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2 hours ago, Jason Todd Voorhees said:

Oh my.

I def agree with this.......

50/50 for me lol.

People would cry and call for nerfs.

Be low-key overpowered lol.

Just trying to show that some of the shitty perks could be made cool enough to change the meta. 

Pyro would be popular at first till, people realized that if everyone runs it there aren’t enough flare guns to bother. Same with firecracker, really some of these should have been in the game from the start, now is a good time to correct it though. 

The only way to stop one set of perks from being overused is to make all the perks more tempting. Jason can always be buffed, we’ll talk about how soon.

edit - thanks Ahab, I figured that was the only way Aquanaut would ever get used. 

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17 hours ago, shodan said:

Jenny's role is meant to fight Jason and without fear penalty. 

 

Just a side note, @Vaderspupil and I were playing 1 on 1 last night. I had J2, and he had Jenny with Thick skin and a 10% NOS and 10% Preparedness. I took me multiple Morph/senses to find her at the 945 mark (I set a timer when I play) Then we went cabin to cabin fighting, she broke multiple weapons mostly on blocks. Jenny got hit multiple times with slashes and TKs, and had a clear screen the WHOLE TIME! I killed her at the 57 second mark, never did she lose sight or even gain fear past screaming a few times. Even in a limping state near the end, he said it had only darkened the screen slightly. This was at the point she had no sprays or knives, and her weapon was broken. Jenny, and Tommy are the only two characters that can do this. 10 composure is the reason, even Mitch with his 9 can't hang that long. Of course, Mitch's 2 luck doesn't help...

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5 hours ago, Slasher_Clone said:

Just trying to show that some of the shitty perks could be made cool enough to change the meta. 

Pyro would be popular at first till, people realized that if everyone runs it there aren’t enough flare guns to bother. Same with firecracker, really some of these should have been in the game from the start, now is a good time to correct it though. 

The only way to stop one set of perks from being overused is to make all the perks more tempting. Jason can always be buffed, we’ll talk about how soon.

edit - thanks Ahab, I figured that was the only way Aquanaut would ever get used. 

Trust me I understand!

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@Redrum138 Nerved or Steel and Preparedness on Jenny make all the difference... and it takes even longer for her screen to darken if you add Lone Wolf to the mix. It is odd that she takes just as long as anyone else to calm down, but I think that balances out the part where this build is a touch over powered when used on her and not with others.
    Light Foot is also overpowered on A.J. and leaves her with zero sound pings even when sprinting... or so I have read on these forums.
    These only fit playstyles though are not nearly as overpowered as Medic being run with Thick Skin... which work the same way on ANY counselor.

    I do run NOS and Preparedness on Mitch... it works well for him, but there is a very noticeable difference when these are used with Jenny. I think this was intended and I do not have issue with these perks (or other combinations of perks) working like this for only one counselor. I am not sure why they chose to give Mitch a composure of 9... the character of Chuck upon whom he is based did not seem to be well composed at all, he appeared to be rather jumpy in the movie... But I will not complain about Mitch, I like him as he is. If they ever reduced his composure, we would need a bong perk that would speed up the reduction of fear... a calming effect of sorts as the user of this perk briefly forgets why he or she was fearful in the first place.

    Perks carry over to Tommy when you are chosen... and I have seen a few Tommy's with sense avoidance perks that were a nightmare to be up against... yet some people feel stealth should work this way for everyone... This I disagree with. Counselors should not be super powered ninjas... neither should they be the equivalent of trained soldiers.
    How they can be specialized with certain perks now can seem a touch overpowered for certain counselors, but I am fine with it how it is now and don't think this aspect should receive any kind of nerf... nor should it receive a buff that makes these aspects apply to all. Sense avoidance + 10 stealth is already a ninja in the right hands when that person understands how to use the stealth system. It is the perk combinations that make any counselor that uses them a touch overpowered that I have issue with... like Medic + Thick Skin. 

    Stats on the counselors make them specialists at various playstyles... With Tommy (our hero character) being able to specialize with any playstyle. I think this works fine.

