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Found 11 results

  1. You all ruined Jason take him back to b4 the patch he sucks atm and it's a really no fun to play him atm.
  2. Now that Jason has been nerfed. Can we finally have perks for Jason? 3 slots or 2? I have seen SO many people in game bully Jason until he quits since the patch its pretty cringy. Okay I get it the range for the grab kills was OP and rage inducing but also satisfying (as Jason). Give Jason at least perks to use? Increase sense range by x% or run speed by x% or car start up decreases when near a vehicle by x%? Right now Jason is not even threatening, compared to before. Jason is the driving force of this game. Games will be boring soon once Jason starts dying on a regular. Make Jason lethal again with perks would be fair? I think this would make Jason more customizable and more fun.
  3. 10.25.17 PATCH FEEDBACK: A Now-Broken, Counselor-Favored Mess That We Must Fix Intro As a person who has over 400 Hrs. in this game and has played it from launch, I have genuinely enjoyed this game, and want it to stay that way. We have a problem; The number and severity of complaints coming from the preferred-counselors is causing Jason to be weakened such that the game is breaking. The movies feature 1-2 survivors per movie and the game should average that. An F13 game that cares enough about the movies to base the levels on blueprints of buildings from the sets would be remiss to neglect on kill count similarity. Survival should be earned and valued. There are too many others, however, who just want counselor survival to be too easy, and in doing so, are not only defeating the purpose of the game (survival horror), but are breaking it and creating an environment where they themselves (human nature) will soon become bored and leave it all together as there will be no challenge left for them. This cannot be allowed to happen. We must push back against this, especially we preferred-Jason's, as this is becoming a pattern that is genuinely ruining the enjoyment of the game for too many preferred-Jasons. First it was - Jason can no longer block flare guns and firecrackers (Shotguns and bear traps I can understand) Then it was - Jason can no longer use combat stance on doors without issue as there is now a hit-detection issue with doors that is still present and has been since the small maps patch where Jason hits the top of the threshold to no effect on the door. (Using the standard animation forces Jason to leave himself vulnerable to a stun once the door breaks) Now it's - Traps are useless as they can be beaten with a single pocket knife, and can no longer alert Jason as multiple traps is not an option, counselors know where everything is located except for spawn, and Jason gets NO buffs to compensate for any of this. Jason is being made weaker and weaker and it absolutely must stop. Sometimes I think that these incessant nerfs are trial balloons being sent just to see how much we Jasons will take before there's push back; Well I'm there. Before donning your hockey mask and performing the Head Punch on me, please hear me out as I come with solutions to many of the problems I am seeing in a game I am enjoying less over time, but really want to stay in love with. Again, let's keep it civil so this thread doesn't get closed. 1. Counselors leaving/suiciding not FULLY solved yet Giving Jason credit at the beginning of the kill is a step in the right direction, but it's not enough: A. Counselors can and still do leave when being grabbed but BEFORE execution, and even when being simply pursued. Evidence: 1. Quitting During Grab 2. Quitting Before Grab During Slash (Ignore Podcast Audio) B. Counselors jump out of second story windows to suicide and cost Jason the kill. C. Counselors repeatedly cross broken glass windows to suicide and cost Jason the kill. Suggested Possible Solution(s): 1. Give Jason credit for a kill if/when someone leaves the match while Jason is within Music range, irrespective of stalk silence, grab or execution. 2. Make it so jumping out of second story windows and climbing over broken window ledges reduces your health, even to the minimum, but it will not kill you, making so that those who try to suicide are merely gimping themselves and making themselves easy prey. 3. Program the "Leave Match" option with an irreversible 20-second countdown timer where the counselor can no longer move, allowing Jason to finish killing the counselor if a person tries to quit. 4. Tag counselors with a 30 minute cool down for leaving a match with Jason within Music range. Increase the cooldown by 30 minutes for each subsequent quit within a 1 week period for a maximum for 24 hours of cool down if need be. 2. Trap Radius Renders Jason Traps Almost Useless A. Jason can no longer properly protect objectives or receive alerts. This works in synergy with visible items to make Jason's job too much harder without any compensating buff for Jason. Have a look: Trap Issues Suggested Possible Solution(s): Restore previous trap function. Simple as that. 3. Grab Distance Was Problematic Enough with Lag Issues A. Period. As it was, skilled counselors were able to stay out of the range of both weapon slashes (Dear everyone, stop complaining about slashing, period.) and grabs. Skilled counselors could kite a Jason for days as it was. Bad ping and connection issues naturally nurf grab as it is. I've missed counselors after two and three grab attempts if the ping is high enough. Suggested Possible Solution(s): Reset full grab distance, at least until dedicated servers are in place. 