Hank J. Wimbleton

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Hank J. Wimbleton last won the day on August 22 2017

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  1. So you're basically going to cheat over a patch that you deem unfair because you're incapable of adapting and finding new ways to play? Well you do you I guess; just shows how much of a "player" you are.
  2. This whole thing just comes off as biased and and ill-informed. The blinking was a rather broken thing way before this patch. It allowed a Survivor to pretty much catch up to a drained Hunter without any consequence whatsoever. DFA was also broken especially in a 4v1 setting because of its height requirements and the fact that its an instant kill move. All it takes is one person to initiate it so a nerf was needed. Spits are rather iffy, but this is a step in the right direction because of how easy it was to dodge them. Basically all you did in this post was just whine and complain with a biased mindset as to why you dislike this update. All you pretty much said was "Wahhh I can't do anything, Hunter OP wahh!!." Wording like this pretty much tells me that you are either inexperienced, haven't taken actual time(and not just one match or a goddamn day) to get used to these changes and figure out new ways to avoid things, or both.
  3. Guess I'll share how I feel about this update. (This is all in a 1v1 perspective) Drop Attack: I loved this move very much as it was satisfying to pull off (especially on cheaters), but it does feel fair now. No longer I can just easily go on top of a van or short roof and pull this off. I actually have to do it in specific areas which is good. UV Light: At first I thought this was going to be very horrible, but instead it feels right. The distance feels very right as I can't just UV a Hunter who is on top of a really high roof. The flicking is okay. The Cooldown is okay as well, but maybe just decrease it a little bit in a 1v1 setting. Spits: I have mixed feelings for these. On one hand its great cause I can still dodge them if I move accordingly, but the Explosion radius and delay means that the UV Shield-UV Spit-Pounce combo is just as effective and can be pretty unfair. The duration of the effects are okay, but for UV Spit it can be pretty harsh at times. Plus I still feel the auto-balance at times making these new spits way too forgiving for new players who do nothing, but spam spits. Overall they are fine for the time being. Survivor Sense: This is just annoying. I mean its fine and I think its a good thing, but it feels annoying to press the Sense button literally 24/7. At least making the Hunter appear for 2 or 3 seconds then poof. Misc: Auto-Balanced still feels unfair. Plus Goons suck. Overall these changes are great. It is a good step in the right direction for Hunter and I really hope more patches, bug fixes, updates etc. happen more in future. Is there going to be any changes to Survivors by any chance James?
  4. This DLC is just very disappointing. Between Content Drop #1 and to now this was the best that can be thought of? Now I am not saying that the inclusion of a suppressor isn't a bad thing, but the final product just...sucks. Just finding ammo for this gun is a severe pain as it's just too rare to find. You'll run out of ammo for these guns before you can even have fun with it. The Bow and Crossbow are better silent killers overall than these guns as ammo isn't something someone should worry about. The design of the suppressor sucks hard. It is a neat idea that its looks like something crafted in order to make a makeshift suppressor, but you can't even accurately aim down with the gun as the size of it blocks most of your view. Please redesign it. Also a craftable Suppressor would be nice as well so that you would have to take either using alot of resource for stealth, or other things. Also why can't other guns have a suppressor to? Why is it just the pistols? Really doesn't make sense, and what kills it even further is the fact during the story Crane does mention a suppressor for the gunsmith mission and this would've a been perfect place to put these blueprints along with the Angle Sword blueprint. There is also a bug that when you find subsonic ammo in police vans, the vans that you found them in no longer give items. https://www.youtube.com/watch?v=AGz1FklPwzk