@Slasher_Clone I like quite a few of your suggestions.
    Adrenaline rush... a one time stamina boost when Jason gets too close... Nice, and not over powered.
    Already made my point about Aquanaut... I doubt anyone else will come up with a better idea to make it more viable... and yes, this is a challenge now, if anyone can... let's see this idea.
    Controlled Breathing... makes hiding a more viable option and is not over powered.
    Easy Listening... your Walkman solution makes this the best perk for stamina regeneration... but if the Walkman plays music (and it should play music as a radio would, even over headphones some extra sound pings may be called for here at least, not as a penalty, but as part of the reason you are getting the bonus... if you are not "listening" then you get no bonus), it also gives you away pretty quickly. This, and the Walkman is destroyed after one hit keeps this from being too over powered.
    Escape Artist... the percentage of speed up actually has the same effect as the same percentage of the bar being pre filled. Perhaps this perks should force its percentage to be added to the space necessary for Jason to perform a kill... This would have no effect on an environment kill being used though, they need no extra room.
    Evasion... a one time auto doge on grab is not too over powered for this. I like it.
    Firecracker... Perhaps it should give two firecrackers instead of doubling each firecracker you pick up... there are already quite a few firecrackers on each map.
    Friendship... We can already see the other counselors on the mini map... This would also be giving a new ability that requires a button to use... which may just make it count as new content. This perk already gives a very large bonus when in the company of four or more counselors.
    Grease Monkey... starting with a regular wrench would be good enough, enough weapons in the game already. It does not need to be any better or worse than any other wrench.
    Grinder... your are right.. even the 5% bonus on the legendary version I have is not a lot (5% was the same as my epic version, I doubt this is max value for a legendary) Perhaps this should be given free by level... Poor at level one and upgrading itself as you level up to its max value when closing in on max level... it is also pretty useless once you get to max level anyway.
    
     I will come back later for the rest... got some stuff to do... and want to jump in to look for some Tommy tapes for a while as well.
    

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Alot of nice ideas here. I personally think that every single perk needs to have a pro and a con. While some of these improvements would help newer players, catching the "best" could get nearly impossible.

The idea in the pros and cons aspekt is that you would really have to strategies on what kind of gameplay are you going to take. "What do I give up in favor of another". Do you rely on strength, giving up stealth? Do you rely on stealth, giving up stamina? Do you rely on speed, giving up a fighting, etc.?

With giving too much power to the counselors without perk weaknesses, you basically give them the best of all worlds -possibility.

Like @Redrum138 just pointed out, with the right perks you can already be basically invisible to Jason (fear should have a bigger impact).

Dont get me wrong, there are alot of useless perks that need reworking, there are also a few perks that give too much of an advantage for the counselors, so all I'm saying is that you have to be very carefull when reworking the perks. Otherwise we could have another "Jason nerfed beyond belief" situation on our hands... 

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On 10/25/2018 at 11:33 PM, Slasher_Clone said:
Perk Name

Adrenaline Rush

Stamina boost once per match when Jason closes into almost grab range.  

Aquanaut

Jasons red light becomes much larger, or you get a free break away, with stamina boost if pulled under. Water PK equivalent.

Controlled Breathing

Decrease range of Counselors breathing and lower the chances of screams when hiding.

Easy Listening

Counselor starts with a ‘Walkman’, it regens stamina at half rate until they take any damage, then only camp radios work.

Escape Artist

The bar should start with a section already full but decrease with each grab. Rank of the perk determines quantity of

white in the bar.

Evasion

One auto-dodge on a grab, Jason simply triggers the Evasion movement in a random direction moving the Counselor

to safety.

Firecracker

Carry two Firecrackers per slot, you still have to collect them only the first ones free.

Friendship

See other Counselors in red like Jason does with sense, either the closest or once per Counselor, per match.

Lasts for 5 to 9 seconds.

Grease Monkey

Start with a Wrench, is a special colour like blue has max in one weapon stat, random so you never know if it’s really

good. 

Grinder

New Counselors should be given this perk first for free, this perk isn’t very useful and I’m having a hard time coming

up with anything.

Heavy Hitter

Plus one in the Strength stat, and it should decrease weapon durability instead of its current neg. stamina Regen.

Heavy Mover

If you spawn in a cabin, it’s already barricaded at the start of the match, plus an increased chance of spawning in a cabin. 

Heavy Sleeper

Spawn in or near a campsite, chance to spawn in a tent maybe? 

Homebody

Again we’re giving you a way to control your spawn, this let’s you start in a main building.

Hypochondriac

Stamina boost for avoiding dead bodies, basically if you stumble on a corpse you get a bonus to turn and run. 

Ice Cold

Disappears from sense when near a dead body, countered by Rage. Bonus stamina for every item looted from a corpse.

Lead Foot

Increase chance to spawn near the gas or battery.

Level Headed

Decrease other Counselors fear within a radius of 15 feet or so. 

Light Foot

Increased distance when preforming Evasive combat dodges. Less stamina penalty as well.

Lone Wolf

Extra stamina when transporting objective items by yourself.

Low Profile

Ability to crouch run, drains stamina at a faster rate. Smaller hit box agains throwing knives, could work as well.

Man At Arms

Start with a random weapon in hand at the start of the match, alternatively a breaking weapon guarantees a stun.

Marathon

Think I’ll skip this one.

Medic

This one too.

Motor boating 

Delay on Jason hearing the boat start up sound, .5 to 1 second per perk rank.

My Dads A Cop

Fuse House spawn increase, you ran right for the phone when Rob was killed.

Nerves of Steel

This ones good, it has a solid bonus already.

