinder" you. It only makes sense that this would be applied on some manner of detail.

That is all I have to say for now. Anyone is welcome to ask me questions incase I missed an important detail, so I'll finish with this: I took a break to play Pinhead so I can post this in hopes these problems will be addressed, because it's not fun to play as him. At all. Nor is it to have Survivors apologizing to you for how painful of a match it was for you at the end. Or getting outright trolled by people abusing your own mechanics against you.

Does that actually sound "fun" to you? It sure isn't for me.

Comments

  • _Onyx_
    _Onyx_ Unconfirmed, Member Posts: 348

    Cenobite is best described as a 4v1 orientated, close-mid range Killer.

    1. His power has a restricted turn rate because of the effect it has on Survivors. Since you are in control of where the Chain is summoned, there is little reason why the Chain should have a huge turn rate. Most of the time you'll be deploying it as close to the Survivor as possible, almost like a Nurse Blink.

    The Chains take 1 second each to break, or instantly when using the environment to break them (I know you know this already). This is designed when chasing a Survivor in a tile where their movement is required to be Hindered, but not too heavily where the Survivor feels like they are always gonna get hit if they don't dodge the Chain. Especially considering it's designed with Nurse style gameplay in mind. There's no real need to use his power from a long distance unless you're trying to interrupt the Lament Configuration being solved or interrupt a repair or heal, so the turn rate is fine imo.

    2. Franklin's Demise used to apply to the Configuration when hitting a Survivor. They nerfed this by making Special items function differently to normal items in the sense that they do not require the Survivor to swap their item for it. It's permanently held by them until the criteria is met to use it.

    The lore not being honoured 1-for-1 is something that's forgivable, considering if they made the power function like it did in the films, Cenobite would have a very easy time constantly keeping Survivors Chain Hunted. This 'backwards way' of the lore representation makes it so the gameplay works in a non-frustrating manner.

    3. Cenobite could do with some more variety in add-ons, especially after the nerf they received. However, Cenobite still has a lot of fun builds you can do with add-on mix-ups. Most killers cannot do any gimmick builds, let alone do a gimmick build that actually has some strength to it. But yeah, I agree they could change a lot of them to give them brand new functions.

    Cenobite is one of those Killers where you need a build that compliments his power perfectly. You said at the start you have a build specifically for him to boost his strengths and minimise his weaknesses, what is that build?

  • FatAngryB
    FatAngryB Member Posts: 17

    Alright I'm back, weekends go by too quickly unfortunately.

    For starters, @_Onyx_ , I honestly disagree with the idea that backwards lore interpretation and nerfing things that give Pinhead an edge against things survivors is fair. Survivors have plenty of tools killers can't outdo such as flashlight spam circling, unless you come equipped with perks to deal with specific situations you can't properly prepare for. Granted there has to be a struggle regardless to be fair, it certainly feels survivor-sided no matter how you look at it. And I am speaking from experience.

    The fact of the matter is like I said, his abilities require either more durability or apply the hinder effect or something that makes it worthwhile to bother using at all. As it stands now it feels detrimental, not beneficial to use.

    I just managed to finish my perk build with him, it's quite solid as I see it:

    Hex: Plaything, Devour Hope, Undying

    Scourge Hook Perk from Pinhead, forget the name.

    Simply, you hook others like mad, keep an eye on your totems, use your chains to pinpoint others and utilize your powers as best you can to the fullest. Summons & Chain Hunt. Pinhead is my Number 1, with Pyramid Head being my number 2. I guess I have a sadist fetish for Killer designs, haha.

  • _Onyx_
    _Onyx_ Unconfirmed, Member Posts: 348

    I agree that the nerf to Engineer's Fang was completely unnecessary. The nerfs to solve time add-ons were necessary though.

    It's definitely not detrimental. Cenobite compares the most to Clown in how you're supposed to utilise the power. You don't have to spam Chains whenever you are chasing. It's best to time them so you actually get something from it. No point Binding someone before they vault or drop a god/safe pallet coz they're gonna break free and get free distance anyway.

