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PARTVI

Breakdown of negative balance changes made since launch

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 Jason's nerfed grab and hit detection isnt what threw off balance and made him undesirable to use anymore....it was a build up of choices made by devs and each patch slightly got worse and worse. The newest patch is just the straw that broke the camel's back, it sucks. Funny how full lobbies refuse to be Jason (the reason you got this game lol). Sad

 

I'm sure there's a LOT more, but here are the easily noticeable ones that come to mind . Theese are the big nerfs done to Jason in order since launch:

 

 

JASON NERFS:

-take away blocking through bear traps , flares, firecrackers  (possibly the only GOOD change done) 

-breaking doors down in combat stance (not huge nerf, was supposedly a bug from the start, but I found no harm as councilor) 

-added window break animation/ councilor protection force field when climbing through ( my biggest pet peeve in this game, basically a councilors exploit , why is this still in?!! Horrible!)

 

-Trap Stacking (This was somewhat of an exploit, but most accepted it, and made you think twice .  With it being removed ,now half your traps go to some random ass spot if trying to put another close) 

- take away Jason's combat/ blocking (now its pretty useless , once you start blocking, might as well sit there until councilors leave , you have a like a 3 second countdown ticker before you can do anything, wonky )

-councilors scream when close to Jason (this can be seen as a nerf or buff, depending on situation , but i think most dont want it , ruins stalk for jason ) 

- hit detection (was never great, but now it' really garbo, wtf happend, are theese guys really just ducking and not getting hit...lol. Councilors seem fine though  , shrugs)

-nerfed grab (i was actually on board with a slight nerf for it , as most were im sure, but it got taken to far, laughable. Reduce range that's all you had to do. Watching Jason' is painfully cringeeorthy almost every match. Fix your hero) 

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JASON BUFFS :

NONE ? 

 

Insult to injury

-added small maps (so full lobbies can get super easy escapes) 

- added extra pocket knifes (around same time as small maps?  great ,twice as many) 

- added repair item markers (hold the hands of councilors to ensure an easy escape, we don't  need teamwork to escape anymore, great!) 

-add MORE knives at all campsites! (...hell, let' put a gun and medsprays there too) 

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There' s more. After that 1st patch i thought it was pretty solid and balanced, pretty disappointing 7 months in . Hopefully things get turned around. 

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You are missing a number of things as well that would contradict the agenda you're pushing.

9/21 - Jason received a "fix" to his stun timer, making it easier to recover from stuns

9/21 - Jason's melee attacks can now hit multiple objects (counselors)

10/11 - Stun timer adjusted again

10/11 - Grease Monkey perk nerfed to a useless state

10/11 - Trap damage increased to immediately wound a counselor

10/11 - Jason's footsteps are silent in stalk

10/25 - (QoL change) Jason receives credit for a kill at the start of the animation

Current Patch - Medic perk no longer holds charges if dropped

Current Patch - Heavy Hitter perk nerfed to a useless state

Current Patch - Escape vehicles are now slower (even a -Shift Jason can stop a car, or -Water Speed for the boat)

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The agenda I'm pushing, sure,and the majority of players. Nice how you looked all those up. Those,are so minor compared to the near GAMEBREAKING  changes listed. 

 

You think all theese posts on here are because we only want to play jason and wipe the floor? ...hell no. 

 

It's for the sake of the game . If it' not changed its gonna stick and will just be a shell of the game it could have been . And that would be a damn shame 

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2 hours ago, AdrianBlackbear said:

10/11 - Grease Monkey perk nerfed to a useless state

10/25 - (QoL change) Jason receives credit for a kill at the start of the animation

Current Patch - Medic perk no longer holds charges if dropped

Current Patch - Heavy Hitter perk nerfed to a useless state. 

I wouldn't really consider these 'buffs', getting credit for a kill doesn't affect gameplay and those perks were shit in the first place. They made them OP, then made them useless again so... nothing really changed. 

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Just now, Alcanx said:

I wouldn't really consider these 'buffs', getting credit for a kill doesn't affect gameplay and those perks were shit in the first place. They made them OP then made them useless again so... nothing really changed. 

Which is why I said it was a Quality of Life change on Jason. 

Grease monkey didn't work for the longest time, but when it did, they immediately changed it. This was the only perk that deserved to be changed (along with release thick skin), but it is basically useless now. My 43% grease monkey is now 13% with the same negative stat.

