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Hey Campers!

Since we are not allowed to add new content, we are focusing our attention on what we already have, and how we can make it better. With that in mind, let’s talk about our Perk system. It’s too grindy. You know it. We know it. It should be smarter and follow a player’s progression in the game. What we are proposing is that when you spend your hard earned CP to roll a perk, the system checks your current level, and then rolls perks that reflect your level. This way, higher level players should see a significantly higher percentage of rolling Epic and Legendary perks compared to the current system. This should reduce the chances of higher level players rolling perks that aren’t indicative of their level. That makes sense, right? 

To help wrap your head around this change, here’s a theoretical example. This is only to help explain our current thoughts, and will NOT be the exact change. 

When a player first starts out in the game, they’ll see perks around the Poor or Common tiers. As they progress into the 20s, they’ll see more Common and Uncommon perks. As players get to higher and higher levels, they’ll see the perk tiers that they roll becoming better and better, culminating with players typically rolling perks no worse than Rare, and with a better chance at Epic and Legendaries.

So when can we expect this? We’ve got to finish designing it so it makes sense, then we’ve got to implement it. After that we’ll have a lot of testing that we need to do to ensure the new system is running smoothly and can’t be exploited. And then we need to get it through QA, and then through console certification. All of this takes time, so we ask for your patience. In the meantime, we’ll be continuing to roll out bug fixes and other Quality of Life improvements.

But wait, there’s more. We’re aren’t happy with Legendary perks. We like that there’s a pro/con to Legendary perks, but we feel like some of the pros (on certain perks) don’t really feel like a “pro”. Or at least they don’t move the needle enough. So here’s where we open up the discussion to you: should all perks (Poor, Common, Uncommon, Rare, Epic, and Legendary) have a pro/con or just the Legendary perks? What perks do you think need a slight buff? What perks are overpowered? We’re here, and we’re listening. 

-W 
 

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Okay.. I really like this! I'm kind of half and half on whether additional perks to a perk should be on all or just legendary. Granted maybe slightly higher secondary perk percentages would make them more valuable. 

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The idea is long overdue.

I'd like for the old stats to be re hauled too to spice up the game, but I highly doubt it will happen.

For instance

- Speed and stamina shouldn't be the end all, be all tier to allow players to survive against Jason. Stealth should matter more, composure should matter more (add chance of falling to the ground for 1-3 composure counselors for instance would keep those counselors away from close encounters)

- Grip Strength should've mattered more for Jason. Weapon Strength came with a damage modifier, Grip Strength should have too. There wouldn't have been a need to replace Grip Strength with Weapon Strength for Part 7 if Grip Strength itself carried more weight than a toggle, like a damage modifier and maybe even the ability to tank a pocket knife. Likewise things like Stun Resistance, Defense and Hit Points should all be rehauled given the Jason kill squads.

Also...Part 4 Jason should've had a better representation of stats compared to the film.

What it is now

+ Can Run

+ Destruction

+ Weapon Strength

- Traps

- Shift

- Water Speed

What it should've been

+ Can Run

+ Shift (He was at his fastest in the 4th film)

+ Destruction

- Less Hit Points (He was at deaths door in this film)

- Traps (Keep it)

- Defense (Put this in and keep Water Speed neutral because he did kill people in the water in that film)

Other than that...I'd really love for special abilities to return for counselor, but that's content and more balance so that's out...

Oh and overpowered perks?

Medic and Thick skin.

Easy nerf for medic is only allow ONE TIME of 2 uses so only one spray has 2 uses.

 

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I like having all the perks have a pro and con attached to it. 

Worried about the idea of perks levels being tied to in game levels. Just due to past whiney-ness.

Maybe just have the option to spend more CP to increase your chance at rolling a better perk. But then I guess most people wouldn't spend the lower amounts. 

Rolling perks is a chore.  Add the ability to do it while you're waiting in game for everyone to die or escape. At the end of the day, it's still a chore, working on a way to make it more rewarding is a step in the right direction.

