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Huntress Change Ideas For Future Rework/Alterations

So, I used to play Huntress as my main for a long time, so please know my ideas are solid and well thought out (imo).

- My first change would be to make it so she cannot hold a fully charged Hatchet for longer than 3 seconds; after the 3 seconds she automatically throws it. If the Hatchet is pulled, it means she is intending on going for a throw, however, her being able to hold it at full charge for as long as she desires can make a lot of tile outplay/distance juking an annoyance and most likely always a waste of time, since the speed of the throw is insanely quick.

- Beast Of Prey, instead of granting the Undetectable status while in Bloodlust, it now does this: 'When chasing a survivor that is at least 24m away from a teammate you gain a 1%/2%/3% increase in Movement speed for 8 seconds after performing a Vault or Break action.

- Iridescent Head's Insta-Down is replaced with the effect of: When a Hatchet is fully charged, gain the Undetectable status, the Undetectable status remains for 7 seconds upon successfully hitting a Survivor with a Hatchet.

- Her 2nd Ultra-Rare ('Little Girl's Doll') add-on would be:

-- Slightly increases Movement speed while charging a Hatchet

-- Moderately Increases Hatchet wind up time

-- Decreases Maximum Hatchets by 2.

- Exhaustion add-ons removed and replaced with the effect of:

-- Slightly increases reload speed

-- Moderately increases audio of Lockers opening and shutting when within 10m of the Locker.

- Glowing Concoction replaces the aura reading ability with 30 seconds of Blindness status effect if a hit survivor is placed into Dying by a Hatchet, and 45 seconds of Broken status effect if hit into Injured by a Hatchet.

- Begrimed Head now causes a fully charged Hatchet hit from further than 24m away to apply Deep Wound.

- Rusty Head now causes Survivors hit into Injured by a Hatchet to experience silent healing skill-checks for 60 seconds.

- Bandaged Haft now grants 200 more bloodpoints for a Hatchet hit but Moderately increases Hatchet wind up time.

Comments

  • Kees_T
    Kees_T Member Posts: 811

    you should join the balance team who was responsable for the Nurse slaugh--- ohh, I mean changes...

  • AetherBytes
    AetherBytes Member, Alpha Surveyor Posts: 3,065

    Undetectable is useless on her as it doesnt affect the lullaby

  • kaeru
    kaeru Member Posts: 1,568

    So as former huntress main you really think she don't need holding charged hatchet ability?

    It will be a huge downside to her. Sometimes I hold hatchet for 7-9 seconds while waiting for opportunity of 100% accurate shot. Most of the time I need less time, but 3 secons is not enough. In tiles I often hold hatchet while survivor don't show up. It works most of times. Having only 3 seconds on aiming would make me more nervious and I would make more mistakes.

    If survivors knew your timings they would juke huntress effectively, so she become useless vs expirienced players. She already has learning ceiling, which is high, but there is absolutely no reason to lower it. Holding hatchet already has downside of being slower than survivor, so there no reason to "balance" it.

    Also Glowing Concoction is my favorite add-on. Aura reading provide so much unexpected shots, I don't want it to be replaced with couple of useless status effects. You don't really need broken status effect because survivors healing right after hatchet hit was never a problem.

    If something should be changed in Huntress is some of her add-ons. And I would be happy if she was 115% killer when she out of hatchets so you could choose between being m1 killer or get reload. Now chasing without hatchets is almost always a bad choice, unless survivor in dead zone, or it's a last survivor while egc.

  • Onyx_Blue
    Onyx_Blue Member Posts: 1,060
    edited January 2021

    Undetectable does more than remove the terror radius, it removes the red stain too

  • Onyx_Blue
    Onyx_Blue Member Posts: 1,060

    Yeah I do, it is a very lazy playstyle that is more Huntress sided that borderlines on very annoying. If you wind up a Hatchet, you do so with the intention of either throwing it or baiting the survivor to stay on your side of the vault to get a free m1. By no means should she be rewarded fo holding it, holding it, holding it and then releasing it when the survivor has no more room to juke or has moved enough into confident hit range, it is very lazy and boring. If you wind up you should be forced to commit throwing at some point soon after.

