Deathgarden: BLOODHARVEST

Deathgarden: BLOODHARVEST

52 ratings
The Most Dangerous Game: Playing Hunter
By goingforbrooke
Hunter mechanics, goals, and playstyles with character-specific notes.
   
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Quickstart
Summary
To keep the unwashed masses out of Utopia, you'll be dropped into a randomly generated area and tasked to hunt them down.

To accomplish this, your primary objective is to prevent the scavengers from moving blood from the body-impaled collection point to the larger spires labelled "A", "B", and "C." You don't completely win or lose if a few escape, though a "hunter domination" is a satisfying victory.

Activities
It's key to strike a balance between active hunting and maintenance activities. Active hunting involves unglueing your eyes from the ground and scanning the horizon for movement, active blood deposits, drone destructions, and broken drones.

Obstacles
Scavengers will, intentionally or unintentionally, divide your attention between different activities. Your first few pursuits will clue you into the caliber of your prey. Watch for what abilities they're using, how recklessly they spend their power cores on those abilities, and how well they work together. You can also hold Tab while you're waiting in the corral at the beginning of the match and look for the microphone icons next to their names.

Application
Two microphones means that there will probably be two guys working together. On first contact I notice a Ghost and a Sawbones cloaking and healing each other. I won't be able to kill them both outright, so my best chance is to hurt the Ghost and watch keenly for the orange tracer and healing bubble from his Sawbones friend. I make light chase of the Ghost, careful to keep my magazine and stamina capacity at 75% or more. When I see the orange tracer, I hit supercharge and leave it on until the medic's down.
Strategy
Objective

Have fun playing hunter, not pursuing rewards. It's easy to get frustrated when you're determined to kill all of the scavengers or never let them deposit a drop of blood. This makes you predictable, ineffective, and manipulable (see kiting).

Focus on picking them off one at a time, preferably starting with the weakest. The one or two who carry the bulk of the team's workload may evade and annoy you for a while, but don't waste your time. Recognize skill when you see it and acknowledge their prowess by pursuing their lessers.

Starting

The First Jump
Scavenger hot spots is a roughly equilateral triangle with the A, B, and C deposit spires as its points. If you can see one or two of these from the window, then you'll have a pretty good idea of where your prey will be when you jump in.

If you're not sure where to go, then aim for halfway between the center of the map and the edge.
  • Going straight to the center of the map lets them go around you or even swarm you.
  • Going to the edge puts you out of the fight, away from where you can collect resources and deploy sensors.
  • Hitting them right out of the gate gives you valuable information and makes a statement (see Workflow-- Put them Through the Paces)
  • Watch carefully for smoke arrow plumes while you're still in the spawn room. They're visible through the map during this period and will pinpoint your prey's location.
  • On maps with no fog, you can see the scavenger's spawning room on the opposite side of the map. Watch them jump to get early indicators of their direction and coordination. If you see them simultaneously barrel roll to the left, there's a good chance that they're practiced and working together.

Composition
  • The matchmaking service composes teams with an experience gradient. There will likely be one very experienced Scavenger, a mediocre one, and a few average ones.
  • Familiarize yourself with the ranking system so you know which one's which. Remember the names of the best and worst player.
  • Know when you've killed their ace and their rookie so you'll be better informed on your next kill. Ideally, the rookie dies first and the ace dies in blood mode.
  • Getting down to two Scavengers is tough (see "Turtles" below). Remember their class abilities so you can predict how they'll help each other when you meet.

    In the Spawn, Safety On
    • Scavengers have no idea which hunter they're up against until the first shot's been fired. Don't fire it while you're in the spawn.
    • Hide in the corner if you're really paranoid. Hunter outlines are barely discernable

