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Everything posted by RichWalk9891

  1. All Jason needs for now is a few seconds of stun immunity after a stun, along with complete immunity to stuns while Jason is breaking doors and walls open in Rage Mode.
  2. Out of sheer boredom I decided to make a list of exclusive Counselor abilities. I'm aware that the Counselors are not only overpowered in this current version of the game, and that abilities could make them outright broken. I'm also aware that this game is basically dead and will very likely not receive any more patches anytime soon. Nevertheless, I'm curious about what anyone think of these ideas: Adam: Hot-wire Adam can hot-wire a two or four-seat car without the need of a car key by initiating a QTE mini-game The difficulty of the QTE is roughly at a 3/10 Repair value If Adam fails a QTE event, Jason will be alerted A.J.: Switchblade A.J. can bypass a bear trap laid by Jason with her personal switchblade by initiating a QTE mini-game The difficulty of the QTE is roughly at a 3/10 Repair value If A.J. fails a QTE event, she will be caught in the trap The Switchblade cannot be used against Jason as a Pocket Knife Brandon: Super Strength Brandon can carry two objective-type items at once Brandon can also carry an objective-type item and a melee weapon at once If Brandon carries a melee weapon while holding an objective-type item, the stun-time and damage is lower than usual Chad: Preemptive Strike If Chad carries a melee weapon besides the Baseball Bat (and possibly the Skillet), the first strike will always knock Jason to the ground Deborah: Sharpshooter Deborah will be given two rounds when using firearms, provided that another Deborah player has not already used up a round The second round is not as effective as the first, with it's stun-time and damage being lower than usual Eric: Trap Master If Eric lays down a Counselor's bear trap, the damage and trap time is increased, which will effect BOTH Jason and the other Counselors Fox: Pain Tolerance Fox will not limp and can still jog and sprint as normal, but her Stamina regen rate will be lower than usual Jenny: The Final Girl For every Counselor that is killed by Jason, Jenny will receive a predetermined statistical boost in her Repair, Speed, and Stamina Kenny: Head Counselor Nearby Counselors will receive a bonus in regaining their Composure and Stamina, so as long as Kenny is at low Fear Levels If Kenny starts to panic, the ability is disabled until he calms down again Mitch: Second-hand Smoke If Jason grabs Mitch, Jason will receive a small cool-down penalty for all of his personal abilities for two or three minutes Should Jason attempt to grab Mitch again, the penalty timer will reset Shelly: Prankster If Shelly fails a QTE window when repairing, a random error sound will be transmitted to Jason in order to trick the Jason player into going to the wrong hot-spot. Shelly will not be told what sound is transmitted to Jason if he messes up the first QTE window If Shelly fails another QTE window while, the correct error sound will be transmitted to Jason Tiffany: Charmer Male Counselors near Tiffany will receive a boost in regaining their Composure and Stamina Female Counselors near Tiffany will not be affected Vanessa: Taunt Vanessa can holler at Jason, which causes the Jason player's perspective to suddenly shift towards Vanessa's direction for a few seconds This ability has a cool-down timer of a full minute Victoria: My Dad's The Chief If Victoria calls the cop after the Phone Box is fixed, the calling time is 20% faster than usual The police will also arrive to the scene one minute earlier Victoria cannot equip the 'My Dad's a Cop' perk to gain additional time reductions --- I don't expect any replies, but any constructive criticism is welcome.
  3. RichWalk9891

