Vallon

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Everything posted by Vallon

  1. I hope you don't expect anyone to take this joke seriously. The Hunter is stronger than it has ever been, a fact? Nice one, at this point it's like you're trying to get every regular Hunter that has played since 1.11 and tell you it's the exact opposite. Literally nobody, not even Survivor players thinks the Hunter is stronger than ever. I wish Visceral would make an account here and tell you how stupid that sentence is. From what I've heard, part of the reason why he even quit your game was because it was getting too difficult to compete with good Survivor teams. That was when GP-spit still had a near 100% spit stick rate, the Hunter didn't get screen-locked after a missed Tackle, and Survivors on average weren't as good as they are now. You're wrong, excessively so. And it's actually very sad hearing this kind of a ridiculous statement from a developer - someone who should know the game better than any of us. Right, too bad these stats are in no way reflected in the experience of the people posting on your forum - a forum which only recently became active because of changes on a two-year-old game while it was pretty much dead before. Now look at it: you're constantly getting new threads created on how the Hunter is underpowered, needs new abilities, or Survivors are exploiting this or that. But nope, those imaginary stats don't agree with players giving feedback, so too bad for us, hmm? ------------------------------------------------------------------- It's clear we won't see eye to eye on this, and how could we? You're someone who thinks: - DFA and DK in animations without punish is normal - Water abuse which completely nullifies spits, something that is crucial to killing a Survivor, has a massive cooldown and are tricky to land, is normal - Medkit abuse for constant regen, doubling the amount of hits a Survivor can take at all times is normal - 40%-80% HP loss (at least) for 1 Tackle miss is normal - Absolute dodge spam for maximum Tackle evasion with zero downsides to it is normal, yet... ............ fuсking wow. At least Wimbleton and the rest of us tried, I guess. I'm done here.
  2. How does it not prove anything? The point we're trying to get across is that team games consisting of Survivor players of equal or similar skill level to the Hunter player are too difficult for one side while too easy for the other. That is not balance. If you at least give us a hard time it would help your case of Hunter being strong enough as it is, which it is not. All you're doing now is avoiding backing up your baseless claims. We're not saying: ''Haha, come get wrecked, noob'', which you probably read it like, we're saying: ''Let's have a match to see which of our viewpoints on the game is more valid'', since it's clear the players writing on this forum are in complete disagreement with you. Is that really so difficult or undesirable to do?
  3. PD is actually Digital Scapes 1? The more you know...
  4. So how about that match, Donnelly? In one of your posts you said you had more hours than most of us, so that should at least make you able to somewhat compete with good players, or players with similar playtime, correct? Come, let's see that correct usage of Tackle in action, by the person who is the only one that argues for it. Just for fun and feedback.
  5. Alright Nate, guess we'll have to put in 1k more hours to reach Visceral's level. Donnelly has a point, maybe we just... suck?
  6. I give up. This is hopeless. I'm not talking to a fellow player - I'm talking to a developer. Make sure to reduce GP range or something next patch, Pete. Later.
  7. Lmao, are you joking? - This is a video from more than half a year ago, skill curve wasn't as high as it is now - This was at a time you did not stupidly lock the Hunter's screen after a missed Tackle - This was at a time GP-spit was a thing. Visceral himself admitted in a comment that without that exploit he would not be able to beat spinoza. Higher spit stick ratio = higher player confusion = more mistakes made = Tackle is a more viable option since the Survivor may decide to back off rather than attack. - This is a goddamn 1v1 match, not a team game, which are infinitely more difficult. Did you go on YouTube and type: ''Very good Hunter vs Very good Survivor'' or something like that?
  8. Clueless... Can you stream/record yourself playing Hunter against an experienced team, say the people who reply in this thread? Nathan, Wimbleton and myself should do. I would really love to see how the Hunter is meant to be played since you clearly have a completely different perspective on the game, one that I believe is objectively wrong and destroying whatever small amount of balance this game had prior to all of your changes. You beating us would mean your view of how the game should play out is, at the very least, fair for both sides, so how about backing up all of those hollow advices and one-liner counters you give to experienced players that write paragraphs and give actual gameplay examples? Should be fun either way.
  9. - A firearm is stuck in an infinite reloading animation if a crossbow is not loaded with a bolt. - Sense Suppressor spit does not work in team games. The affected Survivor pressing Q activates his teammate(s) pulse which somehow also works for him, pinning the Hunter on his radar like his own Sense is working normally. - The Hunter has Survivor Sense. This means camouflage is pointless since the Hunter can see where the pulse bounces off and returns, locating a Survivor when he shouldn't be able to.