    Workflow
    1. Put them through the paces
    • Hit the scavengers first thing to make mental dossiers of your quarry.
    • Intentionally limit your stamina and ammo usage and allow for multiple small pursuits. Find out how much you can get away with when your try-hard pants aren't on. Unskilled scavengers will fold under the slightest pressure, opening the door for a low cost execution (perhaps two if you uses enough resource restraint on the first).
    • An aggressive hunter puts the fear of The Pure into coordinated teams. They'll think twice about pestering or swarming you when you're performing an execution.
    2. Set up sensors
    • Take a break from fighting and jump from place to place.
    • Ignore any targets that you don't take by surprise. The combat music bubble around you is huge and until you have sensors everywhere they'll hunt you.
    • Prioritize collecting ammo and power cores with greater emphasis on the former until you're full.
    • Save power cores for the drones near the blood deposit spires. Don't waste power cores on drones that surveil open, uncomplex areas in the middle of nowhere. You want them to finish pursuits, not start them, so poison the strongholds that they'll retreat to.
    • If they destroy a drone that you're about to activate (or as you're activating it), walk past it and look for a power core. It'll be repaired by the time you find one.
    • Some maps seem to have more power cores than others. Shorten this phase if there are few to be had or their acquisition is time consuming.
    • First activate the drones that hover directly over each deposit spire. These usually won't detect anything because shooting them down is the first order of business before scavengers make a deposit run. This gives you is an early warning system. Looks for the gouts of flame, smoke, and broken outline that signal a downed drone. It means that someone wants to make a deposit run in that area and is willing to bet their life that they can make it in and out before the drone comes back up (~20 seconds). Alternatively, some teams (especially the coordinated ones ) make it a priority to keep all drones disabled at times. Switch tactics and prowl the highlands while you scan for their telltale arrow tracers.
    • After the primary drone's been activated on each deposit spire, do another rotation to activate two or three next to each deposit spire. Favor drones surrounded by buildings or trees so they can't be disabled from a distance. These will be your primary detectors.
    • Supplement your drone coverage with deployables (mines and turrets). Deploy these in bushes, complicated houses, tunnels, rivers and choke points.
    • Don't shoot-hack crates too much. It's not worth it to broadcast your position. If you have a challenge to do so, then just wait for Blood Mode. Scavengers that open hacked crates are revealed for about a second, but the crates that they want to open aren't ones that you want to hack.
    • 0.1.2: Crates now take only one bullet to hack. This is best used near deposit spires when they already know that you're there anyway.
    • Hacked crates remain hacked when they respawn.
      3. Swtich it up
    • Take pause in the middle of the game to review the patterns that you've established so far.
    • Radically change your patterns to reach new audiences.
    • Clockwise vs counterclockwise, quiet vs loud, fast vs slow, methodical vs glancing.

    Turtles
    • If you're doing well, the Scavengers will start hiding more and avoid all blood deposits.
    • This can be the hardest part of the match because they've settled for losing and decided to wait you out.
    • Hacking crates and activating drones may yield some results, but early game activities like this make it hard to do much pursuing.
    • You need to be looking up, so take inventory of how many "sensors" you have deployed, and, if sufficient, search out your prey the old fashioned way.

    Blood Mode
    • You here either because you killed four Scavengers and won a Hunter Domination (congrats!) or the Scavengers collected enough blood to score a Scavenger Domination and open the gates.
    • You can only kill one.
    • Many Scavengers erroneously assume that you can see them as soon as Blood Mode's announced. It takes 4-5 seconds with an annoying splash notification obscuring your view, but they'll often split for the nearest exit at the announcer's behest. Use this to advantage to knock out your current quarry before Blood Mode's really started. You may then have enough time to score another before the exits open.
    • Scavengers are teleported away as soon as they touch an exit's ramp, whether they're downed or not.
    • After you've gotten your kill, open and hack as many health crates as possible. This is the best time to get ahead of those annoying challenges and the Scavenger spazzing out at the exit is too happy to help.
    • Cloakers avoid this phase entirely.
    • 0.1.2: Scavengers can collect blood during Blood Mode.
Gameplay
Vision
They can't always see
  • Blood fonts. This is huge because you can usually find unsuspecting prey between fonts and deposit spires.
  • Blood deposit spires. When you're next to one, note that the red core is an inverse thermometer. The lower the bar, the more recently it was tapped. Scavengers don't have to pull all five charges out of the fonts, but they tend to.
  • The bubble around the Poacher's mine. This manifests as an opaque sphere that's difficult to see from a distance. Put them in bushes around hotspots for maximum effect.
  • The Inquisitor's turrets can be seen fairly easily and need to be deployed in a low-lying corner to avoid destruction.

