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Huntress add-on rework ideas

thesuicidefox
thesuicidefox Member Posts: 8,223
edited November 2019 in Feedback and Suggestions

We know the devs will eventually make a pass on Huntress's add-ons, first because she doesn't match the now standard killer add-on kits, and second because Iri Head is broken which the devs said they are going to rework. So here are my ideas for what I'd like to see as a Huntress player. Note that unless mentioned, the add-on would stay the same as it is now.

Coarse Stone (Common)

Survivors will no longer hear the sounds of a fully charged Hatchet or a cancelled Hatchet throw. 

  • Hemorrhage is honestly a useless status effect. It should just be removed from the game and the effect merged into the Mangled status. This add-on will give Huntress a bit of utility in her white add-ons, as you can now play some mind games with hatchet throws/cancels. The Huntress will still make grunts when winding up/throwing hatchets, you just won't hear the "shwing" of a fully charged hatchet or the "click click" of her putting away a hatchet.
Amanita Toxin (Common)

Hit target suffers from the Blindness Status Effect for 30 seconds. This effect can stack.

  • Basically the same add-on but with the ability to stack. Blindness is actually a very underrated status effect. The problem with it in this add-on is just the very short effect duration. However just flat out increasing the duration would make this more of an uncommon rarity level add-on. But if it could stack, then it's still going to be the strength of a common add-on that just rewards good hatchet throws. And while in theory it might be possible to stack this above 2, in practice I doubt you would ever have more than 50 seconds of Blindness at any given time between throws and the fact that getting hit with 2 hatchets back to back puts you in dying, meaning there is a hard limit on how fast you can stack the effect. 
Deerskin Gloves (Uncommon)

Moderately decreases Hatchet reload time at a Locker. Lockers' Auras are shown to you when within 20 meters of range.

  • Add the ability to see locker auras like the current Pungent Fiale can do. This adds utility to the add-on and makes it focused on reloads. This add-on currently is a bit underwhelming, so giving it a secondary function would make it worth the uncommon rarity, and makes it a valid alternative to Iron Maiden (which is just superior in terms of reloading buff).
Rusty Head (Rare)

Hit target suffers from the Mangled Status Effect until fully healed.

  • Simple, just have the effect stay until healed. It's basically Sloppy Butcher for hatchets. The timer here is ultimately pointless anyway. It would be stronger but not by much. As a trade-off I would be okay with Sloppy Butcher not working on hatchets anymore.
Pungent Fiale (Rare)

The trajectory of a Hatchet throw will be shown during the wind-up phase.

  • Huntress can now have a crosshair! Considering that Nurse has an add-on that does this, it only makes sense to have a similar add-on for the ONLY killer with a projectile (Clown doesn't count). However, unlike Nurse this add-on should be rare as it makes Huntress significantly more deadly when you give her a crosshair. For Nurse the crosshair is mostly for practice for new players, but for Huntress the crosshair would probably be used by even more experienced players. Hence the difference in rarities.
Glowing Concoction (Very Rare)

The Huntress will only hear herself sing the lullaby when a survivor not on a hook or in the dying state is within 32 meters of range.

  • Remove the aura reading because it's totally useless. This add-on is basically a stronger version of Whispers, as it won't proc for hooked/dying survivors. It means that Huntress can use this add-on and give up the perk slot normally taken by Whispers (which is sorely needed for her). And yes, survivors will still hear the lullaby as they normally would, it would only change whether or not the killer herself will hear it.
Begrimed Head (Very Rare)

Hit target suffers Begrimed Status Effect for 150 seconds. (The Begrimed Status Effect moderately decreases the repair speed of Survivors.)

  • Literally the same add-on except it inflicts a status effect instead of having a unique effect. Considering that Billy/LF have an add-on that does the same effect, and the devs stating they want to simplify stuff in the game, it only makes sense to just make Begrimed it's own effect. However this new version loses out on the Mangled status (to promote use of Rusty Head for this purpose) so to make up the difference we add 30 seconds to the Begrimed duration. I personally would take that extra time over extra Mangled effect any day.
Fine Stone (Very Rare)

Survivors will no longer hear the sounds of a fully charged Hatchet or a cancelled Hatchet throw. Hitting a Survivor with a Hatchet grants The Huntress the Undetectable Status Effect. This effect lasts for 20 seconds and may only be triggered once every 60 seconds.

