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Mr. Blonde

This Game Has No Counselor Abilities? Why?

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2 hours ago, Mr. Blonde said:

And there's no reason Vanessa should ever be stumbling unless she's afraid out of her mind. You guys do know that she is a track star, right? She runs miles and miles a day and knows her footing better than any of the counselors.

Well, realistic or not, this game was designed with many elements controlled by RNG to undermined players.  Low composed counselor stumble more as a incentive to pick those slower with higher composer (aka: Jenny) if you're bothered by it.  Even with this, Vanessa and Chad are still among the better choices of counselor selection.

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"double post, please delete."

Edited by GeneiJin
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I think people forget this isn;'t a movie.  its a GAME based off a movie but a game still needs to be enjoyable for all parties involved with distributed difficulty across the board.  

 

As to why the question to the OP.  They rushed it out to market a YEAR before it was even ready.  Cut and dry sadly ]

 

And if you want to base it as much as possible off the movie, Why does one freaking hit  with a bat or pipe knock Jason to the ground?  Makes no sense does  it when following the "movie format" 

 

The arguments don't hold water if they want it  to be just like the movie, yet when Jason is getting dropped by a human with one hit no one says anything 

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11 hours ago, Redcat345 said:

Because the counselors are supposed to be the VICTIMS!!!!! This is not "Bully on Jason The Game".

They’re still victims. Not a hard concept to understand.

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42 minutes ago, DorianRo said:

I think people forget this isn;'t a movie.  its a GAME based off a movie but a game still needs to be enjoyable for all parties involved with distributed difficulty across the board.  

 

As to why the question to the OP.  They rushed it out to market a YEAR before it was even ready.  Cut and dry sadly ]

 

And if you want to base it as much as possible off the movie, Why does one freaking hit  with a bat or pipe knock Jason to the ground?  Makes no sense does  it when following the "movie format" 

 

The arguments don't hold water if they want it  to be just like the movie, yet when Jason is getting dropped by a human with one hit no one says anything 

Yeah we bitch about that and chain stunning too. Shit is a joke. No 20 year old should manhandle Jason and never has in the franchise like the counselor mains seem to think should happen. Your strength is supposed to be in numbers, not 1 on 1.

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For the passive ability idea, its an alright idea overall. I dislike most of your abilities. Bugzy has nearly perfect stun, yet Fox can only fix crappy radios which no one would care about.

Problem that can be foreseen is the overkill of counselors. With 7 counselors working together, 21 perks total, then add 7 abilities, it can easily shift the balance. I think they would have to give Jason abilities to counter it. 

My opinion is they are unnecessary. I can see why some people would like these implemented. It does make the value of each character more valuable. I think we will see too many archetypes of counselors packs. 

As for the other discussion taking place here, the RNG casino slot perk idea has been garbage since the beginning. Totally based off luck and not skills or tasks accomplished. They could have tied in badge accomplishment towards unlockable perks or skills.  Or some other form of milestones towards rewards.

I feel only a person or two should escape per match, that is why the balance is around the best it has ever been right now. I think they should increase the difficulty a little in killing Jason, maybe by increasing the amount of HP it takes to remove his mask. 

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36 minutes ago, TheHansonGoons said:

Prroblem that can be foreseen is the overkill of counselors. With 7 counselors working together, 21 perks total, then add 7 abilities, it can easily shift the balance. I think they would have to give Jason abiliies to counter it.

IIRC, counselor abliities were initially planed, but scraped.  My guess is that balancing the game to flavor Jason would have been a nightmare if kept, so the devs decided it was for the better to (for them and the game) to not have them.

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57 minutes ago, TheHansonGoons said:

For the passive ability idea, its an alright idea overall. I dislike most of your abilities. Bugzy has nearly perfect stun, yet Fox can only fix crappy radios which no one would care about.

Problem that can be foreseen is the overkill of counselors. With 7 counselors working together, 21 perks total, then add 7 abilities, it can easily shift the balance. I think they would have to give Jason abilities to counter it. 

My opinion is they are unnecessary. I can see why some people would like these implemented. It does make the value of each character more valuable. I think we will see too many archetypes of counselors packs. 

As for the other discussion taking place here, the RNG casino slot perk idea has been garbage since the beginning. Totally based off luck and not skills or tasks accomplished. They could have tied in badge accomplishment towards unlockable perks or skills.  Or some other form of milestones towards rewards.

I feel only a person or two should escape per match, that is why the balance is around the best it has ever been right now. I think they should increase the difficulty a little in killing Jason, maybe by increasing the amount of HP it takes to remove his mask. 

