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I figured I'd just consolidate my ideas and feedback into a single thread. I'll just add to it if something pops in my head. Thanks for dropping in for a read.;)

Revamping Counselor Statistics:

Composure – stoicism and resolve; ability to resist fear and think clearly under pressure

1. Determines Fear accumulation/reduction rate. Higher score = slower Fear gain, faster Fear reduction.

2. Higher score equates to greater Fear pool. (Can absorb more before moving to next Fear level)

3. Inverse of score determines stumble/mumble chance. “10” = 3% +1% for each fear level gained. “9” = 5% +1% for each fear level gained. “8” = 8% +1% for each fear level gained. Et cetera. Inverse of the score also determines if the stumble actually becomes a fall to the ground. “10” score = 3% +1% for each fear level gained stumble chance and the same odds (second RNG event) that it becomes a fall down rather than a stumble. Stumble/mumble chance should be determined once every 20 seconds of jogging, sprinting, or remaining in a hiding spot.

4. Higher score speeds up the time make calls for Tommy and the Police. Increases call speed by +2% for each point of Composure (max 20% of course).

5. Passive Sense avoidance chance equal to the Composure score.

Athleticism – raw athletic potential/capability; ties partially into overall physical strength

1. Higher score determines swim, jog, and run top speeds. +2% bonus for each point in the score.

2. Higher score determines dodge speed in combat stance. +2% bonus for each point in the score.

3. Higher score determines how fast a counselor recovers from the prone position (i.e. jumping through a window or getting up from a stumble fall). Recovery speed is boosted by 1% per point in Athleticism.

4. Higher score impacts melee weapon speed. +2% speed boost for each point in the score.

5. Higher scores boosts how fast a counselor climbs through a window or barricades a door. +1% speed boost for each point in the score.

6.  **The combination of Athleticism and Conditioning determine the base melee damage dealt by the counselor and the % stun chance bonus for melee weapons. If a counselor, say Kenny, has a 5 in each score. He would have a combined value of 10/2 = 5 for determining melee damage. However damage is determined by the Devs???. Kenny would also have a default +5% stun chance using all melee weapons. If Bugz had values of 8 and 10, he would have a value of 18/2 = 9 for determining damage and a default bonus of +9% stun chance. Lastly, the counselor would have a % bonus to break-free from Jason’s grab equal to their combined Athleticism and Condition statistics, minus 2% for each fear level currently experienced. Using Kenny one more time as an example, he would have a 10% bonus to breaking free of Jason’s grab at 0 Fear, but would incur a -2% penalty to this passive bonus for each level of Fear he gains.

Conditioning – endurance and recovery; ties partially into overall physical strength

1. Determines Stamina pool size.

2. Determines how fast Stamina is used and regenerates.

3. Determines how much damage is reduced by blocking in combat stance. +2% per point in the score.

4. Determines how much Stamina is recovered by stunning Jason, crawling through a window, breaking free of a grab, and resting in a hiding spot.

5. Inverse of score determines speed penalty. “10” = 2% speed penalty for crouching, jogging, sprinting, crawling through windows, etc. “9” = 4% penalty. “8” =6% penalty. Et cetera.  Determines how fast a counselor can move when carrying the battery or gas can.

6.**The combination of Athleticism and Conditioning determine the base melee damage dealt by the counselor and the % stun chance bonus for melee weapons. If a counselor, say Kenny, has a 5 in each score. He would have a combined value of 10/2 = 5 for determining melee damage. However damage is determined by the Devs. Kenny would also have a default +5% stun chance using all melee weapons. If Bugz had values of 8 and 10, he would have a value of 18/2 = 9 for determining damage and a default bonus of +9% stun chance. Lastly, the counselor would have a % bonus to break-free from Jason’s grab equal to their combined Athleticism and Condition statistics, minus 2% for each fear level currently experienced. Using Kenny one more time as an example, he would have a 10% bonus to breaking free of Jason’s grab at 0 Fear, but would incur a -2% penalty to this passive bonus for each level of Fear he gains. Any half increments for determining strength/stun chance would be rounded up.

Acumen – critical thinking (good judgement) and quick decision making

1. Determines the number of “pie slices” in the repair quick time event (QTE).

2. Determines the size of the “pie slices” in the repair QTE.

3. Determines the speed of the dial progress for a repair QTE.

4. Increases the speed to disarm Jason’s traps. Perhaps a 2% speed increase for every point in Acumen.

5. Increases the “break free” duration/difficulty of setting a counselor bear trap for Jason. +2% difficulty for each point of the Acumen score.

6. Increases the utility of melee weapons (knowing how to get more uses out of them). +3% bonus chance (per successful hit) the weapon does not break when out of durability for each point of Acumen. As an example, Deborah with Acumen 10 would have a 30% chance her melee weapon doesn’t break when its durability reaches 0.

Stealth – the ability to reduce detection and go unnoticed

1. Determines the size and detectable range of sound pings. Detectable range of pings is reduced by 3% per point in the Stealth score. Size of the detectable pings is reduced by 2% per point of the Stealth score.

2. Reduces the in-game audio noise generated by the counselor (opening/closing drawers, doors, entering and exiting hidings spots, etc.) by 2% per point of Stealth. % chance equal to Stealth score certain actions will be completely silent (climbing through a window, opening/closing window or door, enter/exit a hiding spot, repair failures, stumbling/recovering from a jump-through-window.)

3.  Each point in stealth improves crouching movement speed by 2%.

A.J. with Stealth 10 would have her sound ping detection radius reduced by 30%, and the size of the pings reduced by 20%. Her in-game audio noise cues would have their volume reduced by 20% AND she would have a 10% chance (RNG) to make ZERO noise when completing certain actions. A.J. would also have her crouch speed increased by 20%.  EXAMPLE:Grants a % chance equal to the Stealth score certain actions will be completely silent. A) Entering a window, Entering/Exiting a hiding spot, stepping in one of Jason’s traps, or failing a repair QTE.

 

Counselors would have a total of 25 statistic points and counselor creation would follow a few simple rules.

1. No counselor (except heroes like Tommy) could have more than one stat with a value of 9-10.

2. No counselor could have more than one stat with a value of 7-8.

3. No counselor could have more than one stat with a value of 1.

EXAMPLE Conversion of A.J. to new format:

6                Acumen:

2            Athleticism:

4            Composure:

3           Conditioning:

10                  Stealth:

So what does this mean for A.J. with her new stats based on the example?

1. 12% speed bonus to disarming Jason’s traps. 12% chance her weapon does not break when it reaches 0 durability, allowing her an additional usage of the weapon.

2. Sound ping detection radius is reduced by 30%. Size of the pings produced is reduced by 20%. In-game audio noise for actions will be reduced by 20% for proximity detection. Finally, there would be a 10% chance (per instance) that entering/exiting a window, entering/exiting a hiding spot, stepping in Jason’s traps, and failing a QTE repair check will be completely silent (non-detectable by sound or notification to Jason).

3. 6% of Jason’s melee attack damage would be blocked when using the block function. 16% speed penalty when carrying a gas can or battery.

