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  1. In light of the reveal of Part 4 Jason, here is my thread about Jason having 4 strengths and weaknesses, now updated to version 2.0. I've changed many things, take a look. Before going into the list, some fundamental changes: New Strengths & Weaknesses Fear: How quickly each Jason raises counselor fear. Neutral Fear: Original Fear rate. Fear Strength: 2x fear gain rate. Rage: How quickly each Jason gains rage ability. Includes the Rage timer and how much the meter fills up with each counselor attack. Neutral Rage: Original Rage gain rate +Rage: 30% faster Rage gain rate. Modified Strengths & Weaknesses Stalk: Stalk now silences footsteps. This works in 3 tiers: -Stalk: Silent footsteps while slow-walking. Fast-walking & running have audible footsteps. Neutral Stalk: Silent slow and fast-walking footsteps. Running has audible footsteps. +Stalk: Entirely silent footsteps, be it walk, fast-walk, or running. Throwing Knives: No more knives in Jason's shack. The knives from the shack are added to every Jason's inventory except for those with a -Knives weakness. It is as follows: -Throwing Knives: Starts with zero knives, Neutral Throwing Knives: Starts with 2 knives +Throwing Knives: Starts with 6 knives. I suspect these two knives were placed in Jason's shack to allow counselors a few seconds to roam at the start of the match. In lieu of these knives remaining in the shack, a short cinematic lasting about 8 seconds or so will play, introducing Jason to that player before control is given over. Defense: Consecutive attacks on Jason have a chance to turn off Jason's block temporarily. The Jason player can immediately re-block if they are paying close attention. The time frame is only 1 second, just enough to mean something without going overboard. Higher strength levels can increase the chance to lower Jason's block slightly. -Defense: 1 in 7 chance from a counselor with 5 strength with an Axe to temporarily disable block for 1 second. Counselors with 10 strength have a 1 in 5 chance. Neutral Defense: 1 in 9 chance from a counselor with 5 strength with an Axe to temporarily disable block for 1 second. Counselors with 10 strength have a 1 in 7 chance. +Defense: 1 in 11 chance from a counselor with 5 strength with an Axe to temporarily disable block for 1 second. Counselors with 10 strength have a 1 in 9 chance. Sense: After toggling Sense on then off, the meter no longer immediately recharges. The meter remains at its current position. To fully recharge, Sense must be allowed to fully deplete. Destruction: Doors and walls now have a new health system as follows: -Destruction: 7 hits to destroy fortified doors, 4 hits for locked doors and breakable walls, 2 hits for windowed doors. Neutral Destruction: 5 hits to destroy fortified doors, 3 hits for locked doors and breakable walls, 2 hits for windowed doors. +Destruction: 3 hits to destroy fortified doors, 2 hits for locked doors and breakable walls, 1 hit for windowed doors In this system every Jason with a neutral Destruction would in a way get a buff against fortified doors by requiring 1 less hit, but would now take 2 hits to get into the bottom floor of Higgins and Packanack for example. A worthwhile trade-off in my opinion. It would make locking those doors actually worth it. Stun Resistance: In addition to Stun Resistance as it already stands, now consecutive stuns against Jason build up his stun resistance the more he gets stunned, up to a point, for a limited time frame. This would "cool down" to normal stun resistance while not getting attacked. Think of it as a meter, similar to the struggle meter. It is dependent on each Jason's stun resistance, as follows: -Stun Resistance: 4% additional stun resistance per stun, capped at 12%, depletes over the course of 8 seconds. Neutral Stun Resistance: 6% additional stun resistance per stun, capped at 18%, depletes over the course of 13 seconds. +Stun Resistance: 8% additional stun resistance per stun, capped at 24%, depletes over the course 18 seconds. Grip Strength: Jason's grip now spikes counselor fear if the counselor is able to break free from his grasp. The strength of Jason's grip varies how much stamina it consumes. This does not include escapes by pocket knives or being freed by a teammate attacking Jason, only if the counselor breaks free by themselves. -Grip Strength: +10% Fear gain upon breaking free. Neutral Grip Strength: +20% Fear gain upon breaking free. +Grip Strength: +30% Fear gain upon