Iridescent head nerf

Iridescent head:

A glass-like Hatchet head moulded from The Fog itself. The blade is warm and reverberating with The Entity's power.

Fully wind-ups hatchets Inflicts Dying upon the victim

Considerably increases hatchet wind-up time

"The iridescent glass cuts through flesh and soul."

Comments

  • Keys, Instaheals, DS, Adrenaline, BNP and toolboxes have no downsides. I rest my case.

  • @MemberBerry said:

    Keys, Instaheals, DS, Adrenaline, BNP and toolboxes have no downsides. I rest my case.

    Whats bnp?

  • l2juke. Max hatchets is 3 with Iri heads and infantry belt. If you get close enough to the huntress you're too close for the hitbox as well. I consider myself a decent huntress but people that disrespect the hatchet throws and do hotlaps around you makes you have to M1 almost 99% of the time.

    I think its ######### that people are calling for nerfs to Iri Head.

    Anyway, IF there was a nerf to Iri Heads I think that your idea isn't as bad as God knows what the Devs will ever cook up. I imagine their rework would be something like;

    Iridescent head:

    A glass-like Hatchet head moulded from The Fog itself. The blade is warm and reverberating with The Entity's power.

    Fully wind-ups hatchets Inflicts Dying upon the Huntress

    Considerably increases BP for survivors who entered the game.

    "The iridescent glass cuts through flesh and soul."

  • Get ready for "git gud" comments by our entitled killer mains.

  • @MemberBerry said:

    Keys, Instaheals, DS, Adrenaline, BNP and toolboxes have no downsides. I rest my case.

    They have a LOT of downsides. To claim otherwise is a lie.

  • Iridescent Head takes almost no skill.

    Although, I do feel it has become more rare in the bloodweb. I get more mori’s showing up than Iridescent Heads.

  • What about insta heal they have no downsides as well and are pain in the ass to deal with

  • @MemberBerry said:

    Keys, Instaheals, DS, Adrenaline, BNP and toolboxes have no downsides. I rest my case.

    Ignoring opportunity costs for a second. Instant heals consume the entire medkit, meaning that you lose any additional heals you could have possibly gotten through them, and BNP's require you to stay on the generator even if the Killer comes for 5 seconds, making it much harder to run away during that time.

  • They should take off the insta down part.

    That is all.🙃

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/734765#Comment_734765

    Ignoring opportunity costs for a second. Instant heals consume the entire medkit, meaning that you lose any additional heals you could have possibly gotten through them, and BNP's require you to stay on the generator even if the Killer comes for 5 seconds, making it much harder to run away during that time.

    The brand new part "install" takes 5 seconds, if a survivor is dumb enough to do it while the killer is nearby they deserve to lose it.

    And InstaHeals are used on brown medkits anyway, you're not missing much.

  • Your idea would be actually a buff to Iri Heads IMO.

  • Prayer beads iri hatchets and mori they all need a nerf or just to be removed

  • Iri Heads make Huntress more powerful, but not op. You just have one less chance in your chase. Don't be greedy in loops.

  • @Marcus said:

    Your idea would be actually a buff to Iri Heads IMO.

    Depends on how you see it, with the increased charge time Huntresses would have to think more on when to aim, and survivors have a slighty bigger room to change their pathing and juke the hatchet.

    @xChrisx said:

    Prayer beads iri hatchets and mori they all need a nerf or just to be removed

    Yeah, and pink instaheals and survivors map offerings too

  • I actually like this idea quite a bit because it rewards patience with your hatchets.

    It entirely hinges on how much longer the wind-up time would be, though. Too short, and it would end up being a buff. Maybe make it reduce hatchet capacity by 2 as well?

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/734765#Comment_734765

    Ignoring opportunity costs for a second. Instant heals consume the entire medkit, meaning that you lose any additional heals you could have possibly gotten through them, and BNP's require you to stay on the generator even if the Killer comes for 5 seconds, making it much harder to run away during that time.