Heavy hitter and Medic had not been issues until the October patch when people actually started using them. They were never changed to begin with. So nothing made them "OP". That's just a buzzword to stir shit up. 

Any nerf to counselor is a buff to Jason. 

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1 hour ago, PARTVI said:

The agenda I'm pushing, sure,and the majority of players. Nice how you looked all those up. Those,are so minor compared to the near GAMEBREAKING  changes listed. 

 

You think all theese posts on here are because we only want to play jason and wipe the floor? ...hell no. 

 

It's for the sake of the game . If it' not changed its gonna stick and will just be a shell of the game it could have been . And that would be a damn shame 

Something like trap stacking being removed was "gamebreaking"? Half of the items you listed as nerfs were fixes. 

That's an exaggeration if I've ever heard one, and an objective one at that. 

A majority of players do want to see Jason changes. I do too. But not buffs. And we surely don't want to see reverts to the changes previously made. 

I've been vocal about how garbage the combat system was since release. If Gun starts there, I think it would make quite the difference for gameplay. 

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44 minutes ago, AdrianBlackbear said:

Grease monkey didn't work for the longest time, but when it did, they immediately changed it. This was the only perk that deserved to be changed (along with release thick skin), but it is basically useless now. My 43% grease monkey is now 13% with the same negative stat.

Heavy hitter and Medic had not been issues until the October patch when people actually started using them. They were never changed to begin with. So nothing made them "OP". That's just a buzzword to stir shit up. 

Heavy hitter was broken I believe, I have an orange HH and noticed minimal changes to stun before it got 'fixed'. I took it off after Jason got a stun buff though, haven't used it since but it always seemed useless to me. 

Medic is pretty op IMO, me and everyone in my group run medic, me and one other with epics. We can tank all 7 of Part 2's traps quite early on and still escape with full health. 

Grease monkey was definitely op, Chad and Tommy could start the car in under a second with their 10 luck, it deserved the nerf. 

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10 hours ago, AdrianBlackbear said:

You are missing a number of things as well that would contradict the agenda you're pushing.

9/21 - Jason received a "fix" to his stun timer, making it easier to recover from stuns

9/21 - Jason's melee attacks can now hit multiple objects (counselors)

10/11 - Stun timer adjusted again

10/11 - Grease Monkey perk nerfed to a useless state

10/11 - Trap damage increased to immediately wound a counselor

10/11 - Jason's footsteps are silent in stalk

10/25 - (QoL change) Jason receives credit for a kill at the start of the animation

Current Patch - Medic perk no longer holds charges if dropped

Current Patch - Heavy Hitter perk nerfed to a useless state

Current Patch - Escape vehicles are now slower (even a -Shift Jason can stop a car, or -Water Speed for the boat)

And your proof of the cars being slower now is where?

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8 minutes ago, Blackbird68 said:

And your proof of the cars being slower now is where?

I can vouch for the slower cars. Drove one to escape yesterday and saw a noticeable speed reduction. I have no proof if it is intentional, bug or glitch.

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6 minutes ago, Blackbird68 said:

And your proof of the cars being slower now is where?

Gameplay. It's been a recurring point of conversation here on the forums since the recent update. Cars are significantly slower. All you have to do is use that search bar up there and you'll see it. 

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7 hours ago, Alcanx said:

Heavy hitter was broken I believe, I have an orange HH and noticed minimal changes to stun before it got 'fixed'. I took it off after Jason got a stun buff though, haven't used it since but it always seemed useless to me. 

Medic is pretty op IMO, me and everyone in my group run medic, me and one other with epics. We can tank all 7 of Part 2's traps quite early on and still escape with full health. 

Grease monkey was definitely op, Chad and Tommy could start the car in under a second with their 10 luck, it deserved the nerf. 

Heavy hitter worked without complaint when Jason had stun timers of upwards of 4+ seconds. I don't understand the changes now when he has stuns of less than 1.5 seconds in some cases. I rolled an epic heavy hitter close to release and that would stun Jason for 6 - 8 seconds before they did the stun "fix". With the current patches, you can barely feel the added stats on heavy hitter. 

I used to run troll medic on Jenny when the game first started. Medic as a perk isn't that OP. It's the number of medical sprays that are on the map. If you section off a quarter of the large maps, I guarantee I can find at least 3 health sprays. Before any kind of character balancing happens, we need to balance maps and item spawns. 

Grease monkey was unbalanced when it was actually fixed. I will never understand why the car started faster with luck though. It should have been a set value. 

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