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NuSix3

Balance Changes: Please Consider

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I want devs to actually read this, so lets just get right to the point. The game is awesome, but in need of some quality of counselor life improvements in lieu of counselor communication, which is few and far between and even when present, difficult to relay. How can a dead player tell the group he dropped the gas in the woods?

General Balance:

1. Like Jason's abilities that get better over time, additional objective items should spawn as the counselors become fewer and fewer - but not to the point where everything gets duplicated. Maybe another gas or propeller, fuse...etc. - Final 2 counselors too often try to wait out the clock as items get lost on the map. Give them a push to keep them motivated and keep things interesting. Perhaps even a sole survivor buff that increases stats for the last remaining counselor (not Tommy and not while Tommy is active).

2. If someone with a walkie-talkie walks in the vicinity of an objective item, it should appear on the map for everyone with a walkie - this should be retroactive for anyone who finds a walkie after items have been discovered. You can't count on other people to talk.

3. Change the dodge mechanic completely. It shouldn't be timed with Jason's swings. Pings are too scattered in the game for it to be a consistent means of battling Jason. Shift + direction in combat stance should juke at the cost of a little stamina. Characters with low strength (less than 5) should have significantly weaker dodge mechanics - so much that even a very skilled player should struggle with Deborah against Jason.

4. IF and only if counselor improvements are made - start giving Jason visual cues no matter what direction he is facing that someone screwed up a repair, or has run out of stamina in the water, or got caught in a trap.

5. Characters with composure over 5 get an adrenaline rush that increases their stamina after surviving a close encounter with Jason. It should be enough that Jason cannot catch back up to them if he's been hit with a pocket knife - he gets too many second and third chances with people as is. Certain characters deserve to get away if Jason plays it wrong. Close encounter should be defined as: taking 1 melee hit from almost full health, escaping a grab, passenger or driver of a car that's been stalled by Jason. Knife throws and bear trap wounds negate adrenaline rush or prevent it from happening. Once used, 1st aid spray must be applied before it can happen again.

6. Jason shouldn't be able to see cars on map until he's discovered them or until they've been started. Really good Jasons have been able to decimate counselors far too early because of this, especially on packanack.

7. Objective Items removed from the map should immedietly respawn. A text message should appear notifying players that an objective item as been replaced so they know to recheck houses. This message should only appear for removed game items - NOT duplicate items from suggestion 1 items that have been used to complete and objective (i.e. filling a car with gas will not force an extra gas tank to appear on map).

Other:

1. Tommy Jarvis should get XP rewards based on the number of escaped counselors AFTER he entered the game and for 1 MINUTE AFTER dying. Too many Tommy's try and play like they are a counselor. His purpose should be to assist counselors' escape if killing Jason isn't a possibility (which it almost never is). Jason should receive less reward for killing Tommy before counselors and increased reward if Tommy is the last to die and no counselors escaped. Make the conflict interesting in game! Give Jason greater objective!

2. Mute Jason by default. Player doesn't have an option to change this. This hurts the game more than anything I've written above. You guys did so good with the atmosphere, why ruin it all with this?

 

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First off: No, don't mute Jason by default. But give counselors quick access to the possibility mid-game.

To stick with communication: I think Counselors need a whispering chat that only works in a 2m radius - but that Jason can't hear. This was great for escape plans or communication while under beds that are close to each other - maybe one of them does not see Jason from his angle.

( Correct me if I seem wrong about this, I'm using my flashlight instead of the microphone I don't own.)

Next up: If e.g. the guy with the fuse escapes by car, it makes sense to bring it back into the game. But for those events, there should be places on the map that look like you can get a fuse out of them which should activate in said case - and then be shown on the map, too.

And in terms of cars: I think Jason should see them, however it's kind of evil to place a trap in front if the door unless they have a healing spray. 

The visibility should be optional once started. By this, I mean that cars should be able to go fast or slow, with the slow mode enabling them to be seen on the map in a lower radius only - a great way to more or less safely pick up fellow counselors before escaping at max speed.

The radius of slow movement should also be the one of a vehicle standing still, which incorporates your demand of Jason having to find them.

The visual signals for Jason would nerf bad technicians like Brandon even more, and he's already of questionable use due to the grab that basically crushes the fighting system at the moment.

(Yeah, at my level of communication a Brandon has to do the repairs more often than not.)

The additional item spawns would rather make sense inside of drawers, but would actually help survivors.

Jarvis is actually just a better counselor with a gun at the moment and I agree that he should be more of the helper he could be. 

For that purpose, it was best if he'd keep his Shotgun with him while being able to carry other items in his hand - which he has to use, break or drop to activate his shotgun again.

Why is that? Because he needs more ammo to help counselors. He should still be spawning with one shot, but inside some of the empty drawers on the map, he should be able to find damaged ammo which he can stack on a 4th inventory slot. This ammo should barely slow down Jason when fired at him just like that, but it should make him drop counselors he's holding in his hand and serve as a pocket knife for himself to shoot him out of Jason's grasp (He should have to left-click to shoot so he can keep his ammo when being saved by a fellow counselor, but that also means that environmental executions can be too fast for him to get away by shooting Jason).

Also, I think that players who escaped should get the full EXP even when leaving, which means Jarvis was distributed among dead players (Maybe you could let them vote who becomes him?).

Those are my thoughts on the topic, criticize them if necessary.

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I have to agree with the muting Jason move. I found it way too easy to find people and they would even give away which one's had pocket knives or where they set traps etc. making me not go after them right away and essentially selling out their friends unintentionally. I think counsoler's should only be heard with a special ability otherwise they should only hear each other through the walkies.

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10 hours ago, NuSix3 said:

2. Mute Jason by default. Player doesn't have an option to change this. This hurts the game more than anything I've written above. You guys did so good with the atmosphere, why ruin it all with this?

Just to clarify, do you mean that the player using Jason is muted, so other players are not able to hear him talking? If so, I agree entirely. It makes perfect sense within the context of the films, and I don't particularly like listening to kids cackling as they murder me :)  However I do enjoy being able to hear the counsellors as Jason, made it so much fun to hear them freak out on the chat when I popped up behind them.

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On 5/28/2017 at 3:24 PM, Neko20 said:

I have to agree with the muting Jason move. I found it way too easy to find people and they would even give away which one's had pocket knives or where they set traps etc. making me not go after them right away and essentially selling out their friends unintentionally. I think counsoler's should only be heard with a special ability otherwise they should only hear each other through the walkies.

Muting jason means make it so Jason can't speak. It ruins the atmosphere. Jason should always remain able to hear counselors. 

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On 5/28/2017 at 1:17 PM, NuSix3 said:

3. Change the dodge mechanic completely. It shouldn't be timed with Jason's swings. Pings are too scattered in the game for it to be a consistent means of battling Jason. Shift + direction in combat stance should juke at the cost of a little stamina. Characters with low strength (less than 5) should have significantly weaker dodge mechanics - so much that even a very skilled player should struggle with Deborah against Jason.

 

I can't comment on the rest but I can comment on this. Dodging already cost stamina and it's affected by your luck not strength. However you can still be hit or grabbed  while dodging  left or right but as it is right now dodging has such a long recovery time that it's pretty much useless  and not viable in any situation.  Strength says that it affects stamina cost for combat actions  but attacking  and blocking doesn't cost any stamina no matter which counselor you play as making strength useless  as well.

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