 

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This is cool, but Legendary perks should have no negative, I hate rolling a Legendary only to find out it has some stupid side effect.

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Should've kept the special abilities to begin with and then balance/work them accordingly. Maybe even giving each Jason his own special ability beyond the strengths and weaknesses as I showed many times before.

The perk system was an afterthought and it shows. Most of the perks are worthless and the half dozen or so that are useful can be VERY overpowering for counselor.

I'd trade it for the beta special abilities anyday, but that's not happening.

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What follows is a copy/paste of my old rough ideas for the special abilities concept.

I suppose you could make Special Abilities for the Jasons too 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

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. 

tumblr_ou9tyc1Od11qmob6ro1_500.gif

 

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I think the Poor quality should come with some more or higher cons and little or not so good pros. I think this because it's the worst quality for perks in the game and it also might encourage players to spin for more perks and level up to have the higher chance of getting better perks.  I think Common should be left the same. Uncommon I think should have little pros and a little less cons than common. I think Rare should have some moderate pros and little or barley any cons. Epic I think should have no cons and a little more pros than rare. I think Legendary should have no cons and really good pros. 

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4 minutes ago, OneSneakyBoi said:

I think the Poor quality should come with some more or higher cons and little or not so good pros. I think this because it's the worst quality for perks in the game and it also might encourage players to spin for more perks and level up to have the higher chance of getting better perks.  I think Common should be left the same. Uncommon I think should have little pros and a little less cons than common. I think Rare should have some moderate pros and little or barley any cons. Epic I think should have no cons and a little more pros than rare. I think Legendary should have no cons and really good pros. 

That sounds fair but considering Jasons stun resistance depending on which Jason you pick of course :/ high level players would basically always win if they were grouped up together. I think killing Jason squads should come to an end. Sure try it...I mean it is a gold trophy after all but it should be balanced out to where escape is the best option if you can get away with it. This game can have a really good fear factor and I love that. But besides that low quality perks should suck and high quality perks should help you a lot more in some way I like that idea.

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Level related perks is a fantastic idea! It rewards players to get grinding to reap the benefits!

I don’t mind minor tweaks to Jason but for the most part he should be kept as is, not a fan of the idea of changing him so much or limiting his abilities.

Undecided about perks having negatives in general or even having as many tiers for them.

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I do think Man At Arms could do with a slight buff, right now it only really benefits certain characters and that's really low Luck ones, on my perfect one I only get 1 hit with certain weapons as Adam which kinda makes it seem...really stupid to use as a perk.

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14 minutes ago, wes said:

 

@Wes 

Here my advice as a fellow campers playing since two years here a list of perk i want changed / redesigned.

----- Unused/ Underpowered -----

- Easy Listening since the buff he got there is one thing that allow him to be run more often , it's the radio itself once it's destroy we can't repair it and that perk is useless after that. Making the radio rapaired will allow this perk to be used more often.

- Aquanaut and quiet swimmer obviously because there is no reason to go in the water, except for going after boat.

- Pyro should be allowed to spawn with a flare with the increased spot time.

----- Meta perks/overpowered -----

- Medic/ Thick Skinned / Swift Attacker / Hypochondriac combo i don't really want them to be nerfed but less played. The current state of the game is why the meta is these perks.

I appreciate the change for the perks system but it's not the right change, you should revamp it by making the perk either unlockable though level or with CP to buy them.

Here more explanation on that system.

If you revamp it and make it more progressive and more rewarding he would be an interresting goal once you hit level 150. If you allow us to unlock them with level then to increase his rarity or whatever you want to call it , you have to play with it by doing specific challenge to increase his mastery. If you decide to still make a revamp by using CP then allow us to use them without any limit ( 30 perk currently ) then increase rarity with CP.

PS: Do a perk system without randomness and a rewarding one.