    Oh wow they consume the ENTIRE brown medkit, how scandalous. The issue you've mentioned with BP is absolutely irrelevant as good survivors will make sure the killer is chasing someone else before using it. Keys have no downsides and I'm not hearing anything about it, whoever says otherwise is ignorant and oblivious to this game entirely.

  • @beatddb said:

    https://forum.deadbydaylight.com/en/discussion/comment/734810#Comment_734810

    Depends on how you see it, with the increased charge time Huntresses would have to think more on when to aim, and survivors have a slighty bigger room to change their pathing and juke the hatchet.

    https://forum.deadbydaylight.com/en/discussion/comment/734814#Comment_734814

    Yeah, and pink instaheals and survivors map offerings too

    Map offerings in general should go not just for survivor

  • @Mr_K said:

    They should take off the insta down part.

    That is all.🙃

    Thats the whole point of the addon, its like saying they should take off the insta heal out of the insta heal.

  • I'm not necessarily against the idea of a nerf, but I will just say: This would be it incredibly awkward to use. Your best bet would likely be using it on a basement rescue, by trapping someone in a corner while you charge it, or by camping. Otherwise, with your greatly reduced movement speed while holding a hatchet, you're not going to have many opportunities to pull this off. It would seem like a huge downgrade to me. In exchange for possibly getting one or two instant downs in a game (if you're really lucky and the survivors play really badly), you gotta' throw half charged hatchets for the whole match.

    I would instead propose something like this: Survivors who are at least 24m (or 32m) away are instantly put into the dying state when hit by a hatchet.

    This way, you reward someone for hitting a long range hatchet which requires skill rather than running right up behind someone and using it like a basic attack. The counterplay is easy, dodge the hatchet. Being that far away gives you plenty of time to react. If the Huntress big brains you and predicts your dodge, oof, you got outplayed.

  • @beatddb said:

    https://forum.deadbydaylight.com/en/discussion/comment/734794#Comment_734794

    Thats the whole point of the addon, its like saying they should take off the insta heal out of the insta heal.

    That's the joke :P

  • @ASAPTurtle said:

    https://forum.deadbydaylight.com/en/discussion/comment/734824#Comment_734824

    Map offerings in general should go not just for survivor

    I had a post or a comment about that I dont remember, but basically what I was suggesting was to eliminate green map offerings completely and make killers use yellows and Brown map offerings while making survivors only able to use Brown ones. This way no one has a complete choice on where to play.

  • @Drazen said:

    What about insta heal they have no downsides as well and are pain in the ass to deal with

    First they consume the medkit on use and reduce charges by a huge amount making the med kit almost unusable for other than the insta heal

    also it’s only used once it gives life once and it’s gone however with iri head that’s not the case you can have unlimited amounts of lives taken with it

    iri head is waaaaaay more powerful than any ultra rare survivors have

  • @liarcy said:

    https://forum.deadbydaylight.com/en/discussion/comment/734790#Comment_734790

    First they consume the medkit on use and reduce charges by a huge amount making the med kit almost unusable for other than the insta heal

    also it’s only used once it gives life once and it’s gone however with iri head that’s not the case you can have unlimited amounts of lives taken with it

    iri head is waaaaaay more powerful than any ultra rare survivors have

    You mean the brown medkit that cab only heal you once...will now only heal you once? OMG THE HUMANITY!!!

    iri takes away 80% of your inventory, meaning you need the other add-on to have 3 total. They can be juked quite easily depending on which loop you are.

    No, keys are easily more powerful than any iri head

  • I forget who came up with the idea, but someone suggested for Iridescent Head that instead of a OHKO Hatchet, landing a hit with a Hatchet will reimburse you the Hatchet on the spot. I really like that idea.

  • @Peanits said:

    I'm not necessarily against the idea of a nerf, but I will just say: This would be it incredibly awkward to use. Your best bet would likely be using it on a basement rescue, by trapping someone in a corner while you charge it, or by camping. Otherwise, with your greatly reduced movement speed while holding a hatchet, you're not going to have many opportunities to pull this off. It would seem like a huge downgrade to me. In exchange for possibly getting one or two instant downs in a game (if you're really lucky and the survivors play really badly), you gotta' throw half charged hatchets for the whole match.