    Counselor Abilities Ideas

    Here's some ideas on giving Jason more gameplay features to help boost his viability, while also re-adjusting the Counselor's gameplay to make them less overpowered while also making less popular Counselors more viable during matches: JASON Let Jason Smash furniture down to prevent Counselors from using them to draw distance away from him. The debris will also eventually fade away to prevent the objects from slowing down performance in the match. Jason can now shove Counselors to the ground and force them to get back on their feet with the E Button to assert more crowd control. This ability is uninterruptible and has a cool-down timer. Jason can now snatch and discard a Counselor's weapon if Jason tries to grab a Counselor while they are about to land an attack with a melee weapon. This also has a cool-down timer. Let Jason open barricaded doors from the inside without having to make Jason smash the door open instead. Jason is now immune to further attacks for a few seconds after being attacked, caught in a trap, or receiving a pocket knife to the neck. There are no prompts to break windows, just simply melee a window and it will shatter. This basically means that you can attack Counselors climbing or jumping through windows just like old times. COUNSELORS: The Medic Perk's two-uses is only for healing other Counselors. Using a two-use First Aid Spray on yourself uses up the entire can. The time it takes to use a First Aid Spray is also twice as long. A different button is now reserved for healing other Counselors, to avoid accidentally healing yourself when trying to heal a friend. Stamina is now reworked so that low Stamina Counselors (5 and below) regain Stamina faster, while high Stamina Counselors (6 and above) regain Stamina slower. Low Composure Counselors (5 and below) takes a little longer to recover from stumbling than High Composure Counselors (6 and above). Stumbling chance is also tied to their Composure rank, not Luck. High Composure Counselors (6 and above) do not whimper and panic for a few seconds when a nearby Power Box is destroyed. Counselors now uses their Composure to fill up vehicles with Gas Cans, not Repair. The speed of starting up cars and boats also tied to their Composure rank, not Luck. That's about it for now.
  4. I've just had a game where one person was still alive and has yet to escape, yet the game ended right after Jason kills the second-to-last victim and didn't leave the match. It's happening on the PC too.
  5. I think the bigger problem is not necessarily Vanessa being overpowered because of her stats, but because of how the gameplay mechanics keeps changing from patch after patch that makes Jason less and less efficient in his job, and thus indirectly giving Counselors more advantages. Remember when Jason didn't need an action prompt to break windows? He could simply melee a window and damage a Counselors crawling or jumping through them. Now, you need to waste a knife to break the window, because the prompt disappears if a Counselor uses said window. Remember when Jason couldn't be stunned right after a pocket knife or a trap? It was because he had a few seconds of invulnerability to further stuns due to how stun duration were longer than intended, meaning that Counselors could not deliver a free stun due to a few seconds of invincibility. The combat system for Jason is also getting more and more unreliable as well. There were times when I was stunned even though I had block activated as Jason, and with how entering and leaving Combat stance seems to have a delayed response, it meant that Jason had little reason to use Combat stance. At this point, I'd look into readjusting these smaller gameplay mechanics before making bigger changes first.
  6. RichWalk9891

    Should the Perk ,,Medic´´ get removed?

    I disagree, there aren't enough worthwhile perks to warrant a handful of good ones to be removed from the list. If Medic absolutely needs a nerf, make it so that the two-use feature is for other players only and not for yourself. That, or make using Med Sprays on yourself take longer than usual.
  7. RichWalk9891

    Patch Notes - 05.24.18

    The Steam version is now updating as I type and post.
  8. RichWalk9891

    Patch Notes - 05.24.18

    So...the Baseball Bat has a durability of 2/4 instead of 1/4 now. Interesting. I'm happy with being able to lock/unlock standard doors at either side now. No more trapped items in a locked room or being shut out of the Packanack Lodge by the front door.
  9. I'm just happy that we're finally getting some good news.
  10. I agree. For now, one way to get around this is to just drop a spare Med Spray and let a wounded Counselor pick it up and use it on themselves.
  11. RichWalk9891

    Is stamina broken?

    I don't really see the problem with how stamina is used at the moment when it comes to jogging and sprinting. It's all about managing your stamina efficiently by not needlessly sprinting everywhere, keeping your Fear levels low to keep the stamina regen rate as high as possible, and taking advantage of hitting Jason and breaking free from his grip to gain stamina. If Vanessa were to lose less Stamina when Sprinting like it was in Beta, she would be even more annoying to chase down. If anything, I'm more curious about why a feature commented by wes a year ago was never really factored in the game itself after leaving beta, since it reads: "...So just because you see Deb at 3/10 and say Vanessa at 9/10, don't get too bent out of shape. Deborah regens pretty damn quickly. Vanessa, not so much. So there are two characteristics relevant to stamina to consider." As of now, having a high or low Stamina stat does not affect the speed of regaining lost stamina whatsoever.
  12. RichWalk9891

    Jason Balance?