    Aura reading add-ons should not exist, on any killer. Again, it is a lazy perk, Huntress with it is ridiculous, and pretty much unplayable if the map favours her.

    No, Huntress should never be 115%. All you'd see is crap Huntress' not reloading in order to get rid of stong pallets and only reloading when there are now unsafe tiles and minimal outplays. Again, that's very lazy gameplay. Plus, no one should ever be rewarded for not having access to their power XD that's a ludicrous idea. Almost like giving Trapper a speed boost when his traps get disabled lol

  • Saltjar34
    Saltjar34 Member Posts: 766

    You do realize that Huntress gets slowed down to 77% movement speed while winding, right (I used a calculator. 3.08÷4=0.77)? That basically means that she is completely incapable of catching up with survivors while winding up unless they try to double back. Nobody achieves anything by winding up forever and soon the survivors will catch on if you try. There are only 2 scenarios where winding up for long periods of time helps and they are both very essential to Huntress.

    1. Sniping a survivor either across the map or from a building

    2. In indoor maps with lots of LOS breakers

    As for aura reading add-ons, people love Jumpscare Myers and Bloody Glove Oni. It's way more fun than having to deal with Hair Bow and Scalped Topknot all the time. Besides, I don't think I've heard of anyone complaining about All-seeing Blood, Willow Wreath, Restraint, Amanda's Secret and Letter, or Tattoo Middle Finger. These are all the strongest aura reading add-ons and frankly, there's always better ones than them. I haven't even gotten to the terrible ones. Besides, that pungent vial could've been Iri Head since the former can be swapped with I'm All Ears.

    Honestly, I would love Trapper to have an add-on that powers him up when he has no traps in hand but I guess I have to settle with Iri Stone. But either way, there are 2 add-on that kinda speeds up the killer at the cost of their power. There's Waterlogged Shoe which is famous on body-blocker Hag, and Matchbox on Nurse. In case you're wondering, Matchbox allows you to play the famous "Walking Nurse" build, that one build where Nurse equips Bamboozle and Brutal Strength. I can imagine an add-on that @kaeru explained looking like this.

    Heavy Handle

    Moderately reduces movement speed while carrying hatchets (-5%)

    Moderately increases movement speed while not carrying hatchets (+5%)

    Cooldown of successful attacks is increased by 20%

    Basically it gives Huntress a small chance to catch up when she runs out of hatchets mid chase but only if the survivor is injured to begin with, meaning the Huntress still has to hit the survivor with a hatchet in the first place.

    But either way, I think your changes would only increase the skill-floor of Huntress, thus scaring away newer players who want to play her. So I have a question, are you the person who was responsible for what happened to Nurse and Billy?

  • Onyx_Blue
    Onyx_Blue Member Posts: 1,060

    You really missed my point didn't you. I clearly was not saying hold the Hatchet forever, obviously I am talking about the fact that the longer she holds it for, the more it removes certain outplay potential in tiles and distance juking...more or less word for word what I said in initial post.

    My changes would reduce scumminess and lazy play drastically, since the Huntress would have a solid punishment. So many Huntress' hold for ages until the get the angle they want...my new way makes them actually aware that the angle is only available for a certain time slot, it makes them get better, yeah, a higher ceiling, but that is only because her current one has too much room for error and way too leniant, it's lazy.

    Huntress should not be sped up without Hatchets, at base or with add-ons, otherwise it gives rewards for spanking your power and gives way too much reward to a power that is already great at 2-tapping instantly

  • Saltjar34
    Saltjar34 Member Posts: 766

    My point still stands, that ability to wind up hatchets for long periods of time is what allows Huntress to be semi-competent in indoor maps and jungle gyms due to them having multiple LOS breakers and corners. If she somehow corners you in an indoor map while moving at 77% speed, I'm pretty sure you deserved it. Plus it would also punish skilled players who are great at sniping survivors across the map since they usually rely on survivors getting to specific spots. Your change just seems too punishing for newer players who are either indecisive or has not developed muscle memory and as I said, it would make the skill-floor higher on a killer with a high skill floor.

