Huntress rework idea

I've been playing huntress for a bit now and I have an idea that could make her a bit more unique, I've heard about her being compared to springtrap and Jason, because… well, they have her ability but better, and have the ability to teleport.

I'm not saying to give her a teleport ability, I have a bit of a different idea, not sure if anyone else had this idea yet so… lets do it.

I kind of got the idea in a 2v8 match, was playing huntress in a match with a nemesis, and I found I had an easier time because of all the zombies, so that made me think…

instead of a big change to her ability… keep it, but add something small, give her a pair of minions, a pair of little girls in animal masks, maybe they're spirits given a physical manifestation by the entity, have them spawn with the huntress and have them skip around humming Bayu Bayushki like the huntress, and when they spot a survivor, they attack, the survivor can stun them with the flashlight, which will cause them to scream and alert the huntress.

this is a relatively small change, but if you coordinate with the npc minions and assuming they don't just walk into walls the whole game, you can essentially herd survivors into hatchet throws or hits.

It would fit the motherhood theme, would be creepy as hell if you're walking through the map and see a little girl chase you then get a hatchet to the face. I don't think they should be too slow, I think if they spot you they should get a sprint burst, then maybe slow down after a couple seconds of chase.

Its a rough draft, anyone think this could work? or maybe have some ideas of how to improve the concept, or maybe you have another idea? if so I'd love to hear about it.

Tagged: Killers

Comments

  • Huntress is still a popular killer with a decent kill rate. She doesn't need a rework. Part of her appeal is because she is simple. She throws hatchets.

    With the rework Myers got I don't want BHVR touching already popular killers as they are more likely to ruin them than improve them.

    They can meddle with Hag, Krasue, Skull Merchant or Houndmaster, because maybe 5 people would be mad if they ruin one of those characters.

  • Giving Huntress a pair of Nemesis's zombies is the opposite of "relatively small change"... Thats not only passive map pressure but also information.

  • Huntress is in power creep hell, she needs some form of edge.

  • @LordGlint said:

    Giving Huntress a pair of Nemesis's zombies is the opposite of "relatively small change"... Thats not only passive map pressure but also information.

    Agreed. Huntress does need some love, but not this. As @ForTheEntity said, part of her appeal is being simple and throwing hatchets, and I think adding in 2 Nemesis zombies would destroy her current identity

  • @Archangel2O
    Well, as I said, I would love to hear some other ideas. My idea was mostly not effect huntress directly, like idk, adding a jump button letting her spring into the air or god forbid teleport herself, no I was trying to go for something less flashy, but have it still be felt, you know? I thought Huntress was sort of lacking, with survivors being able to do crazy stuff, and newer killers not only stealing her ability (cough springtrap) but better (cough cough) Which is a shame because I love playing huntress, but why play her when there's someone who can do what she can but uh… better.

    but then getting other stuff on top of it, I thought it'd be kind of interesting to have her get some more map control, because uh, lets be honest, her perks suck with her, and unless you have the aim of Apollo guiding your hatchets, there's not much there, I get it can be appealing, but it can also be a b*tch to use especially when in chase. I feel like having something to almost herd survivors and limit them in how they can dodge, you might not be so eager to dodge a hatchet by turning that corner if you hear a child singing a lullaby from that direction. It wouldn't DIRECTLY effect Huntress, it's as @LordGlint said, it's passive map pressure and detection. it's not an ability she can use, it's something for people to watch out for but not something that is too difficult to manage. Plus, it kind of fits the motherhood theme she has.

  • @Hiromitsumoonblossom said:

    @Archangel2O
    Well, as I said, I would love to hear some other ideas. My idea was mostly not effect huntress directly, like idk, adding a jump button letting her spring into the air or god forbid teleport herself, no I was trying to go for something less flashy, but have it still be felt, you know? I thought Huntress was sort of lacking, with survivors being able to do crazy stuff, and newer killers not only stealing her ability (cough springtrap) but better (cough cough) Which is a shame because I love playing huntress, but why play her when there's someone who can do what she can but uh… better.

    but then getting other stuff on top of it, I thought it'd be kind of interesting to have her get some more map control, because uh, lets be honest, her perks suck with her, and unless you have the aim of Apollo guiding your hatchets, there's not much there, I get it can be appealing, but it can also be a b*tch to use especially when in chase. I feel like having something to almost herd survivors and limit them in how they can dodge, you might not be so eager to dodge a hatchet by turning that corner if you hear a child singing a lullaby from that direction. It wouldn't DIRECTLY effect Huntress, it's as @LordGlint said, it's passive map pressure and detection. it's not an ability she can use, it's something for people to watch out for but not something that is too difficult to manage. Plus, it kind of fits the motherhood theme she has.