 

 

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I think that percentage of rolling better perks as you progress is definitely key, but obviously, if you're a low level, the feeling of getting an epic, or legendary perk would be great. Remembering that players can stack perks, you don't want to give them too many pros and I have tossed some perks that have con percentages for its level "too" close to the pros percentage level in favour of rolling ones with 0-5% negative effects, but 30-40% in the positive. Adding the legendary pros/cons to every level sounds like a good idea. It gives each level of perk that extra uniqueness, as some perks feel closely related, with minor differences. I think rebalancing the perks might be in order, though, as some feel like they don't add much, where others are overpowered, especially when stacked.

This doesn't come with some caveats, though. Each Jason also needs to be balanced each time Counselors are rebalanced. Thinking back on the Beta, Counselor movements were very different and there were things like weaker Counselors having their stamina chewed up by carrying goal items. I understand that Counselors needed a better chance against Jason, but it felt like everything that was holding Counselors back was removed. The flare gun was weaponised, fireworks were weaponised (these are fine).

Changing one or two things was okay, but it all added up to not a lot of tension. Putting some things back in, now that more people are working as teams, it means Counselors are going to step in and take a swing at Jason, when another Counselor is grabbed. It means, if you are all alone, a Lone Wolf perk and a pocket knife is going to mean something, or if you don't have one and you're AJ carrying a fuel can and Jason spawns near you, you have reason to fear, because your stamina is gone.

One of the things that I liked about this game, was that each match against strangers was different. Sure there were (are still) trolls, but some people played as small teams of 2-3, whole teams of 7, or selfishly, but even then sometimes beneficially. In some movies, you die right at the start, alone and scared. Some movies, you get caught up in the middle and die. Some you make it to the end, but Jason makes one last effort and nabs you. Some... You make it out alive.

I think adding in some of the elements that made people selfish sometimes added tension. If people think they're going to die helping you, the decision to save someone isn't as easy as it is now. Only the brave should be taking on Jason and maybe toss some (once per match) XP at someone for breaking Jason's grip on a Counselor.

Basically, reward people to work towards escaping alive, even if it means ditching a friend (as opposed to just beating on Jason and dancing on him for 20 minutes). If they want to save them at the risk of their own death, that's on them, not you. Some of the funniest, high tension moments I used to remember were accompanied by the phrase, "Nah, I'm getting in the car and getting outta here. Bye, bitch. Good luck with Jason!" Sometimes, sacrificing strangers and friends is a strategy.

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Also, as I've posted in the past, increasing Jason's pros/cons to four each, so they can feel more unique to each other, more balanced and movie accurate, killing three birds with one stone. Just the way I like it.

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15 minutes ago, JasonTakesOmegle said:

I think that percentage of rolling better perks as you progress is definitely key, but obviously, if you're a low level, the feeling of getting an epic, or legendary perk would be great. Remembering that players can stack perks, you don't want to give them too many pros and I have tossed some perks that have con percentages for its level "too" close to the pros percentage level in favour of rolling ones with 0-5% negative effects, but 30-40% in the positive. Adding the legendary pros/cons to every level sounds like a good idea. It gives each level of perk that extra uniqueness, as some perks feel closely related, with minor differences. I think rebalancing the perks might be in order, though, as some feel like they don't add much, where others are overpowered, especially when stacked.

This doesn't come with some caveats, though. Each Jason also needs to be balanced each time Counselors are rebalanced. Thinking back on the Beta, Counselor movements were very different and there were things like weaker Counselors having their stamina chewed up by carrying goal items. I understand that Counselors needed a better chance against Jason, but it felt like everything that was holding Counselors back was removed. The flare gun was weaponised, fireworks were weaponised (these are fine).

Changing one or two things was okay, but it all added up to not a lot of tension. Putting some things back in, now that more people are working as teams, it means Counselors are going to step in and take a swing at Jason, when another Counselor is grabbed. It means, if you are all alone, a Lone Wolf perk and a pocket knife is going to mean something, or if you don't have one and you're AJ carrying a fuel can and Jason spawns near you, you have reason to fear, because your stamina is gone.