This, like I said I like the idea in theory, but not sure how to make it where counselors wouldn't become OP again like the previous patch.....only worse. Like I pointed out, with that proposed bugzy ability, even with the 30 second cooldown, what would stop counselors from just always running bugzy? 7 of them in a match would completely negate the 30 second cooldown and Jason would just be left laying on the ground all match. Chain stunning is bad enough, let's not turn Mr. Voorhees into a door mat,  he already was a pinata once before.

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Shift and Morph for counselors. Make it happen!

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7 hours ago, jameson87 said:

This, like I said I like the idea in theory, but not sure how to make it where counselors wouldn't become OP again like the previous patch.....only worse. Like I pointed out, with that proposed bugzy ability, even with the 30 second cooldown, what would stop counselors from just always running bugzy? 7 of them in a match would completely negate the 30 second cooldown and Jason would just be left laying on the ground all match. Chain stunning is bad enough, let's not turn Mr. Voorhees into a door mat,  he already was a pinata once before.

Honestly they should do something to where you can only have 1 of each counselor in a match anyway. At least make it a private mstch option to toggle off duplicate counselors. Fight the Clone Wars Obi Wan.

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I've made my own lists of special abilities too.

I think the devs went with the not so well thought out perk idea because they wanted to level the playing field for all the counselors by allowing them the possibility of the same perks. The problem is the tier level still exists in that system and all it does it help the highest type of character more than the lowest.

At least if special abilities were done right, the lower/mid tier characters could in theory, be more viable...IF the special abilities were unique enough.

Compilation of my ideas.

I find the perk system to be trash overall, especially the RNG element to it. You can blow 50,000 CP and still not get the version of the perk of the one 7 useful perks you actually want. But the devs obviously value the system, hence the upcoming update. So what im about to type is dead air basically.

I've campaigned for Special Abilities to return recently from being scrapped in Beta. Even though their would be challenges in balance obviously.

I suppose you could make Special Abilities for the Jasons if you really wanted to.

How it would work. With the special abilities for the counselors. I proposed the counselors could use their abilities once for a total of 2 minutes, with a 2 minute cooldown on certain stats following the use of their abilities. I felt this made sense because with 7 counselors, being able to use an ability more than once could be OP, so they would be situational.

For Jason, being he is by himself. He could use his ability only 3 times, but each time he uses the ability, he suffers a 30 second RNG cooldown on either Morph, Shift, Stalk or Sense for the first use of his special ability. For the second use, he will suffer a 60 second cooldown on such powers. For the 3rd and final use, he will suffer a 90 second cooldown on a random power.

Jason Special Abilities

Part 2 - Live Bait

Like in the film. Part 2 Jason will come equipped with 3 rope traps on top of his own Trap strength. Essentially giving him 10 traps total. However the 3 rope traps would work differently from the bear traps. They won't do any damage per say. However if a counselor steps in a rope trap, they will be hung upside down indefinitely and can only be freed by another counselor. If after 2 minutes nobody saves the counselor in question, they will pass out from the blood rushing towards their brain and then die as a result. Jason has the option to kill the counselor hung upside down immediately or leave them alive in hope that a counselor tries to save them. When one of the counselors falls into this trap. Both Jason AND the counselor knows they fell into it. The trap will be marked on the map for Jason, but the counselors will hear a different high pitch scream allowing the counselors to know someone stepped in a rope trap.

Part 3 - Marksman

Like in the film. Part 3 Jason will come equipped with a speargun which he can use 3 times before he loses it. He can instant kill with the gun, but only if its a direct headshot. The body blows are no joke either. If Jason strikes one of the counselors with a blow from the spear gun. They may still be able to run away or even limp away, but they MUST heal because the strike from the speargun causes them to bleed out and die otherwise.

Part 4 - Darkness

Like in the film when Jason destroyed the phone and power supply in the final act. Part 4 Jason will be allowed up to 3 times to destroy one power generator that in effect will disable all the power generators on the map. The phone would still be tied to its own power/box, but now he can effectively generate fear much faster than any other Jason, on top of disabling the Jarvis radio immediately. The catch balance is that the counselors would only need to fix one generator to fix them all IF Jason decided to use his ability.

Roy - Strapped

Similar to Part 2 in a sense that he's going use brand new traps. The difference is he's gonna strap counselors to trees similar to how he killed the one guy in Part 5 with the strap against the tree. Roy will come with 3 strap traps that he can use to tie a counselor against a tree. Again like Part 2, these traps would not damage the counselor and Roy can decide to perform the same kill on the counselor that he did in the film, by tightening the straps if he chooses to do so. The major difference between this and Part 2 is Roy would need to grab a counselor first and then press R instead of executing a kill. Roy would then strap a counselor up against a tree in which he will know where that counselor is immediately and the counselors would again hear the same kind of high pitch scream once the counselor is strapped up.