Night Owl

Increase brightness levels in dark cabin maybe, you should be able to see better right?

Potent Ranger

Increase your chance to be Tommy, use tickets like Jason selection maybe.

Preparedness

This is also a solid perk, although it could be buffed by showing the fuse house.

Psychic

Make Objective items glow when close, like sense works for Jason.

Pyro

Can collect multiple Flare Guns, each is one shot.

Quiet Swimmer

Notification when Jason enters the water, or a directional sound que tied to Jasons red light.

Restful

If outside of Jason’s music range increase fear recovery.

Scout

Traps glow slightly, or start with a trap. Alternatively a hard skill check to disable Jason’s traps without a PK.

Slugger

A cool skin for the starting bat would be neat, but a weapon stat buff for just that bat would be better, say increased durability.

Sneaky

I feel this perk just needs a buff to the speed aspect it doesn’t feel that much faster. It could highlight locked doors at a

greater distance.

Spatial Awareness

By legendary you should never trip, it could also get you a heads up when Jason shifts in your direction, danger sense like a

shimmer or an audio que.

Speed Demon

Increase speed when driving backwards maybe, spawn near a car, as that’s were you’re likely to run.

Sucker Punch

Seems fine but other people might have an idea.

Swift Attacker

Another one that only needs to be rebalanced, lower rank ones don’t appear very useful.

Teamwork

Larger boxes in skill checks if you’re close to the team mate who’s doing the repair. Doesn’t effect your skill checks.

Thick Skinned

This one is fine, shrug, it’s meta.

Thrasher

Start with an ax, weapon regenerates durability over time could work too.

Tinker

Other’s have made a good suggestion for this one, larger boxes not more speed.

Anyone else gonna look at these? There is a lot of good suggestions!

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12 hours ago, lasse_hei said:

Dont get me wrong, there are alot of useless perks that need reworking, there are also a few perks that give too much of an advantage for the counselors, so all I'm saying is that you have to be very carefull when reworking the perks. Otherwise we could have another "Jason nerfed beyond belief" situation on our hands... 

   I completely agree... balance must be considered in all things.
   There are still some good ideas here though.

@Slasher_Clone I will just touch on a few more here... it is a lot to go through and you have a lot of good ideas I think. Also already discussed a few that are left.
    Heavy Sleeper... are you sure spawning in a tent is a good idea?... Now we have to spend the time getting out of the tent to go speed looting. Spawning in a campsite might be informative to some players that don't know there are weapons and supplies there.
    Motor boating...  A one second delay per rank of perk for that warning could be... interesting.
    My Dad's a Cop... I am not sure how appealing spawning in the fuse house would be to many players.  I think this perk is fine... even better when used with the two legendaries that also give a small bonus... if that player thought it was viable with those perks. Communication and teamwork really does make this one far less situational.
    Preparedness... Showing the fuse house might be a bit much. Even knowing the limited spawns on the map for its position ups your odds considerably. Showing us outright is asking for early calls in many matches. Having a map early on is invaluable in many matches, let alone the fear resistance bonus. I think this one is fine as is.
    Scout... I don't know about disabling Jason's traps without a pocket knife... Traps glowing slightly could help... Not so sure about starting with a trap though.
    Spatial Awareness... Let them trip... stumbling is based on fear... its the panic that reduces your attention. Perhaps... stalk will not function on somebody aware of their surroundings.
    Speed Demon... Faster reverse would be great... not sure about spawning near the car though... but the extra speed in reverse would be a big help.
    Swift attacker... I think this perk is fine as well... buffing it for lower level perks might be a bad idea.
 

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I had this idea where if you sell a legendary perk you get the option to buy a perk for 10,000 CP, but it's guaranteed to be legendary. The amount of times you can do this will be equal to the amount of legendary perks you've sold, so that you can never lose the amount of legendary perks you have. Not sure how well this would work though.

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9 hours ago, aurllcooljay said:

I had this idea where if you sell a legendary perk you get the option to buy a perk for 10,000 CP, but it's guaranteed to be legendary. The amount of times you can do this will be equal to the amount of legendary perks you've sold, so that you can never lose the amount of legendary perks you have. Not sure how well this would work though.

   I like this idea... 10 000Cp isn't very much for players that have hundreds of thousands or over a million CP though... but a guaranteed legendary for 10 000 CP (after selling one) is not a bad idea. It would still be a random legendary perk anyway and does not guarantee you one you do not have, or even one that is necessarily better or worse than the ones you have... It also leaves the possibility of getting another legendary you do not want or use... which could be sold over and over again until you do get one that you want. Perhaps this should be a one time chance per perk... or perhaps be a bit more expensive. This is still ten tries per 100 000CP... and many players have mountains of CP.
   @thrawn3054 had a similar idea which allows to pay CP for perks to be improved up to their max value... Also a good idea, but this is a guarantee that you will get the best perk considering those you already own and it should at least be expensive to do it. This is not a pay to win as we are not using real money... but lower level players and even some higher level players that do not have massive amounts of CP may look at it that way.
   
