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Found 31 results

  1. I have found multiple topics on different counselors we have now, and what their stats should look like because of how unbalanced some are. But I created this topic to pull in everyone's ideas for (all) counselor stats, and what you think they should be. Thanks, everyone!
  2. Hope to use this for things that wouldn't be considered an overhaul of the game but more of an update on some features already in the game. While some will obviously be larger changes hoping most are realistic and achievable in terms of code/script loads and a production standpoint to improve on features already pretty solid without complaining too much. Would rather it be a more constructive suggestion/feedback list. First one: When getting perks we obviously have the Plus and Negatives displayed as a percentage but it would be a worth while idea to have another bar in each of the Counselor stats that actually show what the perk does to the corresponding stats they effect. So having something that E.g. has a stamina buff but speed nerf actually appearing on the respective bars would be an idea to have it when you equip that perk it's displayed as a blue notch and you get a better idea of what it is actually doing for/to your character. Terms of cost it would need a U.I. update, possibly some code .cpp changes then handled by metadata would be required for this. Then again it would maybe just need the U.I. and metadata to display the percentage that is already handled by the perk itself to show it. Not sure if this has been in yet. Apologies if Duplicate.
  3. This is my opinion on what the upcoming Part V Jason/Roy Burns stats should be. Part V Jason Strengths Destruction (In the film he busted through a door quite easily.) Stalk (He was very easily able to sneak up on people in the films, almost all of them never saw him coming.) Morph (He was able to travel all over the place in the film quick. From a halfway house to a trailer park.) Weaknesses Can't run (In the film he never ran, he only sped walk.) Stun Resistance (He got beat up quite a bit in the film.) Water Speed (He is just a normal human so it can be assumed he can't swim fast like Jason.)
  4. Before this get's a lock, I'd like to suggest a new counselor trope. I composed a female counselor that looks like Tina, and acts like Tina from Part 7, and her stats are as following: Ashley Miller Composure: 7/10. She doesn't freak out as much, as Tina didn't freak out when Jason was around in the movie Luck: 2/10 We have male characters with a luck of a 2, why not females? Repair: 6/10 Tina seems like a really smart girl, so Ashley can repair things without screwing up as much Speed: 7/10 Ashley can juke Jason around a lot, so yeah. Stamina: 6/10 If Ashley's gonna juke, she needs to have stamina. Stealth: 6/10 Ashley can stay quiet for a while until she starts running. Strength: 1/10 Ashley is pretty weak, so don't go fighting off Jason if needed. Welp, that is all. This, again, might get a lock, but I don't care, as these are really good stats for a counselor that I had in mind. Thank you!
  5. Hi everyone, I've been a long-time backer and player. There is one feature that this game NEEDS, and that is customizable counselor stats. We all know that the counselors get 35 stat points across their various categories. However, many of the standard counselor builds are complete garbage. To avoid potential balance issues (like Vanessa in the beta with too much stamina) there could be a limit on stats past 9 (for example only two stats at 9 or higher). I personally like to play a mixture of stealth/distraction/objective with my counselors and wish there was a stat build that reflects it. - - - My dream build for a counselor would be - - - Composure: 5 Luck: 4 Repair: 4 Speed: 7 Stamina: 7 Stealth: 7 Strength: 1 Thoughts? Opinions? Responses? Please and thank you.