One of the things that I liked about this game, was that each match against strangers was different. Sure there were (are still) trolls, but some people played as small teams of 2-3, whole teams of 7, or selfishly, but even then sometimes beneficially. In some movies, you die right at the start, alone and scared. Some movies, you get caught up in the middle and die. Some you make it to the end, but Jason makes one last effort and nabs you. Some... You make it out alive.

I think adding in some of the elements that made people selfish sometimes added tension. If people think they're going to die helping you, the decision to save someone isn't as easy as it is now. Only the brave should be taking on Jason and maybe toss some (once per match) XP at someone for breaking Jason's grip on a Counselor.

Basically, reward people to work towards escaping alive, even if it means ditching a friend (as opposed to just beating on Jason and dancing on him for 20 minutes). If they want to save them at the risk of their own death, that's on them, not you. Some of the funniest, high tension moments I used to remember were accompanied by the phrase, "Nah, I'm getting in the car and getting outta here. Bye, bitch. Good luck with Jason!" Sometimes, sacrificing strangers and friends is a strategy.

@wes should be tagged in this one haha. 

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medic needs a little nerf i mean i normally find 3 health sprays i have 6 chances of healing not really fair for jason after he's wasted 4 knifes to get me limping

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3 minutes ago, camp_voorhees said:

medic needs a little nerf i mean i normally find 3 health sprays i have 6 chances of healing not really fair for jason after he's wasted 4 knifes to get me limping

I can actually see why that could use a nerf.. 3 med sprays could also potentially tank all of Jason's traps too.

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This is my hardcore mode setup and I think some of the rules put in place helped re balance the game, especially the ones pertaining to Jenny, and Tommy. Here it is for FULL reference, obviously this is half RP and half Hardcore, but I've gone through and highlighted KEY parts of the gamemode which would help balance public matches and add tension and creativity to both counselor and Jason gameplay! C: @wes

#1: MUSIC IS TO BE TURNED OFF
#2: Players must fully immerse themselves as if the game is REAL this means:
NO INFINATE / LONG SPRINTS
NO PICKING UP ITEMS FOR NO REASON
PLAYERS DO NOT KNOW JASONS POWERS
PLAYERS CANNOT FIGHT JASON UNLESS THEY HAVE TOO
COUNSELORS ARE TO PLAY THEIR (ROLE)


    #3 The only counselors allowed to repair the car are TOMMY and ADAM
    #4: ABSOLUTELY NO ONE IS TO REPAIR THE PHONE LINE EXCEPT LACHAPPA & DEBORAH.
    5: Tommy is a "LEADER" character meaning:
    Tommy must try and convince counselors they are in danger. if the counselor/s haven't seen a dead body or jason himself they are tro reguard tommy as CRAZY.
    Tommy is allowed to shoot jason but must play realistic and is not allowed to sprint more then 10 seconds at at time
    Tommy MUST get Jasons mask off before attempting to grab the sweater with a hero girl
    #6: "THE EVIL POSSESSION"
    In the game 1 person will be randomly selected as a "helper for jason"
    the helpers rules are as follows:
    Helpers must try and convince counselors to go off and do something that will put them in harms way.
    Helpers MUST act as a normal character and CANNOT break RP
    If the counselor manages to be WITH a counselor when jason attacks he MUSTR act accordingly (high rates of fear, no standing around, and trying to help out with escaping)
    The helper CAN BE KILLED BY JASON IF THE JASON DECIDES TOO
    Helpers are allowed to "kite" players but cannot block, stop, or prevent players from defending themselves (this would break RP)
    Helpers will communicate with jason through a discord chat
    #7: "CALLING TOMMY":
    A player is only allowed to call Tommy if these requirements have been met:
    1) THE PLAYER HAS SEEN JASON
    2) THE PLAYER HAS STUMBLED UPON THE RADIO
    3) THE PLAYER KNOWS HOW TO WORK THE RADIO
    4) PLAYERS WHO CAN WORK THE RADIO ARE AS FOLLOWS: Jenny, Kenny, Adam, lachappa, and deborah