    I think all Jason needs for now is a brief three to five seconds of stun immunity after a Pocket Knife stun, after stepping on a Counselor trap, and after being struck with a melee weapon or shotgun. It just seems silly to me that you cannot defend yourself right after being hit by a Pocket Knife or Counselor trap stun, which basically leaves yourself open to a melee stun follow-up because the stun effect and immunity has ended before you regain control.
  13. I think one of the problems with Stealth as of now is that it doesn't do enough to warrant much consideration unless the value is at least 9/10, and all it does is eliminate sound pings when jogging unless you're incredibly close to Jason. If anything, Stealth needs a slight overhaul or additions in mechanics to help add more to the cat-and-mouse, hide-and-seek theme of the game. Make playing a Stealth focused Counselor more intuitive than just reducing the range of sound pings when moving, such as: Reducing the audio of opening/closing drawers, doors, windows, and cabinets for Stealthy Counselors, as well as climbing through windows and footsteps, except when jogging and sprinting. Allowing Counselors with a 6-7/10 to jog silently, and a 8-9 to sprint silently. In exchange, these features will not work if at medium or high Fear Levels. 10/10 Stealth means no sound blips when jogging or running regardless of Fear Levels, although sound blips are still emitting when traversing in water. Replacing the crawling animation for crouch-walking, while also increasing the base speed. Making Stealth actually decide whether or not if you will appear in Sense mode, so as long as certain circumstances are met beforehand. For example, if a Counselor with a 6/10 and above in Stealth is within Sense range, have accumulated little Fear Levels, while Jason is not currently in Rage Mode, the Counselor will not be detected. Preventing high Stealth or high Composure Counselors from whimpering and panicking to themselves when Jason destroys a power box, and have them gasp for a moment instead. Keep in mind that I'm not suggesting that all of these ideas should be accepted all at once, as they are just some ideas I've seen around the forum to give Stealth a boost in viability.
  14. After looking through how each statistics work, I've considered changing the Counselor's stats to give weaker Counselors a much needed buff while making the more overpowered Counselors fairer to play as. In general, here are the following changes I've made: I will also provide an explanation as to why I've made changes for each Counselor: Adam: Adam's role as a Fighter and Fixer hybrid would be enhanced even further if his Repair was a little better, and since he won't benefit with a 3/10 Stealth all that much, it felt appropriate to take a point out from Stealth and boost his Repair instead. A.J.: I felt that her original stats didn't really fit the 'Rocker Chick' persona she has adopted, and for someone who was described as 'tough-as-nails', she was the worst Counselor when it came to combat. I decided to make her a jack-of-all trades, much like Adam and Fox, but more focused in Repair and Stealth. Brandon: I boosted Brandon's Luck in exchange for a slight reduction in his Speed and Stamina to ensure that his weapons won't break as easily. I also swapped his Repair and Stealth points, as I feel that his main gameplay plan is to fight and unmask Jason, not to hide from him, ever. Chad: His high Luck is left untouched, so there is no fear of him losing his ability to combat Jason. However, his speed has been reduced to 7/10, and the spare two points are instead used to boost his Repair and Strength. Deborah, Eric: These two are just about right. No changes needed. Fox: I removed a point from Stealth and gave it to her Composure to make her less similar to A.J. in this build, essentially making her braver and more combat efficient than A.J., while also making it easier for Fox to break out of Jason's grasp when needed. Jenny: As of now with the way Composure works, Jenny doesn't really offer much to the table and is too slow to do what Chad can do better. I've decided to give Jenny less Composure and Luck to transfer the points into Repair, Speed, and Strength. The differences between a 6/10 Luck and 8/10 Luck are actually rather minimal, as they both still allow four hits with a Baseball Bat before breaking, and the spare two points being used to boost Speed would make Jenny more efficient in combat. I also wanted to give Jenny a 3/10 in Repair to give the Final Girl a shot in making better emergency repairs, and I had also boosted Jenny's Strength...purely because Deborah already has a 1/10 in Strength. Kenny: Kenny is meant to be the jack-of-all trades, and thus doesn't need any changes. Mitch: Mitch's stats fit his role as 'The Stoner', and he does well as a Fixer and Supporter. No changes needed. Shelly: A.J.'s official stats seems to fit Shelly's character more than it does to A.J., and the 10/10 Stealth would suit Shelly best due to his role as a prankster in the films. I also took a few points from his unnecessarily high Strength and used them to boost his Composure, Repair. In essence, he now fulfills a similar role that A.J. officially takes as a Fixer/Stealth player. Tiffany: I traded a point from Stealth and used it to boost her Repair, to give Tiffany a chance for a better emergency repair in case there are no other better Fixer Counselors in her area. Besides a slight and inconsequential reduction in her Stealth, and a slightly better Repair, Tiffany remains unchanged overall. Vanessa: Ah yes...Vanessa. The undisputed Champion of the Friday the 13th Game. Put simply, her decent Luck, and high Speed and Stamina are what makes her so good to play as. It's no surprise that I've decided to reduce these three stats to make her less overpowered and more fair. Her Repair is also now also a 1/10, so that experienced Vanessa players can no longer repair as efficiently by manipulating the RNG to obtain favourable skill checks when repairing. Victoria: No changes had been made to her stats, as she has yet to be released for testing. I am curious about how her 3/10 Repair will look like, along with her 7/10 score in Stamina and Stealth, since before Victoria, no other Counselor had these values. --- What are your thoughts? Would these changes be considered fair?
  15. Personally, I think certain Counselors could use some readjustments. For instance, If a Vanessa player can make a flawless repair with a 2/10 Repair stat while still keeping her excellent Speed and Stamina, then something is wrong with the game's balance. I don't kind the Emo generation was around when Friday the 13th was conceived. Besides, A.J. is described as 'tough-as-nails who don't take shit from anyone'. That's not someone who I'd imagine an Emo to be.
  16. Since I agree that Medic is likely the best perk in the game, I'll share my idea on what I would do with Medic that I posted from another topic: I'd personally change it so that the two-use Med Spray only works if you heal other Counselors, as using the two-use Med Spray on yourself empties the entire can instead. It makes more sense to me since Medics are meant to help other people as part of their jobs, not hoard the medical equipment for themselves. I'd also make Counselors drop the Med Spray if they were attacked by Jason while in the middle of healing another Counselor, while also doubling the length of the healing animations so that it takes longer to use a Med Spray. --- I agree that many other perks need more viability. Tinker comes to mind, since it actually hinders the player Counselor if it's equipped since the increase in speed means you need faster reaction times to repair quietly. A YouTube video I've seen offered an idea where a perk allows you to make one mistake on a repair event without alerting Jason, and I think it would fit just right with the Tinker perk. If the increase in repair speed has to go, then I'd change it so that Tinker increases the chances of gaining fewer and larger skill-checks when making a repair.
  17. RichWalk9891