  • This add-on is changed from uncommon to very rare, as it would be significantly more powerful. It is an upgraded version of Coarse Stone, basically the same add-on with the additional Undetectable status. The timers are a copy/paste from the new Nurse add-on that does the same thing, as I feel that's a good balance point and seems reasonable given what this status does. And yes, while survivors would still hear a lullaby, there would be no TR and no red stain, which gives Huntress a few stealth options during a chase. Considering one of her perks removes the red stain during Bloodlust this effect would mesh very well with her.
Iridescent Head (Ultra Rare)

Reduces maximum carried Hatchet amount by 2. Hatchets will stick to surfaces and can be recollected to inventory by touching them. Stuck Hatchets will disappear after 20 seconds. Hatchets that hit a survivor or land on the ground will NOT stick.

  • The big one! I've been suggesting this idea for a while now (usually under the add-on named Ivory Haft), and I think it would be perfect for the new Iri Head. It basically allows her to ignore reloading, which is her biggest weakness. She becomes very strong, but not even close to the OP-ness of the current Iri Heads. Removes 2 hatchets to punish really bad throws, as you will need to aim a bit high to make sure it doesn't hit the ground.
Shiny Pin (Ultra Rare)

Reduces maximum carried Hatchet amount by 2. Upon starting a chase with a survivor, The Huntress will instantly gain Bloodlust Tier 1. Bloodlust Tier 1 does not reset until the chase has ended.

  • Changed from uncommon to ultra rare. This basically gives Huntress a speed boost ONLY in a chase. Considering one of her perks is designed to work when Bloodlust activates, this is very good synergy here. And for Huntress, getting an extra 5% speed basically makes her like any M1 killer, which when combined with her power makes her EXTREMELY lethal in a chase now. Removes 2 hatchets just to punish bad throws and balance out the strength of the add-on. Plus if use in combination with Iri Head, she will have only 1 hatchet but has a speed boost in a chase and doesn't always need to reload. The final line is to specify that landing a hit will NOT remove Bloodlust Tier 1 as it normally would. Basically the only way for her to lose Bloodlust Tier 1 is for the chase to end. And yes she can continue to gain additional Bloodlust tiers at the same rate as normal.

Comments

  • razaluna
    razaluna Member Posts: 52
    edited November 2019

    I'm just going to throw my 2 cents in , got around 600 hours on huntress and pretty much only play her.

    Coarse Stone (Common)

    Survivors will no longer hear the sounds of a fully charged Hatchet or a cancelled Hatchet throw. 

    • I could see some minor use with this, but to me it doesn't fit the " crude sharping stone" that the item is supose to be, / wounds caused by this crudely sharped blade feel constant destracting pain. skill checks are 30% smaller untill healed (ammount up for change)
    Amanita Toxin (Common)

    Hit target suffers from the Blindness Status Effect for 30 seconds. This effect can stack.

    • I like this one a little bit, a nice small buff to an ignored addon
    Deerskin Gloves (Uncommon)

    Moderately decreases Hatchet reload time at a Locker. Lockers' Auras are shown to you when within 20 meters of range.

    • dear god no punget fials effect is both annoying and useless, having constant aura reading on lockers is not needed, you get it for free when you're empty and after enough time on huntress locker locations will be second nature knowledge
    Rusty Head (Rare)

    Hit target suffers from the Mangled Status Effect until fully healed.

    • a reasonable change
    Pungent Fiale (Rare)

    The trajectory of a Hatchet throw will be shown during the wind-up phase.

    • IMO all training wheel addons should be removed or just moved to common , and people can just use a normal crosshair and learn how the hatchets works on their own, and just become the same useless ignored addon that it is now
    Glowing Concoction (Very Rare)

    The Huntress will only hear herself sing the lullaby when a survivor not on a hook or in the dying state is within 32 meters of range.

    • you under estimate how much those 5 seconds of aura reading can be for follow up shots. and again this is anouther effect that can be trained into your skill set with tracking and predicting player movement around the map
    Begrimed Head (Very Rare)

    Hit target suffers Begrimed Status Effect for 150 seconds. (The Begrimed Status Effect moderately decreases the repair speed of Survivors.)

    • honestly i dont think the original form needed to be changed
    Fine Stone (Very Rare)

    Survivors will no longer hear the sounds of a fully charged Hatchet or a cancelled Hatchet throw. Hitting a Survivor with a Hatchet grants The Huntress the Undetectable Status Effect. This effect lasts for 20 seconds and may only be triggered once every 60 seconds.

