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The Talk About Huntress; All Sub-top Killers; A Rant, and suggestion.

So with a lot of talk about killers such as Huntress; Oni; Freddy; Hag.


I dont think there will be much change outside of normalizing (hopefully not like the nurse "normalizing") these killers... obviously one of these killers stands out a lot more than the rest cough you may have been dreaming about it.

Personally, I think Huntress is severely under-powered when it comes to ANY survivor that knows how to run in a circle. Some loops can actually become infinites (Ironworks loops become God loops to infinites), A LOT of hitboxes are not correct, causing you to hit stuff you cant see, Huntress's lullaby is absolutely huge and cannot be changed in any way. Addons barely plague her as well; Iri-head is honeslty the only bad thing on her currently, nothing else really comes close to what it does. All of the other perks still require you to hit to get use out of them... if they have one cough horseshoe cough (seriously though... is this just another Award Winning Chili?).

If anything, she needs a buff and nerf. her movement speed shouldnt drop under 90% when winding up, and after throwing, she should be able to instantly break / interact with objects. I think the drawback should be that it takes longer for her to pull out another hatchet, but can still do a short m1, still with some delay. Maybe a slight hatchet hitbox change?

The reason I think she needs this, is becuase spamming WASD, and throwing your mouse across the room, isnt the biggest counter ever; moreover is EASILY countered if you wait for the survivor to have to readjust their mouse back into their house after throwing it onto a moving car, but there is no drawback from the survivor for doing this, all they loose is distance, which is quickly gained back on a failed hatchet, or of the huntress m1's you due to her slow movement speed. "But, how do you counter her?" LoS blockers, actual game mechanics. Half of the loops in the game counter huntress until she is ON YOUR TAIL! and with her slow movement speed while holding and winding up, this turns into utter hell if you have 4 survivors holding w, then spamming ADADADADADA and you suddenly have to guess if they are going to morph into a locker, or phase through the exit gate. Huntress is just so slow of a killer in general for how gens are in current games, loosing nearly 3 seconds after a hatchet to kick a pallet, then kick the pallet, then find the survivor, then hope they arent doing the same thing again. You see great huntress players out there literally just spam hatchets sometimes if they cant hit someone, purely guessing if the survivor is going to do this or that. You can always start to learn their patterns... but if you are learning someones patterns enough to guess where they are going to flick to then somehow appear ontop of a hook, then you probably have committed to a chase long enough to utterly destroy any chance at winning.

tl;dr : Key spamming isnt skillbased, and it shouldn't feel like its skill based.

With all this though, I dont think ive put enough thought into how huntress hatchets work with the way the game does as I feel to put a hard, yes this, no that. One change I think NEEDS to be implimented, is something to do with bloodlust.

At 0 Hatchets I think that you should gain 2 things: Your hum is now your terror radius, bloodlust tier 1 extremely fast, like 5-7 seconds of chasing should put you into tier 1, but bog this down to the normal 30 seconds for bloodlust 2, and 50 seconds for bloodlust 3, but increase the bloodlust from .6 to 1.0 m/s. This still halters her map pressure while shes searching for hatchets, but doesnt force you to give up chases to find a locker (( looking at you Sanctum of Wraith, which can have as little as 13 lockers on the whole map, and have 2 lockers on one side and the rest on the other )) You still would be giving up time to chase the survivor like a normal killer, but there would still be the ability for the survivor to outplay the huntress continuing the chase.

For Oni, I dont get why people complain about him, any high rank survivor counters Oni by just holding w, and throwing down every pallet in the game, reducing him to a m1 killer. Couple this with survivors splitting up on 3, even 2 gens and you have to pray to RNG gods that you are blessed with a deadzone. But just as well, you get that first hit early, and the survivor usually will still throw early. This is blood + Pallets, which counters the counter-play if not used correctly.