4. Swim, crouch, and run top speeds gain a 4% bonus. 4% bonus to dodge speed while in combat stance. Climbs through windows, barricades doors, and recovers from the prone 2% faster.

5. 20% chance to stumble/mumble +1% per fear level gained past 0 fear. 20% chance that a stumble instead become as fall.

6. Speed for calling Tommy or Police is increased by 8%.

7. Passive Sense avoidance chances of 4% is always active.

8. A.J. would have a 5% stun chance bonus with all melee weapons and a 5% bonus to break-free attempts from Jason’s grab. Her effective strength score would be equal to her Athleticism and Conditioning (2+3) divided by 2 = 2.5(rounded up to 3). 3 would determine her base melee damage (Strength 3 as we know it currently).

Counselors should also each have a specific unique trait that differentiates them from the playstyle and theme of other counselors. Here are a few ideas that might work:

 

 

Unique Counselor Traits to go with re-vamped statistics:

Adam

Trait:  Gearhead; if it has an engine, Adam can make it purr.

·         Vehicle start time is reduced by 20%.

A.J.

Trait: Wallflower; A.J. is an outsider and knows a lot about getting around un-noticed.

·         +10% movement speed when crouching. +10% stamina regeneration when alone (nobody with 30m)

Brandon

Trait:  MVP; Brandon is a star player. Respect the Champ!

·         +10% melee damage. Can block Jason’s grab while in combat stance

Chad

Trait:  Egotistical; Chad is special. You are not. That’s why Chad is rich.

·         +10% to all movement speeds when Jason is close AND other counselors are close (within 30m). Vehicles move 10% faster when Chad is a passenger.

Deborah

Trait:  Quick Study; Deborah learns how things work quickly.

·         +10% speed boost to all non-movement actions Deborah has already done once before during the match.

Eric

Trait:  Natural 20; Eric has faced the worst role-playing games have to offer. His lucky D20 will see him through.

·         Eric will automatically succeed at the first repair QTE each match. Jason will receive a sound notification (as applicable) 10 seconds after the repair has been completed.

Fox

Trait:  Sassy; Fox isn’t afraid to get in anyone’s face.

·         Pocket Knife stun duration is increased by +20%. 10% chance to start match with a pocket knife.

Jenny

Trait:  Final Girl; She is a natural survivor, even if she doesn’t realize it.

·         +10% sense avoidance chance when Jason has Rage. 30% chance that retrieving Pamela’s sweater from Jason’s shack does not notify Jason without his mask.

Kenny

Trait:  Pragmatic; Kenny knows how to utilize what he has to maximum effect.

·         5% chance to gain a second use out of a one-time use consumable item (shotgun, flare gun, firecrackers, med spray, etc.)

Mitch

Trait:  Stoned; the drugs and music expand the mind dude…

·         +10% fear resistance. +10% chance to detect Jason in Stalk when within 10m.

Tiffany

Trait:  Popular; Tiffany is popular for her good looks and outgoing personality. People want to be around her.

·         +20% fear resistance if Tiffany is not alone. This applies to her and all counselors within 10m.

Vanessa

Trait:  Gym Rat; Vanessa takes working out seriously. It pays off.

·         Sprint speed increased by +10% when at maximum fear. Stamina depletion reduced by 30% when swimming.

 

 

I guess then all we need is a revamped perk system, but I would recommend that no perk offers a bonus greater than 20% or has a penalty greater than 10%. Perks should make meaningful adjustments to the counselors and stack with their existing strengths.

EDIT:

A few unique one-use items for each counselor to start with.

Unique Counselor Items – One time use/non-droppable

A.J.

Elastic Bracelet:  The first time A.J. is grabbed by Jason, A.J. won’t drop her carried item.

Adam

Screwdriver:  If Adam installs the car batter or boat propeller, he gives the vehicle a quick tune-up. The vehicle’s start time is reduced 5% for all counselors.

Brandon

Championship Ring: The first time Brandon hits Jason and breaks a counselor free from his grab, Jason’s stun time is increased by 25%.

Chad

Money Clip:  The first melee or knife attack that hits Chad ignores all damage.

Deborah

Chemistry Book:  The first flare gun or firecracker used by Deborah will put all his abilities on cooldown for 10 seconds in addition to the normal stun effect.

Fox

Flask:  The first time Fox runs out of Stamina, she will regain 25% of her maximum Stamina.

Jenny

Family Picture:  The first time Jenny reaches maximum Fear, her Fear level will be reduced by 25%.

Kenny

Padlock:  The first door that Kenny barricades or locks has its hit points tripled. Door cannot be unlocked again.

Mitch

Rolling Papers: Mitch will not cry out, regardless of Fear level, the first time he is in a cabin when the power is cut.

Tiffany

Hairspray:  The first time Tiffany is pulled from a vehicle, she will automatically break free of Jason’s grab.

Vanessa

Granola Bar:  The first time Vanessa is reduced to limping, will be healed 25% of her maximum health.

Balancing Jason v. Counselors

To balance Jason, we need to establish a couple key baselines related to speed. Let’s take a minute to look establish basic movement speeds. It appears the Devs are using metric units of measure so I will do likewise.

Base Counselor Crouch Speed                                       1 meter per second (m/s)

Base Counselor Speed (walking/limping)                         1 m/s

Base Counselor Jog                                                         3 m/s

Base Counselor Sprint                                                     9 m/s

Base Counselor Swim                                                       2 m/s

Base Counselor Fast Swim                                               3 m/s

All of these basic speeds are unmodified bases assuming a stat score of “0”. Individual counselor stats would modify the baseline.

EXAMPLE:

AJ’s base speed would be 1.04 m/s after adjusting the baseline for her Athleticism statistic. Her Jog would be 3.12 m/s, and her sprint would be 9.36 m/s. Any penalties to her speed would be assessed AFTER calculating what her base stat bonus would be after being modified by her ability score. So simply put, if her Jog Speed were penalized (such as carrying a gas can), the 3.12 m/s value would be penalized; not the unmodified baseline shared by ALL counselors. In all instances, a penalty would always be applied AFTER bonuses, regardless of the source (stats, traits, perks). This is to ensure that penalties never become trivial by being outpaced by bonuses.

 Jason

Jason’s Slow Walk would be the equivalent of a counselor with a “0” stat in Athletics (the unmodified baseline = 1 m/s). Jason would be slow enough that even a limping counselor would still put distance between him moving at his slowest movement value (assuming no movement penalties). This would be offset by Jason have 75% reduced movement noise (footsteps) while moving at his slowest movement value. Additionally, Jason would not have his marker icon show up on counselor maps if spotted while moving at his slowest movement value or while more than 5m from an artificial/natural light source (regardless of movement speed). This adds tactical value to using his slowest form of movement.

Jason Fast Walk                                                                   1.75 m/s              

Jason Jog                                                                             2.75 m/s

Jason Swim                                                                           B – 2 m/s | B + 0.25 m/s | B + 2.25 m/s

Boat (B) Baseline                                                                 9 m/s

Car (C) Baseline                                                                  12 m/s

Jason SHIFT                                                                          C – 0.50 m/s | C + 1 m/s | C + 2.50 m/s

Initial balancing of Jason vs. Counselors needs to happen at the movement interaction level between him and HOW fast they can move (at an unmodified level).