They can always see
  • Other scavengers (with a white outline).
  • Other scavenger's health. Toggle this on by shooting them.
  • Downed scavengers (with a white outline).
  • Drone scan areas, (which manifest as conical red areas).

Blood Deposit Spire Effects
  • The sky slowly pulses red.
  • A inverted opaque cone appears between the top of the spire and the sky (though it's shaped more like a top).
  • Red waves pulse out from the cone.
  • Red pulsing veins radiate out from the spire. These veins reach a fair distance and can give you a better sense of direction than the funnel or the sky can.
  • A beam pulses out of the spire, but it's not visible at great distances.
Movement
Flying (Supercharged jumping)
  • Toggle supercharge mode for a second and jump while running forward to launch yourself into the air.
  • You can cover roughly 1/2 of the map this way.
  • Toggle off supercharge once you're airborne.
  • You need less than a meter's head start.
  • Flitting too much from place to place makes for few kills, even when playing as The Inquisitor.
  • Remember that even the most forward feeling jump will quickly gain a lot of altitude. Use this to lessen the number of jumps needed to get out of deep pits.
  • It's ok to fail the landing on larger jumps as long as supercharge is toggled off while you're airborne. The loss incurred by toggling it back on again to help you up the edge is diminished by the amount of stamina that recharged while you were airborne (This feels less true now, but may still hold water with a stamina regeneration perk).

Sprinting (Supercharged running)
  • Very useful for finishing a kill.
  • Critical for shotgun use.
  • Easy leave it on unnecessarily while in pursuit.
  • You can't reload while Sprinting.
  • 0.1.2: You can reload while sprinting!

Running
  • Significantly faster than the scavengers. Slow down a bit if you're coming up on your target too quickly in a pursuit. Being close makes it harder for you to land shots and easier for them to double back on you.

Standing Still
  • The most underrated hunter ability.
  • If there are many scavengers in an area with a bunch of clones, a confusing mass of smoke, and a jungle gym three stories high, sometimes the best thing that you can do is stand and watch. Recognize that whatever just confused you took a lot of resources to pull off and that the guilty parties are probably in the bushes right next to you or slipping down the trunk of a nearby tree. Twitchy parkour fanatics don't know when to quit and might fall right into your sights any second. Meanwhile, your shock and stamina are recharging. Relax, take a load off, pick up a crate and activate a drone or two. You're much faster than they are and they can't leave to harvest blood any time soon.
  • Standing still too long makes it easy to triangulate your position via combat music cues.

Crouching
  • You can't Babe Ruth under things like the scavengers can, but sometimes a little peek under the table will find a lot of footsie going on

Stamina
  • 0.1.2: Stamina regeneration increased by 20%.
  • 0.1.2: Stamina (recharge?) cooldown decreased by 10%.
  • Each Supercharge invocation has a ~15% cost. Don't spam it.
  • Adjust the proportion of jumps and sprints to emphasize your character's strengths. Inquisitors should use a 50/50 balance of jumping and sprinting for acquiring and finishing prey, respectively. Poachers should use 80% of their stamina to jump from place to place, rarely using the last 20% for a finishing shotgun blast. Stalkers should begin the match with a similar 80/20 strategy to activate drones, then gradually shift to the inverse as they gain more situational awareness.
  • Vertically inclined scavengers will bait you off climbable cliffs that are taller than two storeys. Be wary of these cliffs because they're impossible to surmount without stamina and seem to take a few more seconds than it takes the scavengers.
  • Jump to high ground whenever during a pursuit, even if it means giving up some distance or line of sight to your target. This is critically important because it costs you an absurd amount of stamina to scale a cliff, relative to what it costs a scavenger. You can't do it more than twice and you don't want to.
  • Jump to the top of cliffs that your prey's headed for during a pursuit. It costs less stamina to jump than it does to climb and they might come straight to you. The scavenger's venerated 3rd person perspective is flawed in that it affords little field of view at the top of their screen. Players also tend to angle it downward, compounding the issue. Wait patiently at the top of the cliff with a shotgun. It'll be easy to see where the body drops.