In defense of Freddy; He is no where near the best killer, nor is he even that good. Freddy is ABSOLUTELY based on how survivors play him. A lot of counter-play is just missed by whining about being in dream world; JUST FAIL A SKILLCHECK! It seriously counters nearly EVERYTHING that you could want, unless hes running Paintbrush, you are countering everything he has and reducing him to a M1 killer + You give him less gen control due to lower recharge times. He has an okay overall game pressure, HIGH MOBILITY, yet lacks in all of this if you just fail a skillcheck... even forever freddy (awful combination... a cap on slowdown should be added to the game... like 25%) is countered if survivors fail skillchecks or even just wake themselves up.

In Offense of Freddy; He is a killer that is awfully good with taking up time. Countering freddy is a time waster, playing with freddy wastes time, as all of his mindgames are guessing if you are going to get hit or not. There is a lot that needs to be done with freddy again to make him more rounded. He isnt strong enough to be called great, but isnt weak enough to be bad. its just so situational when you can do good and bad with him that it all goes down to a strange mix of game knowledge, perks, addons, and luck. I think No perk freddy is absolutely terrible, but add just 2 addons and 2 perks and you can dominate most teams if you know how to play your card, and luck plays some for you.


Hag... Hag is probably the most, if not the only killer that has such a weird counterplay, that its nearly impossible to say that there is just one. Each hag plays different, counters dont work for each hag player, some counters work for all hags. Some play styles kill survivors in a matter of a few minutes, some dont kill any survivors, some get this weird inbetween of killing survivors, but yet only working if x, y, z and n all work together to form some stars aligning type meta that works if the moon is also high in the sky. She's one of the most dynamically played killers in the game, as so much goes into her power that its hard to call her underpowered, but impossible to call he utterly overpowered.

For improvemnts, Hag could honestly get some simple changes. Smoothing of her set animation to make her move when she starts to come back up, instead of being stuck in place for some reason. crouching directly over a trap always seemed strange to me, it should trigger the trap still if youre RIGHT OVER IT ((i mean... lore wise it'd make sense)) and traps need to be more visable. I always had this idea with hag, that you'd slowly get more and more blood on your hand ((which either got washed up in the mud, or slowly went away overtime sorta like an overcharge, but doesnt disable the ability)) that would make traps more visable, but also increase the range of each trap, or maybe an addon that does something of the nature, the base kit just exposing more of the trap. She has so little coutnerplay, and situational counterplay that makes her very unpredictable, but also so incredibly predictable at the same time.



((All-round though, there is some major changes that need to be made to the base game, to see if this killers still are under / over powered, or if they are just neutral. I feel all 110% should be changed to 112%. And there is just a LOT of things that need to be looked at in so many ways that its nearly impossible to find the corrrect way to look at it all. A lot of killers are absolutely horrid to go against as survivor, and a lot of builds can easily counter entire killers. Of course its fine to have a challenge, but if the killer is already requiring more skill than just game knowledge, the added challenges shouldn't keep stacking. Ex. Nurse, Huntress, Trapper, ~Deathslinger? are all arguably hard killers, some are seen as amazing while others are seen are just normal. Whats in common with all 4 of these killers, they all are punished HEAVILY by 1 Perk (Dead hard, if it wasnt obvious) and the ability to recover after these forced blunders are immense, and can cost entire games. Nurse and trapper are hit so hard by this perk, that id say its broken enough to warrent some sorta change to how dead hard interacts with these killers. Nurse is just looking behind you and waiting for her to swing, as the Nurse has to be PIN PERFECT in order for her swing to happen instantly after coming out of a blink. Trapper's entire setups can be countered by just pressing E, causing him to have to pick up and reset webs of traps that he may have placed, just to make it more unexpected for 1,2,3, or forbid all 4 survivors are running deadhard. This now forces Trapper to place his traps in animation locks, which survivors ALREADY avoid vs Trapper! ))


Sorry about this long long rant, but I feel like all of these people getting worked up over wanting / not wanting changes to this killers is getting out of hand, and I wanted to bring to light what I have noticed in the game, and what has taken a very complex thing, and somehow twisted it on itself to make it even worse.

End of rant.

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