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Found 7 results

  1. Tonight I saw Jason die 2 times in one night, including a case where the counselors were hunting down a fleeing Jason. Have a look: Not exactly like the movies, is it? How am I supposed to be fear Jason when he is this weak? Another Jason saw me with the sweater and ran! The counselors are now over powered and Jason must be reverted, both grab and traps, or he must otherwise be made more powerful to bring the correct balance back to the game.
  2. I love Friday the 13th, It's a fantastic game. The gameplay is amazing! The patches are great! New content is phenomenal! There's only one thing that ruins it for me and the rest of the F13 community....And that is "Shift Grabbing". I can't stand getting shift grabbed, there's no way getting out of it, unless you have a pocket knife. It would be really cool if Jason could get a cooldown for grabs coming right out of the shift. Jason has a cooldown for throwing knives, so how about a cooldown for grabbing after a shift. I think it would be a great solution for shift grabbing. I think it's ridiculous that Jason can appear out of nowhere like a wizard and BOOM! You're dead. I get it Jason is OP, but shift grabbing makes him more OP than he is. Especially, when there's no counter-play to a shift grab. Nobody likes dying randomly off a shift grab. Neither do they like having no way to counter it, besides pocket knife. Here are some great links for everybody to check out. https://www.google.com/amp/s/amp.reddit.com/r/F13thegame/comments/6da722/concern_instant_grabkill_after_shift_will_annoy/ http://forum.f13game.com/index.php?/topic/2720-jason-shift-insta-grab-problem-how-to-fix/ That's enough ranting from me ? Everyone have a good night and enjoy killing counselors/escaping Jason.
  3. When jason is inside a house he can use shift and he will dissapear and shows up just in front of the counselor, thats a bit unfair because counselors have a weak stamina, they barely can run and jason can teleport everywhere very easy HE IS NOT SLENDERMAN he is Jason, he cant dissapear when he is inside a house, its better if you see him walking to you and there is more suspense. Also when you let the doors open and Jason uses shift ability for get inside fast it would be an invisible wall for him in the door frame. Thanks for reading. Offtopic: the shift + grab should be removed by making a cooldown for grab when he finishes the shift ability, and that would happen with all his abilities, cooldowns for all skills when he finish one of them.
  4. good day to all while the game is very fun in my eyes as it does capture most of what it intends to portray, i can't help but feel more time should have been taken into balancing and tweaking certain things. lets take a look at the rather annoying things in the game, beginning with JASONS CAPABILITIES 1.) TRAPS - jason being able to place traps was a great way to disable players trying to escape through windows, or trying to achieve an objective, but in the end.... there is one small problem, there is no way to counter the jason trap other than just stepping on it, now people might say that it adds difficutly to the game...yes it does, but it also makes the game too difficult EXAMPLE, there was once a game where i played against a jason who booby trapped the car, so i decided... ok, ill be smart, ill just go fix the phone box and call the police....and what do i see?.... another booby trap, so basically, 2 of 3 objectives to escape are now un-achievable due to the traps set in place EDIT 06/12/2017 figured out that you could disable traps with the knife, but being as rare as it is.... there needs to be more more options to disable the trap, because if you use your knife it, it will alert jason regardless, so now you're going to need that knife you just used... poor balancing tbh 2.) GRAB - grabs aren't fun at all....fact is its incredible easy to abuse, , and let me give you 2 completely separate scenarios that explain why SCENARIO 1 - i swing at jason with a weapon, but grabs me in the middle of my animation... dead SCENARIO 2 - jason grabs someone initiates the kill animation in front of me within less than a second.... im unable to save my team mate because jason is invulnerable, thats incredibly unfair so...to be fair, whats the point of even having a combat system on jason when the only thing youre going to do is grab someone for a free kill whether or not they have a weapon?, it defeats the purpose entirely, also i should be able to save players before jason runs them