  6. This is a work in progress and is going to be worked on further in the next coming days. Special thanks go to @Alkavian and @Tommy86 who suggested I run tests and have other info based on Mechanics in other threads: Rydog's Guide working on updating if changes are needed. This might be in a different thread or further down the line The Playbook by @Alkavian All Tests are being done without perks to isolate the Strength stat and using a Machete The stats so far: Kenny vs Pt3 (base HP for Jasons) 5 normal swings 3 combat swings 5 bear traps and 3 normal swings 10 bear traps and 1 normal swing So from this we can determine so far that 5 bear traps on Jason is equal to 2 normal swings. 2.5 bear traps are equal to 1 non-combat swing. I went ahead and tested several more times with each test and everything seems consistent. I went ahead and tested to see if 13 bear traps would remove his mask, however they did not. I even did an extra 2 and it seems like there is a cap to damage on the bear traps at the least, always needing at least 1 swing from a weapon, in this case the machete, to remove his mask. Buggzy (Max Strength) vs Pt3 3 normal swings 2 combat swings During this test a new discovery was made. While testing we ran into more stuns than with Kenny. With this we discovered that swings which end in Jason being stunned NO DAMAGE!!! This is reflected in the following trials thanks to @BomberBuddy 4 normal swings, 1st one being a stun hit 3 combat swings, 1 being a stun 2 stuns and 1 combat swing (mask still on) This could possibly be the reason why there are many inconsistencies with Jason mask removal. Update: stuns do no damage to Jason. In the tests we removed the stuns in the count towards the damage and came to the original number without stuns each time. Deb/Jenny(Minimum Strength) vs Pt3 8 normal swings 4 combat swings With these tests conclude, at least on the machete, its safe yo assume that combat stance actually DOUBLES your damage rounded up. So for 1 strength you take 4 swings, half of 8 and for Kenny you take 3 swings, half of 5 which is 2.5, rounded, is 3. Jason Damage +Weapon Damage: 2 to cripple, 4 to kill =Weapon Damage: 3 to cripple, 5 to kill. Throwing Knives: 2 to cripple, 4 to kill So if we conclude that Jason has 100 health like @Alkavian stated below, this means counselors do as well and they do the same amount of damage to one another. HOWEVER Jasons combat stance does NOT double his damage like counselors. Also this means that with a normal strength Jason, its better to combine knives with swings since theyre the same as +Weapon Damage. If there is anyone else that would like to help test the number and mechanics in the game on PS4 please feel free to add me on PSN.
  7. I've been following this game for so long and I do not know what tommys stats are. I always thought they were all 10 is that true?
  8. What do you all think? I'm proposing this because Jason 4 sprinted in the movie. So, low mobility is kind of weird for him And Jason 4 was wounded twice in the movie before he died. TWICE! How can this be considered a normal HP bar???
  9. It would be great if you could introduce a new counselor with the following stats(35 skill points in total)^^ : Composure: 7 Stamina: 6 Luck: 1 Stealth: 9 Repair: 5 Strength: 1 Speed: 6
  10. Hey you guys! How are you all? I've been a bit more happy with the New Part 4 Jason that was announced recently (and the stoner counselor too!)! But I think he will be... Overused? I mean look at his stats! He has everything a good Jason needs! Even his weaknesses won't stop him! Just the fact that he has +Destruction already makes him on par to Part 8. But his Savini Jason wannabe stats overshadows completely Part 8. Even though he has both -Water Speed and -Traps, being able to run is a great plus! He can have poor control and movement of the map, but once he finds a counselor, they are done for! Edit: You know what? Could have -Hit Points instead of -Water Speed
  11. I was watching a stream today and saw the Counselor Selection Screen. Hmmm... There is something about Adam stats that still doesn't fit for me. I dunno. Maybe he needs +1 on Stamina for when he decides to fight Jason? Maybe he needs +1 on Intelligence to fill his role better as the A. J. strong counterpart? Or maybe he needs -1 on Speed (or Stealth) and this point can go to Strength to be a deadlier threat for Jason? Edit: His Stealth needs to be reduced by 1 point and this point can go to Stamina, so he can run more from Jason and fight him better.