    • this is actually pretty useless, having survivors hit go into mangled would be better then this, - this perfectly sharp hatchet cleanly through all it come in contact with , survivors hit will have the deep wounds effect applyed, follow up hatchets will still down a deep wounded survivor
    • Edit, realized i put mangled instead of deep wounds
    Iridescent Head (Ultra Rare)

    Reduces maximum carried Hatchet amount by 2. Hatchets will stick to surfaces and can be recollected to inventory by touching them. Stuck Hatchets will disappear after 20 seconds. Hatchets that hit a survivor or land on the ground will NOT stick.

    • literally useless, why should i have to go out of my way to adjust my aim to make sure i hit walls and go out of my way once again to pick up ONE hatchet, when i can just reload at a locker and get them all back in 5 to 2 seconds (if gloves and IM are used) and having only 20 seconds to pick them up doesn't help either . here's some other ideas
    • hatchets can pierce one survivor and hit a second survivor ( punshes blocking hits and promotes dodging intead
    • regain a hatchet every 40 seconds, can no longer reload from lockers, / you will always have a slow constant resupply of hatchets, allowing you to roam more freely but if you really need a full stack to win the game you may be out of luck when useing this addon
    Shiny Pin (Ultra Rare)

    Reduces maximum carried Hatchet amount by 2. Upon starting a chase with a survivor, The Huntress will instantly gain Bloodlust Tier 1. Bloodlust Tier 1 does not reset until the chase has ended.

    • feels underwhelming to me, i cant of any change for this atm, i'll come back later when i think of something and it's not 4 in the morning
    Post edited by razaluna on
  • Marcus
    Marcus Member Posts: 2,047
    edited November 2019

    Your version of Iridescent Head actually hurts you ( like the current version when used without Infantry Belt ). It's actually as bad as Matchbox for Nurse. Like no one would use that add-on outside of memes builds.

    All your add-ons ideas feel very underwhelming and I wouldn't run any of them in a serious build, except maybe the ones for Mangled and Begrimed in a Thanatophobia and Dying Light build.

    Post edited by Marcus on
  • Mister_xD
    Mister_xD Member Posts: 7,669

    i knew there was gonna be a Iri Head nerf comming up, but oh boi you gutted that add on.

    like, URs are supposed to change the flow of the game, how is this gonna help you?

    running a double UR combo literally makes her a M1 killer with 1 throwable hatchet you are not allowed to: 1) hit them with, 2) throw at the ground or 3) throw too far away from you.

    like, we are talking about a UR add on combo here! this is supposed to make the killer much much stronger, yet yours literally made her the most basic killer ingame!


    Iri heads are perfectly fine the way they are right now. for a second UR i would suggest automatic refilling hatchets every 20 seconds or so, but "make her a 115% mms killer but remove 2 hatchets" is really really unnecessary.

    i like most of your ideas, but i really dont like your UR ideas.

  • Volfawott
    Volfawott Member Posts: 3,893

    Well blindness is underrated I think it's main problem is that it's a very niche status condition so when it's attached to timed effects is very bad.

    This is kind of why face mask debatably remains the best blindness add-on because it's pseudo permanent.

    Until blindness itself gets a TLC where it's a little bit less niche I think timed blindness affects are always going to be bad add-ons

  • Marcus
    Marcus Member Posts: 2,047

    Btw, I heard that Sloppy Butcher already doesn't proc on hatchets and chainsaws hits from this patch.

  • thesuicidefox
    thesuicidefox Member Posts: 8,223

    @Marcus @Mister_xD

    If you can recover thrown hatchets that means you don't have to reload. Not sure why you guys think that would be weak. It would be incredibly strong to be able to forgo reloading at lockers even if you have less hatchets overall. Like anytime I miss a hatchet it's always hitting a wall or some object. It rarely hits the floor.

    Iri Head is still going to be best combo'd with Infantry Belt, so that you have more hatchets and do not need to reload.

    Shiny Pin by itself makes you an M1 killer with 3 projectiles. You realize how strong that is? Again use Infantry Belt.

    Not sure why you guys are complaining about the UR combo. Most killers UR do not combo well together. Really the only killer where it does is Myers. Every other killer the UR combo better with lesser add-ons.

