HexHuntressThighs
HexHuntressThighs
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@Rajbow2023 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3693530#Comment_3693530
If Pyramid Head is a ranged killer then we might as well consider Nemesis and Xeno as ranged too.
They absolutely count as ranged killers. I just didnt mention them because i was already yapping too long.
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@WolfyWood said:
Every now and then I'll get a killer that super respects Dead Hard and then humps/headshakes without fail.
I'm just confused as to why the perk is still so hated that it triggers this reaction often enough to be noticeable.
Should the perk be changed again?
I still hate it because you can’t fake throw a hatchet, it’s literally a free escape and has no counter play. Nothing quite as annoying than seeing a survivor dead hard a 40 meter hatchet. But at the same time they don’t have it till they get hooked so meh. Anytime I see a dead hard I always say “bro what year is it?”
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Bhvr could solve it my making a perk that blocked the gates for survivors who tbag at the gate but they probably won’t do that lol. It would be awesome though.
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@Shirtless_Myers said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3692999#Comment_3692999
The real issue is the mentality that you should be allowed to miss your shots and still be rewarded since it's close enough. The game balance in this game is so hit-and-miss. I see little reason to pick other ranged killers when Huntress exists.
Well either you fix the survivors Hitboxes so they can’t loop and make her hatchets boxes smaller or you leave it lol. When they made her hatchet boxes smaller last time, it would literally go through the survivor models face and not hit.
or you could make them smaller but then she would have to be 115, carry 12-16 hatchets and maybe make hatchets an insta down past 24 meters since people who had 5-10,000 hours on her alone couldn’t hit anything.As for the other ranged killers; Deathslinger can use M1 Perks, stealth perks, can avoid pallet saves, pull survivors away from safety and deep wounds them. Trickster has main event which can give more downs especially with certain add ons on top of being 115 and using M1 perks very well. Pyramid head can hit through walls, is 115, can use stealth and M1 perks, can avoid flashy saves, pallet saves, insta kill survivors and can fake an into into an M1 with no cooldown. Artist can cross map hit through walls making clutter on maps irrelevant, and can use birds to gain info or pressure gens from far.
If you don’t see another reason to play any ranged killer besides Huntress you should watch some videos on the other ranged killers. -
@Shirtless_Myers said:
Hopefully, next, they correct the egregiously awful design of her hatchet hitboxes as she's throwing beach balls
That’s not gonna happen as it’s the survivor Hitboxes that are the problem and if you change those you ain’t be looking as tight. And last time they changed her Hitboxes her kill rate dropped below 50.
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@Withered8 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691801#Comment_3691801
Other than background player which is an outlyer and op atm, theres no new speed boost perks for survivors and theres not many in general compared to the amount of speedboost options which killers get. It's definitely more problematic on the killer side atm since mft nerfs.
Aa the whole games base balance being predicated on killers being slightly faster; there should be no perks that make survivors faster without some existing on killer side. There is a reason why MFT was so problematic, and why Yew Seed Brew got removed from Huntress. Only haste survivors should have are exhaustion perks and on hit boosts
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@AbsolutGrndZer0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690514#Comment_3690514
I mean, no there is reasons to stay in the match, to make sure everyone gets out, if you need to leave to go make a last minute save, etc… I get it's frustrating, but no more frustrating than being bled out IMO. And I say that as someone who plays both sides. Now, I don't teabag at the gate, but I will sometimes hang out in the exit gates until I am sure that either everyone is safe or or there is no saving someone.
You can stand a few meters away from the gate tbh. There are reason to stay but 99% of the time that’s not why people stay lol
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@okaayletsgoo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691616#Comment_3691616
Played 2 games against killer running them game was literally over before at 4 and 5 gens. The already good buffs to huntress are now way more noticable.
I can tell you for a fact those add ons didn’t change anything about those matches at all. They literally do almost nothing lol. If she was using GC/ SP/Oak if would’ve been over even faster.
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@Withered8 said:
Why are the devs OBSESSED with speed boost perks and addons now.