through with his blade 3.) STALK - unfortunately every jason, plays almost the same spawn in an area, and chase, kill, repeat, there aren't too many avenues of approach, why can't the slower jasons just have stalk from the beginning and just hunt players using stealth instead of chasing them down till they run out of stamina?, giving certain jasons (ones that can't run) stalk early on gives players new avenues of approach on how to hunt players 4.) THE 360 RUN when you trying to aim the gun at jason.... just run around till the counselor wastes his shot, or till your phase regenerates, its very silly to look at or when a counselor has a melee weapon, just do a 180 when he swings and then grab him, its pretty cheesy i was hoping for players both jason and counselors to receive a brief speed reduction when making sharp directional changes during their sprint for both the counselors and jason now with that being said, lets all move on to the COUNSELORS GAMEMECHANICS 1.) PLAYERS WITH PARTS THAT DIED - ok...so lets face it, playing as a counselor is a hit or miss.... it can be fun at times, or it can blow ass when you get caught out first, you start off with 7 players, but the game gets harder and harder when you lose players before getting any of the objectives achieved, even worse, what if the player that died off had one of the parts that you needed to escape?.... how on earth will you find that now?, there had been many games where a counselor died with the part, and we have no idea on where he/she died to get the part hoping to at least have death marks placed on the maps, so we could see have a chance to scavenge the parts that a player may have had, also it would be nice to see what item the player has on the score board 2.) CABINETS AND BEDS HIDING MECHANIC - the breathing mechanic and the "oh i hope he doesnt see me" voice line has got to go 3.) PERKS - lets face it, some of the perks i will never use, the only perks i will ever take are the ones that increases my chances of survival, perks like drive faster when alone are among many perks that are just down right useless the developer should add multiple perk boxes that have different categories, survival perk box, detection perk box, fear perk box, objective perk boxes, otherwise most of these perks will never be used by players now we come to an end, it took me a while to type all of these, i know im not the best at typing things out, but i'm trying to help the game out, because the game is something that was created out of love and determination, and together we could help make the game a whole lot better 4) CREATE A COUNSELOR - pls let use create our own counselors 5.) EDIT 6/12/2017 BREAKFREE MECHANIC - Im not entirely sure on how to balance this well, but the only thing i could think out there needs to be a delay in jasons execution, the current break free mechanic is utterly useless since jason can initiate a kill animation at any given time my suggestion is that, breakfree should weaken as the players health lowers, the lower the health, the lower the break free capability, but it also goes hand in hand with balancing jason's grab MISCELLANEOUS WEATHER SYSTEM - imagine trying to escape from jason in a dark rainy and stormy night, that would be a dynamic gameplay to see EDIT 6/09/17- when it rains in the map, when ever jason uses phase/and or teleport, replace the screen discoloration with a flash of lightning for dramatic effect P.S. add freddy kreuger DLC
  5. *Reposting this here because I think other one was in wrong section First, allow me to say that I've been hearing this not only on this forum, but many message boards and it is most definitely the biggest elephant in the room regarding strict game-play concerns. Getting right into the topic; SHIFT-GRAB INTO INSTANT KILLS IS NOT OVERPOWERED. It may seem like an overpowered cheesy tactic at first, but over time in the context of the actual game through higher levels later down the road, it is actually needed to keep Jason "competitive". I cannot fathom with how many players come to the conclusion of "wow, this tactic is so unfair and should be removed" by playing random pub games online or a night with friends. Have any of you actually ever played against an entire team of COMPETITIVE counselors that know what they're doing and how to play the game at a very serious level? It is very difficult to stop a team from surviving in this game and over the course of getting to play against MANY competitive players together (some very good old school team-orientated survival competitive players over the