Part 6 - Camouflage

Like in the film when Jason sprung from the tree to triple decapitate the 3 paintballers. Here with this ability, Jason will be able to hide up in the trees 3 times. He would be in a state of permanent stalk when doing this, HOWEVER the trade off is if he jumps down, he loses the stalk ability immediately, so its best to use it wisely because if you jump down when nobody is around. You just wasted 1 of the 3 times you can use it. Counselors can't expose you in this state either, but he can't do it anything with it obviously unless counselors are around to surprise with.

Part 7 - Gardening

You already know what this is going to be. Part 7 Jason will come equipped with the weed eater in which he can use to instant kill up to 3 counselors if they are close enough. He can't use it out of shift and when its being used, it ALWAYS makes noise so the counselors on the map know he's using it, but its range is even farther than that of the spear/trident. He can't just leave it idling either, because the gas acts as a timer and if Jason doesn't use the weapon before the gas expires, he loses the weapon. So he has to use it wisely, but its range AND ability to cut up multiple counselors make it deadly.

Part 8 - Teleport

Like in the film. Part 8 Jason was all over the place constantly it seemed. Well this ability is basically just that. Up to 3 times, he's going to be able to use Morph WITHOUT a cooldown for a total of 60 seconds each time. Simple and straight forward, ripped directly out of the film.

Part 9 - Grunt

Like in the film and one of the rare times in any of the films. Part 9 Jason was known for the random grunting like Part 3 and Part 4. Here, Part 9 Jason's grunts are going to be fear amplifiers. Up to 3 times a match, Part 9 Jason can make a loud, haunting grunt noise that scares the shit out of the counselors AND if close enough, actually causes the counselors to fall to the ground, leaving them completely open to melee or grab. Each grunt induces a maximum level of fear for counselors until they go near fireplaces. As noted earlier, if Part 9 Jason is in visual sight of a counselor when activating this ability, their stamina will be cut by 50 percent no matter how much they have left and obviously as mentioned earlier, if close enough they call actually fall to the ground.

Savini - Burned

After coming out of hell after Part 9. Savini Jason is obviously hot as hell. This ability is simple enough. Up to 3 times a match when activated. When activated, for up to 60 seconds. Savini Jason's melee strikes will cause severe burning on the counselors, causing them to bleed out IF they don't heal.

NES Jason - Throwables

Assuming he's ever added separate. Like in the NES game during the side scrolling section of the game. NES Jason would actually throw his weapons at the counselors. For up to 30 second intervals each use. The NES Jason would be allowed to constantly throw his melee weapon at the counselors. He wouldn't be able to instant kill them, but each time he hits them, the damage would be same amount as a throwing knife. He couldn't spam throw them either as there would be a 1 or 2 second cooldown between throws.

And that's all.

Counselor Special Abilities

Vanessa - Adrenaline Rush

A one time use in the match. For approximately 2 minutes, Vanessa would have unlimited stamina. Allowing her to run wherever she wanted, as fast as she wanted without any cooldown whatsoever. Could be useful at any point in the match, especially the final 2 minutes if you are alone. However like in real life, adrenaline doesn't last forever, so you have to be mindful of when you use it. The reason is because her speed and stamina would be cut in half for the next 2 minutes following its usage. Her speed would drop from a 10 to a 5 for the next 2 minutes and her stamina would drop from a 9 to a 4 for the next 2 minutes.

Jenny - Hero

Like Vanessa, this would be a one shot deal. If Jenny has an axe or a machete in her possession. She will have a window where she is allowed to kill Jason in one hit with one of those weapons, no need for a sweater, no need for Tommy, no need for a demasking. The only requirement is that you MUST stun Jason with something first, whatever it may be in order to attempt to kill him. Like Vanessa's ability, there is a downside. If Jenny misses the kill, her composure and her luck will be cut in half for the next 2 minutes. Her composure will drop from a 10 to a 5 and her luck will drop from a 9 to a 4, leaving her very vulnerable to death if she can't escape.

Kenny - Handyman

Like the others, they ALL are one time uses. Being the head counselor of the camp. He knows the ins and outs of the campsite. Knowing this, he knows the location of a HIDDEN PHONE on the campsite. Only Kenny knows where this phone is and only Kenny can use it. Jason doesn't know where this phone is either and...AND...no power box/fuse is required, its already a working phone. The only thing that Kenny has to do is call the cops. The only way Jason can stop him is killing him where he is before he can make the call or destroy the phone power, which sets itself on fire, rendering it unusable. Now...that said, just because the phone box/fuse are in place already on this hidden phone for Kenny, doesn't mean its a done deal. If Kenny fails to make the call or Jason destroys the phone power. ALL of Kenny's stats go from 5 to 1 for the next 2 minutes, leaving him VERY vulnerable to death by Jason.