Reloading
  • Sprinting reload will reset the reload. Be especially wary of this when using The Poacher's LMG. (0.1.2)
  • The charging handle on The Poacher's LMG is just for show. He'll doesn't rack a new round after he's expended all of his ammo. Wait for the fist slam before you start firing or sprinting . (0.1.2)
  • Firing a pump action shotgun during a reload will cancel the reload and instantaneously snap the barrel to the center of the screen. Always be reloading.
  • The Poacher's mines stack up in your "bag" as they become available. You can place many of them in a short interval if it's been long enough.
Crates
Regular Crates
  • 0.1.2: Place a small tax on total Health from Power Core Crates. The meaning here's unclear, though it appears to be a typo. Hopefully it means that there will be less ring around the rosie games with health crates.
  • You can reload while activating a crate if you start the reload before you start the activation.
  • Some teams will try to deprive you of blue crates. Leave the area if there are too many of them and it's too early in the game.

Golden Crates
  • Collecting these is your highest priority. I regularly drop pursuits and expend all remaining stamina to do so. Don't let them get one.
  • The announcer won't notify you when a golden crate's spawned and the directional indicator on the edge of your screen can be hard to notice. Be alert for the black and gold tab on the top right. The blue bar inside of it is a timer that should never reach less than 90%.
  • Shock thieves to cancel their action. Resist the urge to pursue them.
  • Unlimited ammo reserves, which is atrocious for hunters and amazing for Scavengers.
  • Doesn't reload your gun.
  • Doesn't give you unlimited stamina or increase stamina regeneration.
  • Takes longer to open than a normal crate.
  • Hackable, if you're laying a trap for a skilled Scavenger.
  • If you don't get it, count on not being able to see or kill anything for the next few minutes. Their blood collection will go through the roof and you'll have red bubbles everywhere.
  • If you do end up in this situation, try to guard the deposit spires as best you can. Collect crates as you do so, but don't chase anything.
  • Don't get lazy with denying this when Blood Mode's about to pop. You won't be able to kill them.
Combat
Choosing Battles
  • Don't waste your time on fights that you can't win. You'll spend much of this game dutifully collecting power cores and setting up drones while the Toddlers with Tiaras roll into you and shoot at you. There's a noticeable shift in the balance of power after you've made enough of the map into a detection hell, but until then everything you do is meaningless.
  • Don't try to down a Scavenger if you're unsure if you can finish him.
  • Never give chase to Scavengers that want to be chased. Ignore them and super jump regularly to keep them from following you.
  • Do a bounce (a double super jump) every now and then with a change in direction as you hit the ground. Adept trackers will follow you from jump to jump, but following a bounce is very difficult. This will completely drain your stamina bar, so resist the urge to pursue anything when you land (unless you're playing Inquisitor).
  • Many teams will assign a healer and a cloaker whose sole job it is to keep tabs on you. This isn't an issue as long as you're setting up drones, but jump away when you need to start making kills or if they start hogging power cores.

Pursuing
  • Keep you quarry under the illusion of safety until you're ready to down him.
  • Soften them up with your long range weapons (especially automatics), but don't reduce them to less than ~80%. Your only goal is to keep them in a place where they can be taken down in one shot by your shotgun (or shock, if you're playing Stalker). When you're ready to commit to the kill, then start looking for a good place to down them.
  • Many scavengers have taken to circling health and power crates while being pursued (see Bafflement -- Ring Around the Rosie). If they're cloaked, look for the little yellow/blue/red line to see where they are. If not, consider hacking the crate so you can see where they go when they split.

Shooting
  • Shoot automatic weapons like they're semi-automatics. Every bullet is a tracer in this game, so the longer you lay on the trigger, the easier it'll be for them to evade you and seek cover.

Shocking
  • 0.1.2: Shock cooldown reduced from 6.5 seconds to 5.5 seconds.
  • Run up to corners and pillars that serve as cover, shocking as you "bounce" off of them.
  • Jump upward toward airborne scavengers to finish them off.

