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Found 8 results

  1. Jenny Myers is a tank for composure. I currently have equipped the Night Owl perk for 58% darkness resistance. Controlled breathing - 22% (faster composure increase while hiding) And Ice Cold - 49% (reduction of fear of dead bodies) For some reason I think Ice Cold may not be that good. Is there any sources of how much fear rises from seeing a dead body? Lone Wolf or Nerves Of Steel are interesting choices. Nerves of Steel is overall fear resistance right?
  2. Since the last patch, counselors now scream when Jason is near them. Now, I know Jason is underpowered, but hiding from Jason is pretty useless when AJ screams out of nowhere. Jason doesn't even see me. Can we make it so high composure counselors don't scream? It wouldn't kill the guy.
  3. I find it common that people underrate composure. They value stealth much much more, when they go hand in hand. Jason sees you more easily with sense if you're scared. If you're at maximum fear, you will blink red anywhere on the map regardless if you're hiding or not. And if you're hiding & scared, your character will give up their position and get killed if Jason walks by. I always play as Jenny Myers, because she's meant to be the final girl. She has max composure, and it takes a while to get her to maximum fear. If people bring Jason to my house, all I have to do is hide under a bed and wait till they kill them. Jason usually doesn't detect me in the house, so he leaves after that, and I go back to doing what I was doing.
  4. Spamming e is basically completely pointless minigame on all counselors even those with 10/10 composure, which makes high composure characters less preferred overall. Here are some easy programming fixes to make composure grab escapes possible for high composure characters: 1. Each character's composure escape chance is their composure multiplied by itself, e.g. Vanessa would be 3/10 * 3/10 = 9/100 escape chance. This would make it exponentially easier for high composure characters to escape like Jenny, which would be 10/10 * 10/10 =100/100 escape chance. But obviously this is too overpowered, so the next step is to balance as i explain below. 2. Getting damaged will reduce your escape composure by half rounding to the lowest whole number. If Jenny is damaged she now is 50/100 escape chance. Being injured will grant 0 composure escape chance for all characters. Healing yourself does not revert changes done by being damaged. A jenny who is hit with 2 throwing knifes now has a permanent maximum 25 percent escape chance (it can go even lower from more damage). Why permanent? because It would be too big of an indirect buff to health spray, which is already very useful for injuries. 3. Escaping a grab once will reduce your next escape chance by 50%. A damaged jenny who has escaped one grab now is at 25% escape chance. 4. Being grabbed by a jason in rage will reduce your escape chance by 50% in the moment ( does not stack with multiple grabs). AJ mason being grabbed once by a non-rage jason and a second time by a rage jason will have a 49/2/2 escape chance which is 12/100 escape chance during that rage-grab and will be 6/100 if she manages to escape. 5. Escaping a grab with a pocket knife will still reduce your next escape chance by 50%. Tell me if you have other ideas to make composure grab escapes great again, or if you have other ideas to make composure worth it. Thanks! This is a similar but alternate post to my other post here but because everything is so interconnected in a game it was sort of two posts in one so I thought I'd make another one focusing on composure in grabs. http://forum.f13game.com/index.php?/topic/8720-different-mini-game-for-grab/
  5. I get Jason needs to be overpowered I want that too but things like, counselors having above 5 composure or 10 should easily Break Free of part 8 Jason's grip. Counselor should have an easier time with that Jason. That Jason within a second he picks you up, you don't even have a chance to escape because he's already mashing one of the execution buttons
  6. 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.
  7. Make it so that your composure stat makes it so that the first time and/or second time you are grabbed, the time before jason can use a weapon/hand on kill takes half the time your composure stat is. Example: Jenny's composure is 10, so Jason cannot select a grab kill for 5 seconds. Chads is 1, so Jason cannot select a grab kill for 0.5 seconds. This will most likely not be added to the game but it was just a creative idea I had Edit: The jason player will still be able to use enviornmental kills, just not the grab kills.
  8. I've noticed from watching a few Let's Play's of the Beta (console player, so I won't be able to play the game until it's out) that if you're trying to be stealthy, and trying to hide, your character will give away your position when you scream --even though Jason hasn't spotted you. With that, now he knows that you're in the area. I totally love the screaming aspect, it's one of the small, neat things about the game that drew me in as I was watching it. While I don't want it removed at all, I'd like it to be a little bit tied more into Composure and Fear. With that said, I think it may be a good idea to have whether or not you scream be tied into Composure and how high your fear is. This isn't to say that if you have max composure and you're unafraid that you'll never scream, but it gives you a chance to try to sneak past Jason or hide when he enters a room and not have your counselor scream when you're hiding behind a door and he walks in but doesn't see you. Because IRL if I'm hiding from a psycho killer behind a door and I see them enter, the LAST thing I'm going to do is scream lol The more afraid/injured you are (even if you're hiding) the more likely you are to scream. The less composure you have, the more likely you are to scream (if you're unafraid/uninjured) The more composure you have, the less likely you are to scream (if you're unafraid/uninjured)
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