AJ - Blended

Just like the others, a one shot deal. She makes the most of her stealth ability. For 2 minutes, AJ is completely and utterly untraceable by Jason. He can't use sense to find her, he can't see her sound blips, he can't see her in any cabins that would normally light up. She is completely invisible to Jason except by sight OR by going into the water. This would be incredibly useful if you were alone or in the final two minutes. The only downside to this ability is if Jason finds you by visual sight. Her Stealth would be cut in half, from 10 to 5 and her composure from a 7 to a 3. Leaving her very vulnerable to death for 2 minutes.

Tiffany - Skinny Dip

Like the others, a one shot deal. Similar to AJ in that she's going to use stealth as a one shot deal to help her survive, only for her its the water. If you are in trouble as Tiffany. Maybe your the last one alive or one of the last few and you need to hide. For her, she's going to take off ALL HER CLOTHES and jump into the lake, which allows her to be invisible to Jason except by sight for 2 minutes. No sense, no sound blips, etc. The only way Jason will know where Tiffany is ends up being by actually going into the water and seeing her player model swimming or...OR finding her pile of clothes somewhere on the map. Her pile of clothes will not always be at the shoreline either, in fact almost always never. They could be anywhere on the map and IF Jason finds your pile of clothes, the lake IMMEDIATELY lights up RED, indicating to Jason your in the water. In either event, whether he spots you visually or finds your clothes. Your stealth drops from a 10 to a 5 and your stamina drops from a 9 to a 4. Also, you become fully clothed once you leave the lake, whether Jason finds you or the timer expires on the match or the timer expires on your ability. So you won't be seeing Tiffany run around butt naked if she leaves the water. When the ability is activated, the player playing her will see a cutscene of Tiffany taking her clothes off and going into the water, but her private parts will be black censored for laughs.

Deb - Resourceful

Like others, a one shot deal. Her intelligence is her greatest asset, but in electronics. She will be allowed the one time deal of repairing the phone box, WITHOUT THE FUSE. She hacks the phone to her liking, allowing her to call the cops without the fuse step. The downside is as usual, if Jason discovers this and destroys her repair in particular, her intelligence will drop from a 10 to a 5 for 2 minutes, making it harder for her to repair anything and her stealth will also drop from a 10 to a 5 for 2 minutes.

Eric - Nerdout

Similar to Kenny, but instead of finding a special phone to call the cops. Eric finds a special walkie, which he can use to radio the cops without any worry of phone boxers or whatnot. Jason again would never know where this walkie is, only Eric would know. However once Eric finds the walkie, unlike Kenny with the phone. The radio call on the walkie beams off the PA system at Crystal Lake, leaving Jason to know where he is on the map and what's he's doing. If Jason grabs Eric while he's calling the cops on the walkie talkie, the walkie will fall to the ground, rendering it useless or if Jason kills him at all in any way, same deal. The special walkie is for Eric and Eric only. He CAN NOT MOVE when making the exchange with the walkie. If he fails, his stealth drops from an 8 to a 4 and his repair drops from a 10 to a 5 for the next 2 minutes.

Chad - Coward

Like the assholish coward he is, his ability would be a one time use. When this ability is activated, Chad's inventory is filled with the random necessary items to escape the map on his own. At random, he could have the fuse in his inventory. At random, he could have the propellor and the gascan in his item inventory, completely invisible and UNKNOWN to the other counselors and Jason himself. None of the other players would be able to use the parts, even if Chad is killed, they die with him. Even the car, he could have the battery, the gas and the keys all inside his item inventory. These are NOT the parts and items on the map, only exclusive to that Chad player. His existing items would be removed if he decided to use this feature, which means you should use it wisely. If Jason catches Chad and grabs him or slashes him at any point during the match when this ability is active, Chad loses ALL the parts or items for that particular escape, and his speed is reduced from a 9 to 1 and his luck is reduced from 10 to 1, for the next 2 minutes. Leaving Chad totally and utterly helpless to the fate of his cowardism.

Adam - Hotwire

Again, a one shot deal. Where Eric and Deb have more intelligence in electronics. Adam is a master grease monkey. If a car has gas and the battery inside already. He no longer needs the keys to start the car. He can hotwire whatever car he gets into and it starts instantly, no need for long ignition times. Useful for when those pesky keys can't be found or being held by trolls. If Jason smashes the car, Adam's composure drops from an 8 to a 4 and his strength drops from an 8 to a 4 for 2 minutes.