    Either way... both are good ideas... and should be considered... but these options should not come cheap.   

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On 10/27/2018 at 3:23 PM, Ahab said:

@Redrum138
 Light Foot is also overpowered on A.J. and leaves her with zero sound pings even when sprinting... or so I have read on these forums.
    These only fit playstyles though are not nearly as overpowered as Medic being run with Thick Skin... which work the same way on ANY counselor.

    people feel stealth should work this way for everyone... This I disagree with. Counselors should not be super powered ninjas... neither should they be the equivalent of trained soldiers.
 

stealth is already a ninja in the right hands when that person understands how to use the stealth system. It is the perk combinations that make any counselor that uses them a touch overpowered that I have issue with... like Medic + Thick Skin. 

    Stats on the counselors make them specialists at various playstyles... With Tommy (our hero character) being able to specialize with any playstyle. I think this works fine as well.
    

I can confirm that this does work for AJ, because when I use her I go for fast repairs. 

Lightfoot+marathon let's me run from the tool shed to the main road on crystal lake (Cunningham Rd? The one that runs north and sound)  with without emptying the stamina bar, paired with well rested and i have very little down time.  The downside is that your only hard find pre-rage.  I have no sucker punch, medic or any meta perks equipped so I don't tend to fight Jason unless he's after me or if I need to save someone.  I'd rather not encounter him just to save the knife for a trap, tanking the trap almost always means it's not getting fixed or you're not getting out that way. 

If I have the part, I won't stop to loot cabins unless I need a map because we're on Jarvis or Pinehurst 

To me the perks should let you maximise the character,  she's becomes hard to find and I'm usually "final girl" but if the repairs aren't completed or the cops called  within 10 minutes and Jason kills the others he's going to find me, my chances are low for surviving the night. So this hardly makes her a Navy seal.  

I used to take all stealth avoidance perks but have found that no sound pings are more useful. 

 

Chad/Victoria/Vanessa sucker punch, thick skinned, medics are the op combos. 

And yes, Perks do carry over to Tommy. Stealth perks with Tommy are OP'd at first but negated with rage.

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On 10/27/2018 at 3:23 PM, Ahab said:

Adrenaline rush... a one time stamina boost when Jason gets too close... Nice, and not over powered.
    Already made my point about Aquanaut... I doubt anyone else will come up with a better idea to make it more viable... and yes, this is a challenge now, if anyone can... let's see this idea.

I would like to read some other suggestions for this one too, it’s about the only thing that would make me take Aquanaut at this point, but maybe I’m wrong and another idea is better.
    Controlled Breathing... makes hiding a more viable option and is not over powered.
    Easy Listening... your Walkman solution makes this the best perk for stamina regeneration... but if the Walkman plays music (and it should play music as a radio would, even over headphones some extra sound pings may be called for here at least, not as a penalty, but as part of the reason you are getting the bonus... if you are not "listening" then you get no bonus), it also gives you away pretty quickly. This, and the Walkman is destroyed after one hit keeps this from being too over powered.

Oh yes, you should definitely hear music till you take damage and have an increased sound ping but not max as your headphones are cheap, lol. It’s actually one of the ideas I think makes the most sense.
    Escape Artist... the percentage of speed up actually has the same effect as the same percentage of the bar being pre filled. Perhaps this perks should force its percentage to be added to the space necessary for Jason to perform a kill... This would have no effect on an environment kill being used though, they need no extra room.

Good idea, I think I like the way yours would work better than mine.
    Evasion... a one time auto doge on grab is not too over powered for this. I like it.

Yeah more than once makes it to OP.
    Firecracker... Perhaps it should give two firecrackers instead of doubling each firecracker you pick up... there are already quite a few firecrackers on each map.

I meant it would let you store two Firecrackers per slot kinda like medic not give you two per pick up. I also think they could balance it by having you throw both, one in front and one behind you, when you activate the slot if it was to OP.
    Friendship... We can already see the other counselors on the mini map... This would also be giving a new ability that requires a button to use... which may just make it count as new content. This perk already gives a very large bonus when in the company of four or more counselors.

 

23 hours ago, Ahab said:

   I completely agree... balance must be considered in all things.
   There are still some good ideas here though.

@Slasher_Clone I will just touch on a few more here... it is a lot to go through and you have a lot of good ideas I think. Also already discussed a few that are left.
    Heavy Sleeper... are you sure spawning in a tent is a good idea?... Now we have to spend the time getting out of the tent to go speed looting. Spawning in a campsite might be informative to some players that don't know there are weapons and supplies there.