4. Change Item Visibility on Maps A. This is far too powerful and easy as it is. Even as a counselor I feel as though I am cheating, and I've noticed myself and others being far more reckless than before and still surviving. The first match, we got both cars started very quickly and everyone escaped. The match even ended when I spawned back in as Tommy because there was no one to save. This was a private match, the Jason was frustrated, and we didn't blame him. Consider doing one or a combination of the following. Suggested Possible Solution(s): 1. Getting rid of it all together, thus forcing counselors to communicate as before. Don't rage, it's makes the game much more immersive. 2. Counselors with fear level below X amount can see items on their minimap and/or large map however, as fear increases, items further from the counselor either begin to fade away and/or disappear all together as the counselor loses track as he/she panics more. Item visibility comes back somewhat if fear is decreased. This would make Composure and related perks more relevant. 3. Only counselors with walkie talkies can see items (simulates communication). Can be used in conjunction with #2 where fear screws with visibility even with walkie talkie. Jarvis would naturally be able to see all items from the start as he spawns with a walkie and no fear. 4. Tommy Jarvis is the only person who can see all of the items while no one else can, by virtue of the fact that he is Tommy Jarvis. Limiting this ability to him only would enhance his status as a "Hero" class. Can be used in conjunction with #2 where fear screws with his item visibility. 5. Only items spawning back into the match from counselors who have left are visible. 6. Only items that haven't been picked up in 60 seconds or longer are visible. (Prevents trolls from hiding items) 5. Un Movie-Like Counselor Cockiness/Carelessness especially near Police exit. A. Counselors do not fear Jason like they do in the movies and even engage in a tactic called "bullying" where counselors can gang up and stun Jason in a chain. Have a look: https://youtu.be/QDZlHze4TpA?t=588 B. This cockiness is especially bad near the police exit where everyone decides they want to use up all of their guns, flare guns, and pocket knives on Jason for EXP. This is when Jason then becomes the punching bag as counselors get away anyway. Suggested Possible Solution(s): 1. When Jason is knocked on his back, allow him to build rage faster based on how many counselors are standing within 10 feet of his body, the more, the faster. Instead of tea bagging, counselors will want to stay away from Jason as they would in the movies. Jason would get pissed if he was being taunted. 2. When the police arrive, Jason gets Rage if he doesn't have it already. Jason would get pissed by police arrival. 3. In Rage, increase stun resistance and reduce stun time by a sensible percentage. 4. When Jason is knocked on his back, make it so there is a %chance (based on proximity to rage) he can quickly reach up and strangle-execute a counselor standing above him. Counselors will want to stay away from Jason as they would in the movies. 5. When Jason is stunned, make it so there is a %chance (based on proximity to rage) he can reach and grab a counselor standing near him, only to have the counselor in hand where normal rules apply. Counselors will want to stay away from Jason as they would in the movies. 6. As counselors build fear, their pocket knives have less of a chance to fire when being grabbed by Jason. This will stop counselors from letting Jason grab them near the police or for free EXP. 7. Bring back a modified, LIMITED, friendly-fire mechanic, for ONLY when Jason is nearby. (Hear me out). When Jason is within 20 feet, counselors can accidentally damage each other with weapons and must now be more careful when hitting Jason back-to-back as opposed to all at once. This will also bring back the need to aim carefully when shooting Jason if Jason is holding a counselor. The 20 feet proximity requirement is meant to protect counselors from team killing since there is no reason to be swinging a weapon if Jason isn't nearby. For those who are worried that this would be exploited for team killing,... it would require that someone work with Jason, which is a ban-able offense anyway; Record, report, ban. 6. Fast Paced Maps (Fast for everyone except Jason) A. 40% Smaller means faster objective completion for counselors. While there is less space for Jason to hunt players, there is less he can do about the faster objectives as abilities build at the same rate. It's not balanced for Jason. Suggested Possible Solution(s): Reduce the amount of time Jason's abilities are gained to compensate for this. I recommend by 10%-40% depending upon what would be most balanced according to an objective analysis, not whatever easy-button preferred-counselors want. Above all else, stop making Jason weaker. Know that for every counselor buff, there must be an equal and opposite Jason buff. This last patch is a doozie where counselors are stronger while Jason is weaker.