Bugsy - Fighter

Similar to how Julius tried to fight Jason in Part 8. When Bugsy activates this feature, he will be allowed fight Jason with his fists. Any blow he lands on Jason staggers him back, but ONLY one punch can stun him. This feature would be useful in allowing yourself to get away to buy time or help others escape. IF Bugsy fails to stun Jason to the ground with one of his fists, Bugsy's strength will drop from a 10 to a 5 for 2 minutes and his speed from 8 to 4. The ONLY way Jason can avoid being stunned is by combat blocking one of Bugsy's punches and he CAN NOT swing back while trying to block him. Bugsy will be allowed to deal all of his punches to Jason that stagger him back, but if he doesn't deliver the stun, he loses out severely for 2 minutes, leaving him open to death.

Tommy - Watery Finish

He's the hero already, but even he has his own special ability. When activated, Tommy will be morphed into a canoe in the lake, where he calls Jason to distract him and get him to follow him into the lake. The Jason player will be morphed to the shoreline as well. The Jason player can choose to fight Tommy in the lake, one vs one and risk being chained to the bottom of the lake, resulting a new death scenario for Jason OR continue to chase the existing counselors. For both Jason and Tommy, there is incentive here. If Jason enters the lake fight, all the other players can't help Tommy in the lake. Tommy has to do it alone or die, leaving Jason invincible to death for the rest of the match. If Tommy chains Jason to the bottom of the lake, the counselors win. If Jason ignores Tommy at the shoreline, ALL of Tommy's stats are reduced from 10 to 5 for 5 minutes instead of 2. On one hand, it may look like an easy choice for Jason. Ignore Tommy and his stats are reduced dramatically for the next 5 minutes, but killing Tommy would make things easier for him and the other counselors can't help him this time.

Now you might say, what's to stop Jason from ignoring Tommy, reducing his stats and then just killing him? Well the trade off is Tommy is the ultimate hero, so the trade off is he secretly repaired one of the objectives. Whether its the 2 seater, 4 seater, boat or cops. While Tommy was busy distracting Jason at the shoreline, all the player has to do is find the objective on the map and go to it and leave or call the cops. Which objective is ready to go will be marked on the map by Tommy for the other counselors, allowing them the chance to escape while he sacrifices himself potentially for the others, and Jason will not know which objective is fixed unless he gets there in time to stop them.

 

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22 hours ago, Redcat345 said:

Because the counselors are supposed to be the VICTIMS!!!!! This is not "Bully on Jason The Game".

I don't play to be a victim but a survivor.

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1 minute ago, NotTheButtonMasher said:

Well then glorious Lachappa you are going to have to fight for that privilege!

I always do deary.

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28 minutes ago, tyrant666 said:

I've made my own lists of special abilities too.

I think the devs went with the not so well thought out perk idea because they wanted to level the playing field for all the counselors by allowing them the possibility of the same perks. The problem is the tier level still exists in that system and all it does it help the highest type of character more than the lowest.

At least if special abilities were done right, the lower/mid tier characters could in theory, be more viable...IF the special abilities were unique enough.

Compilation of my ideas.

I find the perk system to be trash overall, especially the RNG element to it. You can blow 50,000 CP and still not get the version of the perk of the one 7 useful perks you actually want. But the devs obviously value the system, hence the upcoming update. So what im about to type is dead air basically.

I've campaigned for Special Abilities to return recently from being scrapped in Beta. Even though their would be challenges in balance obviously.

I suppose you could make Special Abilities for the Jasons if you really wanted to.

How it would work. With the special abilities for the counselors. I proposed the counselors could use their abilities once for a total of 2 minutes, with a 2 minute cooldown on certain stats following the use of their abilities. I felt this made sense because with 7 counselors, being able to use an ability more than once could be OP, so they would be situational.

For Jason, being he is by himself. He could use his ability only 3 times, but each time he uses the ability, he suffers a 30 second RNG cooldown on either Morph, Shift, Stalk or Sense for the first use of his special ability. For the second use, he will suffer a 60 second cooldown on such powers. For the 3rd and final use, he will suffer a 90 second cooldown on a random power.

Jason Special Abilities

Part 2 - Live Bait

Like in the film. Part 2 Jason will come equipped with 3 rope traps on top of his own Trap strength. Essentially giving him 10 traps total. However the 3 rope traps would work differently from the bear traps. They won't do any damage per say. However if a counselor steps in a rope trap, they will be hung upside down indefinitely and can only be freed by another counselor. If after 2 minutes nobody saves the counselor in question, they will pass out from the blood rushing towards their brain and then die as a result. Jason has the option to kill the counselor hung upside down immediately or leave them alive in hope that a counselor tries to save them. When one of the counselors falls into this trap. Both Jason AND the counselor knows they fell into it. The trap will be marked on the map for Jason, but the counselors will hear a different high pitch scream allowing the counselors to know someone stepped in a rope trap.

