I was recently watching an Otzdarva video and he was playing huntress with lethal pursuer and was able to instadown a survivor at the beginning of the trial, is this a hatchet add-on or something else?

I like the idea of ToT being buffed, but I'm not sure this is the way. I think allowing ToT to stay up across multiple injuries is super cool, but for some Hyper-mobility and instadown Killers I think it may be too effective, especially in lower skilled/soloq matches. Even then it could empower (proxy)camping a hook and gen you just kicked, forcing the other Survivors into a lose-lose.


Instadown


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The issue is hypermobility and instadowns abusing (proxy) camping. Survivors can't move cross map at a speed other than 4.0. Hypermobility Killers can circle the map and make it back in time before someone could even reach the gen. Instadown Killers could potentially Insidious camp, with the added bonus of being able to move. Say you get Crotus Penn with the gen and hook on one of the legs on either side of Killer shack. The Killer can stay at the edge of that map leg, and get all the benefits with none of the risk.

I know too many lower skilled players fall prey to Insidious camping as is, but this allows for a mobile camp station. Even in soloq if you go for the rescue and it is camped, you have to go for a trade, which isn't possible against instadown or hypermobility. Instadown, well instadowns, and hypermobility hits twice from the proxy camped distance before the rescue can happen. If they aren't camped then you have to wait for someone else on the HUD to be shown as in chase, which could be too late and force a second stage on the assumption of camping. Additionally the hypermobility Killers could get a hit then head back to hook, knowing they can get the injury and the before mentioned camp double hit before a trade.

Of the 2 alternatives I listed, the shorter CD allows for more frequent use with the current method. The other option at least ends on placing a Survivor in the dying state, which covers the instadown case, and at least stops it after downing the would be rescuer forcing moving out to another gen to set it back up for the hypermobility case. That doesn't change that it likely would be a free win at that point (2nd stage on the initial hook, and 2 Survivors hooked at the same time), but at least its something.

Unsure if this belongs in Bugs or here, but earlier, I had a match against a clown running both Redhead's Pinky Finger and Cheap Gin Bottle. For those not in the know, Pinky Finger means that direct hits with the bottle expose the survivor for a short period of time, but limit Clown to two bottles, while Cheap Gin Bottle increases the number of bottles the Clown can carry by two. What this means is that a Clown with both addons has essentially four instadowns in his kit at any given time. Given the balancing change that happened not long ago with Huntress's Iri Head and Soldier's Puttee, I thought I would bring this up. It seems somewhat unfair that Clown can carry around four instadowns while Huntress is restricted to one.

Iri Hatchets, and I really hope the devs revisit this down the line and implement this, should have been changed to only being instadown connecting from 24 or more meters away. This way, skill is involved. Slinger's instadown is based on how far they were when initially grappled. Same concept. This way, iri hatchets can still be used with the belts and the main problem of iri hatchets is eliminated, which is a Huntress two feet away from you and downing you in one hatchet. ff782bc1db

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