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Huntress Ultra Rare Add-ons Idea

kaeru
kaeru Member Posts: 1,568
edited April 2020 in Feedback and Suggestions

Iridescent Head:

Fully charged hatchet inflicts dying state upon the victim.

Charging time tremendously increased.

Reduces hatchet carrying capacity by 2.


Second Red Add-on:

Fully charged hatchet can break pallets and breakable walls.

Comments

  • MysticMusician
    MysticMusician Member Posts: 149

    I don't think iri heads should have their charge time decreased. It should take longer to charge. I personally hate insta downs to begin with.

  • kaeru
    kaeru Member Posts: 1,568

    I guess i mean Charging time Increased. To make charge hatchets longer.

    Hopefully it will make this add-on little more fair.

    Also this two add-ons doesn't work well together.

  • Milo
    Milo Member Posts: 7,383

    That's a lot of time the survivor can just go behind something before you fully charge it.

  • kaeru
    kaeru Member Posts: 1,568

    Yes, that is the point. You still can throw not fully charged hatchet and hit healthy survivor to injured state. Or if you hold hatchet long enough, you can hit him to dying state. That gives survivor more time to hide from overpowered add-on.

  • Milo
    Milo Member Posts: 7,383

    If an add-on won't find any use it will become useless.

    It takes (from wiki) 3 seconds to fully charge a hatchet. Then tremondously increasing the wind-up should take it about .... 4 seconds? 4,5 seconds? Which basically forces you to run one of the wind-up add-ons. And then still that's a long time to find literally any place to hide.

  • kaeru
    kaeru Member Posts: 1,568

    Not really. I often have situations, when i hold charged hatchet in front of survivor that trying to avoid hit by wiggling left and right. And i'm pretty sure I hold it more than 4,5 seconds. So if you feel that survivor will find his hide in time, you still can throw uncharged hatchet, before he run away. About additional add-on, the iri heads we have now still force killer to take purple belt add-on. And it's not a problem if you want to combine add-ons to make it more efficient.

  • Lexilogo
    Lexilogo Member Posts: 587

    I would prefer Iri head have a distance requirement like Iri Coin. (though, Iri coin is terrible because it has a requirement of 15 meters while DS has a max range of 18, but whatever, Huntress doesn't need to worry about that) As a compromise, maybe both conditions could be an option so low and high ranked players both have a solid chance of getting use out of it, either you get a longshot or a fully charged shot against a bad player who can't get behind cover in time.

    As for the second, I don't think it's really worthy of an Ultra Rare. I wouldn't mind it as a Rare or VR, but UR, nope. It really doesn't accomplish all that much except saving you a little time.

    I guess for an alternate Huntress UR, I'd suggest:

    When your Hatchet is fully charged, your Hatchet will phase through all obstacles once you throw it and begin glowing. Upon fully charging your Hatchet, all Survivors recieve a loud noise notification at your location.

  • kaeru
    kaeru Member Posts: 1,568

    Another Idea for Iriescent head. Huntress have 5 hatchets without insta-down ability. When survivor suffers from exposed status effect he could be downed by hatchet.

  • McSim
    McSim Member Posts: 9

    lets put it on another level. you are carrying 10 hatchets with auto tracker and they can break pallets and walls also going through. hatchet immediately Mori survs 

  • Thund3rstruck57
    Thund3rstruck57 Member Posts: 279

    I've thought about this quite a bit since Huntress is probably next up for a rework (she's now the only killer with just 1 iridescent add-on). Here's what I think the iridescent add-ons should be.

    Iridescent Head: Hatchet hits 20 meters or more away insta-down. No reduction in hatchets.

    Other Iridescent: Hatchet hits inflict the broken status effect for 30 seconds and hatchet hits count as basic attacks (any perk normally activated by a basic attack is now also activated by hatchet hits).

    Thoughts?

  • Prex91
    Prex91 Member Posts: 764

    One iri may be a Crossair, similar to the blight one add-on.

  • kaeru
    kaeru Member Posts: 1,568

    Yes, ranged insta-downs it's probably most popular idea since Deathslinger come out. I personaly think devs will empliment this.

    And I like second idea. It would do great synergy with some perks on open maps.

  • kaeru
    kaeru Member Posts: 1,568

    This begginer helping add-ons usually brown. For example Nurse and Doctor have add-ons for better understanding of their power but it not worth to be iridescent.

  • voorheesgt
    voorheesgt Member Posts: 827

    And if you throw it straight up with 1 survivor remaining, it will close the hatch... If fully charged it will pull last survivor back out of the hatch and tbag them.

    I think we can go ahead and call this good... Submit to devs?

  • kaeru
    kaeru Member Posts: 1,568

    I think it is not good enough yet. Downed survivors get broken status effect for next 5 matches and start new trial in dying state. Survivor can't be picked up by any perks and teammates. Now it's more balanced.

  • voorheesgt
    voorheesgt Member Posts: 827

    And in the event that a survivor disconnects during a "charged hatchet hatch-grab tbag" animation the player will be audited by the IRS...

    A little off topic, but the Deathslingers ultra rare should allow you to automatically fling and slam dunk survivors on to the nearest hook when shot from more than 4.125 meters distance.