    I would instead propose something like this: Survivors who are at least 24m (or 32m) away are instantly put into the dying state when hit by a hatchet.

    This way, you reward someone for hitting a long range hatchet which requires skill rather than running right up behind someone and using it like a basic attack. The counterplay is easy, dodge the hatchet. Being that far away gives you plenty of time to react. If the Huntress big brains you and predicts your dodge, oof, you got outplayed.

    Is this a hint to an upcoming change by any chance? :)

  • @liarcy said:

    https://forum.deadbydaylight.com/en/discussion/comment/734790#Comment_734790

    First they consume the medkit on use and reduce charges by a huge amount making the med kit almost unusable for other than the insta heal

    also it’s only used once it gives life once and it’s gone however with iri head that’s not the case you can have unlimited amounts of lives taken with it

    iri head is waaaaaay more powerful than any ultra rare survivors have

    but u cant nerf one side leaving other unbalanced if killer looses powerfull addons survivors should loose too

  • @arslaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/734867#Comment_734867

    Is this a hint to an upcoming change by any chance? :)

    No. I just like talking about things like this. I've been doin' it since the alpha. Playing devil's advocate is a good way to spark some constructive discussions.

  • @arslaN said:

    Get ready for "git gud" comments by our entitled killer mains.

    I bet you teabag the killer, pop your instaheal, and sprint burst out of there.

  • @beatddb said:

    https://forum.deadbydaylight.com/en/discussion/comment/734794#Comment_734794

    Thats the whole point of the addon, its like saying they should take off the insta heal out of the insta heal.

    That too.

    🙃

  • @MemberBerry said:

    Keys, Instaheals, DS, Adrenaline, BNP and toolboxes have no downsides. I rest my case.

    DS and Adrenaline are Perks. Its not that Killer dont have amazing perks too.

    Keys, Instaheals etc are pretty good and kinda OP, but when we talk about OP stuff, lets begin with Red Moris first.

  • @beatddb said:

    https://forum.deadbydaylight.com/en/discussion/comment/734810#Comment_734810

    Depends on how you see it, with the increased charge time Huntresses would have to think more on when to aim, and survivors have a slighty bigger room to change their pathing and juke the hatchet.

    https://forum.deadbydaylight.com/en/discussion/comment/734814#Comment_734814

    Yeah, and pink instaheals and survivors map offerings too

    The current Iri Heads is a pretty weak add-on by itself and needs to be combined with Infantry Belt ( purple add-on ) to remove just a half of his downside.

    Your idea of Iri Heads is still strong by itself and if you combine it with Flower Babushka ( green add-on ), you remove the entire downside from that add-on and now you have 5 instant hatchets, instead of 3, which is the maximum you can get from current Iri Heads.

    So yeah, your idea is actually a big buff to Iri Heads.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/734765#Comment_734765

    DS and Adrenaline are Perks. Its not that Killer dont have amazing perks too.

    Keys, Instaheals etc are pretty good and kinda OP, but when we talk about OP stuff, lets begin with Red Moris first.

    Those last words are the pure words of a survivor main who knows nothing about balance. A killer can easily get bullied and have their mori rendered useless, maybe only getting 1 person at best. Nothing can render keys useless in the very end.

  • @arslaN said:

    Get ready for "git gud" comments by our entitled killer mains.

    @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/734776#Comment_734776

    I bet you teabag the killer, pop your instaheal, and sprint burst out of there.

    Both of you.

    Stop. It's not helping anyone.

  • @arslaN said:

    Get ready for "git gud" comments by our entitled killer mains.

    Please don't invalidate peoples opinions due to their preference.

    I'm so sick and tired of this ######### up "Them vs Us" attitude. Just. STOP.

  • @VESSEL said:

    https://forum.deadbydaylight.com/en/discussion/comment/734776#Comment_734776

    Please don't invalidate peoples opinions due to their preference.