Devs please STOP they aren't healthy for the game at all and comes across as if it's lazy design.
As long as they are removed from both sides im fine with that.
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@okaayletsgoo said:
Everything has haste now and that's the bandaid you slap on everything to make changes.
Ah yes let's give Huntress, a long ranged killer with little cooldown on a 2 hit down, haste to catch up to the survivor they hit so chases can end instantly.
No one thought maybe to put this in the ptb first before changing it? After over buffing huntress ALREADY you make her now impossible to go against. Great. Thanks.
3% haste for 5 seconds is literally nothing lol. You spend almost 2 seconds recovering from the throw and no one is gonna use both add ons together because Shiny Pin/ GC is better. I can’t believe a single person finds these problematic. They aren’t strong enough tbh, Yew Seed used to hinder survivors for 30 seconds, Coarse stone slowed gen repair speeds for 60 seconds.
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They can only be kicked 8 times. And also don’t 3 gen yourself lol.
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@Yippiekiyah said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691445#Comment_3691445
Is shiny pin even that good?
Yup, it’s considered to be in the top 3 add ons for her. It has an insanely high pick rate and That’s why the tried to make her holding speed faster on the last PTB. 77% is far too slow when holding, slower than Nurse and slowest killer in the game on top of being 110. The only add on that’s considered better unanimously is Glowing Concoction
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@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691022#Comment_3691022
To be fair its like a .5 sec with iron just gotta time the reload correctly.
Plus anywhere from 5 - 20 seconds to get to a locker on certain maps, so I would say Iron Maiden doesn't justify the perk slot anymore. Definitely needs haste after reloads.
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@glitchboi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691346#Comment_3691346
It affects the throw cooldown movement speed (3.74 m/s) for 2 seconds which is already not bad, and affects your normal movement speed (4.4 m/s) for 3 seconds. I'd say that's pretty solid for an add-on.
It does but it's still not worth it. Oak haft makes you recover from throws faster which makes you regain 110 speed faster. So Infantry belt is an inferior version of oak haft. On top of oak haft letting you throw faster and m1 faster. Besides nobody is gonna pick infantry belt over shiny pin. Not a single person lol. Almost every add on she has is better, not all but almost.
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@RFSa09 said:
double babushka still a think :(
it should be, there is nothing wrong with it. She has a 1.75 second cool down still. Oak haft With Babushka is much faster than double wind up.
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@glitchboi said:
Sticky Soda Bottle didn't need a change because 7 bottles was already the cap before 7.6.0, but the new Cheap Gin Bottle is great. Looking forward to testing it out later today. New Huntress add-ons look great too, I like how it rewards hatchet hits for haste.
3% haste for 5 seconds is nothing considering the throw cooldown is almost 2 seconds.
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I think it’s for Mori’s that aren’t tied to cosmetics because we could already view the Mori for Naughty Bear in the store. So we already had that feature. This must be for u pique mori’s that aren’t tied to outfits I’m guessing.
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@IamFran said:
Good change.
In fact I was surprised when realized that they didn't nerf Infantry Belt when they buffed the huntress.
Carrying that amount of hatchets is insane.
meh, nobody ran 10 hatchets anyways. It was always infantry at most. GC/ SP ate way better than having two belts.
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Yeah 3% isn’t nearly enough for 5 seconds. But I think they are going light on the numbers seeing how much backlash they got last time lol. Shiny Pin is still a perma run for 90% of Huntys.
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@OrangeBear said:
The numbers aren't there for me. Reminds me of athletic shoes for chucky. I think the clown add-on changes seem better since if you stack them both you can make invigorate 10% haste which could be a game changer.
Agreed it could be more like 30 seconds for the purple and just make them not stack like old yew seed. Or maybe make the yellow make you faster 10% faster for 7 seconds after reloading maybe? Idk tbh.
