Quinn FTW

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About Quinn FTW

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  1. Out of likes. Great analogy.
  2. As for the Shift-Grab-Punch combo, there have been a number of suggestions, ranging from a cool down on grab time (so that it can't be spammed), to a cool down on the kill animations (to limit fast kill spamming). I'm torn on these ideas. On the one hand, I get the frustration. On the other hand, though, it is what it is. This game was put together a certain way, and every time they tweak it, it seems to get unbalanced in a different way. If you were to put a cool down on grabbing, then counselors would feel safer ganging up on Jason again. Ditto with the kill cool down. The real problem is that the game play is simple and straightforward. With a few exceptions, any "advanced" tactics have been exploit based, such as driving the car backwards, morph trapping, body blocking around traps, & etc. That's not to say that the game isn't enjoyable. But it's not exactly rocket surgery. Anything can become monotonous/boring once you've been doing it a while. That's why people are champing at the bit for new maps, and new counselors. They want to try something new/different. But those are only going to stave off the familiarity for a little while. This is not a "play every day" kind of game for me anymore. It doesn't have that kind of longevity, IMO. But I still have fun firing it up and playing a few matches once or twice a week. Anything more than that and the act of opening 10 billion empty drawers, spawning in the phone house, and/or having to deal with ridiculous randos starts to wear on me. TL;DR - Boring is in the eyes of the beholder.
  3. Oddly enough, my aforementioned sense of dread seems to have intensified... [j/k. I know the forums have their own set of ongoing issues. It's not the devs' fault.] [I'm still really worried though.]
  4. Neat. I'd be more excited, except I'm overwhelmed with a sense of dread regarding the inevitable technical issues that will most likely break the game all weekend.
  5. In addition, it is way easier to just toggle the flashlight on and off than to go into the emotes, then navigate the wheel/select one. One step instead of two.
  6. Out of likes. But this is exactly how I feel about the game these days. The atmosphere of the game has been severely damaged by this nonsense.
  7. I missed being able to access the forums more than I've missed playing the game. Which seems weird to me. But true nonetheless.
  8. Savini never counted towards PHD as far as I know. I tested that, IIRC. I don't think they took any kills out, per se (except maybe the boat one).
  9. It used to be 59 kills. But they lowered it to 56 (at least on Steam) with the Small Maps update in August. I do not know if that applies to XBox or PS, but I cannot imagine why it would not.
  10. I've said it before, and I'll say it again. This is not a behavior that justifies a ban. Besides, as I've also pointed out before, one way to prevent people from lobby hopping until they spawn as Jason is to flag anyone who leaves a match early, and set them to automatically be a counselor in the next match. It's a slap on the wrist for someone who DC's accidentally, but it puts a lid on the lobby hopping, as they would be continually flagged to be a counselor.
  11. I remember my worst experience. "Database Login Failure." Ruined my whole week. I had even taken a day off work to marathon the game. Sadness.
  12. This is the Internet. No one can.
  13. That's a solid "no" there, Sparky.
  14. In my Steam achievement list, I noticed I had gone from 56/59 to 56/56 after the recent update. It did not award me the achievement until I actually played a round, though. As for which kills they removed, I don't think they removed any... they just lowered the requirement for getting the achievement. It was a suggestion that has been floating around for a while. I'm glad to see it implemented; there were a lot of players stuck at 55/56.