  12. Ya know, guys? Everyone talks about Part 7 Jason needing changes (for obvious reasons), but this time I'll talk about Part 8 Jason. Don't get me wrong, I love him and his +Destruction ability, but I think he still needs some adjustments. I'm doing this because though he is a viable Jason to use, he still needs to get his tools explored to his maximum potential and even to adept to a specific playstyle. And some of his stats, like +Stalk doesn't seems to fix together with his other stats. My ideas are: Strengths +Water Speed +Destruction +Morph (Replacement of +Stalk) Weaknesses -Stalk (Replacement of -Sense) -Can't Run -Stun Resistance (Replacement of -Grip Strength) So, I thought of Stalk as a weakness instead of a strength because in the movie, Jason didn't bothered showing up for most of his victims (like Miles Wolfe for example) and because with Morph as a strength for Jason 8, regular Stalk would become unbalanced as Jason would be morphing all the time and be undetectable by counselors. About +Morph, I thought it would be awesome because lots of times in JTM Jason teleports (again in Miles' death) and it would make better use of his +Destruction ability. Well, what do you all think?
  13. I believe Jason Part 7 needs a rework and instead of Part 7 receiving other abilities that are too common and shared with other Jason's already such as fast shift, etc. he should be given some fresh new abilities to have his gameplay be different and unique from the others. This will allow a seemingly fresh new gaming experience when playing as Part 7, give birth to brand new tactics and counter strategies (for the counselor's side). The two abilities below are an inspiration from the Part 7 film. Here are some ideas that are different from the other Jason's abilities but can be given to Jason Part 7 to make him feel fun and diverse: JASON PART 7: IDEA 1: "Grip Strength" ability in Strengths now removed. New strength ability now added called "Bleeding Lacerations". Bleeding Lacerations - Jason's melee weapon strikes with his machete now cause a "bleeding" effect on a successful non-blocked strike to a counselor. Bleeding effect causes a counselor's health to drain very slightly over time and immediately enter a "cripple" movement state for ten seconds. The gradual health reduction through bleeding is non-lethal and cannot kill a counselor on it's own. Using a med spray on a counselor while in the "bleeding" condition will remove the debuff status immediately. Why? Reasons: - Jason Part 7 has the slowest movement and map control out of all the Jason's in the entire game. He has a weakness in his teleport (Morph), a weakness in his Shift (slow), the least amount of traps available to contain objectives, and he also cannot Run. With Jason Part 7 having this new unique buff on his melee attack, not only would it make him a menacing threat with his Machete (homage to the movie), but it would force respect and coordination from the counselor's when he does happen to get in close and he will be better rewarded for his struggles in closing the distances. IDEA 2: "Water Speed" ability in Strengths now removed. New strength ability now added called "Compact Flesh". Compact Flesh - All weapons that hit or are blocked by Jason have double break rate, effectively halving their overall durability. Why? Reasons: - As mentioned earlier above with many of the weaknesses and shortcomings that Jason Part 7 has when it comes to overall map control and general mobility, Jason will need an added form of some pressure in the nature of a defensive ability. This essentially will make Jason Part 7 a pseudo tank allowing him to soak up counselor's weapon durability if they choose to battle the slow monstrous behemoth. Since running away and juking Part 7 is a severe weakness, he will need an extra layer of tension when the time comes to fight and this will reward the Jason player for the short times battle engages VS counselor's do happen. Thoughts? Opinions?
  14. New Counselors will the characters from Unfriended Cast; Blaire Lily, Laura Barns, Mitch Roussel, Jessica "Jess" Felton, Adam Sewell, Ken Smith, and Valerie "Val" Rommel They have different stats, clothes and voice acting / Instead of Jason return, they said Jason is Real / New achievements: -Unfriendly Fashion - Have Laura Burns wear the Pamela Sweater -We're BFFs!! - Blarie and Laura survived -WTF?!!? - Kill Valerie first -Off-lined - Kill Laura last Stats ; Highest Composure - Laura Burns Highest Stamina - Valerie Rommel Highest Stealth - Blaire Lily Highest Luck - Adam Sewell Highest Strength - Mitch Roussel Highest Repair - Ken Smith Highest Speed - Jessica Felton