Part 3 - Marksman

Like in the film. Part 3 Jason will come equipped with a speargun which he can use 3 times before he loses it. He can instant kill with the gun, but only if its a direct headshot. The body blows are no joke either. If Jason strikes one of the counselors with a blow from the spear gun. They may still be able to run away or even limp away, but they MUST heal because the strike from the speargun causes them to bleed out and die otherwise.

Part 4 - Darkness

Like in the film when Jason destroyed the phone and power supply in the final act. Part 4 Jason will be allowed up to 3 times to destroy one power generator that in effect will disable all the power generators on the map. The phone would still be tied to its own power/box, but now he can effectively generate fear much faster than any other Jason, on top of disabling the Jarvis radio immediately. The catch balance is that the counselors would only need to fix one generator to fix them all IF Jason decided to use his ability.

Roy - Strapped

Similar to Part 2 in a sense that he's going use brand new traps. The difference is he's gonna strap counselors to trees similar to how he killed the one guy in Part 5 with the strap against the tree. Roy will come with 3 strap traps that he can use to tie a counselor against a tree. Again like Part 2, these traps would not damage the counselor and Roy can decide to perform the same kill on the counselor that he did in the film, by tightening the straps if he chooses to do so. The major difference between this and Part 2 is Roy would need to grab a counselor first and then press R instead of executing a kill. Roy would then strap a counselor up against a tree in which he will know where that counselor is immediately and the counselors would again hear the same kind of high pitch scream once the counselor is strapped up.

Part 6 - Camouflage

Like in the film when Jason sprung from the tree to triple decapitate the 3 paintballers. Here with this ability, Jason will be able to hide up in the trees 3 times. He would be in a state of permanent stalk when doing this, HOWEVER the trade off is if he jumps down, he loses the stalk ability immediately, so its best to use it wisely because if you jump down when nobody is around. You just wasted 1 of the 3 times you can use it. Counselors can't expose you in this state either, but he can't do it anything with it obviously unless counselors are around to surprise with.

Part 7 - Gardening

You already know what this is going to be. Part 7 Jason will come equipped with the weed eater in which he can use to instant kill up to 3 counselors if they are close enough. He can't use it out of shift and when its being used, it ALWAYS makes noise so the counselors on the map know he's using it, but its range is even farther than that of the spear/trident. He can't just leave it idling either, because the gas acts as a timer and if Jason doesn't use the weapon before the gas expires, he loses the weapon. So he has to use it wisely, but its range AND ability to cut up multiple counselors make it deadly.

Part 8 - Teleport

Like in the film. Part 8 Jason was all over the place constantly it seemed. Well this ability is basically just that. Up to 3 times, he's going to be able to use Morph WITHOUT a cooldown for a total of 60 seconds each time. Simple and straight forward, ripped directly out of the film.

Part 9 - Grunt

Like in the film and one of the rare times in any of the films. Part 9 Jason was known for the random grunting like Part 3 and Part 4. Here, Part 9 Jason's grunts are going to be fear amplifiers. Up to 3 times a match, Part 9 Jason can make a loud, haunting grunt noise that scares the shit out of the counselors AND if close enough, actually causes the counselors to fall to the ground, leaving them completely open to melee or grab. Each grunt induces a maximum level of fear for counselors until they go near fireplaces. As noted earlier, if Part 9 Jason is in visual sight of a counselor when activating this ability, their stamina will be cut by 50 percent no matter how much they have left and obviously as mentioned earlier, if close enough they call actually fall to the ground.

Savini - Burned

After coming out of hell after Part 9. Savini Jason is obviously hot as hell. This ability is simple enough. Up to 3 times a match when activated. When activated, for up to 60 seconds. Savini Jason's melee strikes will cause severe burning on the counselors, causing them to bleed out IF they don't heal.

NES Jason - Throwables

Assuming he's ever added separate. Like in the NES game during the side scrolling section of the game. NES Jason would actually throw his weapons at the counselors. For up to 30 second intervals each use. The NES Jason would be allowed to constantly throw his melee weapon at the counselors. He wouldn't be able to instant kill them, but each time he hits them, the damage would be same amount as a throwing knife. He couldn't spam throw them either as there would be a 1 or 2 second cooldown between throws.

And that's all.