  5. I guess I'll have a stab at this discussion. Humans Increase: 1: Gun Damage - Guns feels like peashooters when up against a hunter as they deal tiny amounts of damage. It really shouldn't make sense that a revolver should deal 6 damage, or even an assault rifle. Even shotguns at close-to-medium range are terrible. Now I don't want it to become like Call of Duty, or have the Semi-Auto shotgun act like it was when it was first released, but buffing guns to their respective type would be nice. 2:Unused Equipment - Equipment such as the shield lost became unusable after the following dlc came out and patched it. Its more of a hindrance seeing as it leaves you incredibly vulnerable to tackles, ground pounds, and even pounces. You can't even dodge with this thing and it is very easy to manipulate a shield user. Molotovs also suffered the same fate as they were exploitable, but having a huge nerf to where the there is a massive cooldown for each molotov and having it do no damage is not the right way to balance things. All this plus Grenades, all throwing stars and firecrackers, would be nice if they were tweaked to be usable as well. I'm a person that likes variety instead of having to use the same things 24/7. 3: Crossbow - Now I do believe I am biased on this (please call me out), but I think the Crossbow should be buffed and the Impact bolts deal its normal damage from before. Having to shoot a hunter who uses tendril sprint 24/7 is difficult considering its a projectile weapon, and with the Hunter now has it makes it not an ideal weapon to even use against Hunters, and the headshot "bonus" is not even worth it in the long run and should be reverted back to normal. Landing a headshot before meant dealing a massive amount of damage as it took skill hit a tiny hit-box. Now two solutions I had in mind is revert the crossbow back to normal 1/3rd it dealt in 1v1, but anything past 1v1 will decrease its damage. Solution two is have it deal damage depending on how far the bolt has traveled. Lastly to remove the range limit for the bolts. The Crossbow bolts travel to about 50 meters before completely disappearing whereas the Bow travels infinitely and you can still collect the arrows from 300 meters. Decrease/Nerf: 1: Drop Attack - I love this move alot. It is incredibly satisfying to pull off, but even I can admit the BS with this move, and agree with everyone else to increase the range of when this move triggers. I should not be able to sit upon one of the short houses in Slums or even a Van in order to pull this move. That is pretty much it for humans for me. I rarely ever play with people so I can't think of anything else, especially on team fights :/. Hunter (This is mostly from a 1v1 perspective as, again, I rarely play with people as Survivor. I'm just by myself) As it stands I think Hunter is fine as it is and I honestly can't think of nothing to increase except maybe his respawn time. It does feel like a bit long minus the autobalance. As for decreasing I would slightly nerf the range of tackle as there are times where the range gets ridiculous. Things I want Fixed and Added Telebombers - this has been an issue for a very long time and has not been resolved. I do not understand why as it is pretty unfair for something like that to happen as it gives a clear advantage. Also there are times where bombers can climb when it clearly states they can't so a fix for that would be nice. AutoBalance - Everyone here has pretty much said it; its broken and unfair. The respawn times can get ridiculous as just as a Survivor is winning and kills a spawn the Hunter gets back. Spamming spits and uv shields is poor way to influence Night Hunter gameplay as its pretty much "Oh I can spam until I get lucky, and his UV light only cuts my energy to half." Another issue with autobalance is the amount of zombies to deal with. In a 1v1 its too much for one person to have a goon, a bunch of virals, and a Night Hunter to worry about. Goons and virals can stun the Survivors which can lead to unfair kills. Just remove autobalance and the goons. Matchmaking - I don't know if its just me, but I am paired with players who just started the game or are not equal to my rank. There are also times where there is no one to find at all between the thousands of players in the Night Hunter matchmaking. Fixing this would be nice. Remove the Tendril-Claw - I understand that the healing is unfair, but doing this is even more so as it does alot of damage, and makes the player unable to attack at all. https://youtu.be/X3yOEMH4STY?t=840 At this time the Hunter engages two players and manages to tackle one of them, and immediately does a second tackle. That is unfair since there is nothing he can do. From what I know this happens when the Survivor is tackle up against a wall and the Hunter is still in his face. Adding a huge amount of resources to the reward pool would be nice. The limited time rankings should be a permanent thing and added. Something like Overwatch where their ranks continue. Lastly I just have one question. Is it possible for you to issue game bans to cheaters? Many of us here can record and provide screenshots, and have mentioned cheaters before with links to their profiles with screenshot and/or video proof. I would not mind sending information about cheaters, but is the point if they get to roam free without gamebans. Overall thank you James for taking the time to talk with us and listening.