Downing
  • 0.1.2: The devs are incentivizing downing without providing more time to do so. This vision for the game sounds great, but right now it's not worth it to give up on executions.
  • Be swift. Scavengers can continually heal themselves forever, so it's never worth it to deal damage that's less than their entire health bar.
  • Downing effectively is all about timing and ragdoll physics.
  • Ragdoll impetus seems to be equally dependent on the amount of excessive damage received their direction of travel, your position in relation to them. This can dramatically change your ability to predict their body's trajectory. For example, a Scavenger with 25% health crosses my path, jumping as he moves perpendicular to me. I give him a side full of shot, doing about 30% damage in excess of his remaining health. You might expect him to tumble back to earth and skid to a stop on my left. Instead, the game interprets his jump as upward momentum, as well as my shotgun blast and my position relative to him. He goes flying forward directly in front of me.
  • Jumping Scavengers are like clay pigeons, but don't finish them until they touch the ground unless they're near the edge.
  • Downing a Scavenger who's standing completely still will still launch him away from you.
  • Launched scavengers will bounce off of walls, often becoming airborne if they were first sliding along the ground. They'll bounce with an equal and opposite reaction, so if once bounces off the wall in front of you before you can turn around, then estimate his distance from you by guessing how far he would've traveled if the wall weren't there.
  • Corral scavengers into the corners of ruined buildings or against cliffs. Corners will "catch" their body and make it harder for a healer to revive them from afar.
  • Scavengers can crawl surprisingly quickly (about as fast as you can walk) about two seconds after they've ragdolled.

Executing
  • 0.1.2: Executions now reward scaling bonus XP based on the amount of time between the down and the execution.
  • 0.1.2: You can't cheese the execution bonus by holding them there.
  • 0.1.2: Execution range increased by ~(0.64)m.
  • There's not enough time to delay any execution, even uncontested ones. The bonus is nice when you get it, but it shouldn't be forced unless it's the second to last Scavenger and you're certain that his friend's nowhere nearby.
  • Execution initiation doesn't require you to know exactly where they are. An XP pop up will appear along the bottom of your screen when you're close (0.1.2).
  • Touch revivals take about the same amount of time as an execution. Shock the savior to cancel it and keep a wary out for blue lines coming from the bushes while you're executing. Shock and resume if needed.
  • Start holding "E" as soon they're downed. Walk towards them and an "Executing" bar will appear at the bottom of your screen once you've found them.
  • Scavengers can be cloaked while their body's flying through the air or skidding across the ground, making them difficult to find.
  • Scavengers can no longer be revived once an execution has begun.
  • Replenish your stamina and ammo after each execution. Even the cheekiest of scavengers will tend to vacate the area after an execution occurs, save when they're intentionally aggravating.
  • Fellow Scavengers will shoot your back and push you around while you complete the execution. Ignore them and be careful not to stand near any ledges while starting an execution. If they nudge you too much, the execution will fail.
  • Don't give up on the Scavenger who was revived a right before you started your execution. Smile, reload, and count to three. He's out of abilities, demoralized, and disoriented. Count to three and, if you have an automatic weapon, start holding down the trigger at two and a half.
  • You can't execute Scavengers that have crawled under a low pipe or similar cover. It might take a few hops to get a grab in. (0.1.2)
  • (0.1.2) Scavengers can no longer escape your wrath by crawling under things.
Bafflement
Bafflement
  • 0.1.2: Less sporadic leg behavior has made it a lot easier to judge where Scavengers are headed.

Drive-bys
  • Cloakers will destroy an unactivated drown and use the explosion to cover the flash of their cloak activation.
  • Give them space when they're headed for a drone. The resultant flash takes a second to dissipate, during which you're blinded. Alternatively, anticipate their action and get on top of them before they arrive. Pop a shock with the explosion and start spraying the health bar when it appears.
  • Cloakers may use their power up arrow to last hit the drone, making it easier for them to cloak themselves (unconfirmed).

Rolling Into You
  • Scavengers will roll into you when spotted, throwing off your aim when they push you a bit.
  • The roll will often be combined with a cloak. Anticipate this and pop a shock as you switch to a shotgun. They'll stop mid-roll, lose cloak, and hold still for a second. Aim for the head and jump toward them as you fire, turning 180 degrees as you do so.
  • Then they'll either split or take up residence on your back.
  • The ones that split tend to cloak-roll into a nearby bush and wait. Shock the closest one and noobspray the second closest if it's to no avail.