Weapon and Environmental Damage for Jason:

Jason, counselors, and environmental objects (barricaded doors and walls) would all default to “100” hit points. When Jason reaches 100 hit points received, he loses his mask. Allow me to explain.

Jason Weapon Strength Trait                                     20 | 25 | 34         = damage per hit

A Jason with neither Weapon Strength as a negative nor positive would kill an un-perked counselor in 4 hits (25 damage). He would break down a barricaded heavy door in 4 hits (1 hit for a light door/all Jason’s). It would take 3 hits for a +Weapon Strength Jason and 5 hits for a – Weapon Strength Jason. Un-barricaded heavy doors would have 50% less hit points (50).

Counselor Weapon Baseline                                       3 | 6 | 9 |12        (The raw strength calculation between Athleticism and Conditioning would be added to the value for the damage of the weapon used. A.J. as an example would add “3” to base damage for any weapon used.

Other Jason Traits/Abilities: ALL Jason’s would have 4 Strengths and 4 Weaknesses

@VoorheesAJollyGoodFellow has some pretty in-depth ideas regarding how Jason could have 4 Strengths and Weaknesses. Check out his ideas HERE!

Morph (cooldown 30 seconds neutral):  Jason’s should have a negative/neutral/positive attribute for almost every trait and ability.

+Morph: Cooldown reduced 20% (24 seconds), precision increased (more grid points per map position).

-Morph: Cooldown increased 20% (36 seconds), precision remains as neutral

Shift (Cooldown 30 seconds neutral): Base speeds are determined relative to car movement speed unmodified.

+Shift: Cooldown reduced 20%

-Shift: Cooldown increase 20%

Sense (Full recharge from 0 at 30 seconds):  Sense radius is tied to Rage meter accumulation. Radius minimum starts at 100m and increases by percentage equivalent to the Rage meter being filled. 25% chance to detect in hiding spots Pre-Rage, 100% detection in hiding spots Post-Rage. This is mitigated by perks, traits, and base sense avoidance chance. There is no basic auto-detect radius. Jason has a base 50% chance to detect counselors at 0 Fear anywhere inside the detection range. For each Fear level gained, detection chance increases based on sense positive/neutral/negative attribute.

+Sense:  +10% detection chance per Fear level; Full recharge rate increased by +10%

Neutral Sense:  +5% detection chance per Fear level.

-Sense:  +1% detection chance per Fear level; Full recharge rated decreased by -10%.

Stalk (cooldown 30 seconds neutral): 

+Stalk:  Cooldown reduced by 20%

-Stalk:   Cooldown increased by 20%

Rage:  Increases all Jason ability cooldowns by 10%. Instant smash through doors and walls. Melee/grab/and thrown knife damage increased by 10%.

Hit Points (Jason has a base of 100 hit points/masked knocked off at 0):

+ Hit Points:  Hit points increased by 25%

-Hit Points:  Hit points reduced by 25%

Defense:  Jason default blocks 25% of all incoming damage when using the “block” function. Counselor Weapons incur a 25% degradation in durability. Block button response time .5 second.

+Defense:  Jason blocks 35% of all incoming damage using block; Counselor weapons incur a 35% degradation in durability. Block button responsiveness .25 sec.

-Defense: Jason block 15% of all incoming damage when using block/ Counselor weapons incur a 15% degradation in durability. Block button responsiveness 1 sec.

Stun Resistance:  Jason’s default stun time is 6 seconds –  unless he has room to fall back, in which case the duration increases to 10 seconds (this a "break free" stun which means he can get up faster, but he will auto-recover at 10 seconds). Jason will not get the option to “recover/break free” of a stun unless it is a bear trap, Pamela’s sweater, or unless he falls down. Default button taps needed to recover, for Jason, would be set at 30 taps.

+Stun Resistance:  Stun duration reduced by 33%; recovery difficulty, for Jason, by button taps reduced by 20%; Counselor weapon stun chance reduced by 5%.

-Stun Resistance:  Stun duration increased by 33%; recovery difficulty, for Jason, increased by 20% for button taps; Counselor weapon stun chance increased by 5%.

Grip Strength:  Jason’s default grip would deal 5 damage to a grabbed counselor; requiring 30 button presses to escape at 0 Fear. Each Fear level would increase escape difficulty by 10% of the base requirement (30/33/36/39)

+Grip Strength:  Button escape difficulty increased by 30%; Inflicts 10 damage on a successful grab.

-Grip Strength:  Button escape difficulty decreased by 10%; Inflicts no damage.

Traps:  All Jason’s would start with 5 traps by default. Traps would deal 50 damage when triggered. (Counselors would limp when they lose 50% of their hit points). Difficulty to escape traps is equal to difficulty to escape Jason’s grab (30 button presses base).

+Traps:  +2 traps over the default; difficulty to escape traps increases by 20%; Jason ALWAYS notified when the trap is triggered (pocket knife triggering is not silent), Stealth attribute of counselors can still offer a chance at non-detection.

-Traps: -2 traps under the default; Difficulty to escape traps is reduced by 20%; Traps deal 30% MORE damage.

Throwing Knives:  Jason default starts with 2 throwing knifes. Base damage for a knife is 20 hit points. Base range for a knife is 25m. Each knife has a 5% chance to slow a counselor by 25% for 3 seconds.

+Throwing Knives:  Jason starts with 4 knives; base damage is increased by 20%; 10% chance to slow a counselor 25% for 3 seconds.

-Throwing Knives:  Jason does not start with throwing knives; based damage is reduced by 20%; No chance to slow a counselor.

Menace *NEW*:  All Jason’s scare their prey. Baseline Fear triggers related to Jason (as per how the Devs have it designed); baseline percentage to place a counselor at maximum fear after a grab = 10%

+Menace:  Counselors accumulate 20% more Fear when they see Jason, see Jason kill somebody, and when Jason breaks a window, door, or wall within 10m of them. 15% chance that being grabbed by Jason results in the counselor peaking to maximum fear.

-Menace: Counselors accumulate Fear 20% less for certain Jason actions (see above); 5% chance being grabbed by Jason results in the counselor peaking to maximum fear.

Awareness *NEW*:  Jason’s can detect sound (by pings) at a default range of 200m. Rain reduces detection range by 10%. Noise pings of counselors will show on Jason's map if they are within 50m.

+Awareness:  Jason’s sound detection range increased by 25%; Sound pings show approximate position on Jason’s map out to the maximum detection range. Rain reduces detection range by 5%.

-Awareness:  Jason’s sound detection range decreased by 25%. Rain reduces detection range by 15%.

Items:

Pocket Knife:  Limit of 3 per match (drawer randomized). Auto-break free from Jason’s grab. Can be used to disarm Jason’s trap; consumes the knife. 30% chance the disabled trap will not notify Jason, otherwise the notification is delayed by 10 seconds.

Firecrackers:  Limit (4-8) per match (drawer randomized). Affected radius 1.5m. Firecrackers will Stagger Jason (2 second recoil unless holding a counselor) and place his abilities (Morph, Stalk, Shift, Sense/not Rage) on cooldown for 5 seconds. While Staggered Jason cannot used grab-kill executions (gives counselors more chance to break free). Finally, Jason will be marked on counselors maps for 5 seconds.

