Final Thoughts on Pinhead – Dead by Daylight



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33 thoughts on “Final Thoughts on Pinhead – Dead by Daylight”

  1. I just run franklins and hoarder for a good time with him, it's really funny to see people complain about infinite chain hunts, but that can still easily be counter-able if the person holding it is good at chases.

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  2. On the topic of RNG, I still think it's pretty unfair to say Nemesis is OP and needs to be nerfed because of his zombie "minions" when half of the time they'll spend an entire match stuck on a random shrub and not even be a benefit to you at all.

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  3. Pinhead simply feels to high risk low reward. I think the chains are just too easy to remove and too tough to land on a player that knows how to juke at all.
    Love the concept of the power and will continue to play him but he has a lot of room for buffs.

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  4. Any killer who has a large strength tied to RNG, specifically like that box and his "ultimate", on top of his biggest strength being from something passive and not from the main power that is high risk low reward and already weak is terrible design. No one will ever change my mind that regardless of fun, he's as well designed as RCPD

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  5. I think if they somehow fix the box spawning to be more consistent instead of anywhere from 4-40 seconds away from a survivor and potentially add some downside to holding the box to long it would somewhat alleviate the rng feel of the killer excluding the chains spawning in structures which I don't know how you would fix/change.
    ~Punishment for holding the box could potentially be the chain hunt activates automatically after someone is holding the box for like a minute or so without solving it, timer being paused while in a chase or in the killers terror radius, however this is arguably harmful to their team and you don't really want to punish the team for one guy holding the box.
    ~Another suggestion would be while holding the box you suffer from the incapacitated status affect so you can't do gens, totems or heal other survivors while holding the box that way instead of having someone still work on a generator while holding the box and just having to break chain then continue on the generator, they instead have to solve the box or be 100% useless to their team unless taking aggro and being chased by the killer.
    ~Yet another suggestion which may be to strong and not really towards theme on the killer, I don't know, would be holding the box to long makes the person holding it exposed until they solve the box and like 15-30 seconds after solving it if they held it to long that way they can't just solve it in the killers face and lose exposed, and also when they solve it and pinhead teleports in they are vulnerable to being insta downed because they held it for so long.

    The first suggestion again may be to harmful to the rest of the team for one guy holding the box, the other 2 are more so restrictions on the person who has the box, the second I feel would maybe be to restrictive and very similar to victor but they could easily lose the negative it gives by solving the box, the third would potentially be good imo but the problem here is that similar to how some people time ds so they know when its safe to pick up a survivor, with this some people would hold onto the box not solving it and holding it until right before they get the penalty when they chose to solve it. There are potentially other things you could do like these and just have something happen to someone holding the box to long but again its potentially counterable like ds.

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  6. i think the extra chains should spawn from the direction your possessed chain is from, the first group anyway…this benefits picking where you chain them from because then yo ucan put them in an advantageous position in a loop more easily, like in front of them so they cant walk around a wall, or if they do walk around the wall its TOWARDS you, or similar.

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  7. I think survivors shouldn't see the box unless they are within a certain range. Since the spawn is RNG it can still spawn by people but it can hide it from people outside of 20 or 24 meters so it's a little hunt I suppose. I know there's a similar addon but it should be default and you can change the addon to like 10 meters or something

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  8. I think the best way to buff pinhead is adding 3 or 4 things to his basekit.
    1. The hability to see the box on the beggining of the match, like the plague, she can use a corrupted fountain and chain downs with lethal pursuer, on the other hand pinhead can decide whether or not going for the box to have a chainhunt inmmediatly or if he finds a surv, to chase him or her, only on the start of the match, then the option dissapear.
    2. Second buff, to make him able to walk by his chains and not breaking them in the process, cause let's be real, do u imagine how absurd it would be to main clown if the bottles slowed you down too? Same for Pinhead.
    3. Third buff, adding the iridescent that makes people only watch the cube when they're 16 metters away from it, and the only exception to that rule being the Obsession, now that the Obsession icon is a basekit mechanic and not a perk related mechanic if would add another function than just being weird spider legs, that thing would make pinheads think before going to the person holding the box if they have like, stbfl for example.
    3. Third buff, adding a timer for the box, like, like Charlotte, if the box isn't solved on 30 seconds, 20 if you think that's more fair, pinhead would be able to teleport and chase that surv, also inmmediatly another box will appear to start the chainhunt's timer again, that way the box thieves will have to solve the box, also to make this more a necessity a focused chainhunt would get bigger and bigger to force the one with the box to solve the lament configuration.
    4. And last but not least, a stand still timer or something like that to the long chain shots, like, if you shoot a surv +32 metters he will be unable to move or break the chains for like… 6 seconds? That way you gain something for making sick shots on long distances, on 24 metters, 4 seconds, 16, 2 seconds and less and less time, so on 8 metters you'll have the normal chains but if the surv runs so far away you can still catch with a precise long chain shot, then the addons to make the shots longer will have a purpose, that's it for me.