    I think a much better comparison would be Huntress and Jason. While Springtrap does have a projectile in the shape of an axe, the similarities end there. His axe has a unique arc, making him only effective within 16m or so, which can be a real limitation when a survivor has distance, but the advantage is the arc allows for shots only he can do. His axe also has the AOE effect when missed, which gives killer instinct and can have effects applied to it. On the other hand, Jason's spikes are literally just Huntress hatchets with a different reload method and a slightly smaller hitbox, I believe they even go the same speed. The smaller hitbox can make it easier to miss, but allows for a lot of shots Huntress can't hit, and his reload method means that he can usually reload mid chase a couple of times and never really has to abandon a chase to go to a locker like Huntress.

    If I was going to suggest buffs, as of now for some reason Jason is essentially a 4.6 ranged killer because the haste out of power lasts almost half a minute at a time for some reason. I say get rid of that or nerf it and make Huntress 4.6. It might be too oppressive in chase, I'm not sure, but some killers like Clown and Huntress have all their eggs in the chase basket and they should be strong enough to get fast downs. In addition, if Jason is going to be able to have some of the best map traversal in the game along with info and invisibility, Huntress should absolutely be stronger than him in chase. Another change I'd suggest but might screw some Huntress players up for a while is changing the hatchet hitbox to be like a flat circle (to mimic the spinning hatchet) rather than a sphere. This could screw some Huntress players up for a while, and it would make the killer harder, but it would also make certain shots possible that weren't before. In addition, I think you could reduce her lullaby radius slightly to give survivors less of a heads up that she's coming.

    These are just some things that come up off the top of my head.

  • @Arcturus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108812#Comment_4108812

    I think a much better comparison would be Huntress and Jason. While Springtrap does have a projectile in the shape of an axe, the similarities end there. His axe has a unique arc, making him only effective within 16m or so, which can be a real limitation when a survivor has distance, but the advantage is the arc allows for shots only he can do. His axe also has the AOE effect when missed, which gives killer instinct and can have effects applied to it. On the other hand, Jason's spikes are literally just Huntress hatchets with a different reload method and a slightly smaller hitbox, I believe they even go the same speed. The smaller hitbox can make it easier to miss, but allows for a lot of shots Huntress can't hit, and his reload method means that he can usually reload mid chase a couple of times and never really has to abandon a chase to go to a locker like Huntress.

    If I was going to suggest buffs, as of now for some reason Jason is essentially a 4.6 ranged killer because the haste out of power lasts almost half a minute at a time for some reason. I say get rid of that or nerf it and make Huntress 4.6. It might be too oppressive in chase, I'm not sure, but some killers like Clown and Huntress have all their eggs in the chase basket and they should be strong enough to get fast downs. In addition, if Jason is going to be able to have some of the best map traversal in the game along with info and invisibility, Huntress should absolutely be stronger than him in chase. Another change I'd suggest but might screw some Huntress players up for a while is changing the hatchet hitbox to be like a flat circle (to mimic the spinning hatchet) rather than a sphere. This could screw some Huntress players up for a while, and it would make the killer harder, but it would also make certain shots possible that weren't before. In addition, I think you could reduce her lullaby radius slightly to give survivors less of a heads up that she's coming.

    These are just some things that come up off the top of my head.

    Just wanna add my 2 cents really quick...

    Generally Huntress isn't reloading mid chase. At base, she has 7 hatchets that she reloads before starting a chase. Thats the advantage she has over Jason. Jason has plenty of stuff going for him, but the reload mid chase isn't it.