  10. What is the point of this thread? This isn't CS:GO - a game fully centered around its multiplayer - where the whole community plays on VAC-secure servers, so getting banned would basically translate to being forced to buy the whole game again. In Dying Light? Most players are on non-VAC because the already low number of available games lessens even more if you search for VAC-secure ones, not to mention the multiplayer aspect is hardly even half the game. A lot of the active cheaters have a VAC ban already, guess what - they still play and cheat without a problem. Unless the threat of re-buying the game is introduced somehow (as if), the cheaters aren't going anywhere.
  11. ^ One of them was cheating. This happened to me only once for all my game time, and coincidentally it was last night. I instantly died from nothing, and the person I was playing against was a known cheater anyway: NeO_Anderson. Another new hack, great.
  12. That's annoying, but it's just how Ground Pound works, it has progressively lower hit detection the higher a Survivor is, regardless of proximity. It most likely won't change, and it's not really a bug. I'd advise to go for Tackles if the Survivor is on a slope. Even if you miss, Ground Pound immediately after without waiting (will always hit) and follow up with another Tackle, since there is a large chance the switched positions would have them suspended in air, unable to evade it.
  13. Ah yeah, I think I remember now that you mentioned you wanted a rematch and I refused, was a few weeks ago or so, I believe. Without trying to sound the least bit offensive or arrogant, I can tell you that you two were in no way even close to the really good Survivors in the game. Above average, sure, but anything more? Nope. That's why you lost so overwhelmingly, if I recall correctly (I think it was something like 10-1 with maybe a single nest down) - because our skill level did not match. This also confirms what I initially thought, that you have a very wrong perception of yourself and your friends. I will explain my point as simple as possible, and again, I mean zero disrespect: - Our skill did not match, meaning your loss is not a valid argument you can use for why the Hunter does not need a buff, as you did not experience a game where the players are evenly matched in skill - Hunters that are on your level will undoubtedly prove to be a way more balanced match than I was to you, however you'll see that you will against them more times than not, hinting that you're simply playing the easier side - On that note, this should mean that when I, or any other Hunter on a similar level to me, invades a team of Survivors who are equally as good it should be a fairly competitive match, correct? Except it isn't. That's what I'm arguing. It's currently nigh-impossible to win against even a pair of actually good Survivors without a massive dose of luck. Hell, it's getting difficult to beat players who are not as skilled, yet because the Survivor is easily more powerful it makes up for that lack of skill and even they pose a challenge that way, especially with this ludicrous lock of your screen on a missed Tackle. The Hunter is more powerless than it has ever been for around 2 years, only at the game's launch was it even weaker than now. You would know this if you actually played Hunter and saw how massively unfair and frustrating it can be to invade certain games, so... trust me on this one. You're objectively wrong.
  14. Ah yes, the crossbow. This is just a small suggestion, but it would be great if some sort of mechanic could be implemented in where x-bow does more damage the more velocity the Hunter has, or at least have damage based on the Hunter's movement. This would both highly reward players going for skilled shots of Hunters speeding around and, at the same time, prove useless to cheap amateurs who just like to use it when the Hunter is suspended in an animation with a different player. Exactly this.
  15. ''I definitely disagree that hunters need anymore buff. I have to admit that I don't play as hunter....'' That's all I needed to know. Figures you're a Survivor-only player, just like that bo0ya guy arguing the same stuff you are. When you start playing Hunter, know everything there is to know about it, play it to its max potential and have a better understanding of the two sides, then I'll discuss this. Right now, you're just advocating for the side you play. I won't even touch upon the fact that I've never even seen you in game, and I've pretty much played against every well-known/very good player at least once, so I'm very reluctant to believe some of the things you posted just because I'm doubtful of your perception of ''good'' and ''best''. And seriously... telling me to ''try playing as Survivor''. I wouldn't be here writing how weak the Hunter is if I didn't have the perspective from both sides, though nowadays I find myself playing Survivor less and less because of how dumbed down and easy Techland are making it.
  16. ^ It'd be great if people who clearly either don't play Hunter at all or maybe have 10 hours on it don't speak like they actually know jack. It's because of players like you that the game is in its current, highly unbalanced state, and regrettably it's you Techland listens to.
  17. You don't sound rude, you sound like you don't know what you're talking about. I'm not going to speak for the OP, but I'm positive EMtriX has way more hours in the game than you do, so do I and other well-known Hunters that are mostly in agreement the Hunter is on a level far below what he's required to be on in order to compete with the really good teams. Thing is, the good Hunters nowadays are at least equally as good Survivors who've pretty much faced most, if not all of the skilled Hunters, so your first point is moot. ''If NH is buffed just because newbie hunters complain, you're making the game for humans who are playing against really good hunters'' Except no newbie Hunters complain. That's part of the problem - I've only seen Survivors cry constantly about things like GP-spit, but never actually seen new Hunters complain about anything. Know why? When they play enough time and lose match after match they just drop the game. Currently the Survivor to Hunter ratio is like 10:1, it's insane how many Survivor games there are and how little Hunters still play. In essence, all you're talking about in your post is a mismatch - a good Hunter invading inexperienced Survivors, which isn't at all what's the issue. A Hunter that knows the game inside and out and is as skilled as possible should be able to compete with a 4-man team that is, in turn, equally as skilled and knows the game to the same extent, right? Nope. Can't stress how far from the truth that is. Try playing Hunter more, invade very good teams and form a more relevant opinion from your better understanding of the game, because currently you just sound what you accused the two posters above you of - inexperienced.