    A nerf to Medic.

    Personally I'd change Medic so that the two-use Med Spray only works if you heal other Counselors, as using the two-use Med Spray on yourself empties the entire can. It makes more sense to me since Medics are meant to help other people as part of their jobs, not hoard the medical equipment for themselves. I'd also make Counselors drop the Med Spray if they were attacked by Jason while in the middle of healing another Counselor. I don't have a problem with increasing the animation of the Med Spray usage though, it would help make trap tanking and fighting Jason a bigger risk than usual.
  18. RichWalk9891

    Best All Round Counselor

    In terms of best overall Counselor when it comes to surviving for as long as possible without bothering with objectives, it would be Vanessa, followed by Chad. In terms of most versatile Counselor that can jump from one role to another in a pinch, it would be Kenny, followed by Fox, and perhaps Adam. In terms of best suited in working behind the scenes tackling objectives without attracting Jason's attention, it would be A.J, followed by Deborah. I rank A.J. above Deborah due to her ability to sprint silently with a Lightfoot perk, which means she is able to make repairs more quickly and quietly than Deborah can, so as long as the player manage their stamina gauge well. In terms of planning to de-mask Jason and help other prepare to kill Jason, it would be Brandon, followed by Adam, and Fox. Fox is notable as she is the one Counselor to have high Strength and wear Pamela's Sweater at the same time. In terms of most efficient in fetching Pamela's Sweater and helping Tommy kill Jason, Vanessa is the best choice, followed by Tiffany. Please keep in mind that these results I've listed are based on the Counselor's general play-style, as more experience players are likely to do well in any role with any Counselor.
  19. RichWalk9891

    "Mean Girl" Trope.

    I'm pleased to find out that we have our Mean Girl Counselor in the end. I'm also surprised that my prediction for her stats wasn't too far off either.
  20. The pocket knife is the best item in the game for a good reason. There shouldn't be a perk that influences the pocket knife in any way. The only semi-good idea I can come up with if we need a pocket knife perk, is if it allows the Counselor to keep the knife after using it to set off a trap, but it only works once per pocket knife, and you absolutely cannot use it twice to break free from Jason's grasp. Damn, now that's a brilliant idea. It's also a subtle nerf to a pocket knife as well, as it would give Jason one extra knife to use against the Counselor. I like it!
  21. RichWalk9891

    Joke - new engine

    I think you're four days late...
  22. RichWalk9891

    AJ or Deborah?

