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Everything posted by AdrianBlackbear

  1. I've found other perks to be more useful. I don't run it on any of my characters because I find other perks to be more slot effective.
  2. It's been an issue for a few patches now. I was experiencing it back in October and reported it through Jasonkillsbugs.com, but nothing ever came of it clearly.
  3. I was coming here to say the same thing! Hopefully the Halloween movie this year kicks these guys in the ass to resolve the copyright battle quicker to keep the franchise alive.
  4. Any future content updates are "unfeasible." In the eyes of the developers, it's inconvenient to release new content for the game. Everyone has a different definition of content. I think that snow and daylight is new content, as it's changing the current game other than mechanics/bug fixes.
  5. I've spent so many hours on this game since the first few days of release (when I literally couldn't get past the main menu and into a game because of the database login failures). I've met so many great people that I play with regularly, and I've definitely gotten the value out of the game. As someone who wasn't really into Dead by Daylight, but bought it begrudgingly, Friday the 13th was a game that I truly enjoyed and could go back to time and time again, unlike other asymmetrical horror games. I kept playing. I may not have been as active, but I kept playing when I wanted to revisit it. I love the game, despite it's glaring flaws, and I hope that the developer team loves this game as much as I do and fights to keep it going. Don't give up. Don't let the legal issues dissuade you from pushing to keep this game alive after everything that you've done. The game has so much more potential and I would hate to see it fall apart like this.
  6. The real shady part is that they rushed a patch before June to make sure that they hit that cutoff before all of this legal stuff went into effect. But this case has been ongoing for years now, since the 2009 reboot film.
  7. A Summer Camp game would be great if they could get things right the second time around. It would also give them many more creative opportunities to do different killers, characters, clothing, maps, etc.
  8. They've entirely given up on even attempting to push forward. I'm surprised that nobody caught the use of "unfeasible" in their original emails sent out for PR purposes. The word literally means that it's inconvenient or impractical, not that they've been restricted due to the lawsuits, or that they've been put in a position where the game is at risk legally. They've literally told us that creating future content for the game is not convenient for them, using this Cunningham v. Miller case as a scapegoat.
  9. I find it rather intriguing that it's not "we are shelving future content for now," and it ended up being "we are canceling future content."
  10. This is disappointing. I was hoping that it wouldn't come to this.
  11. My biggest concern was that the outcry after the initial engine update caused the developer team to rush a fix instead of taking a little more time to push out a hotfix. Clearly the update hasn't gone over so well on PC and PS4.
  12. I don't believe I've read anyone saying it's easy to deal with a large group of counselors (because it's not, but you still have to play it smart), but you can't fucking nerf counselors because they are coordinated against you. OP is literally bitching because coordinated counselors can kick Jason's ass, and he doesn't think that's fair when all they really have against Jason is a number advantage.
  13. Finally, someone who understands! Onto OP's original topic, I've played a lot of QP independently and PM with groups. I've seen how it is on both sides, and I still stand firm to my own opinion of the game's balance. The major differences between QP and PM on console is communication and players. Players that are just queue up for QP are often solo (not always), looking for a quick match, and might not even talk. I don't take the game as seriously when I do QP for that sole reason. When I am in a PM on F13, I know that I'm likely with older players that have skill and require communication to be a part of their lobbies. That's just the way that they roll. This translates into the game to be: Jason can do okay in a QP match vs. Jason gets his ass handed to him in a PM. It really doesn't have much to do with counselors being OP, or Jason being weak. It has everything to do with communication being a key part of surviving in the game. DBD is essentially the same way. Survivors can body block, distract, or pallet slam the killer in some situations that will assist the person they are queued up with. When you run solo and the killer gets you, you're pretty much S.O.L.. The key differences in both situations is communication and player skill. In QP very seldom do I find someone with a microphone on Xbox (and if they do have one, I likely mute them because they're 10 years old). In PMs, I don't always see Jason get his ass beat. There's Jason players out there that are good enough to clear a lobby. It's just become that much more clear over the past 2 weeks to see who has had a couple bad rounds as Jason in private matches. Go queue up for some QP for a bit, you'll do fine as Jason there. TL;DR: Quick Play and Private Matches run very differently. Communication is key to success and skill levels will vary depending on the lobby you are in. People just need to stop whining and find ways to play smarter or improve their skills.