  18. This is just astonishing at this point, honestly... You did not remove iTackle, so might as well not lie about it. Going to go out on a limb here and guess that you came up with this fix only by watching what Survivors who don't have a clue how the ability works complain that ''it needs to be fixed because it's oh-so-unfair '', meanwhile, of course, pretending the numerous exploits for Survivors don't exist. The Tackle is still possible as a follow up after a successful normal Tackle, so what gives? Why didn't you just write out the ability itself from the code, instead of what seems to be your favorite approach of nerfing the hell out of the Hunter in the most stupid way imaginable? Every missed Tackle now, which is as easy to evade as ever, pretty much leaves you for a guaranteed punish of at least 1/3rd of your health, most likely 80% because they either want to finish you off or want you to run away, or you just get DFA'd - you know, just standard Dying Light things. You'd argue it was like that before iTackle was even discovered, only it isn't - by turning prematurely, you could at the very least mount a successful counter attack, most commonly a spit + Tendril Tackle. Now? Survivors have all the time in the world to hit and react to your next move, it's literally child's play, while you stand there locked and waiting for that HP drain/death. Also, the standards for high-level play now are way higher than they were back when the game was in its early days, so the Hunter having zero ways to counteract something that any below average Survivor can do is laughable. And UV heal? Feels like a Hypermode feature making into the normal game permanently. Makes no sense both visually and gameplay-wise. It's like you placed the few measly abilities the Hunter has in a bowl, randomly pulled one out (which coincidentally happened to be one of the least impactful ones), and were like: ''Yeah, this will do to shut them up if they complain''. Only you, Digital Scapes/Techland, can market making the Hunter stronger while in reality making it weaker than it has ever been post-1.11. It's actually kind of comical how the only way Hunters were kind of able to face and beat a good 4-man Survivor team was through exploits, which are now removed... only Survivors still have most of theirs untouched. The logic in this? Beats me. I seriously don't get it anymore. It's like you're non-vocally trying to make it clear that the Hunter's role in this game begins and ends as a nuisance rather than a competitive PvP side, a nuisance that the Survivors are meant to quickly overcome so that they can go back to... uh, co-op story missions? It's either that or you're completely clueless how difficult it is to face even a pair of Survivors that know what they're doing, let alone an actual, full, coordinated team, and in turn - how much weaker the Hunter has been all this time. ---------------------------------------------------------------------------------------------------------------------------------------- So, this is where I ask in all earnest - Donnelly, or whoever else is willing to respond - what is a Hunter supposed to do after an evaded Tackle anymore and, more importantly, is the Hunter even meant to be a competitive side or just a thing to maybe spend a few minutes on when you get slightly bored of the main game?
  19. Have you bound the Spit key to anything else as well? Post a vid if you can, first time I hear of any such bug.
  20. ^ Grapple cancel to keep himself in the air long enough for a DFA. What a ''special'' team, by the way.
  21. You're doing something very wrong if ''you've killed the Hunter several times while still on the first nest''. 1v1 is easier than ever now that you don't have to worry about GP-spit, and killing the Hunter on the nest always equates to a dead nest. As for killing the spawns, I personally got back to the good old Toxic Bolt + Tackle + 2 Slices strat, only I added quick grapples in between, canceled into a Tackle to shorten the recoil time after a slice. Does a decent job.
  22. I would personally like that. However, from what I've seen and read, Techland don't really care about the competitive side of their game much. They prefer Dying Light to be as casual-friendly as possible, so something like a tournament would be pretty low on their list of things to do, especially this late in the game, plus tourneys that are strictly online and without an actual engagement are difficult to manage properly. I could be wrong, though - maybe Pete's always wanted to unleash his inner beast.