Just thought it could fall into the influence your spawn category, didn’t have anything better. It would come with a chance of a PK or shotgun, so there is that. Also Jason never goes to camps first and it is a stealth perk. 
    Motor boating...  A one second delay per rank of perk for that warning could be... interesting.

Yeah, it makes it extra tense as those seconds tick by, does Jason go to his Morph or dally because he thinks he has time.
    My Dad's a Cop... I am not sure how appealing spawning in the fuse house would be to many players.  I think this perk is fine... even better when used with the two legendaries that also give a small bonus... if that player thought it was viable with those perks. Communication and teamwork really does make this one far less situational.

I think you might be right but it makes a certain sense in my head that you’d try and call, only to realize to late the fuse isn’t there.
    Preparedness... Showing the fuse house might be a bit much. Even knowing the limited spawns on the map for its position ups your odds considerably. Showing us outright is asking for early calls in many matches. Having a map early on is invaluable in many matches, let alone the fear resistance bonus. I think this one is fine as is.

What about the radio cabin?
    Scout... I don't know about disabling Jason's traps without a pocket knife... Traps glowing slightly could help... Not so sure about starting with a trap though.

Well it could delay Mother from calling Jason if you go to the shack? That’s about the only other thing I can think of for scout, actually I just thought of a couple more which is your favourite?

It could let you see Jason in Shift, or it could make you not glow on sense if your really close to Jason.
    Spatial Awareness... Let them trip... stumbling is based on fear... its the panic that reduces your attention. Perhaps... stalk will not function on somebody aware of their surroundings.

You like when they trip, it’s ok, so do I. Your idea is interesting, it would lead to some very confused Jason’s and might be OP when escaping with a no fear driver.
    Speed Demon... Faster reverse would be great... not sure about spawning near the car though... but the extra speed in reverse would be a big help.

I just figure having some control of your spawn is nice and it makes sense in the context of 5 minutes later. It’s story driven if you know what I mean, the character is acting true to their perk. 
    Swift attacker... I think this perk is fine as well... buffing it for lower level perks might be a bad idea.

You may be right, I haven’t actually used it in months so I’m not “qualified” to say, one of the fight club guys could give a better suggestion maybe.
 

I hope some more people contribute, I know I went a bit over board but I had to do it, I get started and well... I tried to use what’s already in the game and pick things that both made sense and would tempt people into changing it up. Some of them would even work together in interesting ways, I’m a little surprised no one has done that yet, maybe they’re keeping it to themselves so the pubs won’t know, that would be funny. 

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On 10/23/2018 at 2:54 PM, 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.

Ahem, HOW WERE YOU NOT DOING THIS ALREADY?  This lack of attention and reward to the repeat game experience is a part of the reason why you lost 94% of your playerbase in a year.  

On 10/23/2018 at 2:54 PM, wes said:

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.

If you knew that, why have you guys waited 17 MONTHS AFTER launch to correct it?  Smaller teams have been doing more for their playerbases, so this just speaks of ignorance or incompetence.

On 10/23/2018 at 2:54 PM, wes said:

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.

Which was proposed by others on here MONTHS ago and you only just now decide to do something about it.  Well done.

On 10/23/2018 at 2:54 PM, wes said:

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, 

Which, as you've admitted before is not live testing, but rather computer simulations, so, i guess let's look forward to new glitches where you don't even get a perk after your cp is eaten during the roll.

On 10/23/2018 at 2:54 PM, wes said:

We’re here, and we’re listening. 

-W 
 

And us 1200 players across 3 platforms who will still be playing after November appreciate that you're finally listening to us.  It is VERY MUCH too little, too late, but it's better than nothing, I guess.  Especially after the people who were around 3 years ago were ran off the forums by the mods and administrators.

You may think I'm being too harsh, but look at this from the perspective of someone who's been following this since Slasher Camp Vol 1.  You have let us all down, massively.  And it wasn't stemming from the no new content announcement either.  We've felt this way long before that.  I and many others no longer have faith that you can provide the game experience we were sold in your kickstarter pitch. 

We don't feel like you gave a shit about the game experience post-launch, and the fact that you had to crowdsource your decision of whether to patch the door/weapon phasing exploit is just one example of that.  How long did it take you to boost all the Jason's run/walk speeds? And Jason 7's stats? And then you give Jason the boat alert sound, to make it "on par" with the car escape.  Except it ISN'T like the boat escape.  You can't juke Jason with the boat like you can with the car.  You can't spot Jason in the water like you can with the car. So to say you've improved it only means that you didn't understand what made it work out in the wild in the first place.  It used to be High Risk/High Reward.  Now it's High Risk/No Reward.

