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Found 11 results

  1. matchmaking

    So i'm a dying light player with roughly 200 hours on the game with little knowledge about the BTZ game mode or other known as the PvP side of the game. When i play as the NH, i'm either getting matched with people with over 1000 hours in the game, or someone that just bought the game and has maybe 10 hours max. And when i'm a survivor taking invasions, its the same concept. I'm never getting matched with people at my skill level. I'm getting sick and tired of the matchmaking with people over 1000 hours, and i just feel bad playing against people who have absolutely no idea whats going on. I mean, whats the point in having ranks if they aren't gonna be used in how you match with other players? Another problem i have while playing as the survivor is having a hunter join in multiple times after beating me to farm as much exp as possible, or just to be a total chupacabra and troll me. This mainly happens when i'm playing with multiple people, and it really gets on my nerves because sometimes i want to play with other people and learn how to deal with other types of play styles, rather than playing against someone with the same one over and over again. Techlands, if you see this post, please do something about it.
  2. Okay, this is my first post on Techland forums, and I know there has been a quadrillion posts before me regarding the balance issue, but I think the problem hasn't been taken seriously at all. The human is still incredibly overpowered, because the skill ratio you need to win as the Night Hunter is 2:1. Yes, double the skill as humans just to win. Therefore I made an account in Techland forums, because I really enjoy this game and BTZ is also really awesome, but I just think everything would tense up for the humans and stuff would become more fun for everyone. I'm going to copy and paste my own thread from the Steam discussions, so if you've read it before, you will know where it came from. (start of post)-------------------------------------------------------------------------------(start of post) Balance "Be the Zombie" mode! There are so many balance issues with this mode, and I'll list each one of them. I've faced lots of scenarios and played lots of matches as the Night Hunter as well as the survivor. I'll explain the issues. Typical scenario: The survivor in the 1 v 1 knows everything of the game (extremely skilled) so knows how to counter every one of my moves. I do the random-locomotion tactic to tackle him, but he dodges that every single time, because all he simply has to do is press W + S / A / D and he can dodge every single move except the pounce, which he can counter simply by pressing the UV Light button. I try to groundpound him, which looks 99% safe to do, but he dodges it at the last moment and I get killed because the Night Hunter gets punished that hard for such a small failure. THREE SECOND ANIMATION FOR A SILLY ATTACK THAT ONLY TAKES LIKE 1/5TH OF A HUMAN'S LIFE??? SERIOUSLY??? Oh and what about 'accidentally' fighting a bunch of 12 year old survivors on the streets in a 3 v 1 where one manages to semi-teleport to a roof to jump off it without suffering any kind of fall damage so he can magically magnetically stick to my body where he will proceed to hit me in the head, a move called 'Rain Death From Above'? Wasn't I SUPPOSED to fight those peasants? Yes I could have gotten to a higher place, BUT FOR WHAT? To stand there and watch them destroy my nests? Since we are at the combat issues anyways, the hunter is supposed to be a STEALTH CHARACTER! What is this 'stealth character' able to do? Run / Tendril to a group of survivors so they can instantly turn their heads towards you, because they can spam their ♥♥♥♥♥♥♥t survivor sense AT A STEALTH CHARACTER. Makes sense? If the hunter weren't a stealth character, he would have to be a 'power character' right? NOPE, WRONG! HA PRANK! He has SPITS which he HAS TO ACTUALLY STICK TO A HUMAN IN ORDER TO ACTUALLY WORK, BECAUSE 99.99% OF THE TIME THE PLAYER YOU ARE FACING IS ANY WACKO-IN-THE-HEAD AVERAGE PEASANT WHO KNOWS HOW TO PRESS W + S / A / D! In short, if you CAN'T STICK A SPIT, you've basically completely wasted it. Supposed solution? Spit slam. NOPE, nice prank again Techland! TWO SPITS WHICH WORKS EXACTLY IN THE WAY LIKE ONE, ONLY IN THE FORM OF A