    I'm so sick and tired of this ######### up "Them vs Us" attitude. Just. STOP.

    image.png
  • @Speshul_Kitten said:

    Iridescent Head takes almost no skill.

    Although, I do feel it has become more rare in the bloodweb. I get more mori’s showing up than Iridescent Heads.

    Except for all the skill required to use them. Good survivors know to duck after a pallet or vault, which is when the throws are the most "skill less"

  • I mean, they already have a downside. 3 hatchets at most, if the player goes for medium-range shots or further they can quickly miss, and if they insist on breathing down the survivor's neck or exclusively go for pallet wind-ups they can be looped real hard.

    I don't even use the addon as I like going for silly hatchets that are unlikely to hit, but the addon certainly has a clear downside. I do completely understand that it can be a pretty anti-fun addons to go against though, and as I don't use it I personally wouldn't have too much of an opinion on it if it was changed.

  • Iridescent head is fine on its own but it's completely unfair with extra hatchets

  • The idea is ok, but what makes the add-on seems op is that not all of the killer's red add-ons give huge advantages, in this case being able to insta-down a survivor. Some killers don't even need add-ons to be extremely dangerous, but they require a little of skill to succesfully down someone, like Billy.

    I don't think the add-on itself needs a nerf, more like the red add-ons need to appear less frequently in the bloodweb. That way, if you come across someone using Iri or some other "broken" red add-on, you'll know it's a rare sight. I swear after level 30/35 red add-ons appear at least once in every single web, at least in my case. I have a lot of Iri on my Huntress, alongside the belts.

    Speaking of which, Prayer Beads should be of red rarity, not purple.

  • @MemberBerry said:

    https://forum.deadbydaylight.com/en/discussion/comment/734792#Comment_734792

    Oh wow they consume the ENTIRE brown medkit, how scandalous. The issue you've mentioned with BP is absolutely irrelevant as good survivors will make sure the killer is chasing someone else before using it. Keys have no downsides and I'm not hearing anything about it, whoever says otherwise is ignorant and oblivious to this game entirely.

    I don't remember claiming these were huge downsides. Just that they are downsides and thus that the claim there were literally no downsides is false.

    The things I didn't bring up (Keys, DS, Adrenaline and Toolboxes) I didn't claim even had that.

  • @NuclearBurrito said:

    First off I want to start by saying that I've never like the idea of Killer's or Survivor's SOMETIMES being way stronger than other times, and that there should be some baseline powerlevel that they can consistently have no problem which is then balanced around. It's ok to have a bit of a progression requirement to get to that point but I've never like the idea of something being balanced around the idea of "oh this one thing is super strong but can only be used in one match so it's fine".

    Thus addons and items throw the game completely out of balance, since you can't balance around 4 Survivors with items and 4 Survivors without items at the same time, let alone basekit Killers vs Killers with their best addons and Survivors with their best addons on those items and also Mori's because why not.

    Since it's impractical to expect high level addons to only be used against opponents using those same addons, balance is not maintained and no matter what everything is thrown out of whack.

    Thus the primary change is this:

    Make all items and addons not consumables. You always keep them after every match no matter what so long as you got them from the bloodweb (not chest items). Offerings stay the same as they don't generally provide a major benefit and just alter the games RNG instead although Mori's should be completely removed.

    The bloodweb would be altered to be MUCH smaller per web compared to now, however besides offerings all prices would be significantly increased to compensate.

    As for the specific addon and item effects they would be altered so higher rarity means the effects are more extreme but with a drawback of some sort. Higher rarity means bigger effect and a bigger drawback.

    Now to list out what I'd specifically suggest for each item/addon:

    Medkits

    • Camping Aid Kit - Moderately increases healing speed. Unlocks the self heal option (24 charges)

    Note: This means self heal speed is increased too.