  15. Do perks which increase a specific stat, such as Stealth, actually increase that stat if it's already at 10?
  16. So in the general discussion forum there is a post about what people think about a motorcycle escape. I think it is a great idea personally. I am also posting this here in the suggestion, well because that is what it is and I have extended ideas on the matter. I also link the original motorcycle post in the bottom. I have searched threads to see where this thought I have will go, maybe someone can place it for me or direct me. Here it is: Add the motorcycle escape, but also have different repairs for things. Like perhaps 3 motorcycle escapes but they require different parts or have different problems. Such as repair tire like they used to have in the game. Fix brake line (could use the wrench weapon but when taken to bike a mini-game pops up to repair). Fill Gas, Keys, Headlight, etc. There could be various options and then it wouldn't be ridiculously fast or easy to get out even if they each only had 2 repairs because you'd have to find the corresponding vehicle. Same goes with car escapes, I feel having different repairs could be fun and would stop people complaining about me putting battery/gas in 2 seat car when I found it there. Also along with different repairs, the different repair characters would be better at certain things. Not trying to be a person that judges, but Deb and Eric look like book smart people that don't typically work on cars so maybe they aren't as good at the mechanical repairs but are still great at electrical such as fuse, generator, battery and things like that. Then make AJ and Adam better at the mechanical repairs such as(if added) Tires, brakes, perhaps door or just anything that would feel more true to their characters. Just some thoughts and I think it'd be fun and they already had the tire thing in the game before so i don't think it'd be hard to put in. I know people will destroy this suggestion as they do most things on here. Again, if you know of a similar suggestion and this belongs somewhere else please let me know, I looked and couldn't find it. Here is the discussion in the General Discussion Forum:
  17. What's gonna be his stats? I need somebody to help me because I don't have the movie to watch Jason's actions. It's also confirmed he has a cleaver. How's the new map gonna look like? Like I said up there. I never owned the movie. (Probably should try to rent it though) Also, were gonna have a chance to recreate Jason's death, just with an older Tommy. Discuss it.
  18. Strengths: +Defense +Stun Resistance +Weapon Damage Weaknesses: -Shift -Can't Run -Sense What do you people think?
  19. When the Jasons were first shown off Jason 7 was the one I wanted to use most. Awesome look, uses the machete, lumbering part skeleton man going around chasing counselors. Sounds great, right? Sadly in game his stats just do not allow him to do enough. Oh his hidden hearing and boosted sense let him see everyone. I guess that's ok? When you can't catch up to people because you're a zombie Jason and the main mode of transportation for said zombie Jasons has a longer cool down, slower speed, shorter distance traveled, and shorter duration, you're screwed. The car is impossible to catch. It's also impossible to deal with the car before it gets started because you only have 3 traps. I really hope you guys are looking in to completely reworking his stats. I don't mind if he's a slow Jason. You could ditch grip strength and sense (both are useless because you can instantly kill counselors when you grab them and sense can be turned off early to cooldown when turned off), and replaced with boosted traps and stalk. Then you remove his trap and shift weaknesses, swap them with defense or stun resistance, and he'd be viable. Perhaps a strength that makes him get Rage really fast, called Enrage? That's just me brain storming and not in any way something to take consider as a fix. I'm just a guy who wants Jason 7 to be on par with the other Jasons but his tools just do not allow it. I don't feel like a menacing threat as Jason 7, I feel like Jason from the first movie drowning while the counselors stand on the dock and laugh. Whatever you do, please please please rework his stats. At the very least get rid of the penalty to shift. No Zombie Jason should have a weakness to shift. You guys are working hard to fix various bugs, make new content, but you've never once mentioned tweaking the Jasons stats. Everyone feels 7 is by far the worst due to no movement options, strengths that really don't benefit his lack of movement options, and weaknesses that just hinder him further with his lack of movement options. Yes I know some people can kill 12 out of 8 counselors with Jason 7 because they're just that badass, but the simple fact is he is undoubtedly the weakest Jason and the hardest to catch people as. Not asking that he be the best, just on par with the others. As is Jason 7 is a sad boy. You don't want poor ol' Jason 7 to be a sad boy, do ya?
