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Iri Head + Soldiers Puttee

JPA
JPA Member Posts: 1,685

I've been playing just a little bit since the latest batch of updates, haven't really been on the forums too much so have missed the general reaction to things.

What are peoples opinions on the reworked Iri Head, do we feel it's balanced now you only have one shot? I've been running this + Soldiers Puttee and it still seems very strong. Although, due to not playing often and the rank reset, I am rank 12 at the minute so have been facing mostly rainbow ranked teams, I'm sure I'd feel differently if I was grinding against rank 1 teams.

I really really love the new Soldiers Puttee add-on though, as it really makes the Huntress feel less powerless at certain loops and pallets where she could really get bullied earlier.

Comments

  • Lycidas
    Lycidas Member Posts: 1,170

    It's a strong combo, no doubt

    And it's what you would expect from combining two ultra-rare addons, nothing wrong with it imo

  • JPA
    JPA Member Posts: 1,685

    Yeah I agree, it feels strong but it doesn't feel excessive.

    Iri Head with 1 shot feels more balanced as you can technically juke it and make fakes, etc.

    Puttee is strong but at the end of the day all it does is bring Huntress up to par with the other Killers, and only when she has no ranged thread, I think it's great.

    Interested to here how survivors who have played against it feel, as I haven't played against it myself yet!

  • JPA
    JPA Member Posts: 1,685

    threat*

  • QwQw
    QwQw Member Posts: 4,531

    Iri-Head neuters her, and Soldiers Puttee should be a brown add-on.

  • TAG
    TAG Member Posts: 12,871

    Can't really say much about Iri head, but IMO Soldier's Putte should be base kit.

  • ALostPuppy
    ALostPuppy Member Posts: 3,398

    You know how you hold the chainsaw behind a survivor as Billy/Bubba and down them easily if you're right next to them and it makes it basically impossible to dodge it? Apply that same logic to Huntress with iri head. She can do it a bit further away too, because her hatchets travel at 1000%, not 230% like Billy's saw. With Billy, there's a pretty long wind-up and you have to be mindful of pallets and windows if you wanna backrev a survivor. As Huntress your windup is a lot faster and pallets and windows are hardly a concern for her.

  • JPA
    JPA Member Posts: 1,685

    Ah thanks for explaining. From "back" and "rev" I thought it would be something do with some sort of reverse spin, didn't realise back just meant the survivors back.

    Yes, it certainly does feel uninteractive if you are in a dead zone and you know how to play around simple jukes.

  • notstarboard
    notstarboard Member Posts: 3,903
    edited May 2021

    Disagree, personally. A quick down on the first chase of the game does absolute wonders for keeping gens down. There's also plenty of counterplay; a point-blank hatchet still requires the Huntress to get that close, which survivors have a big say in. That wasn't the issue before; it was having three instadown hatchets, because that would allow for poor Huntresses to still have success while playing sloppy, and for good Huntresses to snowball way harder than normal.

    With the iri add-on combo she either has 115% speed or a consistent instadown, both of which Deathslinger doesn't have even with Iridescent Coin. She also still has no max range. I also prefer her over Deathslinger because she has enough counters in the 1v1 that I don't feel like I'm ruining four people's fun every time I play as her.

    As for the long range instadown idea, that just seems like a recipe for tilting - it'd always either annoy one side or the other whenever a survivor is right around the range where it becomes an instadown; a consistent instadown removes this issue. A range-based instadown also seriously encourages camping; just hook a survivor on a hill (or near one) and you can basically remotely camp the hook with at least five hatchets. Not a bad idea either because survivors need to remain stationary for a second to unhook.

  • gibblywibblywoo
    gibblywibblywoo Member Posts: 3,772
    edited May 2021

    It should have been hits above 20 meters or so insta down.

    Reward good players.

    Despite the massive nerfs, the worst huntress in the world can still instadown by just Bloodlusting behind you and getting an unmissable hit.

  • JPA
    JPA Member Posts: 1,685

    I agree in that I've found it very effective thus far, but like I said in the OP, I have not really played against any great teams with it, so who knows :)

    On your range based encouraging camping, I would say that it's still hard to consistently hit unhook shots, depending on the map, and depending on how any given game is progressing. Being able to consistently hit unhooking survivors is still tough and has plenty of counterplay (don't run in a straight line, be unpredictable, make multiple feints for the unhook)

  • JacksonWise
    JacksonWise Member Posts: 651

    I would have preferred a range change to Iri Head like the community suggested, but at least they did something about it to make it less oppressive.

    I haven't used it myself yet, but Soldier's Puttee seems like a good and underrated add-on to me. The survivors won't notice it unless they are very experienced and it can allow you to finish a chase instead of being forced to abandon it and reload.

  • notstarboard
    notstarboard Member Posts: 3,903

    Idk, I usually don't struggle much with hitting people while they're unhooking. It doesn't really matter if a survivor feigns an unhook attempt; they need to be able to start the animation, stop it, and take cover before a 40-44m/s hatchet arrives. The speed of the hatchet means you have like fraction of a second window to time the fake and hide behind the hook, and latency can effectively reduce that time further. Absolute worst case is waiting for the whole animation to complete and downing the unhooker. Alligator running isn't enough to make a fully-charged hatchet miss; it's just moving too fast. That's not to say that you can't succeed, but it's enough of an uphill battle that it would certainly encourage camping.

  • bowo
    bowo Member Posts: 121

    In my limited experience, the new Iri head is more balanced, but still not fun to go against. It has the same issue of getting insta-downed by a melee hatchet, which I find very unfun. I'd prefer a new effect for it, which would make it so shots would only insta-down from a decent distance a way, rewarding skilled Huntresses.

  • premiumRICE
    premiumRICE Member Posts: 798

    it works but I think the windup time addons are a more solid choice even considering they are not legendary

  • kickasskiel
    kickasskiel Member Posts: 89

    Its definitely a strong combo, I'm no huntress main and terrible with the shots but gave it a try.