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What the Devs doesn't understand about Iri Head.
I'll start by saying Ok, every nerf to current iri head is welcomed but...
Players do not hate iri head 'cause of the insane snowball potential (some do, ok), players, as myself, hate iri head for the sheer lack of skill to use it.
95% (Or more) of iri head huntress' will get into your face and then just throw an insta down hatchet. I don't think that making the add-on overlap the belts so it will always be only 1 hatchet will improve the player experience in getting insta-downed by a melee distance huntress, especially when now they'll probably pair it with wind-up or reload speed add-ons anyway.
Edit: Typo. Also, I may be late to this rant but I've been away from the forums lately, sorry if this was already brought up.
Comments
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I would also prefer if they made Iri Head distance requirement, but what can you do.
I mean like hitting survivors 16+m away would instadown, anything closer would not.
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That would be a really good one, since it would require at least a little of skill and prediction.
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Yep - This is what BHVR either doesn't seem to understand or care - Instead they lower the use for skilled players and still enable it for bottom of the barrel players who don't play the killer properly - You can easily make the argument that the way you can play each character is very flexible - This is true within reason. However Huntress should be an example of a killer who has to earn their downs - Says who? Most of the community seems to agree on this with the common factor being they want Iri heads to require a high skill floor and reward skilled players but still be worthy of being an ultra rare.
Right now the proposed change is not it. It still enables low skill floor players and becomes worse for decent players. Most of the time the low skill players breathe down a survivors neck, down them, hook, refill and repeat - The number going from 3 to 1 doesn't change this. It just became more unusable to players who will actually try to make skillful plays with them.
This is why Iri Heads could have easily been insta downs with a 20 meter requirement locking them at 3 hatchets or something along those lines. Would have been more fun for everyone.
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100% agree. the Clown insta-down add on required you to actually hit the survivor with a bottle. The huntress just needs to hit. Either a distance requirement or a full wind-up (i forget what it's called) to get the insta-down.
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Deathsligner need to hit you at 15m or more, max range is 18. Plus at that distance you're likely to have some obstruction you can use to make it impossible for the killer to hit you.
Clown have to directly hit you. It's not super hard but not easy too. For long range, once you know he have that add-ons it's not hard to dodge as his bottle aren't fast at all. Other wise he has to move his ass on top of you, hit you with one of his 4 bottle then M1.
Huntress Iri should have been: 1hit at 16-20m+ range requirement and that's it.
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I like the iri head change, however the range requirement is a bad idea because I want someone to name 1 deathslinger who uses Iri coin
Iri coin is an incredibly bad add-on, as well as it being hard to tell how far away said survivor is the add-ons is really just a wasted slot, however the iri head change is basically all or nothing, you either instadown or have no power
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Iri hatchet with range wouldn't be the same as Iri coin.
Iri Hatchet with range is just that. You hit at long rang you insta down.
Iri Coin is an insta down if you hit a survivor between 15 & 18meters with your harpoon and manage to also get an M1 on them. Thing is most often than not if you hit at that distance survivor are likely to have objects they can use to break the harpoon and make this add-on really trash.
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With huntress you can literally do the same thing, obstructions can block her hatchets even if they go over it
So if you see huntress aiming from long range you should try to not hold W or be predictable, get behind something and force her and boom, she literally has an empty add-on
However having Iri head the way it is alot healthier and you won't want to stab your eyes out trying to figure out if the survivor was paying attention to the fact that she is throwing her hatchet, however I was kinda hoping they would make iri head revolve around fully charged hatchets and not this but this still works. Huntress with short range will still need to reload afterwards, and basically she is just a less mobile Billy with it (Or if you will, tuned carburetor billy)
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Not really fair comparing the two of them. Hatchets do not have max distance, they can snipe across the map, slinger has a 18m max spear distance, so he can't use iri coin and spear you from afar...
Also, slinger has no wind-up and can quickscope you, hatchets need max wind-up to fully benefit from distance + speed, and they have a little wind-up even when you just click m2.
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Well I am comparing them solely because the fact they both can instadown whilst being a ranged ability at the same time (I don't use Trickster's UR as his he requires WAAAY too much effort to get one down)
But what I fully intend is that Huntress (At long range and fully charging her hatchet) you can hear a "Shing" noise for some reason so when you hear that with her using this iri head...you kinda straight up countered her ability to use it through audio. This is also counterable with the same way Deathslinger's UR is countered, Objects can eat her hatchet and boom, also countered, while this is high risk high reward having it the way it is now is basically just an incredibly weak tuned carburetor billy (The changed UR atleast)
IMO I'd much rather it be involving something to do with her fully charged hatchets, like prior mentioned but that could be problematic
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I think you don't understand how strong hatchet can be in the hands of a good huntress.
There are countless situation where a Huntress is not in your field of view and can hit you regardless. A survivor at 20-30m who's running in the background, survivor working on gen after a BBQ aura etc.