  20. So today I got on the game today to see my thick skinned perk specifically had been altered. I could be wrong but I haven't seen an announcement anywhere for this, and I admit I'm not satisfied as it was completely unexpected. But more importantly my thick skinned was 43% and its been reduced to 18% now. I would just like to know if there is any news on this? I asked on twitter and I was told it was a bug they are looking into seemingly. Despite that, I find it very hard to believe. So is there any news? I'm not looking for an opinion of it being OP or something like that but genuine news as I don't know what's going on, I plan to stop playing this game if developers cant compensate with CP or be consistent. I spent lots of CP that I wouldn't have trying to get specific perks to fit a style and if that combo now becomes useless I would at least like CP to help me pick myself up in a new style. I definitely wont be sticking if this isn't resolved properly somehow or it happens again. I don't mind them having to balance things out if that's what they feel but take into consideration the game has far bigger issues and at least try to compensate players who wasted CP potentially when they could have bought fun Jason kills. Well I will come back, but I am incredibly dissatisfied to say the least. Once again on the twitter they seemed to have implied its an issue that they are looking into. So any news?
  21. I was giving some thoughts to how counselors and their stats work. Some stats seem to have almost no bearing on game play and it is kinda hard to assess the value of others. Here is my idea: Have each stat reflect a % bonus to certain things based on the score. For example: A maximum stat is 10. On a 100% max bonus scale divide 100/4 = 25%. A score of 10 translates into a 25% bonus to something tangible in-game (or a 2.5% bonus for each stat bump in score). Additionally, have 1/2 the % bonus apply to a second thing governed by the stat. Basically you'd have a high stat bonus and low stat bonus for each stat. Let us look at Kenny for a sec. He is mister balanced. Kenny would have a 12.5% primary bonus on stats, and a 6.25% bonus to secondary attributes governed by stats. So how would stats work? Baseline bonus + perk modifications. Each stat would grant a primary bonus to the counselor and a secondary bonus. Let us take Stealth: Stealth's primary bonus may be to reduce noise generation pings. The secondary bonus might be to grant a bonus to fear reduction when in a hiding place. Composure: Composure's primary bonus would be fear mitigation (reduction in the accumulation of fear). The secondary bonus might relate to overall Sense avoidance chance. Strength: Strength's primary bonus would be related breaking free of Jason's grab. The secondary bonus would increase melee stun chance. Stamina: Stamina's primary bonus would be to your stamina pool. The secondary bonus would be a regeneration bonus that kicks in when Jason is not around. Speed: Speed's primary bonus would be related to sprint top speed, The secondary bonus would relate to how fast doors can be barricaded, hiding spots entered or left, windows crawled through, etc. Luck: Luck grants better RNG chance to find items in drawers and not take damage by climbing through broken windows. Secondary bonus governs bonus to how long a melee weapon lasts before breaking. Repair: Primary bonus reflects the reduction in difficulty of a skill check. Secondary bonus reflects the chance that a missed skill check won't notify Jason. Under these guidelines, Kenny would have a average 12.5% primary bonus, and 6.25% secondary bonus without the use of Perks. No perk could make a bonus exceed 100%. Just kicking around some ideas to make stats more relevant in general. I do think they should all govern two aspects of gameplay (greater/lesser degrees).
  22. I think it would be a good idea to have a "Stats" tab to view in your progression. You could see your stats with both the counselors (each one) and jason. For counselors it would say how many escapes and which escapes they are, e.g. car escapes: 3, police escapes: 2, and so on. You could see how many times you killed jason, repaired a vehicle, called the police, and even betrayed your teammates (team killed). Anything worth keeping track of. As Jason you could see your kills and to make it more fun you could see which counselors you killed to see who you kill the most. You could track it with each playable Jason or total kills. You could see how many times you've played as Jason and whatever else you think of. I know badges might keep track of some things I listed but I think a separate stats tab would be an easier and better way to show your stats.