    Also the Mangled/Begrimed add-ons are literally the same as they are now with very minor tweaks. The Mangled hatchets last until you heal rather than being on a 2 minute timer. The Begrimed hatchets give you a status effect that does EXACTLY what they do now, only without the Mangled effect and for an extra 30 seconds. Not sure why you have a problem with these when they are the same as they have always been just with some QOL improvements.

  • Marcus
    Marcus Member Posts: 2,047

    Because your add-on punishes Huntress for long range hatchets and makes her go out of her way everytime to recollect these hatchets, which waste more time if she would just refill her 5 hatchets after she runs out of them. A very bad UR.

    Also, Myers URs combo is really bad, because you get gen rushed before you get to EW3 above rank 10.

  • thesuicidefox
    thesuicidefox Member Posts: 8,223


    So don't throw long range hatchets? You can still reload as you would normally, and if you bring Infantry Belt then you are base Huntress with the added ability to recollect hatchets. That's really strong dude.

    Though maybe we could add @razaluna idea where it can pierce multiple survivors such that can pass through them and hit a surface for recollection.

  • Marcus
    Marcus Member Posts: 2,047

    Not throwing long range hatchets ? That's literally the main reason why Huntress mains like Scott Jund or Umbra play her. So they would immediately consider this add-on trash.

  • thesuicidefox
    thesuicidefox Member Posts: 8,223
    edited November 2019

    They also tend to go for those throws right before they reload. So what exactly is the difference? You take Iri Head/Infantry Belt and throw long range hatchets like usual. But now you can get back any mid to short range hatchets thrown, extending the potential need to reload perhaps indefinitely.

    Also not sure why you are so confrontational either. It's like you just want to argue with me. I even suggested amending my idea to include someone else's.

  • Marcus
    Marcus Member Posts: 2,047

    But you waste more time and let survivors get distance on you by doing what you said. Iri Head would be better if it just let you refill 1 hatchet after you down someone, without any downsides to it. Or refill your hatchets over time.

  • thesuicidefox
    thesuicidefox Member Posts: 8,223

    If you are chasing someone and miss a hatchet, you really don't need to go out of your way to recollect it because chances are they will continue to run in the same direction. You seem to be under the impression you have to break the chase to collect them, no not at all. More likely you will naturally recollect them as you keep chasing. Plus you can still reload normally.

    The problem with reloading hatchets over time is that it's outside the control of the killer. It also completely negates the need to reload, which she should still need to do. With what I suggested, you have basically an ALTERNATIVE way to reload.

    I don't get why it has to have 0 downsides. If an add-on is powerful or game changing it should have a downside to promote that type of play. Otherwise it just ends up being overpowered. Heck current Iri Heads have a downside and they are still considered OP.

  • Mister_xD
    Mister_xD Member Posts: 7,669

    i dislike it for the same reason i dislike the nurses UR add on combo:

    it hurts the killer more than it helps.

    again: running the UR combo literally makes you a 115% mms killer with one projectile. thats not even worth considering to run.


    now, allow me to go into some detail with your seperate UR ideas:

    the Iridescent Head idea first: this is WAY too situational! you literally wont be able to get this thing going at all, unless you just unload at them in tight loops where you cant throw the hatchet too far away. if you hit the survivor, the hatchet is gone, if you hit the ground the hatchet is gone and if you happen to throw the hatchet too far it is gone, unless you literally drop the chase to run after your hatchet. and thats another huge problem: even IF none of these 3 factors happen, you will have to completely screw your movement by running after the hatchet, allowing the survivor to loop the spot even more! and if you dont do that, the hatchet will despawn after 20 seconds. so you want to tell me it would be worth it to sacrifice 2 out of 5 shots, to MAYBE in certain scenarios be able to reload one of the 3 remaining shots? no, not at all.

    now, the second one: "gain bloodlust level 1 immediately uppon entering a chase"... i have a problem with that on multiple levels, first off, this doesnt sound like an add on at all. this feels like it could be a perk, though an add on? idk man. secondly, it really does not fit the killer or the killers power at all. and lastly it just feels lazy tbh. its like you went out of ideas and were like "idk lets just add this". if it had been a permanent speedboost, it would have been a lot better in that regard tbh. like, you basically make her a 115% mms killer with only two available levels of bloodlust - which btw will be lost uppon using your power, so thats another flaw with that idea - but therefore remove 2 of her 5 shots. and yes, this on it's own would be pretty strong, BUT now we come back to my main critique point:

    the UR combo guts the killer more than it helps.

    every killer is supposed to have 2 UR add ons that both buff the power, but also synchronise well with each other. granted, this may not be the case for every killer (some dont have 2 URs and Hag's URs dont work together), though they all work together at least decently for the rest:

    Trappers URs work together just wonderfully, creating traps that injure survivors who disarm them and reset themselves.