Flare Gun:  Limit 3-5 per match (table and shelf randomized). Marks Jason on counselor’s maps for 10 seconds. Staggers Jason (2 second recoil/ will cause Jason to drop a counselor unlike Firecrackers) and will place his abilities on cooldown for 5 seconds. Deals 5 damage to Jason.

Med Spray:  Limit 4 per match (drawer, campsite, and bathroom randomized). Heals 50 hit points by default.

Hammer and Nails *NEW*:  Limit 3-5 per match (Campsite, table and shelf randomized). Can be used to fortify a locked/barricaded door. Increases hit points of a locked door by 75%. The door can no longer be opened (must be broken down).

Fire Extinguisher *NEW*:  Limit 3-5 per match (cabin wall mount). Hand carried. Trigger to create a dense white cloud with a 3m radius. Blocks line of sight and grants 100% sense avoidance in the area of effect. Dissipates after 10 seconds.

Bear Trap:  Limit 3-5 per match (dispersed in cabins). Locks Jason in place until he breaks free.

 

Game Mode Idea from August 30th. Essentially a Check Point Run.

Ok, I was giving some thoughts to potential new game modes that might be interesting. An idea popped in my head for a checkpoint run that would take place on a map.

Not sure what to call this idea for a mode. Maybe "Death Race"? ;)

1. There would be 13 checkpoints scattered throughout the map. Each counselor could see the next checkpoint that they needed to reach by arrow indicator on their mini-map and as an icon on the mini-map when they were close enough to it.

2. When a counselor reaches a checkpoint they have to interact with it to get a token (checkpoints can be indoors or outdoors). When they get the token, the next checkpoint will be annotated on the mini-map. Each checkpoint they reach they will get an XP award in addition to the token.

3. When a counselor gains all 13 tokens they can exit the map at one of the points where the cops would normally arrive.

4. Jason's task of course is to kill all of the counselors before they collect the necessary tokens and escape.

5. The whole of the map would still be usable, so counselors can hide and move through cabins as normal, or use any means they can to reach the next checkpoint to get their token.

6. No other escape options would be present on the map. No phone. No cars. No boat. No Tommy.

7. Jason would know where all the checkpoints are, but not in which order individual counselors will have to reach them. The order of checkpoints randomizes every match.

 

What to do with bodies lying around>

I was just thinking. The bodies pretty much lay around and act is fear landmines in-game. They cause the counselors to have a little jump and Fear spike, but that's about it right now. It might be pretty neat if after say ~3 minutes a body will get "moved" and strung up at a traverse-able window or in a doorway on the first floor of a nearby cabin. This could represent Jason "relocating" the counselor's corpse. Make it so the body blocks the window or door, but can be ripped down by a counselor using a simple QTE (based on Composure NOT Repair). Doing so would spike the counselor's Fear and clear the body. Make it so Jason can just approach a body in a doorway and tear it down with a button press (like breaking a window or generator).

You'd have to have a few rules governing the mechanic.

1. Bodies will relocate only if no player is in line of sight to the body or the location it will randomize to. If this cannot happen, the body will not relocate and remain where it was originally.

2. Bodies will only appear on the first floor of structures. No need to have people complain how a body got nailed outside the 2nd story window at Higgin's Haven main house.

3. Bodies missing arms won't relocate. Need something to tack it up with.

4. Bodies killed outside will appear nailed up outside of cabins. External window and doorways only. Keep it randomized but bodies will not show up over shuttered windows.

5. Bodies killed inside will appear over windows and doors. The doors can be internal to the cabin or over exit doors.

6. Moved bodies will show up as a green marker on Jason's map. That way the Jason player is aware of new obstacles he has ostensibly set-up.

Essentially, the bodies would become delay hazards for counselors that cause increased Fear accumulation in their radius (think radiating Fear landmine). They can be torn down but they also act it inhibit counselor's movement. Counselor's failing checks on the QTE won't notify Jason, but their Fear will spike drastically with each failure. It is a bit disconcerting tearing your buddy off of a door frame or window frame.

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I couldn't find where I suggested it. I think it was in a feedback thread that Gertz was talking with the community on.

New Jason Maneuver: Toss

If Jason has a counselor grabbed, the "grab" button can be pressed again to toss the counselor a short distance. The counselor will sustain damage, as will any other counselors hit by the tossed counselor. The tossed counselor will suffer a short stun requiring button presses to recover.

This could be useful in getting rid of a grabbed counselor quickly to refocus on a more important target (without going through a kill animation) and to act as a short range AoE against clustered groups. Another user suggested making the damage dealt and how far they can be tossed based on Jason's Grip Strength; which I think is a great idea.

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Many of these ideas are cool, but some of them would need balancing. For instance, if Tiffany's "trait" can stack, five Tiffanys together will never build up fear when they're together.

Also, having stats that naturally increase how fast you can call the police would probably not be a good idea to implement right now until the phone box has another security option attached to it.

 

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9 minutes ago, Trident77 said:

Many of these ideas are cool, but some of them would need balancing. For instance, if Tiffany's "trait" can stack, five Tiffanys together will never build up fear when they're together.

Also, having stats that naturally increase how fast you can call the police would probably not be a good idea to implement right now until the phone box has another security option attached to it.

 

Oh I agree. Most of the ideas from the first post are contingent on doing an extensive revamp of the existing mechanics. I need to get around to explaining how I was thinking Fear could be revamped.

The biggest things I should note about my first post:

1. Would require extensive re-coding of how underlying game mechanics work.

2. The idea was to balance counselors along a baseline against each other and make all their stats more viable, then balance Jason against that established baseline to ensure that he poses an appropriate threat for gameplay.

3. The idea was also to differentiate counselors and give them a distinct feel beyond the basic stats.

EDIT:  I also need to get around to explaining how I think Perks should change within the changes I've suggested.

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The idea of hanging bodies in doorways to scare the heck out of people sounds so awesome! You've got some of the best idea's around but personally I myself would get freaked opening a front door to see a dead Chad hanging from it, lol.

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23 minutes ago, TiffanyCox said:

The idea of hanging bodies in doorways to scare the heck out of people sounds so awesome! You've got some of the best idea's around but personally I myself would get freaked opening a front door to see a dead Chad hanging from it, lol.

LOL. Yeah. I suggested doing it this way because hanging bodies is so very much a "Jason" thing. The problems lie in the time it would eat to do it manually. I figured if done right it could add a cool dynamic that doesn't eat up the Jason player's time and offers a movie feel, but also has a very tangible impact on gameplay that can't be abused by Jason, but impacts counselors and their escape/evasion strategy.

 

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47 minutes ago, Alkavian said:

LOL. Yeah. I suggested doing it this way because hanging bodies is so very much a "Jason" thing. The problems lie in the time it would eat to do it manually. I figured if done right it could add a cool dynamic that doesn't eat up the Jason player's time and offers a movie feel, but also has a very tangible impact on gameplay that can't be abused by Jason, but impacts counselors and their escape/evasion strategy.