    Pdta: in addition, to make the chains appear in front of the surv and the sides instead of appearing from behind.

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  9. it's so disappointing. controlling the box is fun and strong when it works in your favor. a little bit of RNG there would be acceptable if his power itself wasn't so inconsistent and so difficult to even land sometimes! Been giving Pinhead a ton of my time to try and push through his inconsistency and I'm losing hope. I'm at the point where I don't think obstacles should even affect the chains *at all*, with how easy it is for survivors to juke a possessed chain, the fact that you could land an incredibly hard hit and have ALL 3 of your chains break instantly is unacceptable. i just had a match where the power boxes on top of RCPD killed every spawned chain without the Meg I hit even doing anything, and it wasn't just the chains that broke. I broke. I am praying Monday holds some serious fixes for this guy, I want to like him so badly.

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  10. I do not like playing against this killer mainly bc of teammates his chase music being annoying he doesnt came and the fact that half the time when people play him against me its always that one add-on that doesnt let you see the box till chain hunt starts

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  11. It’s like behavior learned nothing when releasing the twins, when survivors could choose to just leave victor on them the entire match so they could take away the power from them. Now survivors can infinitely hold onto the box, until they either solve it or get downed. Don’t know why behavior repeatedly keeps doing this

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  12. Agreed, but with certain addons he can also be EXTREMELY oppressive to play against.
    Had a game with the addon that makes him see the box which he continued to just go and grab the box.
    We could literally do nothing.
    Went, grabbed the box, chain hunt, downed one person close, walked to next box et cetra.
    Couldn't sit on gens, couldn't heal, couldn't rescue.
    It was a shitshow to be honest and never against any other killer have I felt THAT helpless or THAT much that skill had zero to do with anything.

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  13. From the survivor side, I absolutely hate playing against Pinhead. The chases are very fun, with his power being very dynamic and skill based from both sides. But the box mechanic is very annoying, especially in solo-queue. You could be doing great in a chase, but if your teammates don't have the foresight to go grab the box before a hunt begins, your chase will be over very quickly. The bigger problem though, imo, is that after one or two players are dead (or if you are in a situation where 2 people are on hook, etc), dealing with the box and stopping the chain hunts becomes a huge problem. In an end game with 2 players, the box is almost impossible to deal with.
    Even if the above don't seem like issues to you, I think another problem is that he artificially increases game times, purely because of the slowdown built into his kit, which is passive and he doesn't need to earn at all. Having to go do the box, especially if ruin/undying is in the game, loses you so much gen time. Maybe that is ok, if gen rushing is truly an unbalanced problem, but it still makes the games take much longer, especially after your first member dies. A terrible pinhead can still make the games last long for no reason, even if they aren't doing anything to cause it, just because of the time it takes to deal with the box.

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  14. Can we stop ignoring that the new mmr system is complete trash. As a solo q player it is disgusting how much harder the games have become… Not because the killers are good but because my teammates are bronze ranked and just dumb. I have made it to red ranks I understand the game well and yet my teammates are killing themselves on first hook or trying to farm me in front of the killer. Bronze ranks should only q with bronze ranks silver with silver gold with gold and so on why am I playing red rank killers with bronze and silver tms?

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  15. I use a controller so i wish they would have had the remove chain button be bound to the use item button as you cant use items when you are chained anyway, its just annoying slow vaulting into someone against your will

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  16. My view on Pinhead is that he is now the 2nd killer released in a row that I despise seeing, not because they're strong but because I hate that what I feel to be the most impactful part of their power is done without input.

    Pinheads regular power is okay. With add-ons it can be ridiculous, without them he's pretty meh. Problem I have is that his chain hunt has practically 0 input from the killer to activate, it's just about entirely on the survivors end on if it activates or not. Same as how Nemesis' zombies literally just roam around and you can have 2 layouts of say Coal Tower be IDENTICAL, but one game the zombies are useless and the other they're crazy broken with where they roam.

    It's also worth keeping in mind, this is a trend of things a lot of people hate. Killers that have some aspect of their power be completely free to utilize with little to no punishment. Old Doctor's static field made MANY people hate him. A lot of people hated Freddy because of the forever Freddy builds where just passively you now are now super slow to do anything and his dream snares were 0 commitment to use. All it takes is like 2 or 3 situations where some utter nonsense occurs and it can turn a killer that looks fun to play against into one someone can despise. I'd legit rather play against Twins, Spirit, etc, over Pinhead or Nemesis.

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