    • First Aid Kit - Considerably increases the speed you heal others. Unlocks the self heal option (24 charges)
    • Emergency Med-Kit - Slightly increases the speed you heal others. Unlocks the self heal option. (32 charges)
    • Ranger Med-Kit - Tremendously increase the speed you heal others. Moderately increases Skill Check success zones. Moderately increases Skill Check bonus zones. (32 charges)

    Note: No self heal option with the Ranger's medkit.

    Addons

    • Rubber Gloves - Moderately decreases the Healing Skill Check difficulty. Moderately increases the Skill Check bonus zones.
    • Butterfly Tape - Slightly increases the Healing speed
    • Bandages - Adds 8 charges to the Med-Kit
    • Sponge - You don't get skill checks while healing. Overrides other addons.
    • Self Adherent Wrap - Moderately increase healing efficiency when healing another Survivor and slightly increase healing speed when healing another Survivor. (not yourself)
    • Needle & Thread - Moderately increase the chance to trigger a skill check. Moderately reduces skill check success zones.
    • Medical Scissors - Moderately increase Healing speed. Decrease med-kit charges by 8.
    • Gauze Roll - Add 12 charges to the Medkit. Slightly reduce healing speed.
    • Surgical Suture - Considerably increase the chance to trigger a skill check. Considerably reduces skill check success zones.
    • Gel Dressings - Add 16 charges to the Medkit. Moderately reduce healing speed.
    • Abdominal Dressing - Considerably increases the healing speed. Decrease med-kit charges by 12.
    • Styptic Agent - Reduce med-kit charges by 25%. Using the secondary action button will cause you to consume this addon and automatically heal the target 1 health state at 50% the normal heal rate. This will consume the appropriate number of charges.
    • Anti-Haemorrhagic Syringe - Using the secondary action button will consume this medkit and automatically heal the target up to 1 health state at the normal healing rate. This requires 32 charges to use and overrides normally healing with the medkit.

    Note: Unlike with Second Wind taking damage does not interrupt the automatic healing. However it will reset the healing and picking up the Survivor WILL stop the heal.

    Toolboxes

    • Worn Out Tools - Moderately increases repair speed. Slightly decreases Skill Check odds. Unlocks the Sabotage action (120 charges)
    • Toolbox - Moderately increases repair speed. Unlocks the Sabotage Action (130 charges)
    • Mechanics Toolbox - Considerably increases repair speed. Considerably decreases Sabotage speed. Unlocks the Sabotage action. You cannot hit great skill checks. (80 charges)
    • Commodious Toolbox - Slightly increases repair speed. Unlocks the Sabotage action. (160)
    • Engineers Toolbox - Moderately increases repair speed. Slightly increases repair speed further if the generator is less than 50% complete. (80 charges)
    • Alex's Toolbox - Slightly increases repair speed. Tremendously increases Sabotage speed. Sabotaging does not consume charges. Unlocks the Sabotage action. (110 charges)

    Addons

    • Spring Clamp - Moderately decreases the repair Skill Check difficulty. Moderately increases the Skill Check bonus zones.
    • Scraps - Adds 15 charges to the Toolbox
    • Clean Rag - Slightly increases the Toolbox's repair speed
    • Wire Spool - Adds 30 charges to the Toolbox. Slightly decreases the Toolbox's repair speed
    • Socket Swivels - Moderately increases the Toolbox repair speed. Remove 15 charges from the Toolbox
    • Protective Gloves - Moderately increases the chances to trigger a sabotage Skill Check. Moderately increases sabotage Skill Check success zones. Considerably reduces the sabotage Skill Check failed penalty
    • Instructions - Moderately increases the Toolbox's Sabotage efficiency
    • Grip Wrench - Moderately increase the chance to trigger a repair skill check. Moderately reduces repair skill check success zones.
    • Cutting Wire - Sabotaging a hook does not produce an audio cue
    • Hacksaw - Moderately increases Sabotage Speed
    • Brand New Part - remove 30 charges from the Toolbox. When you start to repair a generator with a Toolbox consume this addon. You will repair the generator by 15% over 10 seconds. During that time you will receive 2 difficult skill checks. Hitting each Skill Check will result in 5 % progression each for a maximum of 25 % added progression.