  23. One step forward, two steps back. Is this what you were aiming for? Let me just get straight to the point: the issue of this patch is not the removal of GP-Spit, it's not the removal of instant Tackle (which isn't actually removed), it isn't the lie that DFA in water is no longer possible. It's..: ''- Fixed the charge attack exploit of spinning on the spot while sprinting'' Excuse me? Tackling while running in circles an exploit now? Since when? Apparently the ''fix'' for this is to completely disable the option to Tackle when you turn to a side too sharply, and ''too sharply'' literally means a small, 30-degree curve, the ones we've been using for ages to fake out a Survivor. What the patch also omits to mention is that the Hunter's velocity is now completely removed and he comes to a near halt the sharper the turn he takes. A 180-degree turn nulls his movement entirely. That is... beyond dumb. I'm trying to find words to describe how bad this set of changes feels, so I'll try to sum it up. With this patch, you removed one of the Hunter's strongest points - his incredible agility, maneuverability and elusiveness. The Hunter now feels incredibly sluggish, and paired with the literal fuсking inability to Tackle a Survivor if you move your mouse more than 30 degrees to the side is the epitome of stupidity. Like the fact that a Survivor can smash the hell out of Space bar for maximum Tackle immunity wasn't enough, now if Hunters want to Tackle from the side (Tackles from the back are impossible) they'd need to wait so the game accepts you're sprinting forward and lets you Tackle, which gives Survivors all the time in the world to react and turn, making it a sure evade. Couple that nerf in speed and lessened difficulty for Survivors to keep their UV light on the Hunter and you've got a pathetic zombie that cannot remain in combat for longer than 2-3 seconds before running out of energy. Now here's the funny part. I asked around what the inspiration for this idiotic change was, and get this: apparently it's because ''PC Hunter players should not be faster than console ones''. Huh? Obviously this is something I've been told and don't hold it as a fact, but it's strangely believable. So, Digital Scapes, if you want to completely kill one of the two sides of your PvP design why take such a roundabout approach? How on earth has the fact that Survivors are easily the superior side escaped you throughout two years of patches and fixes? Nerfing Tackle and Tendril speed after all this time seems absurd to me. I realize this may just be some sort of temporary change for you to just see how it works in practice and get some feedback, so hopefully that's the case and this is not permanent.
  24. Credit where it's due, first of all - even if it isn't as significant, a list of changes on a two year-old game of this type is still commendable. So, a few notes: 1. Without being completely reworked or excessively buffed, Sense Suppressor will always be useless. You just can't substitute a spit that can almost guarantee a kill on a single Survivor (UV Suppressor) and a spit that is the only thing that can somewhat combat a team with a spit that... what, removes something that is in no way needed to survive? All the spits should do is take away something that a Survivor needs in order to stay alive, though obviously still having a chance to save him/herself. For example: - UV light - absolutely essential to combat the Hunter, which is why UV Suppressor is a great spit - Safety on ground - the massive pressure that is put on a Survivor to get to a roof before he/she instantly dies and having to fend off the Hunter at the same time is irreplaceable. No game is perfect, no game has patches that bring its multiplayer aspects the perfect balance. Honestly, accepting Sense Suppressor is the mandatory useless slot is okay. 2. Toxic is good as it is. It's largely situational, and most of the times I've used it or it's been used on me it has done its job. More damage is well received. 3. Increasing Energy regeneration rate while crouching is, in my opinion, the best change in here. It's creative and new, definitely a welcome change. 4. This initially seems like it would just make it impossible to perform Claw + Ground Pound, but would it also mean that you can fling back Survivors that come in for the kill when you're out of Energy? Haven't tested it yet, but that would be very useful. 5. Elemental damage wasn't used on Hunters much, but it's still good it's reduced. 6. Finally. The crossbow is/was just... so unbalanced. Anything I say here wouldn't even scratch the surface of the stupidity that is facing a 4-man team, each member equipped with 2 crossbows, so I'll just say thanks. ---------------------------------------------------------------------- 1. Larger respawn time is good. Could be better in other ways, but it's not a big issue. 2. Well, that at least saves us the time of having to go in our inventory and throw out the normal flares. 3. Flare cooldown change is interesting. Seems like it's mostly intended to give a Survivor one more chance to remain alive, and if he screws that up as well then it becomes difficult to survive. However, two flares in 3 and 4v1s despite the cooldown is still too much to handle. Guess the sea of UV will be back... 4&5. Definitely needed 6. Uhh... why? Who uses charge attacks on nests? 7. Guessing this is the fix for Explosives + Molotovs, so that's good. 8. The Hunter stays pinned on your radar for 10 seconds before you need to use Sense again, so how does the 3-second cooldown change anything? ----------------------------------------------------------------------- 1. By far one of the most needed changes, yet... DFA punish after every single animation, successful or not, remains untouched? Seriously? I would really appreciate it if I can just get an answer whether or not this is the way it's supposed to work when you're facing a team, though I don't see how this game design is supposed to be fair. I can understand failing a Pounce/Tackle/Ground Pound and being punished for it, but when you have 2-3 crows standing up high and waiting for you to engage the Survivor on the ground so they can instantly kill you when you do anything is just... stupid.