  23. So what does everyone think NES Jason stats will be? There's two I can think of. The most likely will be part 3's stats. Given that he's a reskin of part 3 with the same weapon and kills, its reasonable to assume he'll have the same stats. The other possibility I see is Savini's stats. There have been threads on here asking for a new Jason with his stats, and with this Jason being free i'd see a good opportunity for it here. Plus it would stop all that "pay to win" bullshit. I don't see this Jason having a completely new set of stats. It's been less than a month from release and they wouldn't of had time to test specifics strengths and weaknesses to see how well they are balanced. So what does everyone think it's gonna be?
  24. I have compiled a more detailed analysis of Jason's stats. These are based off of observations from watching gameplay videos. They are only estimations but are accurate enough to see the differences in Jason's stats. The stat analysis is not yet complete due to lack of available information and testing. If you have anything to add or correct PM or comment and i will make changes and additions as the information becomes available. Help welcomed. Here are a few things anyone can test. Weapon Strength: number of hits to kill a counselor HP: amount of damage to knock of Jason's mask (my analysis: WPN DMG x PLYR STR x # of HITS) Water Speed: water speed (haven't had time to estimate, test as you please) Defense: percentage of chance to block attack (number of hits to blocks, test as you please) Test any stat as you please and provide feedback to help provide a complete stat page for Jason. Hope this helps. I have noticed that some of the strengths and weakness don't reflect very accurately to the actual stats. MORPH REGEN: 20 seconds SENSE DURATION: 20 seconds RANGE: TBD(think there is a range limit will update when I find out) REGEN: 15 seconds FEAR SENSITIVITY: TBD(must be a factor or stat screens mean nothing) SHIFT DURATION: 5 seconds SPEED: Approx 20 fps(estimation) REGEN: 40 seconds STALK DURATION: 40 seconds while moving REGEN: 30 seconds WATER SPEED: TBD DESTRUCTION: 6 hits barricaded door STUN RESISTANCE: TBD(ability to take a hit) WEAPON STRENGTH: TBD(Damage done by weapon to counselor) GRIP STRENGTH: TBD(Difficulty to escape grab) DEFENSE: TBD(ability to block attacks) HP: TBD(amount of damage before mask comes off) RUN: Can Run THROWING KNIVES: 0 TRAPS: 7 MORPH REGEN: 30 seconds SENSE DURATION: 12 seconds RANGE: TBD(think there is a range limit will update when I find out) REGEN: 30 seconds FEAR SENSITIVITY: TBD(must be a factor or stat screens mean nothing) SHIFT DURATION: 5 seconds SPEED: Approx 20-25 fps(estimation) REGEN: 30 seconds STALK DURATION: 20 seconds while moving REGEN: 45 seconds WATER SPEED: TBD DESTRUCTION: 6 hits barricaded door STUN RESISTANCE: TBD(ability to take a hit) WEAPON STRENGTH: TBD(Damage done by weapon to counselor) GRIP STRENGTH: TBD(Difficulty to escape grab) DEFENSE: TBD(ability to block attacks) HP: TBD(amount of damage before mask comes off) RUN: Can Run THROWING KNIVES: 0 TRAPS: 5 MORPH REGEN: 40 seconds SENSE DURATION: 12 seconds DISTANCE: TBD(think there is a range limit will update when I find out) REGEN: 35 seconds FEAR