GROUNDPOUND, WHICH WILL RESULT IN YOUR DEATH ANYWAY IN EVERY MATCH AGAINST AVERAGE PEASANTS, BECAUSE THEY KNOW HOW 'DODGE' WORKS. AND IN A 1 V 1 IT WILL TAKE F-O-R-E-V-E-R TO CHARGE UP 2 SPITS, because you are absolutely obliged to use one in the meantime, because otherwise you will be standing on a roof watching your nests get destroyed. Dropkick! The unavoidable, magnetic kick which you WILL die from if you happen to be infront of a bunch of spikes! But YOUR boy called tackle? ALWAYS DODGEABLE, SAME DAMAGE AS THE DROPKICK! Ha, if this weren't enough, we move on to the UV lights! An insane 50-feet light which has a battery 5x as big as the hunter's stamina bar! To close the distance and kill your foe, you are once again OBLIGED to face the UV flashlight! You have a set-timer in which period you'd either have to kill your foe OR FLEE! Because once you're out of stamina, you are a defenseless hopping bunny with nothing but a groundpound and your set of chihuahua claws. Oh and when you've temporarily transformed into the hopping bunny, the survivor can just rain crossbow bolts on you, which is the only balanced weapon in the game, despite it's very high damage, because you'd have to actually be good at aiming to make it useful. Your only chance out of this scenario is by using your precious UV shield! Which is very precious indeed, because of it's incredible cooldown! And UV heal, YOU HAVE TO ESCAPE THE SCENE USING A UV SHIELD, TO BE ABLE TO USE YOUR SPARE UV SHIELD TO HEAL YOURSELF SO YOU GET BACK INTO THE FIGHT WITHOUT UV SHIELDS? And I haven't even talked about the insta-heal problem yet! In normal-mode, when you've finally managed to get a survivor to low health, all he has to do is press H to heal himself to full HP. So he basically pressed a reset button on your progress. Seriously, pressing H was ALL IT TOOK! Dear reader / techland developer I hope the imbalance is VERY CLEAR, and I only need 1 issue to be fixed and that is that the night hunter A.K.A. the STEALTH hunter, ACTUALLY HAS TO HAVE STEALTH FEATURES! In otherwords: add permanent camouflage, while the survivor sense should be able to create an arrow of the direction of the night hunter SO ACTUAL TEAMWORK / YOUR OWN SENSES ARE ACTUALLY USED! Since you can hear the night hunter from a mile away anyways: his breathing, heavy footsteps, tendril locomotion, etc etc etc. I'd be really thankful if this were to be added, as the rest of the issues don't matter that much to me compared to this major issue. If this were to be added, then I'm pretty sure the tense in the survivors would improve a whole lot and it would make the game actually fun instead of "A hunter joined? Alright let's do this boys.". It would change it into: "♥♥♥♥ GUYS A HUNTER JOINED! WHAT DO WE DO?". I certainly hope you agree. TL;DR: I only want permanent camouflage added AS AN ABSOLUTE MUST! while the survivor sense should point the direction of the Night Hunter, with a cooldown, and I, and the rest of the night hunters will be eternally grateful already, since the rest of the issues aren't mandatory and if every one of my issues gets fixed then the NH will become extremely overpowered. Thanks alot if you've read all the way through, I know I've been on a massive rant, but I hope you understand my serious frustration, and if you are another Night Hunter player like me and facing the same issues, please post something too and if you happen to be a Techland Developer, I'd be really really really thankful if this were to be fixed. (end of post) -------------------------------------------------------------------- (end of post) Before you tell me to get good, I've played countless hours of Dying Light and have played the game since a half year after it's launch. ********************************MUST READ NOTE**************************************** DO NOT, I REPEAT, DO NOT EXPECT a friendly reaction if you disagree with me using arguments with NO logical and / or no experience basis. Expect some serious insults, because the last thing I want is that this issue is going to be taken like a joke. YOU HAVE BEEN WARNED!!! *********************************************************************************************** I've seen slight improvements in the BTZ balance, but it hasn't been nearly enough. Here is a link to the unbalance demonstration: So for the players' fun sake, please take this issue seriously!