  4. zOMg! Jayson is waaay to powerful! The fact that he can teleport to any pinpoint location at any time is absolutely unacceptable! The fact that he can shift from one corner of the map to the opposite in 15 seconds is absolutely unacceptable! The fact that he can mute his beats so I can't hear him coming is rediculous! How can I take longer to lose if I can't hear him coming?! Worst of all, why did you devs make it so he can see exactly where I am in a cabin with his ultra-precise x-ray vision? -Nefr all of these powers, by like, a lot! -Delete rage mode, Jason is always pissed, it's his secret. -Since pocket knifes are so hard to find, make it so I can pick them up after using them to stab Jason, just...like.... ALL OTHER weapunz do! (duh!) -If Jason throws knife, make it so I catch it and throw it back at him. -If Jason hits me with a knife, make it so I can take it out and throw it back and DON'T make process of "taking it out" a skill check! -Bring "Thick Skin" back as an "ultra epic", I don't want to live in a world where Jayson can kill someone in less than 30 swipes with an axe. -Addz more escape methods to the map until every camp looks like a car dealership! Also, make it so when the game starts and sez "5 Minutes Later", I can push the button and win. It's 2017, it's time. Nurf Jayson! #CounselorLivesMatter --------------------------------------------------------------------------- In all seriousness though, 1. That was more fun that I thought it would be. 2. I feel filthy using misspellings.
  5. Jason feels completely underpowered after this update(it feels strange saying it lol). I understand that blocking flairs, and firecrackers were an exploit(I've no problem with the removal) but I feel things should be leveled out if Jason can no longer block those items. Less of those items should spawn for counselors to use. It's not fair Jason can be triple stunned in a row(yes triple stunned). Making it nearly impossible to stop counselors from completing objectives. Not only that but Jason can longer hit windows in free stance. He uses a entire animation for it. Granted it is quite simple and short, but it kills the momentum of rushing up and breaking a window before a counselor tries to escape ( Which is now impossible). Not only that the animation leaves Jason completely vulnerable to attacks. I'm starting to wonder if these were added as a design choice to have more counselors escape regularly. Jason is far too easy to face against. With the right group of people Jason can be easily dominated. If counselor are getting all these "buffs" then Jason should have some sort of new advantage. Perhaps perks, or faster cooldown abilities.
  6. *Reposting this here because I think other one was in wrong section First, allow me to say that I've been hearing this not only on this forum, but many message boards and it is most definitely the biggest elephant in the room regarding strict game-play concerns. Getting right into the topic; SHIFT-GRAB INTO INSTANT KILLS IS NOT OVERPOWERED. It may seem like an overpowered cheesy tactic at first, but over time in the context of the actual game through higher levels later down the road, it is actually needed to keep Jason "competitive". I cannot fathom with how many players come to the conclusion of "wow, this tactic is so unfair and should be removed" by playing random pub games online or a night with friends. Have any of you actually ever played against an entire team of COMPETITIVE counselors that know what they're doing and how to play the game at a very serious level? It is very difficult to stop a team from surviving in this game and over the course of getting to play against MANY competitive players together (some very good old school team-orientated survival competitive players over the years from LEFT 4 DEAD, DBD, etc.) Once you are put to the test against SEVEN OTHER competitive survivors constantly and grinding the games in and out, you realize some of the flaws and disadvantages that a team can pick apart and abuse on the Jason user. And NO, I am not talking about searching in public games randomly until you find a team of people using "mics", it's much deeper and more complicated than that. Let's quickly breakdown why shift-grab deaths are needed: 1.) It's Jason's best and only way to successfully kill a counselor more often than not (unless they have a pocket knife, which completely negates this option) wasting 2-3 minutes trying to kill a counselor