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Oh no I fully understand how strong Huntress can be, I know who CoconutRHAS is so I can see the strength of a good huntress, however I am still going to respond with the fact that her uncharged hatchet is not that fast, while charging it will make the survivors very on guard as you can hear the charge sound, its why I don't want range specific add-ons as it should cover everyone across the board, not make an add-on only good on really good players
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I can never get that add-on to work when playing slinger, I think I got it to work once and that was because it was uninterrupted
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This version of the iri head requires you to be more skilled to use well imo because misses are heavily punished. Hatchets that instadown outside of 16m (for example) would be stronger, but it really doesn't need to be stronger; that was the issue with the old iri heads. This is still a decent add-on if you can hit your hatchets.
The capacity was always the problem imo, not the range. Landing a point blank hatchet is no different than what killers like Bubba and Billy can already do on demand, and if they miss they can just try again without reloading. Plus, especially against a 110% speed killer survivors should usually be able to prevent this from happening for long enough for the chase to be valuable to their team. On the other hand, if they went with the ranged instadown idea, you can't do anything about it if Huntress decides to hook a survivor on a hill, or something, and just proxy camps with up to 7 hatchets that will instadown at long range. With the 1 hatchet limit, even if she proxy camps in that situation, survivors can brute force a trade at worst. The ranged instadowns would also be a recipe for frustration because someone's going to be tilted every time a hatchet lands within a few meters of the distance where they start instadowning. There's no need for that sort of inconsistency imo.
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The biggest complaint about it over the years was that it could stack with infantry belt. Now they can't do that anymore most people are okay with it, but there will always be the ones that complain until it's nerfed into the ground, like with most killer add ons.
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I usually walk backwards to pull them in quicker, however my aim is the equivalent of a rock and I miss if the survivor is being slightly unpredictable
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I'll have to try M&A, I usually just have a hex build on slinger as exposed perks work well on him, I just need to get it from my web first
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So it makes her a Hillbilly that needs to reload after every shot only she has no mobility?
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Like a M1lly, yes.
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Yeah, no, I don't care if a huntress can load 1-3-5-10 iri heads if she needs skill to hit with one. If you read the post you'll notice that what I'm complaining is that the player experience of getting downed by a melee insta hatchet will not improve with or without extra hatchets and the skill to use them won't improve too.
I'm sorry if you like to use it and think is ok to get in a survivor's neck just to insta-down him without any effort, but don't come here and say we just "want add-ons nerfed to the ground". And if you think that requiring a minimum distance for the insta-down is nerfing it to the ground I'd say you're being pretty biased.
And yes, I am a killer main and you can go to my post history to see that 99% of the time I'm defending killers and criticizing most of the BS nerfs that BHVR did recently, but Iri head, in its current state, even with only one hatchet, is still 100% unfun to go against.
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You're on point. I don't mind having an insta down add-ons on a killer that doesn't insta down, I just want to killer to work differently from base kit/work harder to gain said effect.
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I've been using backpack builds with it, love it so much
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i think a better change wouldve been to make it so survivors that are 20 meters away get insta downed by the hatchet. pulling up a hatchet when you can just hit them with your axe is illogical
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Iri heads should be able to go through objects and insta down after travelling, with no penalty to the number carried, hitting people across the map with bitter murmur after they finish a gen for an insta down would be hilarious
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Yeah i think it wouldve been infinitely better if they just gave it a distance requirement. Would've been easy and wouldve made it much more fair.
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Calm down there Satan.
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I wish they completely reworked them. I mean, imagine an add-on that just silences Huntress' Lullaby.
Or an add-on that turns her Hatchets into a Bow and Arrow, so they can travel through even smaller gaps and at greater speed.
Or an add-on that lets her track Survivors footprints - both those left by walking and crouching.
Or an add-on where she can regain Hatchets passively.
Or something else powerful that changes the way you play as her and against her. IDK, I just feel like they gave Iridescent Heads an incredibly boring change.
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This 100%.
I'd rather it be similar to deathslingers insta down addon, where she has to be at a certain distance, so it would reward people with good aim.
Instead, it got nerfed to 1 hatched and the actual problem not solved: any noob can just get near you and insta down you without having to aim.
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That would be insanely broken my man hahahaha, but if iri head made the hatchets phase through I wouldn't mind, perhaps increase the amount of hatchets I'd take to down someone since it would remove entirely the counterplay and objectively would make huntress better than nurse.
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I like the rework. I always see people who want addons which change the playsytle of the killer and this addon accomplishes that.
The problem with the distant requirement could be that it would make good huntresses really strong and survivor would play weird.(Waiting or running towards huntress)
Now some people say bad killer would just get close and would have it easy. But Huntress is 110%. If she gets close a Bubba or Billy would have it easier and down you, too. My problem is a camping huntress, but Bubba is still worse and a huntress without addons can camp very well with the build-in stbfl, too.
