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Shadesofjoe

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About Shadesofjoe

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  1. We're done with the game

    Well then I would say you are the outlier and not the median.
  2. We're done with the game

    I would still venture to say that private matches feature better counselor play for the sole reason that they tend to use voice communications to coordinate with one another. Experienced quick play counselors are still at an organizational disadvantage to like-experienced players who actually talk to one another. I would be willing to wager that you wouldn't do as well if you faced those lineups.
  3. We're done with the game

    It's really pretty simple. Pre-patch: Good Jason vs. Good Counselors = a competitive match. Jason could kill anywhere from 2-8 depending on how things go. Good Jason vs. Bad Counselors = not really competitive. Good Jason players likely get 7/8 or 8/8. Bad Jason vs. Bad Counselors = again, a competitive match. Anywhere between 2 and 8 kills is feasible. Bad Jason vs. Good Counselors = again, not really competitive. Probably looking at a cap of 3-4 kills at most. Post-patch: Good Jason vs. Good Counselors = not a competitive match. Probably looking at a cap of 3-4 kills at most. Good Jason vs. Bad Counselors = a competitive match. Jason could kill anywhere from 2-8 depending on how things go. Bad Jason vs. Bad Counselors = still not competitive. Probably looking at a cap of 4 kills at most. Bad Jason vs. Good Counselors = the worst scenario and completely uncompetitive. Kill rate of 0/1 is most likely here. Whereas before your had two scenarios that were competitive and two that weren't, you now have three non-competitive scenarios out of four. That's not reflective of a game of skill.
  4. We're done with the game

    Skill was easy to measure under the old (or "broken" as you call it) system. There was a discernible gap between good Jason players and bad ones. So your argument about "fearing the player" is actually weakened with the new grab/weapon ranges, because the skill gap is much tighter now. Even the best Jason players don't fare much better than the mediocre ones. In much the same vein, there isn't a big skill gap between counselors anymore either. Before the patch, good counselors were a worthy match for good Jason players. Sometimes Jason won; sometimes the counselor won. But now? The counselor skill gap is essentially non-existent. Mediocre counselors survive at just about the same rate as good ones. So again, your whole "fear the player" argument falls apart here. As of now, there is no premium on player skill. The mechanics have capped the ceiling for both Jason players and counselors while simultaneously narrowing the gap between skilled and unskilled players. Simply put, Friday the 13th is longer a game of skill in its current state.
  5. We're done with the game

    I took some time off from the game before the recent "balance" patch and came back to play a few matches last night. I've read quite a bit about the nerfs, but wanted to see for myself if it was as rough as some people were making it out to be. It wasn't bad. No. It was much, much worse. I'm a level 101 player who routinely got 6+ kills every match as Jason. Even against good counselors. I won't say I'm the best Jason, but I certainly consider myself at least above average. After playing Jason for a match last night, however, I turned off my system in disgust. You know you've messed up a Friday the 13th game when the counselors aren't the least bit afraid of Jason. After all, why should they be? You can literally run circles around him--at close proximity, I might add--and be completely safe from his grab. But I still have my weapon swings, right? Wrong. Hitboxes are joke. You can't hit a counselor who is standing right next to you. And if you do manage to bloody them a bit, it still isn't going to help because everyone runs Medic and there are health sprays a-plenty in each match. Once feared in matches, Jason has become a complete laughingstock in his own damn game, and it's depressing as hell. I've purchased every piece of DLC that's come out for this game so far in the hopes that the support would help spur the game's growth and contribute to its longevity. After the atrocity I witnessed last night, though, I don't think I'm going to be spending any more money. At least not until Jason is actually a threat again. I can't justify it.
  6. PARANOIA

    The best scenario consists of two outcomes, imo. 1) A straight-up playable Roy for normal matches. 2) In paranoia matches, the rogue counselor gets a blue chevron mask that they have to put on in order to activate "killer" mode. You get to execute the concept of Roy by doing this without actually having to come up with some sort of mechanic where the counselor's entire appearance changes.
  7. Patch Notes - 10.25.2017

    Anyone else getting another patch? Hotfix?
  8. Halloween Costumes!

    You guys are totally right. Halloween costumes completely kill horror atmosphere. It's a good thing no one has ever based a slasher film around the holiday.
  9. Adam's biggest drawback is his low luck. He just isn't as good a fighting character as Chad in most situations. His weapons are going to break far more frequently. Unless you are specifically going for a Jason kill, Adam is actually a markedly inferior character to Chad in terms of fighting. His repair is nice, but there are characters with better luck and better repair (Deborah, LaChappa) and Mitch has the same amount of luck with better repair. Simply put, he's a mediocre fighter and slightly above average fixer. You have better options.
  10. Perk Slot for Jason

    All things being equal, I would still say that experienced counselors are typically successful (4+ escapes) against experienced Jasons. Plus all those perks have drawbacks. You could make them even bigger. There just needs to be some more depth with Jason other than picking a different version, imo.
  11. I think it would be rewarding to have a way to spend CP points on Jason-related items that aren't just kills. It would add a lot of depth to gameplay to give Jason a single perk slot and then design perks that perhaps do certain things when triggered, with downsides of course. For example: Hunt Them Down -- Each time Jason destroys a barricaded door, the fear level of nearby counselors increases by X percent. Stalk recharge and duration decreased by X percent. Master Trapper -- The first time a counselor dies in one of Jason's traps, award Jason one additional trap. Morph cooldown rate increased by X percent. (longer cooldown) Inventive -- Each time Jason performs an environmental kill, refresh a random ability. Weapon strength decreased by X percent. Kill for Mother -- When Jason kills a counselor wearing Pamela's sweater, trigger rage mode. HP and stun resistance decreased by X percent. (should be a big number) Invigorate -- Each time Jason kills a counselor, his movement speed is increased by X percent for 10 seconds, but his shift duration is slightly decreased. Those are just a few examples. But I think you get the general idea.
  12. Once you roll a certain perk with RNG I think you should be able to spend CP to upgrade its effectiveness, with caps of course. Want to cap out your marathon? That'll cost a lot of CP. Even more if you want to remove the penalties. You could take a chance and try to roll for it more cheaply, or you can stockpile your CP to get the perk you want. Conversely, it would be interesting to spend CP on Jason-related items other than kills. Give Jason a perk slot (just one) that can help him balance out some of his weaknesses without completely negating them. For example, you could have a perk that gives him 1 extra trap. Or a perk that gives a short recharge boost to shift each time Jason destroys a cabin door. Stuff like that.
  13. It's also possible that composure didn't change at all but grip strength did.
  14. If you didn't make any changes on purpose to composure, I'd suggest looking at what's happened and consider keeping it in moving forward, or at least make the "break free" mechanic a touch more forgiving if you're going to revert back. If you go back to prior gameplay, Jenny was straight-up useless compared to Chad. In fact, composure as a whole gave no real advantage to... well... anything. From a practical (not mathematical/theoretical) standpoint, a character with 10 composure stood as much chance of breaking free from a grab as a character with 1 composure, because the majority of Jasons use instant kill animations. Now, however, even if it takes Jason a second to find a flat spot to use choke or head punch, characters like Jenny, Mitch, and Tommy are able to break free. That's a good thing. It's the same with sense avoidance. Because Sense is a spammable ability, there was no real advantage to high composure until this update. Also, Jason could sense every character one he hit rage mode. After the patch, however, I'm noticing that characters with high composure sometimes do not show up as red when I'm in rage mode, even if they are right in front of me. Composure needs to be a more meaningful stat than it has been in the past. At least anecdotally speaking, that appears to be the case with the new update. I hope it stays that way.
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