    Flashlights

    • Flashlight - You may blind the Killer. (8 charges)
    • Sport Flashlight - You may blind the Killer. Slightly reduces blindness duration and blinding speed.(12 charges)
    • Utility Flashlight - You may blind the Killer. Moderately increases blindness duration and blinding speed. Slightly decrease blinding range. (6 charges)

    Addons

    • Wide Lens - Moderately increases the Flashlight Beam's width
    • Power Bulb - Slightly increases the Blindness duration
    • Leather Grip - Slightly increases the Flashlight Beam's range
    • Battery - Adds 2 charges to the Flashlight
    • Focus Lens - Slightly increase Blinding speed
    • TIR Optic - Moderately increases the Blindness duration. Reduces Flashlight charges by 2
    • Rubber Grip - Moderately increases the Flashlight Beam's range. Slightly decreases Blindness duration
    • Low Amp Filament - The Killer does not see the Light beam (he may still be blinded by it). The Flashlight activation sound is muffled
    • Heavy Duty Battery - Adds 4 charges to the Flashlight. Slightly decrease Blinding speed
    • Long Life Battery - Adds 6 seconds of use to a standard Flashlight. Moderately decrease Blinding speed.
    • Intense Halogen - Considerably increases the Blindness duration. Reduces Flashlight charges by 4
    • High-End Sapphire Lens - Moderately increase Blinding speed. Moderately reduces the Flashlight Beam's range
    • Odd Bulb - Each time you successfully blind the Killer slightly increase the Blinding duration of future blinds. Slightly decreases the initial Blinding duration.

    Maps

    • Detailed Map - Start with 1 Generator and 1 Exit gate Marked. Unlocks ability to track Generators, Hooks and Exit gates within a range of 16 meters. (20 charges)
    • Rainbow map - Start with 3 random items marked. Unlocks ability to track Generators, Hooks and Exit gates within a range of 8 meters. (40 charges)

    Addons

    • Map Addendum - Start with 2 additional random items marked
    • Yellow Wire - The map also tracks items in range of other Survivors
    • Unusual Stamp - Increases the map range by 8 meters
    • Retardant Jelly - Gain 5 additional charges
    • Red Twine - Unlocks the ability to track Killer Belongings
    • Glass Bead - Unlocks the Marker Ability on secondary action creating a marker that can be seen by all the Survivors.
    • Odd Stamp - Increases the map range by 12 meters and reduces it's charges by 4
    • Black Silk Cord - Unlocks the ability to track the hatch
    • Crystal Bead - Every Survivor sees the Aura generated by the map when the owner activates it. Decreases map range by 50% and the map starts with 1 less item tracked.

    Keys

    • Broken Key - Reveals your aura to Survivors within 32 meters. (30 charges)
    • Dull Key - Reveals Survivor auras within 32 meters (30 charges)
    • Skeleton Key - Reveals the Killers aura within 24 meters (30 charges)

    Addons

    • Prayer Rope - Adds 10 charges to the Key
    • Scratched Pearl - Increase the range by 4 meters
    • Prayer Beads - Adds 15 charges to the key. Reduces the range by 8 meters.
    • Eroded Token - You may channel the key while preforming other actions.
    • Gold Token - Revealing a players aura also reveals any auras they can see
    • Weaved Ring - Decreases channel time by 0.5 seconds
    • Blood Amber - Revealing a players aura also reveals other player aura's within 50% of the Key's initial range.
    • Unique Wedding Ring - You may see the obsessions Aura during the entire trial. Decreases your odds of being the obsession. Reduces the keys range by 8 meters.
    • Milky Glass - You may open a closed hatch. Makes the Key brightly glow at all times. Shatters if you are ever downed, destroying the addon.

    Here's how I would balance both this addon, keys, instant heals and literally every other item and addon in the game while I'm at it.