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I can understand your point and going against a M1lly or a Melee Bubba is not fun but think about it: Both of them have way longer charge time and once charged their powers force them to go into de face direction so you have a little time for a quick turn and make them screw themselves (billy is way easier than bubba 'cause of hitboxes but...)
Huntress can windup in your face and just wait untill you stop spinning or untill she can catch your "jukes" and then let go...
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With how long iri head was in that overpowered state I'll take any nerf we can get.
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Huntress and Billy are the same for me, but a close range bubba is almost unavoidable if he is good.
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So you don't like hill billy, bubba, Myers, ghost face, pinky finger clown, dragons grip, devour hope, haunted grounds, noed, iron maiden, make your choice or rancor.
FYI I've been playing this game for four years and I'm a huntress main who has never used iri heads, however with the new iri add on I will be pairing them up and using it to change up her playstyle. Just because people don't know how to 360 and make a huntress miss close range doesn't mean something should be removed because of less than average players.
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Different killer, different playstyle. Also why on earth would you put STBFL on Huntress?
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Bruh, if you think 360 near Huntress is a reliable counter than you might want to reconsider your skill as Huntress. You know you can just move backward at this point? Or get a free M1 if you're that bad for close range hatchet?
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I think its better now. It either hits or shes stuck as an m1 huntress. Now with iri though I don't think making it a range requirement would be smart. You're already at 1 hatchet why punish the killer even more? It would just be a bad add on at that point. Plus if they miss they have to go walk to a locker and reload everytime unless you're doing predictable plays like dropping pallets or vaulting in front her with iri.
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Bruh not every huntress you go against is going to main them or be the best at killer. Just because there are some people out there that do doesn't mean there always going to be the ones you're going against. So suck it up and accept that every once in a blue moon you myn't go against a iri huntress who is good at aiming hatchets. Besides like I said most huntress mains like myself never use them so more than likely the ones you go against aren't going to be that amazing.
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BUILD-IN-stbfl. M2 into M1.
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I RARELY ever run into to a iri head huntress and I think the change is a little harsh. I think they could've just given them a distance requirement like other people mentioned.
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Like deathslinger’s addon that would be a welcome change.
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I thought on not responding you since your comment doesn't even make sense but it's better if someone goes through it to break down sophism.
Billy AND Bubba - Both have a fair CHARGE time to start using their insta-down power wich when activates FORCES them to go in one direction. Bubba is easy to get a melee range hit but Billy you can actually 360, 180 or just juke to avoid the chainsaw if you know the timing. Huntress otherwise can wind-up and just WAIT untill she gets a 100% certain shot.
Myers and GF - Both needs ACTIONS before being able to insta-down, not the same gameplay but you kinda can compare the two... Meyers need to fully stalk untill tier 3 and GF needs to fully stalk to get the mark and BOTH have time lapse that the insta-down is active (Meyers can be infinite T3 but that's a really strong add-on and it is really BS).
Pinky Finger Clown - Needs to actually hit with the bottle wich is thrown in an arc (with the add-on is straight but he loses zoning potential) and his power is NOT meant to be used in offensive way as Huntress' do. Clown uses his bottle to zone and control loops, pinky finger clown is a totally different playstyle and he needs to m1 you within 3s of the hit (wich being sincere they'll do since mostly they'll hit from a m1 range) and considering that clown is one of the worst killers I'd say cut the fat guy some slack.
Dragon's Grip, haunted, Noed, Iron Maiden, and MYC - Actual PERKS wich are activated with certain conditions wich most of the time you WON'T BE AT THE SURVIVOR'S BACK when activated unlike iri head m1 range huntress wich is the complain. Also, if NOED comes in play you'd probably be losing the game already and is the survivor's fault that the bones are still in the game.
Rancor - OK really? A perk the grants the insta-down AFTER all gens are completed and only against the obsession? C'mon dude, that's just bein dishonest.
Devourer - 100% of the time is survivor's fault when devourer activates since -cleanse = no perk- and you only can insta-down after 3 stacks wich have the going away from the hook condition, NOTHING like iri head.
But go on, continue defending the poor play m1 iri huntress with passion.
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Insta downs are part of the game. I never have used iri heads but I still don't see the problem with how they are being changed and I'm not going to cry because every once in a blue moon I myn't go against someone using them. But please keep crying about it with passion. 😂😂
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9 out of 10 changes made to perks, addons and abilities seem to scream that the devs don't actually play the game. I mean, how long have people stated in no uncertain terms:
'Rework Iri Head cause people use it on melee distance' and asked to have it work similar to deathslinger's coin.
But nope.
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Iri coin has been an objective design failure for years now as the game itself just doesn't support its design.
So why would they want to repeat the same mistake?
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Hun, they were so obviously talking about the distance requirement. 0/10 seen better bait
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