    Wraiths URs work together decently, as one tells him exactly where to pressure and the other allows for easy ambushes

    Nurses URs work together good, they were designed to be used together, however they do gut her power more than they help, since they - just like your ideas - came with too big downsides to make up for the, very small, benefits.

    Shapes URs again work together just wonderfully, allowing him to go on an infinite instant kill killing spree.

    Hag would be the only one whose URs actually dont work together, as one removes the ability to teleport and the other one allows you to teleport to traps that havent been triggered yet from any distance, so they negate each others effects

    Freddys URs work together pretty well, since both make it very hard to escape the dream world - one makes it literally impossible for the obsession, buffing his base power a lot.

    Pigs URs allow her to use the ambush aspect of her power while also buffing the remaining trap to a level where the survivor will take a lot longer to get rid of it - threy dont work together too well, though at least they dont make her completely unplayable

    Clowns URs work together just wonderfully, as they allow him to eigther get a oneshot or at least an aura reveal on the survivor uppon hitting them with a bottle / the gas. basically they cant run, they go down immediately and they cant hide

    Spirits URs work together very well, as they allow her to follow injured survivors like it was nothing on huge distances very fast, making it incredibly hard to escape her, once injured

    Legions URs work together decently, as they provide you with tons of map pressure on the survivors and as a little bonus let you break palets immensly fast in chases

    Plagues URs work together very well, since one shows infected survivors and the other one allows you to gain your corrupt purge again and again, making it really difficult for sick survivors to escape from her

    Ghostfaces URs work together decently, as one provides him with very fast stalking from cover and the other one reveals other survivors after downing said stalked survivor.

    and last but not least Demogorgons URs work together decently, as they show him injured survivors and allow him to ambush them properly.

    you see, the UR combo is something that is supposed to buff the killers power and make them a much bigger threat to go up against. however, your rework ideas make this impossible for Huntress. her URs wouldnt match at all, they dont support each other and they dont give your power a unique and dangerous playstyle. thats why i said Iri Heads should stay the way they are and the second one should be reloading her hatchets passivley over time. that way she could attack once and then, after some time has passed, again and again without dropping the chase / wasting time on lockers. both URs would be strong on their own, but combined they would synchronize very well and help each other out. your ideas are missing this aspect entirely, which is why i pointed that design flaw out.


    also i havent complained about the other add on ideas. i actually said i liked those.

  • thesuicidefox
    thesuicidefox Member Posts: 8,223

    You claim she has to go out of her way to collect the hatchet, but isn't that EXACTLY what you are doing when you reload normally? I don't see the difference. In one case you have to go far out of the way to reload. In the other you just have to slightly adjust your position to reload. It's not even comparable honestly.

  • Mister_xD
    Mister_xD Member Posts: 7,669

    the difference being, that one is her base kit and the other an UR add on.

    besides, the basekit has 2 more shots to fire before being forced to go to a locker, the UR has less shots and you would have to find the hatchet first. like i said, there are way too many requirements to be met to be able to recollect your hatchet in order to eigther justify the -2 hatchets part or its rarity as an UR add on.

    also, those "slight readjustments" you are talking about would be rather uncommon. most of the time the hatchet will eigther hit the ground or fly away to a location that woud completely cripple your movement and allow the survivor to keep looping the same spot some more times.

    your add on only really helps if you try to throw over something on Autohaven Wreckers, but screwed it up and hit the obstacle instead. other than that i really dont see a use for it ingame. you might aswell take 5 hatchets and therefore go to a locker instead.

  • Marcus
    Marcus Member Posts: 2,047

    Well it's not OP. Iri Head is actually trash when used alone and only really worth using together with Infantry Belt. With Infantry Belt it's really powerful, but not OP, not when half of the maps make Huntresses hatchets almost useless.

  • Prex91
    Prex91 Member Posts: 764

    Maybe change Iri to a viewfinder, for baby huntress that want to learn she, will be more user friendly also for pad/console players (like me, ps4).