    #8: Only players such as Chad, Buggzy, and Adam may attack jason outright  if given the opportunity, and it makes sense to do so, and only 1 stun is allowed every 1:30 seconds. If you are playing as a "hero" girl you may stun jason every 2 minutes. stuns are only allowed if you ACTIVELY being hunted.
    #9: When being chased, counselors are not allowed to "loop" or "daisey chain" Jason. Think about it like this: Say jason is chasing you and you are inside and he breaks down the door to the room. You cannot jump or crawl out the window and then crawl back in as his disappears to either shift or morph away, no normal human being would know what was going on in that situation. so if you make the choice to leave the cabin, IT'S PERMANENT. you must either: A) outrun him like a normal person would (no zig zaging or daisey chaining)

    OR
    B) Run around and try and find a good hiding place to lose him.

    #10: "THE FINAL GIRL" (hero girls)
    1) Hero girls or final girls by order of "worthyness":
    {1} Jenny Meyers
    {2} Vanessa
    {3} AJ
    {4} Victoria
    2) hero girls are allowed to "team up" with Tommy once the previous steps for his arrival have been met, BUT THEY CANNOT ACTIVELY SEEK HIM OUT UNLESS:
    {1} They have a walkie and can communicate with him
    {2} they have met him and have SEEN JASON
    {3} OR they have seen a dead body
    3) IF both the hero girl and tommy are together and manage to find a group of counselors, they have a greater chance of having those counselors band together to stop jason (players decide if their evidence is enough to warrent a jason HUNT)
    3A) if tommy has the mask that increases the rest of the counselors belief
    3B) if the hero girl is wearing the vorhees sweater that increases counselors belief
    4) if the two of them have both, and other counselors have seen jason the chance for a jason hunter increases EXPONENTIALLY.
    5) Hero girls may sprint for a total of 20 seconds at a time
    #11: "the smarty pants"
    1) "smarty pants" counselors include Deborah and Lachappa.
    2) Smarty Pants counselors are the ONLY ONES who may repair the phone box and POWER OUTLETS.