juking, stalling, or receiving your full attention is VERY detrimental to the overall pace of the game and most often must be abandoned to multi-task other areas and ensure openings do not happen. Keep in mind you only have 20 minutes to kill each survivor, so you can't possibly spend close to three minutes trying to chase, attack, and kill each one. 2.) Counselors out run and maneuver Jason throughout most of the game which would make him almost completely useless if it were not for skills such as morphing, shifting, and throwing knives. Map morphing and throwing knives while they are indeed "options", are in no way reliable or comparable to the viability of shift. A counselor that knows what they're doing is going to be zig-zagging, feinting, cross-path juking, bluffing their movements, 180 quick turns, etc. which Jason it is not as simple as "just shift grab and kill", you must PREDICT the counselors movements ahead of time and make a BALLSY read which forces you to COMMIT. Yes, it is easy to grab predictable players in public search that don't have many hours put into the game and are just playing on their Friday night off for some fun. It is entirely different to successfully grab and read movements from a competitive player that knows the map and generated random layouts in and out. 3.) Against competitive groups playing together the tactical stalling and defense trying to make an open can be severely difficult and time consuming which is why banking for a shift-grab kill every time it's off cooldown is sometimes the ONLY offense opportunity you can get. If they have weapons, flare guns, shotgun, firecrackers, etc. this is all going to be very time consuming and force each of your attempts in a manner of "make it count". Let me ask you, how on Earth would you (as Jason) even attempt to kill a team of counselors together with melee items such as bats, machete, etc. without shift grab? You are most likely going to be eating a LOT of stuns and wasting a LOT of valuable time in which other counselors can heavily take advantage of the scenario. It is not fun and very demoralizing. Especially in the way that this scenario is quite common and easy to recreate at high levels. 4.) You must multi-task the map and always be aware of other counselors and their options, agendas, and what their plans may be. ALWAYS have to keep the house with the phone section trapped, and be knowledgeable as a few seconds off your focus shift could mean a VERY bad and early game with a call getting through. This means as Jason the most optimal way to play is with background noise boosted so you can hear if phone is tethered, picked up, car engine starting, etc. BY THE WAY (IMPORTANT) - The negative penalties of 'sound ques' of counselors messing up with gas, battery, etc. barely does not happen at a high and competitive level as counselors with high repair are almost ALWAYS in charge of performing these duties and have cover to back them. 5.) PERKS, MY GOD PERKS! If there's something you want to complain that is actually "OP", well here you go! Before you read this section KEEP IN MIND that everything prior to this and strictly based on if "Jason shift grab is OP" or not has been conducted and tested WITHOUT THE USE OF PERKS! We attempted to play some "high level competitive" F13 using some of the best perks... and well let's just say the games did not end up being very competitive and was more of a headache and disaster for the Jason player way too many times than not. Having seven competitive players start with Epic Perk Double healing and First Aid sprays is COMPLETELY BROKEN and made if you did not instant kill a counselor with shift-grab, you had virtually no chance to overall damage, cripple, and kill a counselor. Total imbalance with perks which I'm sure that is how the developers intended to be and not directly affect the core balance of the game. I'm sure it can get much worse with combination of perks amongst a team of seven counselors. Look, we understand F13 is not meant to be played with eight competitive players playing as if it were an actual tournament or the finals play offs to something similar to a superbowl. We know that F13 is mainly made for public game searching, having fun with strangers, and seeing hectic things go afloat that Jason takes advantage of. In public games as counselors you have to worry about team killers (friendly fire), people not knowing the map, players with not much experience / hours, terrible decision