  6. Another thing that is also on my mind and want to discuss with all of you. I've always felt that guns were always under-powered, and I am pretty sure most of you agree, but to being this under-powered feels.....wrong, if I had to pick a word. The damage it does to Hunter is just incredibly mediocre especially weapons such as the assault rifles, shotguns, and revolvers; and this could be for balancing sake as they are means to be finishers, but even so the guns are just so very weak. When you think of a Revolver you think of a really powerful gun that has devastating power and/or pierces enemies; yet the revolvers in this game act like pea-shooters towards the Hunter along side with the regular pistols. Shotguns, close-ranged weapons that destroy enemies, yet doesn't do a considerable amount of damage to the Hunter even at point-blank. Assault Rifles, reliable and good damage over all, and once more it acts like a pea-shooter. Even SMGs are just pathetic. Now I completely understand that Dying Light focuses mostly on Melee combat, and for its PVP as well, but the guns just do so little damage. When The Following revealed Revolvers I was excited that revolvers are coming, and that it can be used in PVP as well I thought of a weapon that could do a good amount of damage with at the cost of six rounds and slow reloading. Sounds fair. Except the damage is just pathetic. Again I'm not asking for this to become Call of Duty, but maybe some damage buffs with the guns to fit their nature would be nice. The Bow and Crossbow; while I feel the Bow damage wise is alright the Crossbow should deserve the same treatment, but first the bow. The bow is alright again damage wise, but why was the elemental properties removed against the Hunter. It makes no sense. The point of the Electric, and Fire arrows is to deal said Electric and/or Fire damage as well whether or not the initial hit lands and if he is near the Electricity or Fire. The Explosive Arrows are just goddamn mess. If it lands, yay, it deals added damage along with first hit, but the explosions are just messed up. If I were to hit a Hunter the explosion would follow him and not do additional damage along with the explosions, and there times where it doesn't hit him and the three explosions that happen somehow follow him. Second is the fact that when near enemies the thing just goes off right in your face, or when you are aiming down from a rooftop. The Crossbow, as discussed in another thread, I feel is under-powered. Yes Toxic Bolts are back, but what about Impact? Of course it was the mostly used Bolt out of all of them before the nerf, but it doesn't make sense to remove its elemental property (the additional damage) it had. Also the damage the Crossbow does just feels weak. It does 1/4 of damage, but it just feels like it doesn't matter even if a Two-Handed weapon is in play. Also, again the fact aiming at the Hunter's head to deal the original 1/3 of damage is a complete insult. Before the nerf, aiming at the Hunter's head dealt a massive amount of damage or instantly kills a Hunter which took skill considering that the Hunter moves too damn fast for a headshot to land nearly all the time. It was actually rewarding, and if the hunter decided to stand still it was his fault. Now it just doesn't matter with the damage that is set in place now. A problem that arises is the fact that one person can wield up to three crossbows in their Weapon Slots which leads to quick switching between the crossbows to deal stupid amounts of damage, but a solution to that would be to limit the amount of crossbows to be used in the Weapon Slots to just one. Also LucasK's solution to damage balancing in another thread is also not a bad idea. Lastly the Elemental Properties. Why was this removed? Again, I don't understand. There are many blueprints, and equipment such as the Molotovs and elemental grenades that we have at our disposal. Now they useless as all hell. I understand that the Molotovs were broken considering the tactic that was used with them, but there are other ways around fixing it rather than straight up nerfing it to the point of being unused forever. Only elements that can be used are the ones filled with toxic, and explosives. All those blueprints we found around the maps to make our weapons more powerful and dish out fire, electricity, bleeding, etc are now worthless. This was used against the nests, but still the fact elemental damage was removed against just makes the point of blueprints worthless besides against zombies. Also the fact the some of the elemental arrows and bolts have lost their properties doesn't make sense at all. So yeah more opinions of mine that wish to discuss as well. What do you all think as I would like to hear your opinions, and I do enjoy being proven wrong to my opinions. Opens up alot of things.