SENSITIVITY: TBD(must be a factor or stat screens mean nothing) SHIFT DURATION: 5 seconds SPEED: Approx 25 fps(estimation) REGEN: 8 seconds STALK DURATION: 28 seconds while moving REGEN: 30 seconds WATER SPEED: TBD DESTRUCTION: 6 hits barricaded door STUN RESISTANCE: TBD(ability to take a hit) WEAPON STRENGTH: TBD(Damage done by weapon to counselor) GRIP STRENGTH: TBD(Difficulty to escape grab) DEFENSE: TBD(ability to block attacks) HP: TBD(amount of damage before mask comes off) RUN: Can't Run THROWING KNIVES: 4 TRAPS: 5 MORPH REGEN: 30 seconds SENSE DURATION: 20 seconds DISTANCE: TBD(think there is a range limit will update when I find out) REGEN: 10 seconds FEAR SENSITIVITY: TBD(must be a factor or stat screens mean nothing) SHIFT DURATION: 4 seconds SPEED: Approx 20 fps(estimation) REGEN: 40 seconds STALK DURATION: 20 seconds REGEN: 30 seconds WATER SPEED: TBD DESTRUCTION: 6 hits barricaded door STUN RESISTANCE: TBD(ability to take a hit) WEAPON STRENGTH: TBD(Damage done by weapon to counselor) GRIP STRENGTH: TBD(Difficulty to escape grab) DEFENSE: TBD(ability to block attacks) HP: TBD(amount of damage before mask comes off) RUN: Can't Run THROWING KNIVES: 0 TRAPS: 5 MORPH REGEN: 30 seconds SENSE DURATION: 15 seconds DISTANCE: TBD(think there is a range limit will update when I find out) REGEN: 20 seconds FEAR SENSITIVITY: TBD(must be a factor or stat screens mean nothing) SHIFT DURATION: 5 seconds SPEED: Approx 20 fps(estimation) REGEN: 30 seconds STALK DURATION: 20 seconds while moving REGEN: 20 seconds WATER SPEED: TBD DESTRUCTION: 3 hits barricaded door STUN RESISTANCE: TBD(ability to take a hit) WEAPON STRENGTH: TBD(Damage done by weapon to counselor) GRIP STRENGTH: TBD(Difficulty to escape grab) DEFENSE: TBD(ability to block attacks) HP: TBD(amount of damage before mask comes off) RUN: Can't Run THROWING KNIVES: 0 TRAPS: 5 MORPH REGEN: 30 seconds SENSE DURATION: 15 seconds DISTANCE: TBD(think there is a range limit will update when I find out) REGEN: 15 seconds FEAR SENSITIVITY: TBD(must be a factor or stat screens mean nothing) SHIFT DURATION: 6 seconds SPEED: Approx 25fps(estimation) REGEN: 20 seconds STALK DURATION: 25 seconds while moving REGEN: 20 seconds WATER SPEED: TBD DESTRUCTION: 6 hits barricaded door STUN RESISTANCE: TBD(ability to take a hit) WEAPON STRENGTH: TBD(Damage done by weapon to counselor) GRIP STRENGTH: TBD(Difficulty to escape grab) DEFENSE: TBD(ability to block attacks) HP: TBD(amount of damage before mask comes off) RUN: Can't Run THROWING KNIVES: 0 TRAPS: 3 MORPH REGEN: 30 seconds SENSE DURATION: 15 seconds DISTANCE: TBD(think there is a range limit will update when I find out) REGEN: 15 seconds FEAR SENSITIVITY: TBD(must be a factor or stat screens mean nothing) SHIFT DURATION: 6 seconds SPEED: Approx 30 fps(estimation) REGEN: 20 seconds STALK DURATION: 20 seconds while moving REGEN: 30 seconds WATER SPEED: TBD DESTRUCTION: 3 hits barricaded door STUN RESISTANCE: TBD(ability to take a hit) WEAPON STRENGTH: TBD(Damage done by weapon to counselor) GRIP STRENGTH: TBD(Difficulty to escape grab) DEFENSE: TBD(ability to block attacks) HP: TBD(amount of damage before mask comes off) RUN: Can't Run THROWING KNIVES: 0 TRAPS: 5
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