    But in case you need an example for what your changes would do I'll use Billy as an example. Back then you could rev your chainsaw for as long as you want, either to pressure survivors into pre-dropping pallets or to make yourself look like an idiot. As a bonus, it also helped out newer players learn when to release the chainsaw and when to just go for an M1. Now that Billy has an overheat mechanic, it puts too much pressure on newer players while Billy mains are completely unaffected. Personally Billy only needed an add-on pass but then Behavior happened.

    Your changes would ruin Huntress mostly for newer players while reducing her viability in jungle gyms and indoor maps. Also yeah as I said, walking Nurse exists so really can't see why making Huntress a 115% at the cost of not having her power available would be so bad. Worst case scenario, it becomes a crutch that you can insult people for using. The point of a crutch is to make hard things easier at the cost of not being able to perform better.

  • kaeru
    kaeru Member Posts: 1,568

    Don't you see your changes will make her just a noob stomper killer? How huntress would play vs expirienced players then? It will remove her power at open areas. It will remove patient longshots which is already not that easy. It will remove her power at short wall loops. It will completely remove her zoning ability. Things that make her strong just for holding hatchet.

    All she left is melee hatchets, window hatchets and pallet hatchets. Don't you want to remove this abilities too? Let huntress have only random hatchets, it will make her not that lazy.

    People struggle with huntress only when they don't know about how powerful holding hatchet is. And holding hatchet is only thing that make huntress playable vs good survivors. She already has difficulties in form of 40-meter warning lullaby. Almost half of map pool has high ass walls only, some of them even indoor maps. A lot of maps are ######### huge. She is slow to control map and long shots most of the time are impossible even on open maps, because so much people aware about bbq, because of obstacles, and plus it's easy to miss. If you try to +24m longshot someone in chase, this hatchet will probably gonna be avoided if survivor see you charging, no matter how long you hold hatchet, on that distance survivor is capable to dodge.

    If you want to suggest so much nerfs, then suggest a buff to her another problems. She is not an S tier killer to be nerfed that bad. In my opinion she is balanced perfectly. Only thing that require rework is some of her add-ons, and Glowing Concoction is not the one.

  • Onyx_Blue
    Onyx_Blue Member Posts: 1,060

    You must play Huntress in a very weird way if you think holding Hatchets for ages on indoor maps is a good playstyle. And as for Jungle Gyms where you hold it for ages staring at a window to anticipate the survivors run past it, having the limit of hold time makes it so the interaction on both ends is forced; meaning as Huntress you'll need to actually have to manipulate movement to get the throw rather than just stand and let the survivor do all the work, and as survivor, you need to predict in advance if she'll throw through the vault or if she'll move around to the outside.

    Hillbilly is actually perfect now. The limit to his power if overused is great, just like with Nurses cjarge timer too. If you cannot see that certain killers need certain restrictions to their power then it's pointless to even debate with you.

    Her 40m non-directional lullaby is not one of her weaknesses. Let's just get that out the way of the bat.

    Are you really telling an ex-Huntress main that a 24m Hatchet is borderline impossible and will miss most of the time? Ok buddy.

    I'll bite, what buffs does this very strong killer need?

  • Saltjar34
    Saltjar34 Member Posts: 766

    "Hillbilly is actually perfect now. The limit to his power if overused is great, just like with Nurses cjarge timer too. If you cannot see that certain killers need certain restrictions to their power then it's pointless to even debate with you"

    You don't want to debate, fine. I'll just leave this quote of yours here in case you try to edit it and for safekeeping. I now know that you're one of those people who supported the gutti... Oh sorry, I meant "rework" of Nurse and Billy's basekit.