    3) Smarty pants counselors are only allow to sprint for a total of 5 seconds and for intervalls equating to 20 seconds.
    3a) (intervals) intervals means you may sprint for 5 seconds, slow to a jog, and repeat. it breaks down to 5-on 5-off. sprint for 5 seconds, then jog for 5, and so on an so forth. after the 20 seconds is up you must wait 10 seconds to start a new "interval"
    4) smarty pants CANNOT face jason alone and that means they cannot fight him UNLESS they are with others in a jason hunt, and may only attack every 3 minutes.
    5) smarty pants counselors are allowed to grab walkies at ANY point in the match for any reason.
    6) smarty pants counselors may grab a pocket knife at any point in the match for any reason.
    7) smarty pants counselors may HAND OFF THEIR KNIVES to another counselor at any point during the match, HOWEVER the person who receives the knife CANNOT give it to anyone else.
    8) smarty pants counselors CANNOT DRIVE ANY VEHICLE.
    9) smarty pants counselors are often made fun of and LEFT TO DIE by *MOST* counselors if SH*T hits the fan.
    10) the only counselors allowed to be "buddies" with, or "Protect" the smarty pants are Tommy Jarvis, and Jenny Meyers. (has helped cut down on "puppy guarding" the phone box)
    #12: "The Bois"
    1) "The Bois" are as follows: Kenny, Chad, Buggzy, and Adam.
    2) "The Bois" are allowed to team up at any point in the match and work towards an objective, wether that be attacking Jason, helping repair power, helping repair the car, or finding the shack with the hero girl and Tommy.
    3) The bois cannot bodyguard the smarty pants while they fix the phone box, as previously mentioned only tommy and jenny can.
    4) The bois can share supplies, weapons, and medical between eachother
    5) the bois are allowed to sprint for 15 seconds at a time and with intervals of 15 seconds.
    #13: "Normies"
    1) "Normies" are the following counselors: Tiffany, Sheldon, Fox, and Mitch.
    2) Normies CANNOT perform objectives and can only help by distraction, and occasionally beating on jason.
    3) Normies can stun jason every 1:30 and can only do so with others in a group. if they are all alone they can only stun jason a total 2 times before "giving up" and either dropping their weapon or keeping it for later if it isn't broken.
    4) If the normie is alone they can only stun jason every 2 minutes.
    5) normies can grab maps and firecrackers but cannot pick up walkies or pocket knives.
    #14: "THE HEALER"
    1) The "Healer" counselors include, jenny, Tommy, and deborah.
    2) Healers may pick up med spray at any point and can safely store them for trouble.
    3) healers can only heal players who are BADLY INJURED and are limping. (obviously multiplayer doesn't have roles ( {I.E. HEALERS} but this rule would help jason ALOT)
    4) healers may GIVE someone a med spray but ONLY if they are on a Jason hunt and the player who picks it up cannot pass it to someone else.
    5) healers can use any medspray related perk and it can be of ANY rank.
    #15: JASON!
    1) Jason if to play strategically and thoughtfully, NO BARGING IN WHEN COUNSELORS ARE AT the "PARTY" LOCATION.
    2) Jason is allowed to stalk any player for any period of time BUT cannot kill unless that player is by themselves or with 1 other player.
    3) Jason is allowed to communicate with his helper at any point and MUST RP as Jason when the helper is around. that means if the helper is with a potential victim, he is also a potential victim.
    4) if Jason is seen by a counselor but they haven't made it back to a group yet, he can either play it off and back off and hope the others don't believe that counselor when they get back, OR he can try and snatch them before anyone sees.
    5) Jason CANNOT speed up the stun time once he is either hit or shot by a shotgun. (I think a temporary period of time after the jason player has been stunned where he is "invincible" can help the game ALOT)
    6) Jason is "invisible" when he becomes (REASONABLY) far away and only a small tiny portion of him is visible to a counselor in the woods. (think like you wouldn't notice his hand coming out from a tree trunk if you 500 feet away etc etc.)
    7) jason is allowed to speed up the sweater stun as if it were a normal game.
    8) Jason players cannot trap the shack, however they can trap ANYTHING ELSE.
    9) Jason is allowed to slash all he wants if he is being hunted.
    10) STEALTH IS KEY UNLESS YOU'VE BEEN SPOTTED BY LITERALLY EVERYONE AT ONCE.
    (NOTES):


    There will always be a central "PARTY" location where counselors will try and meet up at the beginning of the game. (I.E) Higgins Haven, Packanack Lodge, Log cabin in jarvis map, etc etc...

    The counselors are to NORMALLY WALK to the location or jog when they "feel like it" (NO INFINITE JOG YOU ARE TRAINING FOR A DAMN MARATHON)
    counselors can stop by cabins on their way to the party or choose to head directly there, either way act NATURAL. if you pick something up, WHY DID YOU? WHAT WAS THE REASON? (I.E. "oh hey look I found some firecrackers kenny! these will be AWESOME at the party!")
    After the "party" has started counselors can either choose to play games, sneak off for sex, go get some missing items, or any normal reason to LEAVE.
    once the players have left and been gone a LONG WHILE when they said they'd be back some counselors can mention this and start to worry, TIME MATTERS.

(THIS SHOULD BE HOW THE GAME LOOKS IN THE FIRST PLACE, IT IS SUPPOSED TO BE LATE NIGHT!)   

 *GAMMA SET TO 1.73 or 1.75*
*depending on monitor you may need to mess with gamma but it should be JUST bright enough to see 15-20 feet ahead of you on the road with your flashlight off*

post-3810-0-68347200-1491405597_thumb.png

~THE END~

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Hmmmm?whatever happened to “not even a rock” you really confuse your fan base when you say stuff like this. Don’t get me wrong I’m grateful but why did you change your mind? You were so cut and dry on the topic of nothing new at all. and now your saying there is a chance. Just keep pulling in those heart strings. 

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Is adding perks for The Jason considered “new content” even if it’s like items he already has? Like quicker recharge rate, more traps, more knives... stuff like that? What about The Jason’s shack being equipped with let’s say, 3 different weapons he could swap out in game? 