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That’s what I was hoping for lmao! I need to get crushed by those filthy grippers😩
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691121#Comment_3691121
duration is too short. if it was 15-30 second like old yew seed, then I would probably use it. 5 second. not enough. not huge loss since like double-wind up is better anyway but whatever. feels bad for clown.
Definitely needs to be longer but that probably won’t happen. I would love for them to bring Yew Seed and Beerus Toxin back. Her Ultra Rares need reworks too tbh.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691087#Comment_3691087
no, 5% haste is rapid brutality for huntress. that might be stronger then 10 hatchets because huntress already has like 8 stacks of stbfl base-kit. I wonder if it will be for 30 second duration like old Yew seed add-on.
No it’s 5 seconds and trust me it’s not good at all. You spend 2 seconds recovering from a throw and no one I MEAN NO ONE is gonna use both those add ons except for the first week lol. Shiny Pin is way better and a must run and GC is way better. It will be nowhere near as good as 10 hatchets would be.
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@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691082#Comment_3691082
Oh I know, while not a Huntress main I have played her enough to know the pain of high loops and hatchet hitboxes over certain objects etc. The thing is though a ranged attack like hers is very strong in DBD and this is why the devs gave her the slow 110 base movement speed to balance out her strong ability. I don't play Huntress to win anyway, I play her M2 only for snipes and I don't use gen control.
Either way I am really not a fan of haste or hindered statuses and wish they would not be in the game but I guess trails could mitigate this a little bit but it still doesn't fix the issue of ruining your judgement of timings of what you can get away with etc.
Matthew Cote actually said himself the only reason she is 110 is because they wanted to encourage her to use hatchets and not just M1. Granted that was 6 years ago. I like haste and hinder because it keeps things interesting imo. But too each their own!
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3% haste for 5 seconds is almost meaningless so I don’t think anyone will have a problem with it. You’ll spend 2 of the 5 seconds recovering from the throw cool down. People will just continue to bring Shiny Pin and GC because those are far and away the best.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691065#Comment_3691065
Fair point, I'm just giving the average Joe perspective. My point is that 7 hatchets doesn't encourage bad habits for low-mid Huntresses, and doesn't make Huntress quite as silly in low-mid level games.
I have no doubt at higher levels of play 10 hatchets is manageable for experienced survivors, but if the load out isn't particularly strong, but is good at noob stomping, I'm not against it being toned down.
The haste options for potential 2 piece combos on Huntress sounds a little more interesting at mid level play.
3% haste for 5 seconds is almost meaningless. MFT was complained about because it was permanent. And nobody is gonna stack double haste again because GC/ SP. I like the concept but you won’t see it, probably at all besides the first week. But I really love the idea of her getting excited and filled with bloodlust when hitting a survivor. It’s very awesome and thematic.
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@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691022#Comment_3691022
Well I guess a killer than has multiple ranged attacks that can be used within succession needs to not have such a strong power for free and having to reload is that cost.
That being said, I would not be against a brief Haste effect post reload as its the haste in chase that I think feels really bad as a survivor. Since you spend thousands of hours learning what you can get away with, only for a mechanic like Haste (or Hindered) to render those hours worthless - not fun.
I think they could solve all the problems if they put haste trails on everyone tbh. And believe me throwing hatchets is not even close to free lol, you lose significant distance every time you ready up since survivors move 23% faster. Every miss costs a lot, one miss at a high wall loop guarantees the chase goes on another 20 seconds. Two misses is half a Gen, it adds up very quickly.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691022#Comment_3691022
Still, overall is a buff for her though. Having the belts extra 2 hatchets basekit is certainly still good, on a killer who is already good.
The extra hatchets load out made her pretty brain dead, where even a dope like me could just keep throwing them without a care. Having so many on hand just made all mind games pointless, you could just spam and only needed to be right 1/5 of the time and you had a down.
She can be a little more spammy now with the 7, but in the same breath, giving her the 2 extra hatchets smooths her learning for new Huntresses, and encourages taking more ambitious shots, which seems like it'll be more fun overall for everyone... and ofc, 7 does reward good hatchet discipline by reducing reloads... but 10 was just silly.
