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The Cenobite’s power should be as easy as The First’s power!

Why do we have to control the chain that spawns out the gate way? It’s way too wonky to use on console. Especially when it gives little to no benefit on most loops because it’s so easily broken! The Cenobite should just be able to open a gateway and the chains automatically spawn. This would encourage more Cenobite players to play with his power rather than to rely on box logic (which is just boring imo).

Comments

  • diablo916
    diablo916 Member Posts: 38

    I like this idea. Its the main reason why I dont play him. Too complex on console against good survivors

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  • Rokku_Rorru
    Rokku_Rorru Member Posts: 3,242

    So you want one killer to drown while the other can walk on water? I don't get your replies at all

  • Junylar
    Junylar Member Posts: 2,308

    He is no longer sold, so brings 0 revenue, therefore they probably won't ever touch him again.

  • DEMONANCE
    DEMONANCE Member Posts: 861

    beating a dead horse

    my beloved pinhead ain't getting any more changes 😭

  • 100PercentBPMain
    100PercentBPMain Member Posts: 3,325

    pinhead requires way too much skill and brainpower for the effort you get. you can do the safe, boring hits or disorient yourself going for angle shots to get proper chain placements but they still just break immediately half the time.

  • Carth
    Carth Member Posts: 1,200

    Real talk cenobytes chains have been garbage from day 1, if anything his "real power" is chain hunt, his portal chains require huge set up, landing them nets you zero or negative rewards in many cases, and its awkward to use where RNG can say you have the survivor in the exact same spot, land the exact same chain, but if RNG spawns the chains in a spot where wall breaks happen easier then sorry cenobyte hehe you just got outplayed by RNG chain spawn logic.

  • BongoBoys
    BongoBoys Member Posts: 966

    Pinhead would be in a much better spot if his chains just didn't break on environment

  • Green_Sliche
    Green_Sliche Member Posts: 843

    Or you know, make chain auto-aim at survivor and do it's job. There's no real reason why chain requires so much precision from a killer and gives so little when successful.

  • BongoBoys
    BongoBoys Member Posts: 966

    Nah I don't want it to be another vecna or ghoul hitting chain shots should require some skill and be rewarding when you do.

  • Green_Sliche
    Green_Sliche Member Posts: 843

    Well it's a chain that can only slow down and is easily broken with obstacles. You can't really do much about it. It's rather weak power for M2.

  • BongoBoys
    BongoBoys Member Posts: 966

    If it doesn't easily break from walls when you do land it it will be more rewarding

  • Carth
    Carth Member Posts: 1,200

    You say that as if the killer has any agency at all in terms of the RNG spawn of the chain and what the survivor chooses to do with that chain. It's entirely out of the pinheads hands, from the spawning of the chain,, to what directions the chains go, to determining if the break instantly or after a few seconds.

  • Kupega
    Kupega Member Posts: 121
    • Chains should not break on any environment including Pinhead himself. They must be manually removed to get some use out of the slowdown it provides.
    • Aiming made a tiny bit easier (turn rates altered maybe, not too sure it would be done personally)
    • Rework Lively Crickets, Wriggling Maggots, Impaling Wire and Greasy Black Lens add-ons to more unique effects given that they become partially base-kit or are irrelevant effects (Original Pain just being a better GBL at this point). One could make the Box's noises on the ground louder to find it just a little easier for new players yet to learn its spawn logic, one could show the aura of whoever solved the box for a few seconds (could be argued if this effect counts when Pinhead teleports to them or not), 4 chains hit them instead of 3 or they receive a small hindered effect after breaking free from all chains.
  • Abbzy
    Abbzy Member Posts: 3,100

    Auto chain hit wont help much because (maybe console players) the true downside of pinheads chains is how easy they break through contack with environent and other survivors or even with contack with killers character model so you must have good position of your gate way (the thing the chains spawn from) or your chains can spawn badly and break instantly which isnt rare thing especialy on maps like midwitch.

  • ad19970
    ad19970 Member Posts: 6,814

    What? How do you come to that conclusion? I don't want cenobite to be the exact same as Vecna, just instead of injuring his gateway simply slows down survivors.

  • IamtheMilkman
    IamtheMilkman Member Posts: 38

    Not the main chain that you control, but the ones that spawn after when you snag a survivor with the short delay. And sure it might be similar with the ire add on, but I’m looking at improving the console experience. You get little to no value out of his power for how difficult it is to hit. It’s the main reason why you don’t see him much in matches and when you do it’s just another ‘box logic wander’

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 3,242

    because you've defended them in every thread I've seen you in, which there is nothing wrong with. Though its not hard to see where I get that idea from.

  • Green_Sliche
    Green_Sliche Member Posts: 843

    Auto-chain would be a ''buff' to this wonky power because Pin Head would not lose his time aiming the chain itself and would instead continue to move towards the target while the chain would do it's job and make survivor try to dodge it or get slowed down.

    The idea here is to allow his M2 give him some real value and maybe some anti-loop potential since right now he has none.

  • Abbzy
    Abbzy Member Posts: 3,100

    Not bad idea if you inted it like this but I still think having more chains spawning after getting hit with the main one and than chains not breaking so fast (like they would need to be in contact with some object for 2-3 seconds before they break) .

    I think the biggest flaw in ponheads chans is that they break instantly when they get into contact with some object or character model like other survivor or even pinhead breaking them by himself (especialy the same bs like trapper stepping into his traps), thats what makes his chains hit super bad because even if you hit your shot that isnt easy to hit it can be sll in vein because chains break instsntly or most of them and for survivor to break one chain tskrs just one second.

    Autoaim with chains would be more QoL change for console players anf sometimes I think the autochain hit could hit from angle that would be bad because it would be close to some corner and chains would break (sometimes if you look on some pinhead mains they adjust from which side their chain is hitting because of the chains spawning).

  • Green_Sliche
    Green_Sliche Member Posts: 843
    edited January 31

    I think the entire easy break situation is how devs ensure that chains don't become too overwhelming to survivors. Kinda what they tend to do with things when they unsure what values to put so they go the safe way instead.

    As for QoL - I think it would make sense and fit well if a chained survivor can't drop pallets or vault. Upon getting hit by killer by M1, chains would just break. Maybe take few extra milliseconds to break free from the chains on top of that.

  • Abbzy
    Abbzy Member Posts: 3,100

    Yeah the fact chained survivor can slow vault and drop pallet is kinda bad I would remove one thing either you can drop pallet like when held by houndmasters dog or you wont be able to vault whe you are held by chains plus impaling wire basekit and he will be very solid killer.

  • BongoBoys
    BongoBoys Member Posts: 966

    That's why I said if it doesn't break on the environment this wouldn't be a problem for him