 

Now, honestly, I'm glad you're reworking the perks.  There are about 33% of perks you can remove outright: the swimming perks, grinder, friendship, easy listening, etc.  I don't know anyone who's using these perks, and if they are, they aren't emphatic about how great they are.  As for the remaining perks, the negatives do not offer that much of counterplay.  Let's look at the 3 crutch survivor perks: Thick Skin, Medic, and Marathon.  Almost every 150 survivor runs at least 1 of them in their loadout.  Of their negatives, Increased Stumble (Thick Skin), Damage Taken (Medic), and Sprint Speed (Marathon), only Medic has an actual negative that directly corresponds to the buffed perk. 

Stumble doesn't really matter for Thick Skin, because someone running TS is using it for tanking traps without injured status, or later in the game when they're cabin hopping out of broken windows.  A far BETTER negative would be reduced trap escape time, or increased damage from broken windows. 

As for Marathon, in my opinion sprint speed is irrelevant.  A jogging counselor can outpace a slow walk Jason, and the end game meta is more about cabin hopping between windows than running to put distance between a counselor and Jason.  This is where stumble chance should be, or possibly a reduced stamina recharge rate.

Also, if you are actually interested in balancing and making the game better, perhaps you could increase the variety of the phone houses, further randomize pocket knife spawns (there are players who know which places they appear in more often than others), removing small maps from random selection when there are 7 or a full 8 players in the lobby, increasing boat spawns on the original 3 large maps, and fixing the Jason ticket system (it's still broken, choosing the same people over and over despite spawn selection).

Furthermore, since we're talking about reducing the grind of the game, you should keep your Pamela and Tommy tape drop at its current rate.  In my experience this week, i've found 1 tape every other game, which is actually a decent rate to find them, considering 6 other people are also looking for them at any given time.

Lastly, since you now seem comfortable about tying part of the game to player level, perhaps you can revisit my idea of making repair part distance correspond to the average player level of the lobby.  A lobby with player levels that average between 1-50 would result in the closest spawns, and 101-150 resulting in Jarvis House-level spawns.  In my opinion, this would be the easiest way to create variable difficulty levels without splitting up the playerbase.

On a final note, you and everyone else's invitation to play in our weekly Xbox group "Thursday the 13th" still stands.  We play Thursday nights starting at 9pm ET, and our goal isn't to kill Jason, but instead to shoot the shit and hangout with fun players who want to play the game.  My username there is the same as here.

 

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@Slasher_Clone I keep forgetting to come back to this thread... but I finally made it back.
    More suggestions for Aquanaut to actually be made viable would be interesting... But I think you nailed that one. If someone can come up with a better suggestion to make it viable... I would like to hear it.

    Headphones and walkmans from the 80's... oh yes, I remember them well.... and the headphones were rather cheap... and so were the walkmans themselves. Drop it once... it was done. Looking at it the wrong way could screw those things up. This is a good suggestion to make Easy listening worth using... it is a bit overpowered, but only until you get hit once... or crawl through a broken window... few walkmans from that time would even survive climbing through an unbroken window.

    Making the area required for an execution larger would definitely give a chance (for some counselors at least) to avoid the dreaded choke and head punch kills. This would definitely make escape artist a more viable perk.

   Throwing two firecrackers at once is a good idea. It gives a much higher chance for them to actually stun him, particularly with the increased area that the perk already gives. I do not have good luck with firecrackers.

   Showing the radio house on the map is not a bad idea... but that big tower is a dead giveaway to its position already. We do already see quite a bit on the map, considering dropped parts, cars, other players... and the fact we see Jason's position quite a bit. Preparedness is already one of the best perks in the game for early on... and that fear resistance makes it viable throughout the match, particularly when combined with more fear resistance perks.

   For Scout... I like the delay in Pamela's warning. We can often see Jason shifting on the mini map already... 100% sense avoidance when near Jason does make you more of a target if he sees you though. Personally, I will always go for counselors running sense avoidance perks if I notice someone not glowing with sense... they can be extremely hard to find later if that player knows how to use the stealth system properly. Sense avoidance perks work best by "avoiding" Jason at all costs... he can still see you just fine if you are too close... and not glowing with sense makes you a priority target if noticed at all.

   Spatial awareness cancelling stalk might seem a bit over powered... but perhaps it only works at 100% when at zero fear, and the chance to not cancel stalk effects increases with fear? Even with this bonus, I do not see a lot of people running this perk anyway.

    A bit of control over spawning point is not a bad idea... spawning at a camp with Heavy Sleeper doesn't really put you in harms way at the beginning, but I have seen many memes about spawning near the car being a death sentence. The car spawn can lead to Jason being on your ass very early in a match.

    I do not use swift attacker on a counselor myself, it screws up my timing when I switch it out... but I face many counselors that do... all the time. It gives them the ability to get an attack in before you can strike first and is very hard to counter... even before getting into block was slowed. An increase on its speed might make it too overpowered.

