Search the Community
Showing results for tags 'shift grab'.
Found 4 results
First off I never played before the nerf so forgive me, is the idea to shift behind them and end shift behind them? Do you shift through there body then stop? Which direction to you push with the grab? Is it practical to shift past them a bit, spin 360 then come from the front? I seem to lose my direction after I end shift and dunno where they are in time for grab range. Would you work shift past them, enter combat to lock on then cancel grab? Is it easier to shift slash and if so how
Ok so I know there's other threads about shift grab however my question is do people have better luck Shift grabbing using a particular Jason? I hit level 31 a couple days ago and finally got to use Part 9 Jason (yeah I know, low level, but I'm not able to play often). Anyways I used him tonight and got a bunch of Shift Grabs. Maybe it was all the adrenaline pumping through my veins cause I got the last Jason or maybe I'm getting better? Anyways, do you guys have a particular Jason that you find shift grabbing easier than the others?
So I was told by the support team to bring this here. Unlike, the other post about Jason's grab ability, I think the shift grab is an important part of the game but should be used more as a counter for Jason against faster characters that can cover more ground. Currently it's just another disadvantage for the slower characters in the game. That's because composure is currently a useless stat. When I play as Jason I see Jenny light up like a Christmas tree right off the bat just as easily as anyone else. Also, before the patch on Xbox, I could break free with her almost once a match w/o a pocket knife. Since the patch I haven't been able to do it once. On the flip side, this mitigates having grip strength as a strength or weakness for Jason as well. On top of that, they reduced the number of pocket knives spawning each round, and we already have to burn them to counter traps. If that wasn't enough, we are all button mashing our fingers till they bleed with nothing to show for it. I already hate when games make me do this, but dying every time regardless, even with a 10 compsure and in the very early game, compounds that frustration. This feature should be replaced by a very fast minigame similar to kickoffs and field goals in Madden. Just a bar with a redzone inside of it, the size of which is determined by the counselor's composure/fear level + Jason's grip strength. Perhaps stamina and injury could be included in the formula as well. This minigame should range from very simple to nearly impossible based on this formula. I know I'm not the only one that hates button mashing. If I play a quickmatch with a bunch of low level players, I'll usually see a decent amount of Jennys because they haven't unlocked other characters yet and haven't realized how useless composure is. If I am in a private match with a bunch of regulars it's rare anyone above lvl 20 is using her. That's because they have no incentive to. Compare that with AJ. Almost every private lobby will have 2-3 of her. Why? Because she is equal to or better than Jenny in every category that matters. The only stats she gives up to Jenny are composure and luck. Jenny can't run, she can't fix things, she can't fight, and eben though she should be able to hide, she can't do that either. On top of that, she ties Eric for being the slowest character in the game, making it super easy to shift grab her. Isn't she supposed to represent the girl that survive? She should be a pain in the ass for Jason to kill then. Let that be her specialty. If the shift grab is a counter to faster characters, slower and more composed characters should have a counter to that, which would be easier break aways early in the game. Jason could counter with hack and slash method, the player could counter with the perks that give her two uses of med spray, start with a medspray, and thick skin. This would force Jason to be more strategic about how and when to go in for the kill. Having to really work hard to drive that fear up first. Before anyone predictably mentions that "Jason is supposed to be op" please take notice that I did not advocate changing Jason at all. I know the dev's philosophy regarding that too, and agree with it. This issue is about balancing counselor with counselor so thay players have an incentive to play each character. I hope I've explained that well.
Hey , devs i found a way to fix that when jason is shifting you just have put a cooldown of 1-2 seconds to prevent to be grabbed and you guys (players) what do you think does he seems you balanced