Pilllar Vaulting
  • Scavengers will climb a tall narrow structure and vault back and forth over the top.
  • They have little situational awareness while doing this, so the best course of action is to stop and wait for them to come back over the top again. This is a bit risky because they can hit the ground running on the other side and go home free, but it works most of the time.
  • Start activating a drone while you wait for them to come back over, especially toward the beginning of the match. If they come back over, then you've killed two birds with one stone. If not, then you now have a drone up to see where they're hiding in the structure. If there are no drones nearby, crates make a reasonable alternative.

Climbing and Holding
  • Scavengers will climb up a vertical object and hold themselves there for as long as they can (~3 seconds).
  • Trees and blood deposit spires are Scavenger favorites for this.
  • Popular with less experienced Scavengers.

Playing the Edge
  • For some reason Scavengers think that it's a good idea to slide down the cliff that borders the edge of the map and climb back up again at the last second.
  • Some will actively do this while being chased, but it can be difficult to distinguish the edge from other cliffs. Know when you're near the edge and make no waste of resources when fighting here, no matter how early in the game.
  • They'll come up at exactly the same place where they went down. Scavengers can't move horizontally while climbing.
  • Wait for them to come back up exactly where they went down. The time that it takes to them to come up is about equal to the reload time of most weapons.
  • Expect them to pop a cloak or a heal as soon as they're back on their feet.
  • Scavengers who come back up will rarely head inland, preferring instead to run along the edge and repeat the maneuver.
  • Killing them near the edge will result in an instantaneous execution most of the time.

Ring Around the Rosie
  • Scavengers will run around a circular object, doubling back or climbing when you can't see them.
  • The oil silos on the refinery map and the "rocky tables" on the desert map are particularly troublesome, especially when they're next to a deposit spire.
  • Difficult to hit because they can roll in a tight circle while taking cover.
  • Easy for them to heal themselves because their cover makes a nice "backboard".
  • Easy for their teammates to heal them because they're staying in one place.
  • Try sprayng around the edges of the object. A little damage to a foot or arm may be enough to dislodge them.
  • Try running directly up to the object and popping a shock. If it's a "rocky table" or something similarly surmountable, then pop the shock as you're jumping on top of it. If your shock gets through and you still can't get a bead on him, then consider standing still and repeatedly shocking him. He'll run out of healing after four or five shocks if his friends aren't healing him.
  • If he's content to bask in your presence on the other side of the obstacle, then start dropping deployables on either side of him. The unexpecting will run in disadvantageous directions while the ones who start shooting your mines/turrets under deployment will be distracted. Run toward the opposite side that they're shooting on.
Hunters
Characters

The Inquisitor
  • 0.1.2: The Inquisitor's crate autocollector now works when standing next to multiple crates.
  • Speed: Fast
  • Strategy: Fly from spire to spire with infinite stamina gained by denying health crates.
  • Boon: The "Snake Bite" assault rifle's the only automatic weapon that won't weigh you down. This is key for noobspray-detecting scavengers under bushes and cloaks.
  • Curse: Damage output is an issue and fighting a team with a good medic can be very frustrating. The "Mauler 190" shotgun's good for finishing a kill, but it's upgrades scale the damage falloff range, which is a bit useless, given its lackluster pellet spread. Upgrade "Snake Bite" first. Auto collecting crates is a path to laziness.
  • Crate: Red. Health crates are your bread and butter because each one nearly refills your stamina bar. Without it, Tomas is nearly worthless.

The Poacher
  • Speed: Slow
  • Strategy: Carefully pick your way across the map and expect to make a kill every time a scavenger gets within 20 meters of you.
  • Boon: Once Bubble Burster (25% increased shock range) can clear most two-story structures and the unlockable "Flynn SN14" shotgun is the most range in the game and scales up damage on upgrades.
  • Curse: Trigger control for ammo and stamina is a must. Most perks increase Declan's maximum capacity for things like ammo and stamina, but be consumes resources like none other.
  • Crate: Yellow. More. More. More ammo. Keep in mind that you can start a reload right before or during a crate collection.

