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  1. I've been playing this game obsessively since the night of its release, with Pt 2 Jason as my preference. I watched Youtubers like Ohmwrecker play it in the beta and made my own observations, so I went in with a solid idea of how to play and quickly got better. I can make it out as counselor most of the time (if Jason isn't rounding everyone up and killing them immediately), and I can usually kill 6-8 as Jason - all 8 more often than not. The most important factor that influences the game is how quickly the first few players die. Against the best counselors, or in games when the cops get called right away, I usually lose about 3 counselors. I have just under 100 hours of playtime. I have some thoughts about balance, including everybody's favorite controversial topic, grab kills and shift grabbing. I'm in the camp that Jason should be OP as hell, but like it or not, we need to discuss grab kills. When you get grabbed, you either have a knife or you die. There is literally no point in button mashing unless you have 10/10 stats and Jason is looking for an environmental kill. (NOTE: Some players are insisting that composure is the stat that matters, but Buggzy is the only player who can break free as quickly as Tommy. Anyway, my point is about how button mashing is easily circumvented by instakills from Jason, not about which stat matters.) I wasn't in the beta, so I don't know if this is intended or not. This doesn't seem intended, because additionally there is zero window for counselors to save each other if Jason has enough room to perform the kill. Jason can grab the counselor whilst being invulnerable, then immediately execute the counselor whilst being invulnerable. I think there needs to be some sort of window of opportunity here for counselors to help each other, since the vulnerability state between lasts only milliseconds when Jason is spamming his kill button. This is not working as intended. See this video from this thread to see what I mean about the grab meter being pointless, and plenty of discussion. I think the grab reach is broken on consoles at the moment. Since we can assume consoles will get the same patches as PC, I am not concerned about that. This post is about the future balance of the game, and keeping it fun for the long term. There are a couple of ways to implement this, but I can't pretend to know what is best. But my observations might be helpful. Here are my suggestions. Jason could have 0.5-1.5 seconds of time (randomized) where he is vulnerable and holding the counselor, and if he wants can walk towards that environmental kill. He cannot perform an execution until the hidden timer is up. The counselor has small random windows to break free based on their composure/strength (similar to the repair minigame instead of button mashing). Or maybe they can button mash but only when the correct meter is displayed, and this time button mashing actually works (but if you mistime it, it hurts). Something to make it more fair, and like an actual functional game mechanic. This would lead to a lot more cooperation and a lot less rage, and add the game mechanic that seems to be intended, yet is missing during the grab sequences. Obviously, balance can be tweaked to help Jason somehow if this ends up making him more difficult (since he should remain OP). This change is just a suggestion to make the game more fun, which is good for its longevity. I wouldn't mind seeing a .5 cooldown on grabbing out of shift, honestly. Jason is super powerful without it. Pt 2 Jason already can't shift-grab super effectively because his shift is so slow and you have to overshoot and grab diagonally over the counselor's shoulder. This is just another suggestion to make the game feel more fair to the counselors. Again, Jason can be buffed slightly in another department to make up for this nerf!! I don't see why this should be a big deal at all. An example of a counterbuff: 0.5 seconds of no grabbing out of shift, but a small speed boost to Jason for 0.5 seconds after shifting. Seriously, it's that easy. Again, these are just ideas. Finally, please fix it so that kills get credited to Jason when a player quits mid death-animation. Currently, they slump to the floor as a suicide and the rest of the kill animation plays out, making me feel like a stupid fool who has been cheated of my kill. Their death is scored as a suicide. Some game soon I will get 0/8 kills because every player hit the quit button before the animation finished playing out. (By the way, this is indicative of a problem with the fun-factor as counselor. I'm getting sick of seeing counselors who don't enjoy it when I kill them. I really do think it is related to how angry they get from being instakilled). P.S. Jason can abuse combat stance to take down doors faster, and he can use block in combat stance to block all stuns.
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