breaking free. And now for the list. Credit to @bewareofbears for the foundation for Roy's stats. Credit to @NoOneK9503 as the inspiration for the Uber Jason stats(I changed a couple of them though). I am open to feedback. If you believe some of these need changing then let me know and why you feel that way. Jason Overhaul List Part 2: Strengths +Can Run - Self-explanatory. +Traps - This Jason starts with 7 traps. +Morph - Faster cooldown, so he can morph more frequently than other Jasons. +Stalk - This Jason can remain in "Stalk" longer than others. Can run silently. Weaknesses -Shift - Slower speed and longer cooldown on this ability. -Defense - This Jason has lower HP and lower chance to successfully block attacks. -Water Speed - This Jason is very slow in the water. -Destruction - Increased amount of hits required to break doors/walls. Part 2 Added Strengths & Weaknesses +Stalk: Added to increase stealth ability and better reflect the film. -Destruction: Added to counter the high level of map control. Part 3 Strengths +Can Run - Self-explanatory. +Weapon Strength - This Jason can deal more damage with his weapon against counselors. +Grip Strength - It's harder to break out of this Jason's grasp, once he grabs you. +Defense - This Jason has a higher chance to successfully block attacks and slightly more HP. Weaknesses -Stun Resistance - This Jason gets stunned more frequently than others. -Sense Duration - Once sense is activated, it doesn't last very long for this Jason. -Stalk - Shorter duration on this ability. Can only walk silently. -Throwing Knives - This Jason starts with no throwing knives. Part 3 Added Strengths & Weaknesses +Defense - Added to make Part 3 a melee powerhouse. Also because the new guard break mechanic I came up with will make it more viable to combat Jason without being unfair. -Throwing Knives - Added to limit Part 3's ranged ability and thus emphasize the melee focus of the character. Part 4 Strengths +Can Run - Self-explanatory. +Weapon Strength - This Jason can deal more damage with his weapon against counselors. +Destruction - Reduced amount of hits required to break doors/walls. +Stalk - This Jason can remain in "Stalk" longer than others. Can Run silently. Weaknesses -Traps - This Jason only has 3 traps to use. -Shift - Slower speed and longer cooldown on this ability. -Grip Strength - Counselors can break free from this Jason's grasp faster than others. -Less Hit Points - This Jason has lower HP than other Jasons. Part 4 Changed Strengths & Weaknesses -Water Speed: Removed to improve map control slightly. In its place are -Less HP and -Grip Strength to make him more vulnerable in combat to better reflect the film. +Stalk: Added to better reflect the film. Part 5(Roy) Strengths +Stalk - Roy can remain in "Stalk" longer than others. Can fast-walk silently. +Weapon Strength - Roy can deal more damage with his weapon against counselors. +Stun Resistance - The chance Roy will be stunned will be lower. +Rage - Roy gains Rage mode sooner than others. Weaknesses -Sense Cooldown - Once activated, Roy's sense has a longer cooldown. -Can't Run - Can fast walk, but can't run. -Defense - Roy has lower HP and lower chance to successfully block attacks. -Grip Strength - Counselors can break free from Roy's grasp faster than most Jasons. Same strength as Part 4 and Savini. Part 6 Strengths +Throwing Knives - This Jason starts with 6 throwing knives. +Sense Duration - This Jason's sense lasts longer once activated. +Shift - Greater speed and faster cooldown on this ability. +Grip Strength - It's harder to break out of this Jason's grasp, once he grabs you. Weaknesses -Defense - This Jason has lower HP and lower chance to successfully block attacks. -Can't Run - Can fast walk, but can't run. -Morph - Slower cooldown, so he cannot morph as frequently as other Jasons. -Stalk - Shorter duration on this ability. Can only walk silently. Part 6 Added Strengths & Weaknesses +Grip Strength - Added because it's a zombie Jason and to allow for flexibility with environmental kills. -Stalk - Added because as Part 6 Jason plays in the current game Stalk is not frequently used anyway. Additionally he was slightly less sneaky in that film. Part 7 Strengths +Sense Cooldown - Faster cooldown with this ability. +Water Speed - Very fast in water, slightly faster that the boat. +Grip Strength - It's harder to break out of this Jason's grasp, once he grabs you. +Fear - This Jason raises counselor fear twice as fast. Weaknesses -Can't Run - Can fast walk, but can't