@Thatguyinktown I don't think you are being too harsh... just calling it like you see it. But Illfonic is gone and we should give Black Tower studios a chance... we have not yet seen their first patch for the game... and at least they are trying to do something with this... Better late than never. 
    I will give Illfonic their due... this game is still fun to play... and its not like there is a whole lot to it in the first place. Even with all of the bugs we have all endured... it is still fun to play... and still has the potential to be made better than it already is even without new content.

    Your list of perks to get rid of... I agree that most are currently useless. But friendship... in the hands of players that group up for piñata parties is actually quite overpowered. With four players nearby, the epic at 5% now gives you a 20% bonus to damage. Now consider what can be done with it if all 4 of them are running this perk. Personally, I am happy that these players do not favor this perk... demasking made even easier than it already is.

    I also have to disagree about the boat... You can see Jason on your mini map in the water the entire time, even if he is in stalk... and you can juke Jason with the boat, I have done it many times... this is just hard to do and you need the room to maneuver... but I have a lot of practice driving the boat. Juking a +Water Speed Jason with the boat is EXTREMELY difficult, but not impossible, I have done it... but those fast water Jasons are more than likely going to get you if they are not busy with something else. When you get by the fast water Jasons, it is usually due to them making a mistake, but it happens.
    I still escape on the boat quite often, even with the startup warning. I love the boat, but I wish it came with a harpoon... even if it was just for cosmetic purposes.

    Your suggestion for thick skin is perfect... longer trap escape time or increased damage from broken windows... I like the added trap escape time better... the other kind of goes against the initial bonus of the perk... and considering that it is often used to tank traps... your suggestion is perfect.

    Your suggestion to add a higher stumble rate to marathon makes sense, I like it... but even an epic at 15% bonus to stamina recharge is not as good as the stamina recharge kept high with a no fear build... unless you are using a low composure counselor.

    Different spawns for the phone house... having it spawn at any house on any map would be far better than the current limit of only a few houses on each map.
    Further randomizing the spawns of every item would be nice, not just for pocket knives.
    Removing small maps from random selection when there is not a full lobby.... Great idea... I love it. In fact... I am all for any suggestion to remove small maps... There are no boats on small maps.... and I like the boats.
    It would be nice to always see a boat on every large map... I would also like to see them on small maps... just because... I like the boat.
    Jason selection seems to work alright for me... if their is an issue, I would like to see it fixed as well.

    Keeping the tape drop rate high would be nice.... I have all of the Pamela tapes, but still need a couple of Tommy Tapes. I found a few this week, but nowhere near the rate you saw. Without this higher drop rate... I have gone months without finding a tape.

    Tying repair part spawns to level is also a good idea... what are the odds a lobby full of new people will have both cars moving in just over a minute anyway? So many people walk right by parts without noticing them... even high level players that have been around for a while sometimes miss them.

    Sorry for the length of the post.... had a lot of points to touch on.

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I had an idea for a perk. It would be called something like "Clear Communicator" or "Fast Talker." It would basically grant a decrease in the amount of time it takes to call tommy or the police. It's minor but there has been times where I was a second or two short before Jason managed to cut the power.

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47 minutes ago, Snake said:

I had an idea for a perk. It would be called something like "Clear Communicator" or "Fast Talker." It would basically grant a decrease in the amount of time it takes to call tommy or the police. It's minor but there has been times where I was a second or two short before Jason managed to cut the power.

   Neither call really takes very long to begin with... and Jason does need an actual chance to stop the call from being made. This one may just be a touch to overpowered in my opinion. Considering that Tommy can be called immediately by anyone who spawns nearby, or in front of the Tommy house... and the cops can be called within the first two minutes of the match... this could make defending the fuse box as Jason pointless... also, defending the power box for the Tommy house would be pointless. All it would take is one stun on any Jason and you get either call made... and Jason is pretty damned easy to stun at the moment. Both sides need to work for it as it is now... this could take away the point of working to stop either call as Jason... which throws balance to the wind.
   A new perk would also count as 'new content', which they cannot do... but something like this could most likely be added as a bonus to an existing perk. 

   Also... welcome to the forums! 

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On 10/23/2018 at 5:15 PM, Anonymous said:

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.

I agree with this. I've rolled a handful of legendary perks and only kept a couple because my epics were better. Legendaries are TOO rare to be inferior to epics, because it hurt me to sell the legendary marathon I rolled the other night.

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@BFizzle I have also rolled more than a few legendary perks that were worse than the epics I already had... I agree that they are too rare to be inferior to the perks you already have. This is why I suggested earlier in this thread that no perk you get when rolling should actually be worse than a perk you already have... legendary or not. This could take out a bit of the grind at least.
   But I am not sure they should completely eliminate penalties from all legendary perks. A penalty that is not as bad as your epic is still better than your epic... as long as the bonus is the same or higher... But I think I also suggested that no perk should have the same value for a bonus that a perk can have if it is one step down from it. It should always be at least 1% higher than a lesser perk.