makers, lone wolves, language barriers etc. etc. These are all natural pub problems that do NOT EXIST in a competitive environment of a full team of players playing F13 together which is probably what makes it so excruciatingly hard for Jason. Here's the catch, we believe a team of counselors playing properly gives Jason a MUCH more difficult time with the ratio being they TOO OFTEN survive with a few being shift-grabbed killed (if it happens). We think F13 is a VERY FUN and enjoyable game we just wish it was a bit more balanced for the higher level players who like to play games very seriously and competitively. Would some smaller buffs to Jason and some fixes to things we think this game will be AMAZING at a competitive level. Jason could use some buffs or reworks and I hope if any developers read this they may think of possible ideas to implement or something they like here: JASON BUFFS FOR FUTURE: 1.) THROWING KNIVES - They're good for what they are but main downside is sometimes it can be too time consuming to pick one up unless you're just waiting for morph to appear back and there happens to be a knife next to your current location. They also do not have any headshot advantages and sometimes it takes three or more knife tosses to have a counselor enter "cripple" state. - Having a bit less of a collecting animation and recovery. (or add this as a possible perk for a new Jason) - Inflicting more damage. Two throwing knives to the chest area seems reasonable to always put a counselor in cripple state. (or add this as a possible perk for a new Jason) - Add headshot capabilities with throwing knives that will either instant kill a counselor or immediately put them in the cripple state if headshot. (or add this as a possible perk for a new Jason) 2.) TRAPS - Ability to recover or pick up traps (or add this as a possible perk for a new Jason) - Ability to place down a "fake" bait trap with just leaves. These could be set to expire after 30 seconds to a minute or so to prevent abuse. Max of two "fake" traps out at a time. (or add this as a possible perk for a new Jason) - Ability to place traps on the boat dock 3.) TIMER - Add lobby option or ability to increase timer from 20 minutes to 25 minutes or 30 minutes for players that want a bit of a challenge (or add this as a possible perk for a new Jason) 4.) "Ki, ki ki, ma, ma, ma" - Give Jason a new ability to create fog on the map that will make the counselors mini-map on screen freeze temporarily or for him to select an "area" on the map to engulf in fog and the "Ki, ki, ki, ma, ma, ma" sound queus. This would be used as a bait to alert or potential scare / play mindgames with a group of survivors at a part of the map to make them THINK you're there and maybe force them to play defensively WHILE you deal with the current group or have them flee their original plans. In the fog area Jason sounds alert music would be disabled so this would make it ambiguous. Right now, there is NO way to effectively deal with two groups of survivors on a mission, you have to pick and choose your poison and let one of them get away with doing something. This would be a great alternative to add an extra layer or mindgames that counselors would have to think about and buy the bluff or not. That is all for now. Thanks for reading. Back to playing more F13... If any of you are curious or believe "Jason shift-grab is OP and must go", I invite you to PLEASE COME PLAY with my group and we will guarantee after some games you will start to see it is very different when you're up against a group of competitive counselors and not random casuals in public search strictly playing to have some fun. None of us run any perks while playing, we all play the game with vanilla counselor stats and defaults to not skew balance and keep it on even and consistent playing fields. We all play on Steam (PC) and we have a serious group of over ten competitive players pouring hours and hours into this game each day grinding together.
  7. As it stands right now Jason's grab kills give the player no incentive to use environmental kills due to its short activation time. It can be triggered almost instantly after grabbing even before a counselor who is next to Jason and constantly swinging their weapon can even react before his killing animation begins. I think it would greatly balance the kill if it just added a short 3-5 second timer to it before it was allowed to be used in order to prevent the instant grab death.