 

Yes! It would allow for peoples strategy's of leaving doors wide open, so later in the match when your the only one left, you don't find out your door was open the whole time!!! It might even scare counselors from leaving a certain cabin. 

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New Perks System:

 

The perk acquisition system should not be a random lottery. Here are some ideas for making perks more viable. I have borrowed input, especially from @AldermachXI. These ideas are tied to my long post regarding revamping the underlying game design for counselor statistics. So if something seems out of place compared to the current game, I’d recommend reading my earlier ramblings to understand how the ideas fit together.

1. Each perk can be bought from Level 1 with CP. Base cost would be 500CP.

2. Utilizing the perk (equipping it) would cause it to gain XP. When it receives a certain threshold, CP can be spent to upgrade the perk.

3. Low leveled perks would have no downside, but they would gain one as the perk got more powerful.

4. No perk bonus would be greater than 20%. No penalty greater than 10%.

5. Perks with like bonuses would stack, if circumstances overlap, but multiples of the same perk could not be used (same as now).

6. Perks granting bonuses to two things would not have the second bonus be greater than 10%. The penalty bonus could reach 15% for these types of perks since they are the exception and not the rule.

EXAMPLE:

 

Thick Skinned:  Reduces damage taken.

Level 1:  500 CP = Damage reduced by 5%. No penalty.

                Receive enough damage to kill 10 counselors for level up.

Level 2:  1000CP = Damage reduced by 10%. 5% penalty to Stamina regeneration.

                Receive enough damage to kill 25 counselors for level up.

Level 3:  2000CP = Damage reduced by 15%. 5% penalty to Stamina regeneration.

                Receive enough damage to kill 50 counselors for level up.

Level 4:  4000CP = Damage reduced by 20%. 10% penalty to Stamina regeneration.

EXAMPLE of duel bonus perk:

 

Invader:  Reduces noise detection and increases Sense Avoidance.

Level 1:  500CP = Noise detection range reduced by 5% / 0% Sense Avoidance. No Penalty.

                Avoid Jason’s Sense detection 25 times for level up.

Level 2:  1000CP = Noise detection range reduced by 10% / 5% Sense Avoidance. 5% to damage taken.

                Avoid Jason’s Sense detection 100 times for level up.

Level 3:  2000CP = Noise detection range reduced by 15%/ 5% Sense Avoidance. 10% to damage taken.

                Avoid Jason’s Sense detection 200 times for level up.

Level 4:  4000CP = Noise detection range reduced by 20% / 10% Sense Avoidance. 15% to damage taken.

Ideas for new perks. I’ll add to these as I go along.

**Invader -

Reduces noise detection and increases Sense Avoidance. Penalty to damage taken.

**Medic (re-worked)

Grants damage resistance for the first incident of damage after healing with a med spray. Penalty to Fear reduction.

**Fearless

Sense avoidance chance. Penalty to Repair QTE speed.

**Man at Arms

Bonus to attack speed and stun chance. Penalty to Stamina regeneration.

**Vengeful

Bonus to damage dealt after at least one counselor is deceased. Penalty to noise generation.

**Coward

Bonus to jog and sprint speed. Penalty to Fear accumulation and reduction.

**Luck

Percentage chance to avoid 50% percent of damage from traps and broken windows. Penalty to all movement speeds.

**Heavy Hitter -

Percentage increase to stun duration against Jason. Penalty to melee swing speed.

**Skittish -

Percentage chance to detect Jason on mini-map (within 10m) while Jason is in Stalk. Stumble chance increased.

**Hypochondriac -

Healing increased from med-sprays by a percentage. Damage increased when climbing through broken windows.

**Preparedness -

Start with a large map. Repair items show on the map based on perk quality.

**Psychic -

Start with a walkie-talkie.  Counselors show on mini-map and large map dependent on perk quality.

**Fighter -

Start with a random weapon. Weapon durability and damage is increased based on perk quality.

**Speed Demon -

Vehicle speed increased. Start up time for vehicles decreased.

**Pyrotechnic -

Flare Gun and Firecracker effectiveness increased. Melee stun duration decreased.

**Prepper -

Start with a bear trap. Bear trap effectiveness and barricaded door durability increased.

**Tinkerer -

Repair QTE checks have their size increased. Penalty to noise generation.

 

 

 

 

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Fuck it, i'm gonna spam every single dev email with this post and let them take ideas from here, i liked lots of these changes (some of of those needs a little tweek but hey) and we could see a more strategy focused game instead of rushing the houses and the objectives.
PD: How you end up with this kind of things? they're sick.

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2 hours ago, Shaild said:

PD: How you end up with this kind of things? they're sick.

I was trained as a analyst. I look at things and figure out what makes them tick. If you spend enough time figuring out how things work, you can see different approaches to accomplishing the same thing through optimization. As you said, they certainly would still need to be further tweaking, but I'm just trying to show how things could possibly be adjusted to make it a little tighter and focused. I love this game, but I do see plenty of room for improvement. My ideas aren't the end-all-be-all of making the game better, but I do think they are better than what we have subjectively speaking. Thank you for taking time to read that long post.:)

 

On topic: a few more ideas.

Jason’s Abilities:

We all know that Jason has access to Sense, Morph, Shift, and Stalk. Additionally, all Jasons get Rage after the rage meter has completely filled.

I think it would be nice if Jason had more abilities to choose from, and that any given Jason’s load-out of abilities should be tailorable to the playstyle desired by the Jason player. Here are a few ideas for new Jason abilities.

 

New Abilities:

Breach

This ability allows Jason to invisibly phase through walls and doors. Jason would have to end his movement in an open space and could not be used in conjunction with Shift or Morph. It would have a short duration of only 5 seconds and would have a long standard recharge of 90 seconds. Might be a neat ability to pair up with Stalk to quietly get into cabins and creep up on unwary counselors.

Oppression

This ability would allow Jason to wear down the Stamina of a specific counselor quickly. When activated, the closest counselor within 10m of Jason would be oppressed. The counselor would accumulate Fear 20% faster and have their Stamina regeneration reduced by 50%. Stunning Jason, climbing through windows, and breaking free of Jason’s grab would grant no Stamina bump. The effect would last for 15 seconds and cannot be canceled by the Jason player. The ability would recharge after 40 seconds. Perhaps the ability could be accompanied by unique music that only the oppressed counselor hears replete with Ki Ki Ma Mas and the sound of heavy breathing.

 

I could imagine setting up Jason’s loadout screen to have 4 abilities like it is now. One ability has to take a penalty. One ability gets a bonus. The other two are neutral. Let players pick and choose where they want penalties and bonuses as well as what abilities they want beyond the traits unique to each Jason that they cannot change. Finally, let players choose the order with which they acquire the abilities.

It might be neat to take Part 9 as an example. Go with his bonus to Stalk, give him a penalty on Sense, and neutral Breach and Morph. Then place them in the acquisition order of Morph, Breach, Stalk, and Sense. Jump scare build?