years from LEFT 4 DEAD, DBD, etc.) Once you are put to the test against SEVEN OTHER competitive survivors constantly and grinding the games in and out, you realize some of the flaws and disadvantages that a team can pick apart and abuse on the Jason user. And NO, I am not talking about searching in public games randomly until you find a team of people using "mics", it's much deeper and more complicated than that. Let's quickly breakdown why shift-grab deaths are needed: 1.) It's Jason's best and only way to successfully kill a counselor more often than not (unless they have a pocket knife, which completely negates this option) wasting 2-3 minutes trying to kill a counselor juking, stalling, or receiving your full attention is VERY detrimental to the overall pace of the game and most often must be abandoned to multi-task other areas and ensure openings do not happen. Keep in mind you only have 20 minutes to kill each survivor, so you can't possibly spend close to three minutes trying to chase, attack, and kill each one. 2.) Counselors out run and maneuver Jason throughout most of the game which would make him almost completely useless if it were not for skills such as morphing, shifting, and throwing knives. Map morphing and throwing knives while they are indeed "options", are in no way reliable or comparable to the viability of shift. A counselor that knows what they're doing is going to be zig-zagging, feinting, cross-path juking, bluffing their movements, 180 quick turns, etc. which Jason it is not as simple as "just shift grab and kill", you must PREDICT the counselors movements ahead of time and make a BALLSY read which forces you to COMMIT. Yes, it is easy to grab predictable players in public search that don't have many hours put into the game and are just playing on their Friday night off for some fun. It is entirely different to successfully grab and read movements from a competitive player that knows the map and generated random layouts in and out. 3.) Against competitive groups playing together the tactical stalling and defense trying to make an open can be severely difficult and time consuming which is why banking for a shift-grab kill every time it's off cooldown is sometimes the ONLY offense opportunity you can get. If they have weapons, flare guns, shotgun, firecrackers, etc. this is all going to be very time consuming and force each of your attempts in a manner of "make it count". Let me ask you, how on Earth would you (as Jason) even attempt to kill a team of counselors together with melee items such as bats, machete, etc. without shift grab? You are most likely going to be eating a LOT of stuns and wasting a LOT of valuable time in which other counselors can heavily take advantage of the scenario. It is not fun and very demoralizing. Especially in the way that this scenario is quite common and easy to recreate at high levels. 4.) You must multi-task the map and always be aware of other counselors and their options, agendas, and what their plans may be. ALWAYS have to keep the house with the phone section trapped, and be knowledgeable as a few seconds off your focus shift could mean a VERY bad and early game with a call getting through. This means as Jason the most optimal way to play is with background noise boosted so you can hear if phone is tethered, picked up, car engine starting, etc. BY THE WAY (IMPORTANT) - The negative penalties of 'sound ques' of counselors messing up with gas, battery, etc. barely does not happen at a high and competitive level as counselors with high repair are almost ALWAYS in charge of performing these duties and have cover to back them. 5.) PERKS, MY GOD PERKS! If there's something you want to complain that is actually "OP", well here you go! Before you read this section KEEP IN MIND that everything prior to this and strictly based on if "Jason shift grab is OP" or not has been conducted and tested WITHOUT THE USE OF PERKS! We attempted to play some "high level competitive" F13 using some of the best perks... and well let's just say the games did not end up being very competitive and was more of a headache and disaster for the Jason player way too many times than not. Having seven competitive players start with Epic Perk Double healing and First Aid sprays is COMPLETELY BROKEN and made if you did not instant kill a counselor with shift-grab, you had virtually no chance to overall damage, cripple, and kill a counselor. Total imbalance with perks which I'm sure that is how the developers intended to be and not directly affect the core balance of the game. I'm sure it