run. -Stun Resistance - This Jason gets stunned more frequently than others. -Shift - Slower speed and longer cooldown on this ability. -Destruction - Increased amount of hits required to break doors/walls. Part 7 Changed Strengths & Weaknesses +Fear - Added to allow Part 7 to keep track of counselors more and to keep their mobility down with stamina regeneration decay from fear. - Traps - Removed for -Stun Resistance to allow Part 7 to have more map control ability. -Stun Resistance is also more accurate to the film. -Destruction - Added to provide a counter to being able to track counselors much better than any other Jason. Because Part 7 has a one-handed weapon, which is faster than two-handed weapons, the -Destruction isn't as bad because one-handed weapons have faster attack speed than two-handed ones. Part 8 Strengths +Water Speed - Very fast in water, slightly faster that the boat. +Destruction - Reduced amount of hits required to break doors/walls. +Stalk - This Jason can remain in "Stalk" longer than others. Can fast-walk silently +Morph - Faster cooldown, so he can morph more frequently than other Jasons. Weaknesses -Sense Duration - Once sense is activated, it doesn't last very long for this Jason. -Can't Run - Can fast walk, but can't run. -Throwing Knives - This Jason starts with no throwing knives. -Stun Resistance - This Jason gets stunned more frequently than others. Part 8 Changed Strengths & Weaknesses +Morph - Added to better reflect the film. Allows Part 8 to have more map control. -Grip Strength - Removed in favor of -Throwing Knives and -Stun Resistance to reduce his close range effectiveness when given the extra map control. Weak Grip Strength didn't make sense for me since Part 8 punched a guy's head off. Part 9 Strengths +Stalk - This Jason can remain in "Stalk" longer than others. Can fast-walk silently. +Stun Resistance - The chance this Jason will be stunned will be lower. +Shift - Greater speed and faster cooldown on this ability. +Rage - This Jason gains Rage mode sooner than others. Weaknesses -Can't Run - Can fast walk, but can't run. -Less Hit Points - This Jason has lower HP than other Jasons. -Traps - This Jason only has 3 traps to use. -Sense Duration - Once sense is activated, it doesn't last very long for this Jason. Part 9 Added Strengths & Weaknesses +Rage - Added to make up for being more vulnerable to death. Also reflects the film. Jason was seriously pissed in that film. -Sense Duration - Added because it best balances against the enhanced close and medium ranged ability buffs. Also reflects the film because Jason lost track of the FBI agent at the start of the film. Savini Strengths +Shift - Greater speed and faster cooldown on this ability. +Weapon Strength - This Jason can deal more damage with his weapon against counselors. +Destruction - Reduced amount of hits required to break doors/walls. +Fear - This Jason raises counselor fear more than others. Weaknesses -Water Speed - This Jason is very slow in the water. -Can't Run - Can fast walk, but can't run. -Grip Strength - Counselors can break free from this Jason's grasp faster than others. -Throwing Knives - This Jason starts with no throwing knives. Savini Added Strengths & Weaknesses +Fear - Added because he's fresh out of hell and damn if that ain't scary. -Throwing Knives - Added to limit Savini's close & medium range effectiveness. Jason X Strengths +Stalk - This Jason can remain in "Stalk" longer than others. Can fast-walk silently. +Weapon Strength - This Jason can deal more damage with his weapon against counselors. +Morph - Faster cooldown, so he can morph more frequently than other Jasons. +Rage - This Jason gains Rage mode sooner than others. Weaknesses -Can't Run - Can fast walk, but can't run. -Shift - Normal speed but longer cooldown on this ability. -Sense Duration - Once sense is activated, it doesn't last very long for this Jason. -Traps - This Jason only has 3 Traps to use. Uber Jason Strengths +Defense - This Jason has a higher chance to successfully block attacks and slightly more HP +Stun Resistance - The chance this Jason will be stunned will be lower. +Weapon Strength - This Jason can deal more damage with his weapon against counselors. +Destruction - Reduced amount of hits required to break doors/walls. Weaknesses -Shift - Slower speed and longer cooldown on this ability. -Can't Run - Can fast walk, but can't run. -Stalk - Shorter duration on this ability. Can only walk silently. -Throwing Knives - This Jason starts with no throwing knives.