  8. So, most Jason players put their traps in important places, like infront of vehicles, doorways, any high flow area for councilors. Why can't they be deactivated? They're already hard enough to spot, so you should be able to deactivate them just like regular traps. Maybe make it so you have to be crouched for the option to appear. Seems like Jason gets all the fun. Just my opinion
  9. First, allow me to say that I've been hearing this not only on this forum, but many message boards and it is most definitely the biggest elephant in the room regarding strict game-play concerns. Getting right into the topic; SHIFT-GRAB INTO INSTANT KILLS IS NOT OVERPOWERED. It may seem like an overpowered cheesy tactic at first, but over time in the context of the actual game through higher levels later down the road, it is actually needed to keep Jason "competitive". I cannot fathom with how many players come to the conclusion of "wow, this tactic is so unfair and should be removed" by playing random pub games online or a night with friends. Have any of you actually ever played against an entire team of COMPETITIVE counselors that know what they're doing and how to play the game at a very serious level? It is very difficult to stop a team from surviving in this game and over the course of getting to play against MANY competitive players together (some very good old school team-orientated survival competitive players over the years from LEFT 4 DEAD, DBD, etc.) Once you are put to the test against SEVEN OTHER competitive survivors constantly and grinding the games in and out, you realize some of the flaws and disadvantages that a team can pick apart and abuse on the Jason user. And NO, I am not talking about searching in public games randomly until you find a team of people using "mics", it's much deeper and more complicated than that. Let's quickly breakdown why shift-grab deaths are needed: 1.) It's Jason's best and only way to successfully kill a counselor more often than not (unless they have a pocket knife, which completely negates this option) wasting 2-3 minutes trying to kill a counselor juking, stalling, or receiving your full attention is VERY detrimental to the overall pace of the game and most often must be abandoned to multi-task other areas and ensure openings do not happen. Keep in mind you only have 20 minutes to kill each survivor, so you can't possibly spend close to three minutes trying to chase, attack, and kill each one. 2.) Counselors out run and maneuver Jason throughout most of the game which would make him almost completely useless if it were not for skills such as morphing, shifting, and throwing knives. Map morphing and throwing knives while they are indeed "options", are in no way reliable or comparable to the viability of shift. A counselor that knows what they're doing is going to be zig-zagging, feinting, cross-path juking, bluffing their movements, 180 quick turns, etc. which Jason it is not as simple as "just shift grab and kill", you must PREDICT the counselors movements ahead of time and make a BALLSY read which forces you to COMMIT. Yes, it is easy to grab predictable players in public search that don't have many hours put into the game and are just playing on their Friday night off for some fun. It is entirely different to successfully grab and read movements from a competitive player that knows the map and generated random layouts in and out. 3.) Against competitive groups playing together the tactical stalling and defense trying to make an open can be severely difficult and time consuming which is why banking for a shift-grab kill every time it's off cooldown is sometimes the ONLY offense opportunity you can get. If they have weapons, flare guns, shotgun, firecrackers, etc. this is all going to be very time consuming and force each of your attempts in a manner of "make it count". Let me ask you, how on Earth would you (as Jason) even attempt to kill a team of counselors together with melee items such as bats, machete, etc. without shift grab? You are most likely going to be eating a LOT of stuns and wasting a LOT of valuable time in which other counselors can heavily take advantage of the scenario. It is not fun and very demoralizing. Especially in the way that this scenario is quite common and easy to recreate at high levels. 4.) You must multi-task the map and always be aware of other counselors and their options, agendas, and what their plans may be. ALWAYS have to keep the house with the phone section trapped, and be knowledgeable as a few seconds off your focus shift could mean a VERY bad and early game with a call getting through. This means as Jason the most optimal way to play is with background noise boosted so you can hear if phone is tethered, picked up, car engine starting, etc. BY THE WAY (IMPORTANT) - The negative penalties of 'sound ques' of counselors messing up with gas, battery, etc. barely does not happen at a high and competitive level as counselors with high repair are almost ALWAYS in charge of performing these duties and have cover to back them. 5.) PERKS, MY GOD PERKS! If there's something you want to complain that is actually "OP", well here you go! Before you read this section KEEP IN MIND that everything prior to this and strictly based on if "Jason shift grab is OP" or not has been conducted and tested WITHOUT THE USE OF PERKS! We attempted to play some "high level competitive" F13 using some of the best perks... and well let's just say the games did not end up being very competitive and was more of a headache and disaster for the Jason player way too many times than not. Having seven competitive players start with Epic Perk Double healing and First Aid sprays is COMPLETELY BROKEN and made if you did not instant kill a counselor with shift-grab, you had virtually no chance to overall damage, cripple, and kill a counselor. Total imbalance with perks which I'm sure that is how the developers intended to be and not directly affect the core balance