can get much worse with combination of perks amongst a team of seven counselors. Look, we understand F13 is not meant to be played with eight competitive players playing as if it were an actual tournament or the finals play offs to something similar to a superbowl. We know that F13 is mainly made for public game searching, having fun with strangers, and seeing hectic things go afloat that Jason takes advantage of. In public games as counselors you have to worry about team killers (friendly fire), people not knowing the map, players with not much experience / hours, terrible decision makers, lone wolves, language barriers etc. etc. These are all natural pub problems that do NOT EXIST in a competitive environment of a full team of players playing F13 together which is probably what makes it so excruciatingly hard for Jason. Here's the catch, we believe a team of counselors playing properly gives Jason a MUCH more difficult time with the ratio being they TOO OFTEN survive with a few being shift-grabbed killed (if it happens). We think F13 is a VERY FUN and enjoyable game we just wish it was a bit more balanced for the higher level players who like to play games very seriously and competitively. Would some smaller buffs to Jason and some fixes to things we think this game will be AMAZING at a competitive level. Jason could use some buffs or reworks and I hope if any developers read this they may think of possible ideas to implement or something they like here: JASON BUFFS FOR FUTURE: 1.) THROWING KNIVES - They're good for what they are but main downside is sometimes it can be too time consuming to pick one up unless you're just waiting for morph to appear back and there happens to be a knife next to your current location. They also do not have any headshot advantages and sometimes it takes three or more knife tosses to have a counselor enter "cripple" state. - Having a bit less of a collecting animation and recovery. (or add this as a possible perk for a new Jason) - Inflicting more damage. Two throwing knives to the chest area seems reasonable to always put a counselor in cripple state. (or add this as a possible perk for a new Jason) - Add headshot capabilities with throwing knives that will either instant kill a counselor or immediately put them in the cripple state if headshot. (or add this as a possible perk for a new Jason) 2.) TRAPS - Ability to recover or pick up traps (or add this as a possible perk for a new Jason) - Ability to place down a "fake" bait trap with just leaves. These could be set to expire after 30 seconds to a minute or so to prevent abuse. Max of two "fake" traps out at a time. (or add this as a possible perk for a new Jason) - Ability to place traps on the boat dock 3.) TIMER - Add lobby option or ability to increase timer from 20 minutes to 25 minutes or 30 minutes for players that want a bit of a challenge (or add this as a possible perk for a new Jason) 4.) "Ki, ki ki, ma, ma, ma" - Give Jason a new ability to create fog on the map that will make the counselors mini-map on screen freeze temporarily or for him to select an "area" on the map to engulf in fog and the "Ki, ki, ki, ma, ma, ma" sound queus. This would be used as a bait to alert or potential scare / play mindgames with a group of survivors at a part of the map to make them THINK you're there and maybe force them to play defensively WHILE you deal with the current group or have them flee their original plans. In the fog area Jason sounds alert music would be disabled so this would make it ambiguous. Right now, there is NO way to effectively deal with two groups of survivors on a mission, you have to pick and choose your poison and let one of them get away with doing something. This would be a great alternative to add an extra layer or mindgames that counselors would have to think about and buy the bluff or not. That is all for now. Thanks for reading. Back to playing more F13... If any of you are curious or believe "Jason shift-grab is OP and must go", I invite you to PLEASE COME PLAY with my group and we will guarantee after some games you will start to see it is very different when you're up against a group of competitive counselors and not random casuals in public search strictly playing to have some fun. None of us run any perks while playing, we all play the game with vanilla counselor stats and defaults to not skew balance and keep it on even and consistent playing fields. We all play on Steam (PC) and we have a serious group of over ten competitive players pouring hours and hours into this game each day grinding together.