Counselor Special Abilities

Vanessa - Adrenaline Rush

A one time use in the match. For approximately 2 minutes, Vanessa would have unlimited stamina. Allowing her to run wherever she wanted, as fast as she wanted without any cooldown whatsoever. Could be useful at any point in the match, especially the final 2 minutes if you are alone. However like in real life, adrenaline doesn't last forever, so you have to be mindful of when you use it. The reason is because her speed and stamina would be cut in half for the next 2 minutes following its usage. Her speed would drop from a 10 to a 5 for the next 2 minutes and her stamina would drop from a 9 to a 4 for the next 2 minutes.

Jenny - Hero

Like Vanessa, this would be a one shot deal. If Jenny has an axe or a machete in her possession. She will have a window where she is allowed to kill Jason in one hit with one of those weapons, no need for a sweater, no need for Tommy, no need for a demasking. The only requirement is that you MUST stun Jason with something first, whatever it may be in order to attempt to kill him. Like Vanessa's ability, there is a downside. If Jenny misses the kill, her composure and her luck will be cut in half for the next 2 minutes. Her composure will drop from a 10 to a 5 and her luck will drop from a 9 to a 4, leaving her very vulnerable to death if she can't escape.

Kenny - Handyman

Like the others, they ALL are one time uses. Being the head counselor of the camp. He knows the ins and outs of the campsite. Knowing this, he knows the location of a HIDDEN PHONE on the campsite. Only Kenny knows where this phone is and only Kenny can use it. Jason doesn't know where this phone is either and...AND...no power box/fuse is required, its already a working phone. The only thing that Kenny has to do is call the cops. The only way Jason can stop him is killing him where he is before he can make the call or destroy the phone power, which sets itself on fire, rendering it unusable. Now...that said, just because the phone box/fuse are in place already on this hidden phone for Kenny, doesn't mean its a done deal. If Kenny fails to make the call or Jason destroys the phone power. ALL of Kenny's stats go from 5 to 1 for the next 2 minutes, leaving him VERY vulnerable to death by Jason.

AJ - Blended

Just like the others, a one shot deal. She makes the most of her stealth ability. For 2 minutes, AJ is completely and utterly untraceable by Jason. He can't use sense to find her, he can't see her sound blips, he can't see her in any cabins that would normally light up. She is completely invisible to Jason except by sight OR by going into the water. This would be incredibly useful if you were alone or in the final two minutes. The only downside to this ability is if Jason finds you by visual sight. Her Stealth would be cut in half, from 10 to 5 and her composure from a 7 to a 3. Leaving her very vulnerable to death for 2 minutes.

Tiffany - Skinny Dip

Like the others, a one shot deal. Similar to AJ in that she's going to use stealth as a one shot deal to help her survive, only for her its the water. If you are in trouble as Tiffany. Maybe your the last one alive or one of the last few and you need to hide. For her, she's going to take off ALL HER CLOTHES and jump into the lake, which allows her to be invisible to Jason except by sight for 2 minutes. No sense, no sound blips, etc. The only way Jason will know where Tiffany is ends up being by actually going into the water and seeing her player model swimming or...OR finding her pile of clothes somewhere on the map. Her pile of clothes will not always be at the shoreline either, in fact almost always never. They could be anywhere on the map and IF Jason finds your pile of clothes, the lake IMMEDIATELY lights up RED, indicating to Jason your in the water. In either event, whether he spots you visually or finds your clothes. Your stealth drops from a 10 to a 5 and your stamina drops from a 9 to a 4. Also, you become fully clothed once you leave the lake, whether Jason finds you or the timer expires on the match or the timer expires on your ability. So you won't be seeing Tiffany run around butt naked if she leaves the water. When the ability is activated, the player playing her will see a cutscene of Tiffany taking her clothes off and going into the water, but her private parts will be black censored for laughs.

Deb - Resourceful

Like others, a one shot deal. Her intelligence is her greatest asset, but in electronics. She will be allowed the one time deal of repairing the phone box, WITHOUT THE FUSE. She hacks the phone to her liking, allowing her to call the cops without the fuse step. The downside is as usual, if Jason discovers this and destroys her repair in particular, her intelligence will drop from a 10 to a 5 for 2 minutes, making it harder for her to repair anything and her stealth will also drop from a 10 to a 5 for 2 minutes.

Eric - Nerdout

Similar to Kenny, but instead of finding a special phone to call the cops. Eric finds a special walkie, which he can use to radio the cops without any worry of phone boxers or whatnot. Jason again would never know where this walkie is, only Eric would know. However once Eric finds the walkie, unlike Kenny with the phone. The radio call on the walkie beams off the PA system at Crystal Lake, leaving Jason to know where he is on the map and what's he's doing. If Jason grabs Eric while he's calling the cops on the walkie talkie, the walkie will fall to the ground, rendering it useless or if Jason kills him at all in any way, same deal. The special walkie is for Eric and Eric only. He CAN NOT MOVE when making the exchange with the walkie. If he fails, his stealth drops from an 8 to a 4 and his repair drops from a 10 to a 5 for the next 2 minutes.