  7. I was thinking that maybe would could put regular items and/or craftable items (Medkits, electronics, Grenades, etc) in the reward system, but in much larger quantities. Another thing that could be changed is for every weapon to have a chance at being gold and having more variety of weapons as well. I am sick and tired of getting another Battle Axe, Skullmace, or any other goddamn fantasy weapon for the 10,000th time (Happens only PC, I don't know about Console). They were nice at the very beginning, but lose value incredibly fast and only serve to be sold or tossed at enemies. Having every single other weapon to have the possibility to be gold would be a nice incentive and maybe even have them for equipment weapons (UV Light, Hook) and for guns would be also nice as it adds an official value to it instead of getting a scripted one with stupid, infinite ammo or some other BS. I would also like to mention that some weapons are just impossible to obtain anymore since the Legend Rank has been introduced (Dark Machetes, Dark Sickles, etc) plus some other weird and cool looking weapons; it would be nice to see those in the reward pool as well.
  8. So on your list of three things the third one caught my eye mostly. So what exactly tells you, regarding the third choice, everything about all the matches that have been played? The maps/team sizes/skill ratings/ etc. Is every single match that everyone plays across all platforms recorded without our knowing or.....what is it exactly that determines everything that happens in a match from your end? I am genuinely curious about this. Do you guys exactly know what weapons and equipment are used at any given time; how everyone was moving, and know if someone cheats? How exactly do you and your team know all this?
  9. I'm going to start off by saying that this footage is old. Yes it shows how Visceral attacks and such, but there so many things that I'll just point out right now. -Gp-Spit is still a thing in this video. -There were many questionable actions and mistakes that the Survivor has done in this video that I'm pretty damn sure are corrected ever since then. -This is just one scenario compared to the other situations such as fighting a team of four in the Countryside or a team of two in Slums against good players. -Lastly, and I'll say it again, this footage is old. It does not compare to how things are as of today. If you want any of us to record footage by all means I'll do it, and do it in many fighting situations. I would also like to point out that the Survivor also missed alot of shots with the crossbow. He got one kill out of many missed shots. Again the footage is old, but even today, me and a good few of my friends have good aim and miss alot, and when we do land shots we are rewarded with low damage.
  10. See I do not agree with this. You are telling us to aim for this very tiny hit-box that ever so rarely happens unless a Hunter player stands still like a moron, or by sheer luck in order to do the old damage of 1/3. I'm sorry, but that is very unrewarding and absolutely stupid. Aiming with a projectile weapon is hard enough because you have to have to calculate the projectiles speed along with the fact that Hunter moves very, very fast, and unpredictably. Trying to even land a headshot is just near impossible because of this insane speed and how Hunter moves around especially the good ones. Please tell me that I am wrong I would really love to be, but when does anyone actually aim for the Hunter's head anymore? The old damage allowed for so much more because you can either damage the Hunter severely or instantly killed him with a good shot in the noggin. There are times where a Hunter would get close, but even then I landed that shot and it should deal a good amount of damage. Again it is to difficult to to hit because the hit-box is just tiny, and unless a Hunter is standing still its just near impossible. The new damage for a headshot is just insulting even if someone were to land a hit. The current damage with just landing regular shots makes feel like it doesn't matter if I land a hit on him because then a Hunter can just ignore it and go in for whatever he likes. Of course the initial damage to do 1/4 leaves him for a Two-Hander kill, but good Hunters know how to avoid Two Handed weapons, and know when to attack. There is also the fact that some players run two Crossbows at once to to deal even greater damage, and a solution for that would be to limit the number of Crossbows in Weapon Slot to just one. The loss of the bonus elemental damage also sucks since it is what made the different bolts unique. Toxic is back, but having Impact bolts along with Fire, and Electric Arrows would be nice again otherwise what is the point of giving them elemental properties in the first place besides single-player use.