Challenges
  • Don't rush perks. Check your progress on the "Challenges" tab at the end of each match and steadily level them up together.
  • Choose pairs of perks that'll count for the same thing. For example, if your weapon requires 25 ADS kills to upgrade, you might have two other perks with the same requirement.
  • If you don't have challenges that count for the same thing, then try to theme your loadouts so you'll know where your strengths are in the match. For example. you can pair up "Use 50 Stamina" and "Use Supercharge for 100 seconds" and know that you need to focus on moving lot during the match.
  • Hit "F1" to choose perks in the spawn room. You can swap out perks up until the time that the match starts.
  • Scavengers complete challenges for breathing while yours are a royal pain. Get them over with ASAP so you can get back to the game.

The Stalker
  • Speed: Moderate
  • Strategy: Lie in wait and snipe from a distance. Or do the opposite with electricity.
  • Boon: The semi-automatic sniper rifle has great headshot damage, but it needs a few FOF upgrades before its damage become viable. The cloak's best used when pursuing prey, not sniping. Jump a scavenger depositing blood toward the edge, cloak up, and ambush him when he's running inland. He'll 180 in surprise and his body will ragdoll off the map when you kill him, giving no chance of revival. She also has a perk that scales up shock damage. It'll reduce most scavengers to half health in one hit.
  • Curse: With neither The Inquisitor's mobility or The Poacher's reserves, The Stalker has more difficulty keeping up a chase. Couple that with poor sustained damage and The Stalker's not too capable once your ruse is up (except if you have shock upgraded). Make your strikes quick and deadly.
  • Crate: Blue. With slow movement and no deployables, drone activation's an important part of your loadout. Finding targets is Stalker's biggest issue, though, played correctly, the targets should be coming to you.
Prey
Fog
  • Smoke bomb arrows and healing arrows (see Sawbones for more information)
  • Smart ones will obscure themselves with a smoke plume, enter it, and fire another at a likely path of travel. Then he'll wait in the first cloud before firing a second toward his actual path of travel. Counter this by standing still when you find yourself surrounded by smoke. Dashing into smoke-laden ruins is a sure way to lose your quarry.

Switch
  • Holographic clones that will never roll, jump or climb, but will traverse ramps.
  • Some teams will swarm you with clones when they come to the aid of their friends.
  • Won't climb. (0.1.2)
  • 0.1.2 Will climb small walls (but not large ones).
  • Won't jump.
  • Won't evade. (0.1.2)
  • 0.1.2 Will occasionally evade.
  • Won't detonate The Poacher's mines.
  • Won't shoot.
  • Will run.
  • Will dodge.
  • Will climb.
  • Will crouch (though not for long).
  • Will (seem to) try to break line of sight.
  • Will be revealed by drones.
  • Will detonate The Poacher's mines (wiping out as many as five at a time).
  • Will draw aggro from The Inquisitor's turrets.

Sawbones
  • 0.1.2: Power: ‘Healing Bolt’ has been made more consistent. The meaning here's unclear, but it seems to indicate that healing bubbles will revive/heal Scavengers who touch any part of the sphere (unconfirmed).
  • Healing arrow that produces a ~10 meter orange bubble with a cloud of DNA helices
  • Heals for ~25% on each hit
  • Can use it on herself, but that requires looking down while running. At this point, she may run into something that she can't climb or slow down a bit for a nice finishing opportunity.
  • Get on top of downed scavengers immediately to start the execution. As soon as the downed scavenger's been hit with a heal bubble, the execution bar will stop and the scavenger's health bar will go away. After that, they'll gain ~3 seconds invulnerability and stand up. They seem to be fully healed or close to it when this happens (unconfirmed). They return with 2/3 of their health bar (0.1.2).
  • If you're frustrated that you can't pull off any executions, either find ways to bait the healer or take comfort in the fact that, by repeatedly killing the scavengers, you're still keeping them from harvesting blood and achieving a Scavenger Domination.

Inked
  • Seems to be the least popular pick.
  • Shielding arrow that buffs himself or his teammates.
  • Scavengers tend to use it on themselves, but it's not nearly as annoying as a heal arrow scavenger with the golden crate bonus.
  • Doesn't seem to apply much of a buff and might give away Switch's clones (unconfirmed).