Chad - Coward

Like the assholish coward he is, his ability would be a one time use. When this ability is activated, Chad's inventory is filled with the random necessary items to escape the map on his own. At random, he could have the fuse in his inventory. At random, he could have the propellor and the gascan in his item inventory, completely invisible and UNKNOWN to the other counselors and Jason himself. None of the other players would be able to use the parts, even if Chad is killed, they die with him. Even the car, he could have the battery, the gas and the keys all inside his item inventory. These are NOT the parts and items on the map, only exclusive to that Chad player. His existing items would be removed if he decided to use this feature, which means you should use it wisely. If Jason catches Chad and grabs him or slashes him at any point during the match when this ability is active, Chad loses ALL the parts or items for that particular escape, and his speed is reduced from a 9 to 1 and his luck is reduced from 10 to 1, for the next 2 minutes. Leaving Chad totally and utterly helpless to the fate of his cowardism.

Adam - Hotwire

Again, a one shot deal. Where Eric and Deb have more intelligence in electronics. Adam is a master grease monkey. If a car has gas and the battery inside already. He no longer needs the keys to start the car. He can hotwire whatever car he gets into and it starts instantly, no need for long ignition times. Useful for when those pesky keys can't be found or being held by trolls. If Jason smashes the car, Adam's composure drops from an 8 to a 4 and his strength drops from an 8 to a 4 for 2 minutes.

Bugsy - Fighter

Similar to how Julius tried to fight Jason in Part 8. When Bugsy activates this feature, he will be allowed fight Jason with his fists. Any blow he lands on Jason staggers him back, but ONLY one punch can stun him. This feature would be useful in allowing yourself to get away to buy time or help others escape. IF Bugsy fails to stun Jason to the ground with one of his fists, Bugsy's strength will drop from a 10 to a 5 for 2 minutes and his speed from 8 to 4. The ONLY way Jason can avoid being stunned is by combat blocking one of Bugsy's punches and he CAN NOT swing back while trying to block him. Bugsy will be allowed to deal all of his punches to Jason that stagger him back, but if he doesn't deliver the stun, he loses out severely for 2 minutes, leaving him open to death.

Tommy - Watery Finish

He's the hero already, but even he has his own special ability. When activated, Tommy will be morphed into a canoe in the lake, where he calls Jason to distract him and get him to follow him into the lake. The Jason player will be morphed to the shoreline as well. The Jason player can choose to fight Tommy in the lake, one vs one and risk being chained to the bottom of the lake, resulting a new death scenario for Jason OR continue to chase the existing counselors. For both Jason and Tommy, there is incentive here. If Jason enters the lake fight, all the other players can't help Tommy in the lake. Tommy has to do it alone or die, leaving Jason invincible to death for the rest of the match. If Tommy chains Jason to the bottom of the lake, the counselors win. If Jason ignores Tommy at the shoreline, ALL of Tommy's stats are reduced from 10 to 5 for 5 minutes instead of 2. On one hand, it may look like an easy choice for Jason. Ignore Tommy and his stats are reduced dramatically for the next 5 minutes, but killing Tommy would make things easier for him and the other counselors can't help him this time.

Now you might say, what's to stop Jason from ignoring Tommy, reducing his stats and then just killing him? Well the trade off is Tommy is the ultimate hero, so the trade off is he secretly repaired one of the objectives. Whether its the 2 seater, 4 seater, boat or cops. While Tommy was busy distracting Jason at the shoreline, all the player has to do is find the objective on the map and go to it and leave or call the cops. Which objective is ready to go will be marked on the map by Tommy for the other counselors, allowing them the chance to escape while he sacrifices himself potentially for the others, and Jason will not know which objective is fixed unless he gets there in time to stop them.

 

With a little tweaking to some of these, traits ,i can definitely  see this adding depth  in the game.

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6 hours ago, TheHansonGoons said:

Honestly they should do something to where you can only have 1 of each counselor in a match anyway. At least make it a private mstch option to toggle off duplicate counselors. Fight the Clone Wars Obi Wan.

Lmao, yes they should.

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I'm open to anything that makes certain counselors a more viable option honestly.

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I really think they could redesign Tommy with an ability in some way. Granted, he's able to kill Jason, but other than that, he doesn't bring much of an impact in the game.

Most of the time it feels like he's some player's test subject for a science experiment.

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3 hours ago, Theiceman105 said:

These are terrible, counselor biased ideas.

Funny, your biased Jason ideas are terrible, but I’m not rude enough to say it. Guess I will now. 

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