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Vialigo

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  1. Hmmm, I guess I should've been a bit more specific. I like the feedback you put out, but I have to explain a bit further from what I mean by some things you critiqued on. Jenny is a fighter, but Chad still does a better job even though 1 point less luck isn't that much in my opinion, because of the fact that he has speed, as well as serviceable strength. Vanessa is also a fighter as well, thanks to her decent luck and 4 strength, which was highest for any female counselor until Fox came along. She could also run well, if she needed to, which made her great for juking. Jenny, has either of these, she has middling luck (between the two of these counselors anyway), and the lowest strength stat in the game, being 1. This makes her the least preferred out of the three, hence, underplayed. Mitch is repair Jenny, which makes me just want to use AJ, since she isn't one of the characters that are the second slowest counselor, beating Lachappa. And yes, you can play him however you want, but it's a big handicap, since all he can do is repair. AJ, has only two less points in composure and 1 less point in repair, but she also has maxed stealth, making her ideal for a lone wolf counselor (too bad she won't get to see her boyfriend Adam much because of the stealth). Mitch on the other hand, should be one to try and stick with another counselor to protect him, most likely Jenny, as they both have the same stealth stat, as well as alike speed and stamina stats (Jenny has 1 point higher then him but it's not much to leave him in the dust). I have seen several occasions where the player dies in a cabin merely due to seeing a corpse, and then they get scared and move towards Jason, resulting in a free-kill if you don't have a pocket knife. Learning from your mistakes is one thing, but intentional things like those are awful in their own right. Yes, I know combat stance is really not used in this game other then those two reasons, but what I meant by this was to try and make it a bit more realistic, though it might make fighting Jason much more difficult with someone like Chad. You can still use the normal, well and good swings, but just that both of the stances you can use are disabled. Also, yes, Jason really does need to be revamped a bit to make him more dangerous, maybe have it harder to stun him based on how weak your strength stat is? Though, this is why the baseball bat exists as a weapon. And I do agree that both Jason's grab range and hit detection are bad, it's a bit funny to look at a counselor ducking under Jason's weapon and taking no damage because of the game's inability to detect it, same with just seeing him whiff a grab, makes shift grabs more deadly if you can't juke or run away. That being said, I do hope combat stance gets buffed in someway, both for counselors and for Jason. When I ask for the delayed weapon pick up times, I mean like they have to rummage a bit before they can find it compared to just the normal animation of picking it up. Wouldn't it be a bit harder to pick something up you don't know is there? Though, the rummage animation I think would just be only a bit longer then the normal animation but it'd still be a little annoying when your trying to loot a cabin with no power. Flashlights can be used here to negate this, since there would be no need to try and rummage if you can find it. Though, the way it is now is still satisfying, maybe this little change might make somethings frustrating at times. Escape Artist and Adrenaline Rush are in of itself time-wasters, that really wouldn't work and should be blanked out. Though I like the idea of making them useful like how I said it, when you get grabbed without a pocket knife, normally you'd just die. But if you just put these on, then you can just waltz right out of Jason's clutches if they have slow reaction times or slow button presses. All in all, I like your feedback, and it made me change my opinions a bit, though I did have to clarify some particular things during my rambling to hopefully have a better understanding. I also enjoy your idea of how stealth and composure should go hand in hand when playing as a stealthy character, and do what it has to do instead of telling lies. Sense is good for seeing where the counselor is in the hourse or likewise, but the idea of it ruining your stealth if you were about a yard away was a bit disappointing, as he'd shift to where you are and chase you down until he kills you or gives up.