  6. First, allow me to say that I've been hearing this not only on this forum, but many message boards and it is most definitely the biggest elephant in the room regarding strict game-play concerns. Getting right into the topic; SHIFT-GRAB INTO INSTANT KILLS IS NOT OVERPOWERED. It may seem like an overpowered cheesy tactic at first, but over time in the context of the actual game through higher levels later down the road, it is actually needed to keep Jason "competitive". I cannot fathom with how many players come to the conclusion of "wow, this tactic is so unfair and should be removed" by playing random pub games online or a night with friends. Have any of you actually ever played against an entire team of COMPETITIVE counselors that know what they're doing and how to play the game at a very serious level? It is very difficult to stop a team from surviving in this game and over the course of getting to play against MANY competitive players together (some very good old school team-orientated survival competitive players over the years from LEFT 4 DEAD, DBD, etc.) Once you are put to the test against SEVEN OTHER competitive survivors constantly and grinding the games in and out, you realize some of the flaws and disadvantages that a team can pick apart and abuse on the Jason user. And NO, I am not talking about searching in public games randomly until you find a team of people using "mics", it's much deeper and more complicated than that. Let's quickly breakdown why shift-grab deaths are needed: 1.) It's Jason's best and only way to successfully kill a counselor more often than not (unless they have a pocket knife, which completely negates this option) wasting 2-3 minutes trying to kill a counselor juking, stalling, or receiving your full attention is VERY detrimental to the overall pace of the game and most often must be abandoned to multi-task other areas and ensure openings do not happen. Keep in mind you only have 20 minutes to kill each survivor, so you can't possibly spend close to three minutes trying to chase, attack, and kill each one. 2.) Counselors out run and maneuver Jason throughout most of the game which would make him almost completely useless if it were not for skills such as morphing, shifting, and throwing knives. Map morphing and throwing knives while they are indeed "options", are in no way reliable or comparable to the viability of shift. A counselor that knows what they're doing is going to be zig-zagging, feinting, cross-path juking, bluffing their movements, 180 quick turns, etc. which Jason it is not as simple as "just shift grab and kill", you must PREDICT the counselors movements ahead of time and make a BALLSY read which forces you to COMMIT. Yes, it is easy to grab predictable players in public search that don't have many hours put into the game and are just playing on their Friday night off for some fun. It is entirely different to successfully grab and read movements from a competitive player that knows the map and generated random layouts in and out. 3.) Against competitive groups playing together the tactical stalling and defense trying to make an open can be severely difficult and time consuming which is why banking for a shift-grab kill every time it's off cooldown is sometimes the ONLY offense opportunity you can get. If they have weapons, flare guns, shotgun, firecrackers, etc. this is all going to be very time consuming and force each of your attempts in a manner of "make it count". Let me ask you, how on Earth would you (as Jason) even attempt to kill a team of counselors together with melee items such as bats, machete, etc. without shift grab? You are most likely going to be eating a LOT of stuns and wasting a LOT of valuable time in which other counselors can heavily take advantage of the scenario. It is not fun and very demoralizing. Especially in the way that this scenario is quite common and easy to recreate at high levels. 4.) You must multi-task the map and always be aware of other counselors and their options, agendas, and what their plans may be. ALWAYS have to keep the house with the phone section trapped, and be knowledgeable as a few seconds off your focus shift could mean a VERY bad and early game with a call getting through. This means as Jason the most optimal way to play is with background noise boosted so you can hear if phone is tethered, picked up, car engine starting, etc. BY THE WAY (IMPORTANT) - The negative penalties of 'sound ques' of counselors messing up with gas, battery, etc. barely does not happen at a high and competitive level as counselors with high repair are almost ALWAYS in charge of performing these duties and have cover to back them. 5.) PERKS, MY GOD PERKS! If there's something you want to complain that is actually "OP", well here you go! Before you read this section KEEP IN MIND that everything prior to this and strictly based on if "Jason shift grab is OP" or not has been conducted and tested WITHOUT THE USE OF PERKS! We attempted to play some "high level competitive" F13 using some of the best perks... and well let's just say the games did not end up being very competitive and was more of a headache and disaster for the Jason player way too many times than not. Having seven competitive players start with Epic Perk Double healing and First Aid sprays is COMPLETELY BROKEN and made if you did not instant kill a counselor with shift-grab, you had virtually no chance to overall damage, cripple, and kill a counselor. Total imbalance with perks which I'm sure that is how the developers intended to be and not directly affect the core balance of the game. I'm sure it can get much worse with