    I compare him to Clown because they both share the same "heavily punished for whiffing their power". That's why you should be using their Chains with forethought and prediction. If they have an 'option-select' scenario, where regardless of what you choose to do in that tile they get a safe alternative, then there's no real need to use the Chains. Also, you can bait using his power too. Not like Cenobite is black and white where you have to use his power and if you miss you lose. There's options open to their play styles.

    The only thing I think would change about Cenobite is that an aspect of Engineer's Fang should be base kit. Hitting a Survivor with a chain that was summoned at max casting range and has travelled at least 5 meters to Bind a Survivor should Injure a Survivor from Healthy.

    How effective is that build? Hexes are hit and miss, especially Plaything. Considering Cenobite has Oblivious already in his kit, it doesn't sound like it would give as much benefit as it would do on another Killer. I can see how Devour and Undying on a Cenobite that has momentum can really do damage, but it all depends on how the Survivors play around the Box. Gift Of Pain? Since the Mangled nerf, is it worth using? I had a phase of using it but it felt like I didn't notice the benefit of it even when the perk gave me value.

    My build which I would say, on paper, is Cenobite's strongest, even vs a SWF, is:

    - Blood Warden

    - Make Your Choice

    - Ultimate Weapon

    - Coup De Grace

    And then Original Pain and Impaling Wire as the add-ons.

    The idea being Survivors physically cannot body block this build, they cannot solve the Box safely, they can't loop safer pallets normally, and they get trapped in without the need to. It allows to tunnel efficiently and rewards the Killer risking going far from a hook.

  • FatAngryB
    FatAngryB Member Posts: 17

    @_Onyx_ To answer your question, for myself I'd say the build is a matter of preference. Though Mangled was nerfed and Oblivious has only so much use, it helps me overall to focus on momentum and hinder the enemy as much as possible. That way I not only can keep the sacrificing ongoing and letting them think they are safe to unhook until it's too late.

    I damage every generator I come across that is even slightly repaired in my path, giving them time to unhook and for me to delay the match. It becomes a progressive cycle of "snowballing" if you prefer. Yes, I agree that Hexes are a hit or miss but with Undying it gives you the chance to have some insurance and time. And frankly that means I can delay until the inevitable happens. So far it's been beneficial, especially if I only hit 4 tokens, as by that point half the team is Dead On Hook anyways.

  • _Onyx_
    _Onyx_ Unconfirmed, Member Posts: 348

    True, preference is really all that should matter when doing anything.

    But when it comes to determining a 'best build' for a Killer, and I'm a huge advocate for the Killer meta should be unique to each character, meta builds should exist for each of them, not just a universal build shared amongst all the roster.

    That being said, a Hex build in the current state of Totems, and with the Hex perks that currently exist, could never be a Killers strongest build. Purely because if that were to become their meta, Survivors would never let the build achieve anything at all due to them cleansing them all asap. A Killers strongest meta build needs to be something that the Survivors can expect to see commonly used but the build still has a huge impact on the match and allows the player to perform at their best level with value from all aspects of the chosen loadout.

  • FatAngryB
    FatAngryB Member Posts: 17

    But when it comes to determining a 'best build' for a Killer, and I'm a huge advocate for the Killer meta should be unique to each character, meta builds should exist for each of them, not just a universal build shared amongst all the roster. That being said, a Hex build in the current state of Totems, and with the Hex perks that currently exist, could never be a Killers strongest build. Purely because if that were to become their meta, Survivors would never let the build achieve anything at all due to them cleansing them all asap. A Killers strongest meta build needs to be something that the Survivors can expect to see commonly used but the build still has a huge impact on the match and allows the player to perform at their best level with value from all aspects of the chosen loadout.

    I fully agree with your sentiment. I find the Hex build in this case to be the most..."theme-centric" design, granted if I had a fifth slot I'd take Shared Agony from Oni as well. For myself, anyways. Blood Warden would also be a good fit for him thematically as well.