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52 minutes ago, Alkavian said:

I was trained as a analyst. I look at things and figure out what makes them tick. If you spend enough time figuring out how things work, you can see different approaches to accomplishing the same thing through optimization. As you said, they certainly would still need to be further tweaking, but I'm just trying to show how things could possibly be adjusted to make it a little tighter and focused. I love this game, but I do see plenty of room for improvement. My ideas aren't the end-all-be-all of making the game better, but I do think they are better than what we have subjectively speaking. Thank you for taking time to read that long post.:)

Honestly man, I'm always impressed by your posts. It's a level of technical analysis I wish I had. You have some great ideas here.

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16 hours ago, Tommy86 said:

Honestly man, I'm always impressed by your posts. It's a level of technical analysis I wish I had. You have some great ideas here.

Thanks Tommy. I appreciate the vote of confidence.

 

Back on topic...here are a few ideas for making Jason's combat a bit my dynamic and fluid.

Re-Vamping Jason’s Combat Actions:

 

I’m going to lay my cards on the table right up front and say I despise Jason’s combat stance. I simply don’t use it unless I need to break a door down defensively. The lock-on is counter-productive since all the counselors are targets, the block is clunky, and unlike counselors, Jason gets no damage bonus swinging in combat stance.

 

Here would be my suggestions:

 

1. Eliminate combat stance for Jason.

2. Add a single button press to block as Jason (and not a thumbstick toggle for those using controllers). Jason should be able to efficiently press a single button to block, then be able to release that block button to counter-attack/grab. Allow Jason to free move while blocking or pull the left trigger/right trigger while holding block to pivot his facing to a chosen direction.

3. Make attacks and defense related to existing melee and grab mechanics. As an example, the “Toss” maneuver I pitched earlier is contingent on grabbing a counselor and pressing the grab button again to execute a ranged AoE that damages the grabbed counselor and all those hit.

4. Get rid of the “canned animation” melee swings for individual attacks. Jason should be able to free swing while walking and not fall into a canned lunging attack. This will make basic combat a bit more fluid and less clunky.

5. Still have a heavy attack by holding the melee button. This could be a canned animation as it is now.

 

Other maneuver ideas:

 

Multi-Swing (melee) – double tapping the melee weapon attack button will result in Jason executing a canned multi-swinging animation that covers high/low/ and horizontally (the forward moving attack is still steerable). Make it three rapid attacks, but each attack does 33% less damage than a normal free swing. If all three attacks make contact with a counselor (the same one or otherwise), the last counselor(s) to be hit get knocked to the ground. Make the last attack a nice wide horizontal blow that could potentially hit more than one counselor (say 45 degrees either side of Jason front facing centerline).

Meatshield – Pressing “block” while holding a counselor result in Jason using the counselor to absorb incoming attacks. While using a counselor as a shield, Jason cannot be stunned except by the shotgun. The grabbed counselor cannot be broken free from Jason’s grab and must escape by button presses. The moment the Jason player releases the block button, the counselor breaks free automatically, but loses half of the hit points they currently had. This cannot result in counselor death (unless they are killed by a teammate while friendly fire is turned on).

Bash – Executed by initiating a “heavy attack” while the counselor is grabbed. Jason will choke-slam the counselor to the ground leaving them disoriented and stunned (button mash to get up). While on the ground the counselor is immune to Jason’s grab or further damage from melee and knives.  This is a means of taking a counselor out of the fight to deal with mobbing or a STAGGER effect on Jason that I discussed as an idea in an earlier post.

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@Alkavian 

Exactly what I've been thinking along the lines of for a while, but had not put into form. My general idea was that combat would be so much better in this game if it were designed in a way that naturally integrates with movement. As it is right now, combat actions in and out of CS are all very mechanical and not fluid / natural. It's primitive character control, without nuance. That's largely the source of the clunkiness. Having read through your suggestions, I think we're definitely on the same page.

Onto the suggestions. I wanted to give my feedback on each one, but honestly it's not necessary. I think you nailed it, they're all good solutions that would add flexibility and depth to Jason's offence, which I think are the main areas he is currently lacking in. Crucial improvements IMO are eliminating combat stance entirely, providing direct access to block, and free swing while walking / removal of canned animations.

Regarding additional manoeuvres, what I really like is that they are focused on countering against groups, which is Jason's #1 vulnerability IMO. I will try to provide some insight here from personal experience if it can help in any way for future ideas -

Against groups I never enter CS, I simply bait, punish the whiffs with slash and evade mostly with 360 degree turns while maintaining good spacing. Random swings to clear counselors in my immediate vicinity also helps, as well as throwing knives. Staying out of CS also provides me with enough mobility and viewing angle to avoid firecrackers and projectiles if I'm on my game. But even with these tactics, Jason's agility in combat is still lacking. Therefore I think it would be worth coming up with some ideas to improve him in that specific area. The way Jason is represented is as a walking tank, but he doesn't necessarily need to feel that way. For me it's about alleviating constricted movement, and additionally, a more elegant design for movement in combat.

Other than that, the only other thing I will mention is in regards to Bash, and specifically the QTE. I think the way QTEs are implemented in other games can be exciting, but for F13 I'm finding it hard to imagine having a repair-type QTE in combat. It might be a little jarring, I'm not sure that's the way to go. The basic single button press meter to escape grab, though devoid of any skill, would be better suited IMO and maintain momentum.

Great work as always!

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ÄI find a lot of those ideas great and well thought out. It sounds like an improvement to the game without a total revamp, although I'm admittedly not a programmer and might overlook things.

I found myself thinking differently on two of your points: Like Tommy86, I think a single button press for the "after"-bash event would be better than QuickTimeEvents. Composure could still cause a major effect, giving a big headstart or filling the bar faster. Secondly I'd prefer a perk system were the level 1 perk starts with the 20% bonus and a high malus, maybe 15 %.  The next perk level would reduce 2 % bonus and 3 % in malus, while the Lv 5 will end at 12% buff and zero % debuff. They could be very expensive, but therefore without any negative impact. I would like it that way with my progression system. I admit though that I only thought about perks and not the whole system so it might turn out op'ing counselors.

I would also like to add that Jason should get somewhat of a longer stun resistance in a few instances. My favourite pet peeve is the performance of rage actions. It would make sense for the momentum it takes to burst through a barricaded door or a wall to NOT be stopped by a single hit with a baseball bat. Could be something like the star in Mario-games, temporary invincibility when raging through objects. I generally think Jason should gain stun resistance the longer the match goes. I'm not as  good with numbers and I don't want to ruin your well thought out thread though, so...sorry for rambling and rumbling on. 

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41 minutes ago, Thor_Bjarnason said:

I would also like to add that Jason should get somewhat of a longer stun resistance in a few instances. My favourite pet peeve is the performance of rage actions. It would make sense for the momentum it takes to burst through a barricaded door or a wall to NOT be stopped by a single hit with a baseball bat. Could be something like the star in Mario-games, temporary invincibility when raging through objects. I generally think Jason should gain stun resistance the longer the match goes.

I think stun invincibility during door/wall destruction animation in Rage is a good idea, and makes sense. It's the reason why I never Rage through doors/walls unless I'm 100% sure there's no counselor waiting behind it, because that's exactly what I do to Jason as counselor. It is a guaranteed free hit, he can do nothing about it once in the animation. Bursting through barriers in Rage is a great ability yet unfortunately so easily countered.

