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Hello all, first time poster here. I’ve thought about this idea a lot, and I don’t want to turn this into a huge wall of text explaining every pro and con, so I’ll try to keep it short. I feel like, right now, the ending of games often feels anti climatic. Once you’re the last counselor alive, there is a very small chance that you’re going to live and most games just end with the clock dragging out until the last person is eventually killed, even though they don’t have much of an opportunity to escape. This feels antithetical to the movies as well as it sinply not being very exciting to watch. With the latest patch Jason feels very powerful and threatening, and that is an excellent thing that should be kept. My suggestion to keep Jason powerful and also fix this problem is that for every counselor that is killed, the remaining counselors should recieve *slight* buffs, so that by the time there is only one or two counselors left, they can knock Jason out for enough time to actually finish objectives and have atleast a chance to escape. A couple things about this: - By Buffs, I mean a faster stamina regen., longer stun times on Jason, faster car starting times, for example. I think others could think of some more ideas here - This brings the games more in line with the films, where the final counselors have the opportunity to engage in an exciting climax with Jason where they still have a chance, and will make the game more engaging and fun to watch and play - This also fits into the balance of things. The first couple of counselors should die without a problem, so the challenge for Jason is to actually have to fight for the final kills, and its also a big challenge for the counselors to get everyone out. Average game should have 1-3 people escaping while still keeping Jason very menacing and powerful. I think this is a nice scale. I can list some more but this was already a lot, so I’ll end it here. I don’t know if this idea has been mentioned before, but I like it. Feel free to engage below.
FivePointHammer posted a topic in Friday the 13th: The Game -- Suggestions/FeedbackSo 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.