combination of perks amongst a team of seven counselors. Look, we understand F13 is not meant to be played with eight competitive players playing as if it were an actual tournament or the finals play offs to something similar to a superbowl. We know that F13 is mainly made for public game searching, having fun with strangers, and seeing hectic things go afloat that Jason takes advantage of. In public games as counselors you have to worry about team killers (friendly fire), people not knowing the map, players with not much experience / hours, terrible decision makers, lone wolves, language barriers etc. etc. These are all natural pub problems that do NOT EXIST in a competitive environment of a full team of players playing F13 together which is probably what makes it so excruciatingly hard for Jason. Here's the catch, we believe a team of counselors playing properly gives Jason a MUCH more difficult time with the ratio being they TOO OFTEN survive with a few being shift-grabbed killed (if it happens). We think F13 is a VERY FUN and enjoyable game we just wish it was a bit more balanced for the higher level players who like to play games very seriously and competitively. Would some smaller buffs to Jason and some fixes to things we think this game will be AMAZING at a competitive level. Jason could use some buffs or reworks and I hope if any developers read this they may think of possible ideas to implement or something they like here: JASON BUFFS FOR FUTURE: 1.) THROWING KNIVES - They're good for what they are but main downside is sometimes it can be too time consuming to pick one up unless you're just waiting for morph to appear back and there happens to be a knife next to your current location. They also do not have any headshot advantages and sometimes it takes three or more knife tosses to have a counselor enter "cripple" state. - Having a bit less of a collecting animation and recovery. (or add this as a possible perk for a new Jason) - Inflicting more damage. Two throwing knives to the chest area seems reasonable to always put a counselor in cripple state. (or add this as a possible perk for a new Jason) - Add headshot capabilities with throwing knives that will either instant kill a counselor or immediately put them in the cripple state if headshot. (or add this as a possible perk for a new Jason) 2.) TRAPS - Ability to recover or pick up traps (or add this as a possible perk for a new Jason) - Ability to place down a "fake" bait trap with just leaves. These could be set to expire after 30 seconds to a minute or so to prevent abuse. Max of two "fake" traps out at a time. (or add this as a possible perk for a new Jason) - Ability to place traps on the boat dock 3.) TIMER - Add lobby option or ability to increase timer from 20 minutes to 25 minutes or 30 minutes for players that want a bit of a challenge (or add this as a possible perk for a new Jason) 4.) "Ki, ki ki, ma, ma, ma" - Give Jason a new ability to create fog on the map that will make the counselors mini-map on screen freeze temporarily or for him to select an "area" on the map to engulf in fog and the "Ki, ki, ki, ma, ma, ma" sound queus. This would be used as a bait to alert or potential scare / play mindgames with a group of survivors at a part of the map to make them THINK you're there and maybe force them to play defensively WHILE you deal with the current group or have them flee their original plans. In the fog area Jason sounds alert music would be disabled so this would make it ambiguous. Right now, there is NO way to effectively deal with two groups of survivors on a mission, you have to pick and choose your poison and let one of them get away with doing something. This would be a great alternative to add an extra layer or mindgames that counselors would have to think about and buy the bluff or not. That is all for now. Thanks for reading. Back to playing more F13... If any of you are curious or believe "Jason shift-grab is OP and must go", I invite you to PLEASE COME PLAY with my group and we will guarantee after some games you will start to see it is very different when you're up against a group of competitive counselors and not random casuals in public search strictly playing to have some fun. None of us run any perks while playing, we all play the game with vanilla counselor stats and defaults to not skew balance and keep it on even and consistent playing fields. We all play on Steam (PC) and we have a serious group of over ten competitive players pouring hours and hours into this game each day grinding together.
  7. rubbertoe123

    Jason too Op ?

    So first off let me just say im loving this game. This game is amazing ! Been waiting for it for a while now !(excuse grammar also) But im thinking maybe jason is to op ? So at the moment im playing alone and it seems like im doing everything myself. Im finding the car batterys , keys , and gas tank all myself and as im running to go put the car battery into the car i notice that there is a trap ! i spent 4 minutes trying to see if i can disable it and i could not ! So i was forced to get caught in the trap free myself heal up and then install the battery ! I mean cmon they should make it so we can disable traps . Also once jason grabs you he kills you ? I was going to go start a match and literally as i enter the match i spawn in the big lodge , and jason just so happens to teleport there and literally within 3 minutes of the match he grabs me and kills me. Is it because of the character i have or is jason just really op ? Idk am i being a baby about things or does anyone agree ??
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