In regards to the idea for better stun resistance as the match goes on, I'm not sure about that one. Firstly what kind of resistance specifically? If it's less chance of stun, it would help Jason to rush down counselors particularly late game if he needs to (eg. match time limit, police) however could have too much impact if you are the last counselor standing and your ability to buy time through stuns is at a meaningful disadvantage. I suppose it depends on what degree of stun resist we're talking about.

If the stun resist, however, is duration of the actual stun then I don't think that should be changed. 

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I thought about it in a way of "the later in the match, the less-likely the stun". I thought of it in way off "the more enraged Jason gets, the more he is likely to shrug off attacks". You are right about the fact that well thought out balancing is neccessary, though. A weapon like the bat should still have a high stun percentage or guaranteed stun even. Maybe if they'd fine-tune the rage actions, I'd have no quarrels with it.

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10 hours ago, Tommy86 said:

Other than that, the only other thing I will mention is in regards to Bash, and specifically the QTE. I think the way QTEs are implemented in other games can be exciting, but for F13 I'm finding it hard to imagine having a repair-type QTE in combat. It might be a little jarring, I'm not sure that's the way to go. The basic single button press meter to escape grab, though devoid of any skill, would be better suited IMO and maintain momentum.

Great work as always!

 

9 hours ago, Thor_Bjarnason said:

I found myself thinking differently on two of your points: Like Tommy86, I think a single button press for the "after"-bash event would be better than QuickTimeEvents.

It think either would work, but your point regarding to QTE have made me think of something else. Button mashes will eventually fill on their own allowing a character that is not trying to recover to still get up. QTE keep going (albeit by getting easier) until there is a success. If a player wanted to troll Jason they could just not perform the QTE to recover from the Bash and Jason would be powerless to do something to them. A button mash is probably for the best.:D

It's funny how you can think of a bunch of things, then try to make it fair for both sides playing, but find a way to troll even without the thing existing.:mellow:

I also agree with Thor that Jason probably should have stun invulnerability Raging through a wall or door. It is funny that Rage brings with it Stun Resistance, but Jason can be auto-stunned specifically in Rage if done during that breaking animation.

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Shows that you have a good mind for this. I probably would have never thought of the possibility to troll through a QTE mechanic.

Edit: Since I haven't said it before, I'll say it now. I LOVE the traits. Those NEED to happen asap.

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Added a couple more perks. I'm trying to go through and make a list of what I'd like to see to replace the existing perks. So some will be new, and some will be old. Just depends on if they make sense in context of some of the ideas I've proposed in this thread.

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On 3.12.2017 at 9:23 PM, Alkavian said:

 

Ideas for new perks. I’ll add to these as I go along.

**Invader -

Reduces noise detection and increases Sense Avoidance. Penalty to damage taken.

**Medic (re-worked)

Grants damage resistance for the first incident of damage after healing with a med spray. Penalty to Fear reduction.

 

**Fearless

Sense avoidance chance. Penalty to Repair QTE speed.

 

**Man at Arms

Bonus to attack speed and stun chance. Penalty to Stamina regeneration.

 

**Vengeful

Bonus to damage dealt after at least on counselor is deceased. Penalty to noise generation.

 

**Coward

Bonus to jog and sprint speed. Penalty to Fear accumulation and reduction.

 

**Luck

Percentage chance to avoid 50% percent of damage from traps and broken windows. Penalty to all movement speeds.

 

Would all the penalties be permanent? Or would the penalty for "Vengeful" also only kick in after the first counselor had died?

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3 hours ago, Thor_Bjarnason said:

Would all the penalties be permanent? Or would the penalty for "Vengeful" also only kick in after the first counselor had died?

The penalties would remain at their "level" for as long as the perk was equipped. Pretty much like they are now. If on the character, they apply. In the case of Vengeful, I don't see why the penalty would have to kick in until after the the bonuses did. Thanks for making that observation.

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On stun duration: 10% of 5 seconds is 0.5 seconds. IMO that doesn´t make enough difference. +/- 50 or 40% for strength/weakness would be better. Does "10% break free difficulty decreased" mean that it is easier for Jason keep his grip on counselor? Anyway i like these changes. Especially those two new Jason abilities sound exciting. How about perks for Jason? Like a perk which makes Jason able to throw two throwing knives at once. They would spread a little so they would be better to throw on a group of counselors. Another thing that needs to be changed is to make counselors unable to break fences. On one video i saw little Debbie breaking fence with a kettle. That´s ridicilous. For Stalk i have suggestion: it should make setting traps and picking throwing knives silent. Stoiker Kalei did set a trap while in stalk in front door of a cabin full of counselors. Now imagine if counselors didn´t hear that. Jason breaks the door, counselors start to panick and SNAP. One unlucky counselor made a mistake and stepped on a trap because he/she didn´t know it was there. IMO this would encourage more creative trapping strategies.

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The Fear Mechanic – a few ideas.

The first thing we should consider is what is the baseline for Fear accumulation? I think this should be as follows if it is not this already. All counselors will have a baseline 120 point Fear pool (representing seconds – 2 minutes and assuming Composure of 0). This Fear pool would be increased by 25 points for every point in Composure.

1. A counselor, alone in a lit area with no flashlight activated (without Jason near – within 30m) will be the “control” baseline for 0 Fear gained – 0 Fear lost per second. This is the “neutral/idle” I’m going to propose for Fear.

2. Like it is now, there would be things that accumulate Fear over time (using seconds), and Fear “spikes” represent a one-time bump in Fear at a fixed number.

3. Areas of darkness would cause passive Fear accumulation of Fear based on the Composure stat. It would be a ratio. A counselor with Composure 1 would accumulate Fear at a rate of 10:1 (10 points of Fear for every second that passes in an area of darkness. Comp 2 = 9:1, Comp 3 = 8:1, Comp 4 = 7:1, Comp 5 = 6:1, Comp 6 = 5:1, Comp 7 = 4:1, Comp 8 = 3:1, Comp 9 = 2:1, and Comp 10 = 1:1. Turning on the flashlight compensates by matching the Fear accumulation ratio with an equal reduction ratio.

So in an area of Darkness, Kenny (assuming he is alone, with flashlight off, and Jason not around) would gain Fear at a rate of 6:1. He would reach maximum Fear at 40.83 seconds. Turning on the flashlight would stop Fear accumulation by matching the increase rate with an equal decrease rate (based on the Composure stat ratio). If Kenny went into a lit area (campfire, outdoor lighting, or cabin) he would begin losing Fear at the same rate he gained it assuming he left the flashlight “on”.

4. Being near another counselor (within 10m) would grant all counselors with that range to another counselor a bonus to Fear reduction of 2 points per second. This is not stackable for multiple counselors.

5. Occupying a building with all doors locked (none broken down) would grant a Fear reduction bonus of 2 points per second.

6. Being close to Jason (and having him in line of sight) would incrementally increase Fear accumulation based on his distance from the counselor. (30m/20m/10m or less). At 21-30m the Fear would increase at a rate of +5 per second. From 11-20m the rate would increase to +10 per second. Within 10m or less the rate would increase at +15 per second.