   So far though... there are a few legendary perks that do not make me feel bad for selling them... Aquanaut comes to mind... I seem to get that one most often. Motorboating as well... I love the boat, but the perk is too situational for me to bother with... and the fact that without any boat perks, no Jason without +Water Speed can catch you if you can get them behind you anyway. Giving neutral and -Water Speed Jasons a buff to their water speed may make motorboating seem more useful if it was the only way a boat could be faster than Jason in the water... but in the end, I think that would just make the boat not worth bothering with at all... and I seem to be one of the last few people that will bother with the boat now.
   Buffing water speeds for Jason was not meant as a serious suggestion, just an example of a bad idea to make a useless perk more viable... just to be clear.

   For many of us... certain perks... no matter what things are changed on them... will remain situational... and a situational perk is useless if you do not find yourself in that situation. Though some can be very useful when in that situation... many players would still chose something that will be of more immediate help to them.

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For a suggestion on fixing the rolling system. Maybe the game can keep track of perks that you rolled and sold through out the course of the game. Maybe use this information to help control the frequency of rolling low level perks. If you keep selling the same perk it could realize that you don't want it and makes it appear less in future rolls. It should also recognize the percentages of the perks and should try to be baised towards rolling equal or stronger level perks. It would overall still be a random system but it could slowly be influenced over time so that players can eventually roll a perk they want. 

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4 hours ago, Snake said:

For a suggestion on fixing the rolling system. Maybe the game can keep track of perks that you rolled and sold through out the course of the game. Maybe use this information to help control the frequency of rolling low level perks. If you keep selling the same perk it could realize that you don't want it and makes it appear less in future rolls. It should also recognize the percentages of the perks and should try to be baised towards rolling equal or stronger level perks. It would overall still be a random system but it could slowly be influenced over time so that players can eventually roll a perk they want. 

   If a perk stops appearing because you are selling it... this could also have the effect of never getting a better perk than one you already have (when you keep selling the doubles you receive that are not as good as the one you have... or want). 
   This would take some of the randomness out by eliminating certain perks from what will pop up... but the problem above may still remain if you still wanted a better perk than one you already have... even if it is a legendary and you are just hoping for a lesser negative than you have, you may still have to sell quite a few doubles before getting the one you want... which would remove them from the pool and you might never see that perk.
    What if... gasp!... aquanaut never showed up when rolling perks and for some reason that I cannot yet conceive of, someone decides they now want it?

    As to recognizing the percentages of the perks you have... I agree completely. This is part of what my above suggestion would accomplish... You should not be able to roll a perk (as a double of one you already have) that is worse than the existing perk you already have... So yes... I agree with you there. This takes some of the randomness out... but does not give you complete control over which perks will be left in the pool to roll for. Eliminating them from the pool by selling them can be too easily exploited.

  Making it cut down on the randomness too much by completely eliminating perks from the pool could be used to very quickly get the best of the best perks for anyone. All you would have to do is keep selling every perk other than the three you wanted... and with only those three in the pool, it would be a very short time before you would have the best of the best for the three you want. This is more taking randomness to its bare minimum rather than just reducing it.
   Can you imagine the game with everyone getting exactly the perks they wanted within an hour? I can... and it does not bode well. Eventually, everyone will get the perks they want... but everyone suddenly, within a few days time suddenly having all the best perks may be taking it a bit too far.

   Keep those ideas flowing though... I know you can do better.

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Another option could be a system where you pay to roll for a specific perk. As an example I pay x amount of cp on top of the base 500 cp to roll for Sucker Punch.

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On 10/29/2018 at 10:30 AM, BomberBuddy said:

Remove all perks entirely. Problem solved.

While I don't necessarily disagree with this, it's one of the only things to work for in this game, and the only thing to work for once you hit 150.  So I won't say removing them is a good idea.  Now, if they never existed in the first place, that would be a different discussion entirely but it would have had to been replaced with something else to work for. 

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10 minutes ago, thrawn3054 said:

Another option could be a system where you pay to roll for a specific perk. As an example I pay x amount of cp on top of the base 500 cp to roll for Sucker Punch.

This is a brilliant idea.

Pay 5000CP to randomly roll a Sucker Punch perk of any variety including legendary and epic.

Pay 50000CP to roll either a legendary or epic Sucker Punch perk. 

And so on for each and every perk.

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5 minutes ago, SirMang said:

This is a brilliant idea.

Pay 5000CP to randomly roll a Sucker Punch perk of any variety including legendary and epic.

Pay 50000CP to roll either a legendary or epic Sucker Punch perk. 

And so on for each and every perk.

Not sure if it's brilliant but it would help with the frustration when you want a certain perk and can never seem to get it. I've been trying to get an epic Marathon since launch and still haven't gotten it. 

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