This final place Huntress is resting at feels pretty decent to me now.
Just spamming hatchets and missing a lot will cause you to lose a lot against decent teams. Besides nobody used 10 hatchets just like nobody really used 8. Shiny Pin and GC are used far more often and are much more valuable then double belts.
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@MaTtRoSiTy said:
Good, it was ridiculous and unnecessary.
I am not a fan of Haste or Hindered mechanics in the game but I guess its tolerable with Huntress being 110
It was nice having to reload less. Trickster/ Huntress are the only killers in the game who have to drop chase and go find lockers which can be far away. IMO Trickster and Huntress should get haste after reloading. Like knight does after using guards.
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It’s not the bagging that bothers me tbh it’s the spending 2 whole minutes at the gate just being toxic. That’s omega cringe. Do I really have to force them out like a bunch of children? They could easily make it to where exit gates are blocked for any survivor who spends longer than 20 seconds at a gate or something.
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@steamed_hamzzz said:
Okay seriously, how are you meant to counter it? You can’t face away, or even face a wall because the speed boost and blast angle still allows for saves
You can’t realistically equip lightborn every game just in case they bring 1 perk
Flashbang by itself is fine, it allows for skilful saves if you’re close enough and have the right timing, or a free blind at pallets every now and then. The problem is Background Player, it makes the perk incredibly frustrating, especially in the hands of a coordinated SWF
Background player needs nerfing
There is actually a bug to where you can use BP to go inside the killers model while they pick up making avoiding the save impossible. Wether facing a wall or not.
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Any Gen slowdowns are gonna be huge Pain Rez from artist and pop from clown are great. As for general pressure you really need to secure downs quickly and not spend too long in chase. If a survivor is really good, leave them. It’s better to go for the weaker links and save the best for last. I could go on with general tips but knowing who you play as killer would help a lot.
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@Doxie said:
I am still newish, and part because I'm seeing more of it.... especially in solo... But here I am, playing a good game with teammates that are not so good. I avoid the killer, escape, do gens, wait for the good time to unhook…basically play the way I should. No hooks and then I realize I'm going to have to run interference while teammates are are two hooks in. One hit, down , moir. I mean playing a great game and then dead. Isn't this kinda opposite what they are going for. I get punished if I don't unhook, heal people. Gens and escape...I fail to get emblems, but if I play…instant dead. Then I get a stupid killer that tells me I need to get better. One hit and I'm garbage? Besides spending every game looking for every totem, which is a waste, what's the counter? Lockers and hide entire game? It's just unfun.
High Risk, High Reward.
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@Blueberry said:
I run it for the dopamine hits of when I down people but realistic it's one of the worst slow down options compared to everything else available. Like it's worse than PR, Pop, Deadmans, GE, Deadlock ect.
Tbh I'd like if they just removed the basic attack requirement to give it a little more flexibility since it is worse than the others.
Agreed! I would love to be able to cross map down a survivor with my hatchet and use the 10 seconds it bought me to get my slow 110 killer ass over there lol.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689547#Comment_3689547
If 2 seconds feels like 40 seconds to you in any context you really should work to improve your own skills. Including and especially time awareness.
No lol you literally get 40 seconds. If you get to a loop after a DS stun all the time you spend after that is pure profit. So if you DS a killer and then loop them for 60 seconds, DS literally got you 60 seconds not just 2. That's not debatable, just a fact.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689550#Comment_3689550
I use it already, I've put like 4800 of my 5000 hours into Killer lol
It does not help if you're bad 😂
Well I guess I must be a good survivor then lol cuz it literally feels like easy mode to me. Literally does all the thinking for you, its game sense the perk lol.
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One hook at one gen is crazy. Ive done it when I was new, but they don't have to play that match if they don't want too tbh and they don't want a DC penalty.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689543#Comment_3689543
I'm pretty garbage at Survivor as well.