Going back to Kenny as an example:  Being alone, in darkness, flashlight off, with Jason within 15m (+line of sight), Kenny would accumulate Fear at a rate of 16 per second (6+10). In this specific instance, he would reach maximum Fear in 15.31 seconds from 0 Fear. With flashlight “on”, he would gain fear at a rate of 10 per second (flashlight is offsetting the darkness) and reach maximum Fear in 24.5 seconds.

7. Jumping into a hiding spot increases Fear reduction at a rate equal to a Counselor’s Stealth attribute. So our example Kenny would lose Fear at a rate of 5 per second while hiding. Flashlights deactivate in a hiding spot. Additionally, you gain no benefit to Fear reduction for being close to another counselor while hiding. Counselors near a hiding character also gain no proximity bonus to Fear reduction. Bonus for all locked doors in the cabin still applies.

8. Counselors moving beyond Jason’s “ping” detection range for Stealth gain a +1 bonus to Fear reduction as long as their “pings” cannot be seen by Jason.

9. Counselors carrying critical repair parts gain a reduction to Fear of 1 per second (per part) provided that the counselor is within 30m of an objective that the part can be used to repair.

9. The following things will cause a static Fear “bump” to counselors:

                a. Seeing Jason kill another counselor while within 30m. Static bump of 25 Fear.

                b. Being within 20m of Jason when he breaks a window. Static bump of 5 Fear.

c. Being within 20m of Jason (and inside a cabin) when breaks down a door. Static bump of 15 Fear. The bump increases to 50 when Jason is in Rage mode.

d. Static bump of 5 if Jason breaks through a wall and the counselor is in the cabin.

e. Fear gains a static bump of 10 when a counselor is reduced to limping.

f. Seeing a dead body causes a static bump to Fear equal to 25 minus the counselor’s Composure stat.

g. Seeing a hung body (assuming this gets implemented) causes the same bump as seeing a dead counselor but also radiates a continual Fear increase aura of +1 per second while the counselor remains within 10m of the hung body.

h. Having your melee weapon break on Jason will result in a static bump of Fear. +10.

i. Jason stopping the car or overturning the boat results in a static bump of +10 for all passengers.

j. Static bump to Fear if counselors are in a building when the power is cut. +10.

10. The following things will cause a static Fear “Drop” to counselors:

                a. Tommy Jarvis arrives. Static drop of 25 for all living counselors.

                b. Finding a weapon. Static drop of 5.

                c. Making a repair. Static drop of 10.

d. Cops successfully called. Static drop of 25 for all living counselors that have not escaped. The drop repeats when the cops arrive on scene.

**Random thoughts on how to improve the Fear mechanic to be a bit more meanigful (risk/reward).

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2 hours ago, Mr. HK 92 said:

On stun duration: 10% of 5 seconds is 0.5 seconds. IMO that doesn´t make enough difference. +/- 50 or 40% for strength/weakness would be better. Does "10% break free difficulty decreased" mean that it is easier for Jason keep his grip on counselor?

You're probably right. I need to change those values. Wrote that awhile back and was trying to keep balance without overdoing it.:)

The "break free" was meant to refer to Jason escaping a stunned state. I changed to wording to be more understandable and altered the durations. Thanks for the feedback!

 

EDIT: So as not to double-post further. On topic another game mode idea.

Movie Mode:

This would be a hard-mode match. High fear. High suspense. High difficulty.

1. Match time reduced to 15 minutes.

2. No win by waiting out the clock for counselors. Escape or die.

3. Jason would have Stalk. This would unlock 2 minutes into the match. Rage would come at 10 minutes OR if Jason was de-masked. Whichever event happens to come first.

4. No perks on counselors.

5. One thrown knife reduces a counselor to limping. The second kills. Jason would start the match with 4 knives and could NOT pick up more.

6. Jason’s melee swing will reduce a counselor to limping. Only grab kills, throwing knives, and environmental kills can eliminate the counselor from the match.

7. Bear traps reduce a counselor to limping. Cannot kill.

8. Each map would only have a single two-seat vehicle. Phone remains the same.

9. Cops arrive 3 minutes after called.

10. Other counselors do not show in the mini-map. Items do not show in the mini-map. No full camp maps in drawers. Must go to the map stand.

11. Counselors carrying gas, battery, or prop have their speed reduced by 20%.

12. No team-killing but cars can still run over counselors.

13. Jason selects his start location at the beginning of the match on his map. Does not have to spawn at the shack.

14. Counselors also CHOOSE their spawn location.

 

**Just some ideas about how a hard mode could be done.

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Counselor Melee Weapons:  A few ideas for improvements.

Base Stun Chance for any weapon would not exceed 50%. Base chance to Stagger Jason would not exceed 40%

Base Stun Chance would derive from the weapon + the using character’s base stun chance + perks. No weapon would offer 100% Stun Chance except the Shotgun.

Weapons would have 5 characteristics:

1. Durability – 2 through 5. This shows the number uses any character can get out of the weapon guaranteed. Additional uses is based on % chance derived from the Acumen stat. When the durability reaches 0, RNG determines (based on Acumen score), if the character will gain another use out of the weapon. The process repeats again after the bonus use to see if more uses are gained. When the RNG fails the weapon finally breaks.

2. Damage – Damage base for a weapon is either 3, 6, 9, or 12. Bonus damage is determined by the character’s stats as noted in my first post.

3. Stun Chance – Stun chance is either 10%, 20%, 30%, 40%, or 50% baseline.

4. Stagger Chance – Stagger chance is either 20%, 30% or 40% baseline.

5. Security – This is a base Fear resistance bonus granted from holding the weapon. Someone with a means to defend themselves feels safer than one that doesn’t. Weapons can grant 5%, 10%, 15%, or 20% Fear resistance. This lasts until the weapon is dropped or it breaks.

Weapons:

Baseball Bat:

DUR:                      3

DMG:                    9

STUN:                   50%

STG:                       40%

SEC:                       15%

Axe:

DUR:                      3

DMG:                    12

STUN:                   40%

STG:                       30%

SEC:                       20%

Wrench:

DUR:                      5

DMG:                    6

STUN:                   40%

STG:                       20%

SEC:                       10%

Lead Pipe:

DUR:                      5

DMG:                    6

STUN:                   30%

STG:                       30%

SEC:                       10%

Frying Pan:

DUR:                      4

DMG:                    9

STUN:                   20%

STG:                       20%

SEC:                       10%

Cooking Pot:

DUR:                      2

DMG:                    3

STUN:                   10%

STG:                       20%

SEC:                       5%

Wooden Board:

DUR:                      3

DMG:                    6

STUN:                   30%

STG:                       30%

SEC:                       10%

Branch:

DUR:                      2

DMG:                    3

STUN:                   10%

STG:                       40%

SEC:                       5%

Machete:

DUR:                      4

DMG:                    12

STUN:                   10%

STG:                       30%

SEC:                       20%

Fire Poker:

DUR:                      5

DMG:                    3

STUN:                   10%

STG:                       20%

SEC:                       15%

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