  2. Hello, everyone. I'm an irrelevent user. Go on with your day, if you must. But, just know that I like being on the internet and playing games with myself. That's all. "k bai"
  3. So, throughout this forum, and about the game, I know these things. 1.) Mitch and Jenny's composure stat is pointless, as that's their best stat, which makes them objectively bad. 2.) Vanessa and Chad are the best characters, from what I've heard of at least. 3.) Escape Artist and Adrenaline Rush, as well as Heavy Mover are all shit perk, and the Combat Stance is generally useless to most. I just hope that I can try to make a change by making them better in a sense. But first, if you want to know who I am (which I'm sure you don't) I'm a new user called Vialigo who...doesn't play the game. Shocking I know. But I know the game, good enough to know what I'd have to do if I was given the controller (and die first). Anyways, with that out the way, here are my opinions (which, on the internet, are quite really something to have). So, composure is actually a bad and pointless stat. Sure it's good for not screaming or panicking, but that's about it. It doesn't affect your running (other then making you stumble), it doesn't affect your repairing, it doesn't affect your fighting, it's just pointless. Even if it does make your minimap and your inventory invisible, you should know the correct order buttons to be pressed in order to get a measely pocket knife out and stab Jason in the neck. As a result, I was disappointed about how awful this stat was gameplay wise. Which is why Mitch and Jenny are objectively low-tier characters. So, I've decided why not make the composure stat better. Composure while running: If you were running, and Jason so happens to appear in front of you, then normally you'd do something like run backwards away from him or use fireworks or swing at him wiht your weapon. Well, if you have a composure stat of, say, 5, then your character then staggers backwards or sideways similar to if they were to see Pamela or a dead counselor. If it's even lower then that, then you'd have to stagger backwards, trip and fall, and either crawl backwards for a second before picking yourself up and running. And if it's really a composure stat of 1 or 2, then your character would then stagger, fall, but take about 3-5 seconds of crawling backwords before getting up to run. Composure while repairing: When Jason approches you while you repair something (preferrably from shifting), the screen goes to static and when it comes back, it changes your mini-game and adds more skill checks when he's near you, the amount of skill-checks you get are reduced by how high your composure is. Which means if you were Deborah or Kenny with 5 composure, you'd normally have like 2-3 skill checks, but when Jason's near you, 2 more pop up and it makes your mini-game longer (since it makes it slower. This can be fixed with Tinkerer, however, but there are still the skill checks). It's a way to have it so that you have to be careful about when you can repair something like the car or the boat. This is especially annoying if you were to have someone like Eric trying to fix the phone the moment Jason shows up, and also makes characters like Adam and AJ more useful as repair-ers. This also makes it so that it would be more harder to repair as characters like Brandon or Tiffany. Composure while fighting: Obviously the most realistic one to be possible, but it isn't as of now. Tbh, your composure stat really doesn't mean much while fighting other then getting rid of your mini-,map and your item menu. But, say if you were one to actually use combat stance, well, if your character has low composure, then their fighting stance would turn into a "sissy stance", as the counselor you're using then goes into a stance where they're putting their weapon in front of them to guard them, noticeably shaking, as they yell things like, "Stay away!" or, "Don't touch me!". When you're in this "sissy stance", your swings are like the ones from the combat stance, only with less range and less damage, but your hits are quicker. This could be easily patched up by perks that practically negate these debuffs, but as soon as your fear level is as high as it can go, your combat stance and your sissy stance is unuseable. Composure for other things: As we all know it, when the power goes down, your character starts mumbling to themselves loud enough so that Jason can hear, which is very bad if you were someone like AJ or Mitch. Well, when you have a high composure stat, the only thing that your counselor would be doing is have a delayed time when doing things like getting items or picking up weapons/a trap. Though, if you were to have a low composure stat, then you'd scream, mumble, stumble a lot, and have delayed time when picking things up. And also, when you get grabbed by Jason, you'd just have a mini-game where you spam your buttons to free yourself, but it's barely helpful as Jasons tend to kill high-composure counselors quick. Well, when Jason goes into a grab kill animation, if you were someone like Tiffany, then you'd just get killed, rip, gg, no re. But if you were someone like Chad (high luck, no composure) or AJ (high composure no luck), then you'd have a bit of a chance of unlocking this mini-game where you can dodge Jason's killing-blow with a QTE (quick time event), but it's still a bit hard as you don't have both stats to compensate.. And finally, if you were Jenny, then you'd have an almost guaranteed of unlocking the mini-game, and an easy time of completing it. Oh yeah, and the perks, those three perks are really pointless. Seeing as how you won't get out of Jason's grab without a pocket knife, if the devs were not to change the composure stat, then the least they could do is fix these perks. For example, Escape Artist could work like a free pocket knife without the item that procs more often depending on it's rarity and the counselor's Skill + Luck stat. Adrenaline Rush can add onto this, so that if the Escape Artist doesn't proc, you'd still have a high chance of getting out of his grabs without a pocket knife with the perk on, as it makes the bar go even faster the more you mash and with the perk on, along with the Stamina boost...or just do the simple fix and make them work along with Pocket Knives. Lastly, Heavy Mover is such a laughing-stock, the only thing I could think of to make it useable is to make it so that you move the barricade faster along with making the door sturdier. That's all I have for today. Be sure to comment and give your opinion on my ideas. I'm fully open to discussion. (God that sounds like a YouTuber outro.)
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