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To play Devil's advocate, here is a thought: your lower level players probably need better perk boosts since they are new. Is that fair to them?

A revamping of the level progression system has been needed for over a year easy. Whereas increased odds of gettijg a higher level perk for a higher level player improves it, it isnt the fix the game needs to stay interesting. At a higher level, its still RNG progression. You get rewarded for joining a game and dying right away. Its no way to progress.

@AldermachXI suggested a whole new level progression system a long time ago. One that involves either leveling up perks from accomplishments or how the player chooses to play. Or, make them do things outside of their comfort zone to earn milestones. Keep them wanting to achieve more and keep them interested.

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Honestly? Something needs to be done regarding Medic. Whether that means changing the perk from Guaranteed 2 sprays to "% chance of double spray" or something else entirely, It needs to be looked at.

Level based perk system I'm all for as well.

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Hey I just reread this review I typed and I thought it had pretty viable suggestions for overall gameplay experience improvements so here's the link if anyone's interested, this is a hard pill to swallow but it has GOOD criticisms and keeps it short and to the point  :D 

 

 

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2 hours ago, wes said:

Hey Campers!

Since we are not allowed to add new content, we are focusing our attention on what we already have, and how we can make it better. With that in mind, let’s talk about our Perk system. It’s too grindy. You know it. We know it. It should be smarter and follow a player’s progression in the game. What we are proposing is that when you spend your hard earned CP to roll a perk, the system checks your current level, and then rolls perks that reflect your level. This way, higher level players should see a significantly higher percentage of rolling Epic and Legendary perks compared to the current system. This should reduce the chances of higher level players rolling perks that aren’t indicative of their level. That makes sense, right?

This would be an ideal solution to the perk rolling system.

2 hours ago, tyrant666 said:

Oh and overpowered perks?

Medic and Thick skin.

Easy nerf for medic is only allow ONE TIME of 2 uses so only one spray has 2 uses.

 

Thick Skin isn't nearly as bad now as it used to be.

2 hours ago, MRWood204 said:

I like having all the perks have a pro and con attached to it.

I agree. All perks should have a pro and con. Let the pros and cons adjust based on the rarity of the perk.

1 hour ago, OneSneakyBoi said:

I think the Poor quality should come with some more or higher cons and little or not so good pros. I think this because it's the worst quality for perks in the game and it also might encourage players to spin for more perks and level up to have the higher chance of getting better perks.  I think Common should be left the same. Uncommon I think should have little pros and a little less cons than common. I think Rare should have some moderate pros and little or barley any cons. Epic I think should have no cons and a little more pros than rare. I think Legendary should have no cons and really good pros. 

I feel Epic and Legendary should have cons, just as the others do. Maybe a light con, but a con nonetheless.

Poor (Very Light Pro / Very Major Con)

Common (Light Pro / Major Con)

Uncommon (Average Pro / Decent Con)

Rare (Decent Pro / Average Con)

Epic (Great Pro / Light Con)

Legendary (Really Great Pro / Very Light Con)

1 hour ago, xllxENIGMAxllx said:

- Medic/ Thick Skinned / Swift Attacker / Hypochondriac combo i don't really want them to be nerfed but less played. The current state of the game is why the meta is these perks.

If you want these to be less played, other perks must be made more relevant.

1 hour ago, JasonTakesOmegle said:

Each Jason also needs to be balanced each time Counselors are rebalanced.

It should be this way. Anytime you make changes on one side, you should also take a look at the other.

1 hour ago, ConnectTheKings said:

This is my hardcore mode setup and I think some of the rules put in place helped re balance the game, especially the ones pertaining to Jenny, and Tommy. Here it is for FULL reference, obviously this is half RP and half Hardcore, but I've gone through and highlighted KEY parts of the gamemode which would help balance public matches and add tension and creativity to both counselor and Jason gameplay!

This seems like a scenario that would come to fruition in a private match.

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