  14. You've put in a good effort to try and talk to these people, but it's really not worth it. The Jason plebs are just going to circlejerk each other with ridiculous ideas of "balance," and they will continue whining until they get their way.
  15. I voted horror. The competitive nature of DBD is the part that pushes me away from playing it; I'm generally more concerned with whether or not I rank up instead of enjoying the gameplay and atmosphere.
  16. Go crowd fund your own F13 game then, because this one will never be the one you described in your original post.
  17. That part is bullshit and you know it. With reduced weapons on some maps, I've resorted to using pots and skillets in some cases, and with Deb, I'll need to hit 4, 5, or even 6 times before it stuns, and that's it the weapon lasts that long. It's the same way with machetes too, which frequently leave Jason with the flinch animation before he grabs at you. Still, a stun wouldn't be that long with a low strength statistic. If people are still running the sucker punch, heavy hitter, and slugger combo, God bless them because the changes to stuns a while back killed that perk combination. As for the the other part, if Jason goes in on a group of counselors, they should whoop his ass. It's the only thing that they have going for them at that point. You can't take a numbers advantage away from counselors.
  18. This thread makes me so sad at "what could have been" if the devs just listened to @Barbara Ann and used her fashion tips. Victoria in the iconic Melissa or Melissa/Tamara dress would have been stunning.
  19. This has never worked for me. I've jumped through a window, hid in a hiding spot, and barricaded a door and still have been yanked back to the car.
  20. I totally agree with the Jason dying part. Out of the whole XP weekend over Memorial Day, I saw maybe 3 - 4 legit Jason kills across a span of 5 days. That's not many, given how many hours I pumped in after the big update. In quick play, I'm seeing a lot of players that either know Jason well, or don't know how to play him at all (this might be due to the new system of Jason selection). I saw a lot of 5 - 8/8 kill range, and then a handful of games that resulted in 2-3/7-8, or quitters. In quick play, that's a fairly decent balance when Jason can get most (if not all) of the counselors, and with the way that Jason selection has been working, I've seen some players do average (5/8) on one map, and then get a clean sweep on the next map when chosen again. I don't see the need for counselor changes in any way. Jason needs fixes (which is indirectly a buff in most cases), specifically to his current grab (I think it looks slow and some of the grabs I had from SPC missed with my arm going through the counselor). And you're right. OP certainly has a bias. Nobody wants to admit bias, but it's clearly there.
  21. Ping me again when the game is over. Let me know how many escape, how many "stealth repair," and how many successfully distract Jason to get objectives complete, because I can almost guarantee that none of them will fulfill her true role as Vanessa. Many of them: 1. Don't deliver parts from one point to objectives, and 2. Don't play distraction; they play prey. And if I can guess, the remaining players are all AJ or Tiffany?
  22. I was going to say this too. I always play random counselor, and I've run Jason around for 10 minutes as Kenny and still survived the night. With a flat 5 across the board, he's not really great at anything in that "Jack of all trades, master of none" kind of role. A lot of the time Jason players just don't follow through enough with a chase, or give the counselor an opportunity to regain their stamina by going in for grabs/swings, and in turn take a stun in return, giving the counselor an opportunity to collect more stamina. In my opinion, not enough Jason players try to outplay counselors by using mind-games (stalk-shifting from a distance, predicting the window loop and cutting them off, placing traps in atypical spots). I also don't see as many Vanessa players as there was at release. I still see a ton of AJ, but in most lobbies, I'll see maybe 2-3 Vanessa players at most, and they are often the first to die.
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