PINHEAD VS TOP TIER SURVIVORS! (IT ISNT GOOD) – Dead by Daylight HELLRAISER CHAPTER!



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38 thoughts on “PINHEAD VS TOP TIER SURVIVORS! (IT ISNT GOOD) – Dead by Daylight HELLRAISER CHAPTER!”

  1. For anyone wondering if this killer is good because true won… no. Still massively struggles. Played on a really good map for the killer and the only reason the last gen didnt get done sooner was because Jake and Steve were bugged so it was virtually a 2 v 1. Cenobite gonna STRUGGLE

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  2. Could have had spring trap but no we get a killer with a weaker and more complicated blend of deathslinger and hag lol he does look cool tho props to the devs for doing hell raiser justice on that

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  3. I think Behavior is going into a direction where killers are more m2 or power driven aesthetically than m1, regular attack based killers. Nemesis, Trickster, pinhead are all examples of yeah the powers are awesome but it takes forever just to down a survivor if you the caliber/skill is high for both parties and trying to use you power for usage sake. Compared to simple m1 killers who can down a survivor the easier, less fun but effective way

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  4. Shittalking about how many times he gotta chain people to catch them, meanwhile he misses most of them when survivors arent even juking but running straight.
    Just because you're pathetic, doesn't mean the killer is too. Come at me TrU3 stans. Pinhead is slightly weaker than he seemed to be but he isn't trash bcos he cant play it.

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  5. It seems like you lose almost a second to a second and a half of chase time every time you try to attack with the chains from POV transferring to the chain spawn point and the travel time of the chain attack, and the effect of the chains doesn't make up for the lost chase time. The chains need so slow the survivors more and take longer to break to actually be worth it to use.

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  6. If the chains are going to be this shit, then I think the add-on where chains injure survivors should be basekit. His M2 in this vid looked more of a hassle than just being a normal m1 killer at many of the loops

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  7. i dont understand why a killer should be top right from the start… i wouldnt want them to add a killer that is downright busted when he's released… game would be unplayable. id rather have him somewhere in the middle but high up there with fun

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  8. Knowing that swf is its own entity, I wouldn't say he's completely bad but DEFINITELY needs changes(like most killers). Half and half were off plays. As always keep up the grind bro.

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  9. The chain hunt passive, while cool, doesn't feel impactful enough, because they're so easy to juke. I only see them being kinda helpful passively stalling if a chain interrupts a survivor on a gen right as a skill check pops, which would be incredibly inconsistent as a reliable slow-down mechanic. If the automatic chains shot out faster with less of a delay upon a gateway opening, then it could feel more important to open his box (giggidy).

    As for the current active power, yea, feels too weak – like a way shittier version of Deathslinger/Clown/Freddy at loops. They need to first off not make them break immediately on the environment. Maybe they could make it so that every time you land a chain, chain hunts will trigger more frequently on that particular survivor, with more gateways automatically spawning to target them as well. This would essentially make his power have a cumulative effect until they get hooked (at which point they would lose half of their "debuff" stacks of chains) or they personally opened his box. Other people opening the box would maybe drop their stacks by 1 or 2, whatever the cap would be if they implemented one.

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  10. Oh no, they need to buff him up 100% because this is just not enough. At least the chains need to be harder to get rid off or add more of them to the attachementes. Most times it doesn’t give the killer a chance, then again this is just PTB and I believe the devs will balance it.

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  11. Hilarious how it's been 3 days in the PTB and Tru3 acts like he knows everything about the killer (despite the fact he's about as average as him like the next dude)

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  12. Idk how they didn’t think to make the chains injure the survivor from the moment they hit you lmao… come on now it’s chains attaching to your flesh that you have to pretty much rip out of….. ain’t nothin scary about this killer but his damn appearance 😂😂mf is a joke

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  13. You didn’t commit to chases, ignored survivors and scratchmarks and went straight back to the hooks as soon as someone was unhooked hoping you could lowkey tunnel. They were average survivors. I never used to mind watching you, you seemed to have knowledge – but lately it seems anyone you struggle against are top tier or the killers you’re playing as are “too weak”, even though it’s a case of you just haven’t played them enough or just aren’t as skilled as you are on other killers.

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  14. His power is basically countered by having something to loop on and have the scenary break the chain which mean that it's particularly weak when the survivors are the strongest (in loops).
    One way to fix that would simply to prevent survivors do do any actions while chained, ie no palette dropping and no vaulting.

    Also, carrying the cube should come with HEAVY penatlies, way more than right now.

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  15. He is basically a worse clown. His skill is just a slow, but one that can't be used on chase and is weaker than clown's on loop…
    His only redeeming thing is the passive pressure the box give, and it's not that much tbh.

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