It's possible, I'm rusty but I've dabbled in comp before I took a break
I would highly suggest WoO its stupid how good it is. Literally got several 3-4 gen chases with it but not once could I do it without it lol.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689415#Comment_3689415
I’m talking about now. I don’t think DS receiving 2 extra seconds will make this strategy meta. If that were the case people would be doing it now. OP says it’s common (every 5 games) but I’m skeptical. I play a lot of solo queue, I’ve never seen anyone pull it off. And in my SWFs people aren’t doing it either.
I see DS about the same amount 1/4 or 5 games. Adding 2 is more like adding 40 because now they can W key it to a good loop and get a few loops out of it on top of getting a reset on DH.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689427#Comment_3689427
Hmmmmm
For me, personally, I get a team that challenges me maybe every twenty games or so.
It's really the macro play that separates them.
Every twenty games is crazy, maybe you're just a really good killer? I consider myself to be good, I still win the majority of my games but I can easily tell if it's a good team or not. Im defo a trash survivor tho, unless I run windows of OP and then I can easily loop for ages.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689400#Comment_3689400
Two questions.
What constitutes a good team and how often do they occur?
A team who is always spending time on gens when not in a chase. Split up on different gens too. Not afraid to letthere mate sit on hook and pop the gens out out more others on them. Bringing really strong perks as well. It’s pretty rare on killers I don’t play alot but for the killers I spend the most time on I would say it’s about 6/10 games are really good survivors. During events/ certain time of day it can be like 8/10 games. SWF is not a requirement, I’ve read into plenty of good solo queue teams as well.
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@Ayodam said:
I don’t think I’ve ever seen anyone use this strategy. How often do you encounter it? Or is this purely hypothetical?
It handed VERY often back in the day when ask those perks were meta. It will happen more now that DS is getting a buff. But as of now it usually only happens in SWFS
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@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688390#Comment_3688390
Good ill be bringing unbreakable or even plot twist
fine with me lol, I would rather survivors waste perk slots then using a bunch of Gen rushing perks
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@Choaron said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683578#Comment_3683578
I play both roles equally. Killer is undeniably easy. It's the easiest role in DBD, above 4-men SWF even. It's just a naturally less "chill" role than surv because you're alone and in constant pressure so you need to know what you're doing to the bare minimum, which often isn't the case (no offense).
Killer is only easy if you’re playing Nurse/ Blight, that’s it. Either you’re just really good at Killer or you don’t play enough to get good teams, it’s that simple.
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I reported someone for cheating the other day that I had video proof of and Bhvr said they took action on it. They probably just buy new accounts tbh. I have a list of several creators who openly cheat that I watch out for.
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unfortunately with the buff to DS the amount of slugging will skyrocket if it becomes meta again. Just like back in the day when DS was in its prime.
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I 3d print stuff too but I would say find the height of a survivor for example David King is 6’2 I believe and then you can grab the model from the weapons in the unity game model viewer and put them sided by side.
However you could just google most of them as Onis kanabo is probably standard size and tricksters bat is obviously just a bat. Wesker and Hunk have KaBar combat knives which you can buy on Amazon. Huntress’s axe is handmade and since she is 7’8” it’s probably pretty big. Just like her hatchets. Those things are probably like 8lbs lol. That’s all I can think of tbh, I’m actually about to start printing Huntress’s stuff this weekend lol. And I want to pay someone to model her blighted axe for printing so I can put neon yellow lights in it and hang it on my wall!
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Could get rid of the speed boost entirely tbh since you can literally sprint burst into the adrenaline sprint burst. Besides you can still bring hope and cover almost the same distance. But glad they removed the saving on hook. Ridiculous that I should get punished for hooking when everyone wants slugging gone from the game.
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@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686591#Comment_3686591
People bring 3-4 slowdown in almost every game I play anyway. You can't bring more than that. Bring on the nerfs.
And you’ll see only 4 after any nerfs lol. Get rid of any gen speed increasing perks / items and then nerf the perks and I would be fine with that