Ghost
  • Cloaking arrow.
  • 0.1.2: Cloaked Scavengers are now more noticeable when evading or using an ability.
  • Can take a perk to extend the range on his vision ten times.
  • Creates a bright white flash on en-cloak and de-cloak-- watch for the second flash to find out where he went
  • Dusty clouds will be visible when the scavenger sprints while cloaked. They generally do this right after they cloak, so watch closely for a line that indicates a dramatic change in direction (toward a bush, for example) right after the flash.
  • 0.1.2: Dust trail duration increased from 0.5 seconds to 0.65 seconds.
  • The scavenger's body is replaced by a hazy black outline that you can pick out if you look close enough.
  • The Poacher really shines here because his LMG and expanded shock bubble make him an ideal de-cloaker. His automatic shotgun's not too bad either, but it's usually out of ammo by the time you've found him.
  • The equally automatic Inquisitor's assault rifle does a pretty decent job of de-cloaking as well.
Keybindings
Settings -> Game Settings:
Sprint Hold (Hunter Only)
  • You'll be sprinting a lot
Aim Hold
  • Event if you want to use ranged weapons, you won't have your sights up long enough to need this in toggle mode.
Crouch Hold
  • You can't fit under the wood beams the scavengers like to slide under, but sometimes a quick crouch will give you the extra glimpse of ankle that you need to finish one off.

Mouse Bindings
  • Bind "E" and "R" to your mouse so it's easier to start a reload with one hand while you're collecting a crate with the other.
  • If you have more mouse keys to bind, then consider putting Supercharge (LAlt) on the button where your thumb rests. This'll take the strain of jumping and toggling Supercharge off your thumb and help you conserve stamina.
  • Shock ("Q") is also a great one to bind, perhaps to mouse wheel up if you need more space.

Misc
  • Use Win+D to tab out. Alt+Tabbing activates supercharge.

Emotes
  • Up: Come and get it.
  • Right/Left Get out of here.
  • Down Bow.
Special Thanks
Without the contributions from these sons and daughters of Diana, society would surely crumble.
  • zi0
  • The Squinch
  • Rusky
  • Mulberry
  • SEE-H
29 Comments
goingforbrooke  [author] 8 Nov, 2022 @ 10:39am 
Looks like there's a Steam-based petition too!
https://cs2bus.com/app/555440/discussions/0/3106888980063098852/
goingforbrooke  [author] 8 Nov, 2022 @ 10:34am 
Thanks for the link King Sunlan! I'd love to see Deathgarden come back.
Sunlan 4 Feb, 2022 @ 7:40pm 
If you are still interested, maybe check out this petition! https://www.change.org/p/return-deathgarden-deathgarden-needs-to-come-back
Mods VS Capcom 4 8 Aug, 2019 @ 5:33pm 
instructions unclear, got suplexed by a dash in hunt with a friend
goingforbrooke  [author] 13 Jun, 2019 @ 5:09pm 
Added relevant items for patch 0.1.2.

Deprecated items and references (0.1.2) have been added. Ctrl-F "0.1.2" for updates.
goingforbrooke  [author] 12 Jun, 2019 @ 3:28pm 
@SEE-H
That's great! I'm glad that you liked the guide!
Doug Dimmadome 11 Jun, 2019 @ 7:00pm 
No worries! It's a GREAT guide btw. Got me from getting 0-1 kills a match to an easily hunter dominating pubs with 3-5 kills a game! Only 5 hours in!
goingforbrooke  [author] 11 Jun, 2019 @ 3:58pm 
SEE-H
Oops, my bad there. Updated and added.
Doug Dimmadome 11 Jun, 2019 @ 3:41am 
"Update: You can now hack crates by standing next to them. It takes ~3 seconds and seems to happen as your opening them."

this actaully the stalkers passive. doesnt happen with other hunters
goingforbrooke  [author] 7 Jun, 2019 @ 9:29am 
@zi0
Drone vision's marked by red cones, not bubbles. The appropriate section's been updated.

Thanks for pointing that out.