  • @MemberBerry said:

    https://forum.deadbydaylight.com/en/discussion/comment/734947#Comment_734947

    Those last words are the pure words of a survivor main who knows nothing about balance. A killer can easily get bullied and have their mori rendered useless, maybe only getting 1 person at best. Nothing can render keys useless in the very end.

    I am not maining anything and im playing both roles kinda 50/50, solo and comp, Rank 1.

    Also amazing logic with your Key example, totally not biased.

    If you play against a strong killer who is using a red mori, no key is gonna safe you. It is really not that hard to down a Survivor and then tunnel him.

  • @TAG said:

    I forget who came up with the idea, but someone suggested for Iridescent Head that instead of a OHKO Hatchet, landing a hit with a Hatchet will reimburse you the Hatchet on the spot. I really like that idea.

    People would complain a lot once someone just puts oak shaft of it and gets downed quickly

  • @VESSEL said:

    https://forum.deadbydaylight.com/en/discussion/comment/734776#Comment_734776

    Please don't invalidate peoples opinions due to their preference.

    I'm so sick and tired of this ######### up "Them vs Us" attitude. Just. STOP.

    It seems to be a trend now that whenever survivors suggest something everyone starts posting their annoying git gud messages. I'm just joking :)

    Tell them to stop with the us vs them mentality

  • I'm personally quite fond of that one idea of IH making hatchets piercing. It'd be a lot more quirky. I like quirky add-ons :>

  • IMO, Iri Heads BY THEMSELVES aren't broken. One hatchet. Takes some skill to hit hatchets, and using only one really puts the pressure on. Iri Heads become broken when combined with Infantry Belt, because if you have the slightest idea of how to play Huntress you are practically guaranteed to hit at least one hatchet.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/734895#Comment_734895

    No. I just like talking about things like this. I've been doin' it since the alpha. Playing devil's advocate is a good way to spark some constructive discussions.

    technically, you have same chances to dodge a normal hatchet as iri hatchet. I mean you only have 3 strikes or your out, they're not using wind-up add-on that make huntress hatchet considerably easier to hit. it does make huntress stronger due to faster down potential, but it doesn't make her unfair to face. it just punish misplays harder and i think that's a healthy design for an add-on that is powerful. It's harder to face, but it's not unbeatable. a lot of the game is about positioning and if your out of position to get hit by iri hatchet, then that's kind of classic example of git good as survivor. It is obviously understandable that survivor has to take risks, but that is much of the same for killer.

  • @SebaOutbreak said:

    The idea is ok, but what makes the add-on seems op is that not all of the killer's red add-ons give huge advantages, in this case being able to insta-down a survivor. Some killers don't even need add-ons to be extremely dangerous, but they require a little of skill to succesfully down someone, like Billy.

    I don't think the add-on itself needs a nerf, more like the red add-ons need to appear less frequently in the bloodweb. That way, if you come across someone using Iri or some other "broken" red add-on, you'll know it's a rare sight. I swear after level 30/35 red add-ons appear at least once in every single web, at least in my case. I have a lot of Iri on my Huntress, alongside the belts.

    Speaking of which, Prayer Beads should be of red rarity, not purple.

    Rarity doesn't make something balance.

    The only effect rarity has is impacting how likely it is to be predicted before it's telegraphed. For example making the Plagues aura reading addon far more common would make all builds that don't include it stronger, since Survivors would often assume that she has the addon and would cleanse to counter it.

    Meanwhile if you are running the addon you are less likely to get full use out of it either due to Survivors knowing they are revealed and acting accordingly or cleansing to remove the effect.

    Meanwhile addons that instantly telegraph themselves such as Paint Brush are completely unaffected by rarity.

    The important thing to note here is that the rarer something is the stronger it is until the telegraph. Thus the less likely a Huntress is to be using iri, the less likely the Survivors are to be prepared for it. Thus ironically meaning that increasing it's rarity just makes the problem worse.

    Same deal for Prayer Beads.

  • @MemberBerry said:

    Keys, Instaheals, DS, Adrenaline, BNP and toolboxes have no downsides. I rest my case.

    90% of the survivors can't even hit bnp skillchecks lol

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