  11. So yeah as the question states should this tactic/glitch, whatever you want to call it return? I've asked some friends of mine since its removable, and playing without it for a while now; and some say it should stayed removed while others say it should be brought back. Now personally I hated this tactic. The fact its a free tackle for just missing pretty much says "I can be an idiot, and just tackle as I please since I know I'll be fine and/or get a free hit." Survivors dodged a tackle and the reward of that is getting hit by another tackle, and its even worse if spikes or high places are involved. Yes there was a way to counter this, especially with another glitch, but people should not be able to counter glitches with more glitches. Also this ability when done near walls is borderline broken as there is literally no way to avoid it at all and thus leads to unfair gameplay, and the fact that it can be done with no energy left. Now an argument that can be made about this is the fact that it stops potential two-handed attacks and DFAs. Before this was discovered it was 90% of time in where a Survivor dodges a tackle they immediately switch totheir Two-Handed weapons for an easy finish due to the insane damage it does. Even if a Hunter were to recover quickly it still had a good chance of ending him early. DFAs are also rather to execute especially in teams where people can just wait on high places and wait for the perfect opportunity. That being said, Pete did mention that if you see people up high you focus those first instead playing to their bait strategy. Of course it is easy for players to switch roles and situations to be changed on the fly that can still lead to DFAs. Of course it all depends. However, I think we can all agree that DFAs can be done pretty much anywhere and the height in order to execute a DFA is rather short. A solution I would bring to the table is allow for Hunters to recover much more quickly from failed Tackles, or nerf Two-Handed weapon damage. Of course an important question that we should ask is "Is this fair?" So what do you all think: Should Instant Tackle be brought back? Should it stay removed forever? Should a different solution or idea be brought to the table?
  12. So a friend is unable to make an account here at all. He's tried many things, but the same result keeps happening with an error. Error code 2S129/1. This is his first time ever creating an account here to. Does any one know what the issue is or if there is a way for him to make an account here?
  13. I've been playing in the Countryside a lot of the time and I've noticed a few bugs that I thought someone else would find or would be discovered by the Devs. One bug involves the respawning when a Human or Hunter dies. This appears to be random as I do not know much on how, or when it is done; but I believe it is mostly involved the quest/side-quest the Human player has chosen as it would teleport me near the spot for the quest. Another bug is with the Buggy. There some times when the Nitro function would not properly recharge. An example would be when I respawn with my Buggy the Nitro would be completely gone when it should have at least recharged some or most of it. I do not how this happens or when. Lastly, when I run over Nests with the Buggy in order to deal damage sometimes it would outright kill them instantly. I have no why this happens and it is very broken should this happen as it gives a complete unfair advantage. Just wondering if these could be fixed.
  14. What do you exactly mean by this? I mean in a team scenario with four humans having different elements on their modified gear, wouldn't it make sense for it to all stack when attacking nests or zombies, even if one human was combining elements? Or was there something that completely broke things?
  15. I don't know what to think after this update. No seriously. Was the point of these recent updates to make PVP as barebones and slow as possible? If so then congrats you accomplished just that. The Ground Pound Spit combo and Insant Tackle still work by the way. So literally no success or changes there, but instead we had a big nerf to hunter I cannont understand. (Fixed the charge attack exploit of spinning on the spot while sprinting) By doing this you literally removed Night Hunter's speed and unpredictability which was essential. Vallon literally said everything I would have said and I agree completely, but also that these updates are just nerfing everything hard. Survivors have a utility of equipment items that are now basically useless. You can barely use a majority of Survivors equipment at all. Grenades and throwing stars of all types, Molotovs, and even the shields are completely useless. Survivors have so many items at their disposable and it is very disappointing that many of them are considered downright useless, and the ones that aren't the solution is to nullify them fully. Elemental damage doesn't even exist anymore as Hunters and Nests can take all damage of it and doesn't anything. Even Potions were heavily nerfed. Yes it had a longer duration, but the cooldown is just horrible and that fact that all potions share the cooldown as well. On the Hunter's side, exploits that were the main focus are still here, but much worse is that his speed, manuverability, and unpredictability are heavily nerfed. Just please put everything back before these two updates were made, and just focus on only the exploits.