  • @Arcturus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108812#Comment_4108812

    I think a much better comparison would be Huntress and Jason. While Springtrap does have a projectile in the shape of an axe, the similarities end there. His axe has a unique arc, making him only effective within 16m or so, which can be a real limitation when a survivor has distance, but the advantage is the arc allows for shots only he can do. His axe also has the AOE effect when missed, which gives killer instinct and can have effects applied to it. On the other hand, Jason's spikes are literally just Huntress hatchets with a different reload method and a slightly smaller hitbox, I believe they even go the same speed. The smaller hitbox can make it easier to miss, but allows for a lot of shots Huntress can't hit, and his reload method means that he can usually reload mid chase a couple of times and never really has to abandon a chase to go to a locker like Huntress.

    If I was going to suggest buffs, as of now for some reason Jason is essentially a 4.6 ranged killer because the haste out of power lasts almost half a minute at a time for some reason. I say get rid of that or nerf it and make Huntress 4.6. It might be too oppressive in chase, I'm not sure, but some killers like Clown and Huntress have all their eggs in the chase basket and they should be strong enough to get fast downs. In addition, if Jason is going to be able to have some of the best map traversal in the game along with info and invisibility, Huntress should absolutely be stronger than him in chase. Another change I'd suggest but might screw some Huntress players up for a while is changing the hatchet hitbox to be like a flat circle (to mimic the spinning hatchet) rather than a sphere. This could screw some Huntress players up for a while, and it would make the killer harder, but it would also make certain shots possible that weren't before. In addition, I think you could reduce her lullaby radius slightly to give survivors less of a heads up that she's coming.

    These are just some things that come up off the top of my head.

    Great post. I could get behind Hag and Huntress being 4.6 m/s, at least when they are not in chase.

    @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108825#Comment_4108825

    Just wanna add my 2 cents really quick...

    Generally Huntress isn't reloading mid chase. At base, she has 7 hatchets that she reloads before starting a chase. Thats the advantage she has over Jason. Jason has plenty of stuff going for him, but the reload mid chase isn't it.

    How much Huntress do you play?

    I find when I play her I don't need to reload after every single chase because often I have 4-5 hatchets after a successful chase and don't want to waste time reloading. Usually I am successful in my next chase with a less than full magazine. The few times I am not I generally am not reloading mid-chase, the reload usually ends the chase and I look for better opportunities.

  • @ForTheEntity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108825#Comment_4108825

    Great post. I could get behind Hag and Huntress being 4.6 m/s, at least when they are not in chase.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108851#Comment_4108851

    How much Huntress do you play?

    I find when I play her I don't need to reload after every single chase because often I have 4-5 hatchets after a successful chase and don't want to waste time reloading. Usually I am successful in my next chase with a less than full magazine. The few times I am not I generally am not reloading mid-chase, the reload usually ends the chase and I look for better opportunities.

    Yeah I thought the same thing, I don't play a ton of Huntress but when I do, I don't reload between every single chase, it's a time waste. A lot of the time I'll go into a second chase with 4 hatchets or so, and the problem I was eluding to wasn't reloading mid chase, but that if you run out of hatchets, you often have to drop chase entirely to reload and look for someone else. Maybe being 4.6 would make that a bit less of an issue, or perhaps at least being 4.6 when out of hatchets (basekit Soldier's Puttee)

  • @Arcturus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108916#Comment_4108916

    Yeah I thought the same thing, I don't play a ton of Huntress but when I do, I don't reload between every single chase, it's a time waste. A lot of the time I'll go into a second chase with 4 hatchets or so, and the problem I was eluding to wasn't reloading mid chase, but that if you run out of hatchets, you often have to drop chase entirely to reload and look for someone else. Maybe being 4.6 would make that a bit less of an issue, or perhaps at least being 4.6 when out of hatchets (basekit Soldier's Puttee)

    I could get behind Soldier's Putee becoming basekit if she gave off a clear tell when she ran out of hatchets, like an audible sigh. Without such a tell they could still make Soldier's Putee a brown or yellow addon and give her a new actually strong Iridescent addon.

  • @ForTheEntity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108825#Comment_4108825

    Great post. I could get behind Hag and Huntress being 4.6 m/s, at least when they are not in chase.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108851#Comment_4108851

    How much Huntress do you play?

    I find when I play her I don't need to reload after every single chase because often I have 4-5 hatchets after a successful chase and don't want to waste time reloading. Usually I am successful in my next chase with a less than full magazine. The few times I am not I generally am not reloading mid-chase, the reload usually ends the chase and I look for better opportunities.

    My point was Im not reloading MID chase. Thats something you do between chases.

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