of the game. I'm sure it can get much worse with combination of perks amongst a team of seven counselors. Look, we understand F13 is not meant to be played with eight competitive players playing as if it were an actual tournament or the finals play offs to something similar to a superbowl. We know that F13 is mainly made for public game searching, having fun with strangers, and seeing hectic things go afloat that Jason takes advantage of. In public games as counselors you have to worry about team killers (friendly fire), people not knowing the map, players with not much experience / hours, terrible decision makers, lone wolves, language barriers etc. etc. These are all natural pub problems that do NOT EXIST in a competitive environment of a full team of players playing F13 together which is probably what makes it so excruciatingly hard for Jason. Here's the catch, we believe a team of counselors playing properly gives Jason a MUCH more difficult time with the ratio being they TOO OFTEN survive with a few being shift-grabbed killed (if it happens). We think F13 is a VERY FUN and enjoyable game we just wish it was a bit more balanced for the higher level players who like to play games very seriously and competitively. Would some smaller buffs to Jason and some fixes to things we think this game will be AMAZING at a competitive level. Jason could use some buffs or reworks and I hope if any developers read this they may think of possible ideas to implement or something they like here: JASON BUFFS FOR FUTURE: 1.) THROWING KNIVES - They're good for what they are but main downside is sometimes it can be too time consuming to pick one up unless you're just waiting for morph to appear back and there happens to be a knife next to your current location. They also do not have any headshot advantages and sometimes it takes three or more knife tosses to have a counselor enter "cripple" state. - Having a bit less of a collecting animation and recovery. (or add this as a possible perk for a new Jason) - Inflicting more damage. Two throwing knives to the chest area seems reasonable to always put a counselor in cripple state. (or add this as a possible perk for a new Jason) - Add headshot capabilities with throwing knives that will either instant kill a counselor or immediately put them in the cripple state if headshot. (or add this as a possible perk for a new Jason) 2.) TRAPS - Ability to recover or pick up traps (or add this as a possible perk for a new Jason) - Ability to place down a "fake" bait trap with just leaves. These could be set to expire after 30 seconds to a minute or so to prevent abuse. Max of two "fake" traps out at a time. (or add this as a possible perk for a new Jason) - Ability to place traps on the boat dock 3.) TIMER - Add lobby option or ability to increase timer from 20 minutes to 25 minutes or 30 minutes for players that want a bit of a challenge (or add this as a possible perk for a new Jason) 4.) "Ki, ki ki, ma, ma, ma" - Give Jason a new ability to create fog on the map that will make the counselors mini-map on screen freeze temporarily or for him to select an "area" on the map to engulf in fog and the "Ki, ki, ki, ma, ma, ma" sound queus. This would be used as a bait to alert or potential scare / play mindgames with a group of survivors at a part of the map to make them THINK you're there and maybe force them to play defensively WHILE you deal with the current group or have them flee their original plans. In the fog area Jason sounds alert music would be disabled so this would make it ambiguous. Right now, there is NO way to effectively deal with two groups of survivors on a mission, you have to pick and choose your poison and let one of them get away with doing something. This would be a great alternative to add an extra layer or mindgames that counselors would have to think about and buy the bluff or not. That is all for now. Thanks for reading. Back to playing more F13... If any of you are curious or believe "Jason shift-grab is OP and must go", I invite you to PLEASE COME PLAY with my group and we will guarantee after some games you will start to see it is very different when you're up against a group of competitive counselors and not random casuals in public search strictly playing to have some fun. None of us run any perks while playing, we all play the game with vanilla counselor stats and defaults to not skew balance and keep it on even and consistent playing fields. We all play on Steam (PC) and we have a serious group of over ten competitive players pouring hours and hours into this game each day grinding together.
  10. While he is very fun to play, he really needs to be balanced. Now, I'm not saying the counselors should be buffed, they're perfect. However, Jason needs to be nerfed. He should not be able to shift grab at all, it's very unfair. There should be a time window you have to wait after teleporting or shifting to grab someone. I understand that you want to be fair to the movies, however, this is a game and needs to be balanced as such. An additional change could help with both the issue with not being able to escape since Jason can insta-kill you pretty much anywhere and again, Jason being OP. Jason should have to injure you before he grabs you. If he doesn't it should be easier to escape. I love this game, however, find myself starting to dislike it, being the balance issues and starting to play other games like this that are more balanced.
  11. So im thinking the traps Jason places down are a little too strong. They should be disabled with a quick time event instead of needing a pocketknife, or at least let a weapon disable the trap by sticking it in and then you lose the weapon. Traps should not kill in 2 hits as well. Also I feel like Jason being able to kill by just using his melee attack is kinda lame since i have seen Jason do that to avoid being stabbed with pocket knifes, But i dont really know how to balance this maybe he can only down with melee.