    One advantage A.J. does have over Deborah is the Lightfoot perk that allows A.J. to sprint silently, assuming that this feature still works as of the latest patch. I've recently went back to playing as A.J., and I've been taking advantage of getting around quickly without being easily detected by sound blips.
  23. @Caulus: I remember Jason having a few seconds of invulnerability after being hit with a pocket knife in the early development of the game, which was because the stun duration was said to be longer than intended before the patch fixed it. Ironically, fixing this issue meant that Jason was open to another stun because of how being stunned also meant giving Jason invulnerability to further attacks until the stun wears off, which is just before Jason's recoil animations finishes and the Jason player regains control and tries to counterattack. I think all Jason needs for now is a few seconds of invulnerability after a stun as soon as the Jason player regain control, rather than having it tied with the stun duration time.
  24. Stealth Rankings Each value of the Stealth statistic are readjusted so that the player no longer need to have a 9/10 or above to be able to jog silently, and can even sprint silently with a very high Stealth rank. The catch is that each values are highly dependent on the Counselor's current Fear Level, where their ability to avoid generating sounds based on their Stealth value stops working once the Counselor starts to panic: 1/10: Any kind of movement will always generate noise, though crawling would still be quieter than sprinting. 2-3/10: Crawling is silent only if Fear Level is low. 4-5/10: Walking is silent only if Fear Level is low. Crawling will always be silent. 6-7/10: Jogging is silent only if Fear Level is low. Crawling and Walking will always be silent. 8-9/10: Sprinting is silent only if Fear Level is low. Crawling, Walking, and Jogging will always be silent. 10/10: All movements, even Sprinting, will not generate noise. However, moving on water or swimming will still generate noise. Note: Once Jason hits 'RAGE', it is no longer possible to jog or sprint silently. Stealth and 'Sense' Originally you needed perks to be able to avoid Jason's 'Sense', and even then they would be rendered useless considering that a wise Jason player would re-roll his 'Sense' ability until your Counselor shows up regardless. Stealth is now improved so that a Counselor with a 6/10 and above in Stealth will not light up red inside Jason's 'Sense' map. Again, the catch is that this feature is highly dependent on the Counselor's current Fear Level, and once the Counselor starts to panic they will always be visible in 'Sense' until they've calmed down. Also, once Jason hits 'RAGE', this feature stops working without perks to avoid 'Sense'. Sound files and Stealth Counselors with a 6/10 or higher in Stealth will now be able to open drawers, and open/close doors and window quieter than usual, which basically means that the sound files of drawers, doors, and windows opening/closing have their volumes slightly reduced from Jason's perspective. Their footsteps will also not be as loud as the likes of louder Counselors in turn. Thoughts?
  25. @Ahab: I understand your concerns and I do appreciate your criticisms, and I assure you that I'm not wanting to see stealth Counselors turn into ninjas, but to see Counselors get more out of Stealth just as Chad, Jenny, and Vanessa do with their high Luck statistic. As it stands, you need to invest 9 points out of 10 in Stealth for that statistic to be considered to have a worthwhile use, which is being able to jog silently with no drawbacks. Any value below 9 is a waste of points, and that's far too many points needed to even get any mileage out of Stealth. Hence why I proposed the idea of offering more benefits for a high Stealth ranking, in exchange for the player being mindful of their Counselor's Fear Level, which forces player to manage their Fear Level to continue receiving their benefits while keeping a look out for Jason's current position in case his presence will make you gain more Fear. An innate 'Sense' avoidance for Counselors with a Stealth at 6/10 and above would sound overpowered on paper, I agree, but from my proposed idea is that if a Jason player actively work to make Counselors gain Fear throughout the match, this benefit should be hard to consistently control unless the Counselor either use perks to reduce Fear gain or play smart. You're not expected to permanently avoid Jason's 'Sense' radar for a good ten-fifteen minutes until Jason enters 'Rage', you're expected to be aware of when you could lose this benefit more often than not if you don't manage your Fear Level, and even then you could still be found by Jason if he happens to know or guess that you're trying to tackle an objective.