  3. Currently the buggy grab has some issues: - The controls are a quicktime event, this is just clunky. And people with membrane keyboards don't perform as well as people with mechanical keyboards. It's just not precise, also it's very slow to hop off after you hit it. - UV block doesn't block the UV headlights. The attacks should be a single press, just with a short cooldown, and it shouldn't take so long to be able to jump off after an attack. And of course, UV block should stop the UV headlights from being activated.
  4. Problem: Currently the survivor can spam dodges (with minimal timing) to become completely immune from any tackles, and almost immune from even very well aimed spits. (I admit to doing this myself, sorry hunters) Possible Solution: An elegant solution to this problem would be to make dodges use stamina. Successful evades shouldn't use stamina, actually they should refill stamina to max. (to prevent the hunter from just tackling until the player runs out of stamina). (You wouldn't be able to evade a tackle at 0 stamina) This would make it so that the survivor(s) need to put at least SOME thought into dodging, and not just spam it wildly, this would make it so that if the Hunter is quick enough he can catch a human off guard.
  5. 1. UV Range Ma GOSH. Freakin LOWER THE RANGE FOR GODNESS SAKES.Sorry for sounding like I'm raging, but I hate this the MOST. I heard they lowered the range 20%. LIE. The UV renders us USELESS against more than 1 human. Even with 1 we're almost useless! We could do a whole combo just to try to end with a pounce but nah... the player could turn and GLANCE at us with the UV and out uv is down like 10%, we can't pounce. The f***? 2. Firearms and skill 2v1 survivors have firearms = gg for Nh. We're terrible with firearms. The hell dude? We have spits that takes a minute and 30 seconds to recover. In theory, it doesn't sound long, but with competitive players, it's long ASF. This one guy named Nova going around talking about how us hunters need to stop complaining and just get better and use things wisely..bruh... why are WE the ones that have to make VERY MINIMAL mistakes, and have to have all the skill and actually have to worry about using our skills at the right time, ect.. but FREAKIN HUMANS have DUPED ARYTHING, and they have weapons with no stamina, so they don't gotta worry about picking the RIGHT TIME to actually strike(like we have to do with spits) the NH or be beat. And they don't get penalized like we do for making a mistake. 3. Tendril Speed. This isn't actually an issue(except that using in city is quite hard without running into a bucket or something). I was just wondering if we could use tendril speed AND if we're sprinting for a certain amount of time, the NH automatically goes into the speed-sprint mode. Also wondering if you can make the sprint faster than buggies? So we could our-run the buggies since there's not many buildings in Countryside. 4.(I deleted four, it was addressed) 5. NH vs Humans NH: Has stealthy perks, but it's in a devastating battle. It's like hitman in the middle of Battlefield 4. We're the planning side, we plan, we time things, we worry about how we charge in, we worry about our spits and how we use them, and we worry about timing, half our plans go to sh*t anyway because of OP humans. Humans: Reckless people who could make the NH a Bolter. Resources, survivor sense, agility, and have our weakness. How often do they ever actually strategize like us? How often do they actually have to worry about out-side problems like us(e.g. Stamina, resources, cooldown)? They don't have to worry about planning or anything. They just need to spam Surivor Sense and keep the UV on. They just use half-assed tactics. 6. Survivor Sense Do I really need to go over the issues with this? How's the NH gonna live up to it's title if our prey has our location, and our weakness, and have the resources to take us down flat out easily?(I'm a good NH. So it's not like newbie easy, but you get the point). A better idea is - when the NH uses screech to get enemy location, then on the radar of the humans, they ONLY GET AN ARROW telling them where the scream is COMING from. 7. Dodging Instead of making dodge spammable. I'm not saying remove it. Instead, why not have different buttons pop up on-screen for A SHORT PERIOD amount of time that the player has to press before the the NH hits instead of a slow-motion open window that's open for 3 hours straight? And same for NH(of course the NH doesn't lose energy from other UV spamming players and doesn't lose health from other players while in this mode). That way, both sides can tackle, and both sides need skill to do it.
  6. Be The Zombie is a Great Mode but has much room for Improvement. This however I understand is no easy Task to Achieve. When the Night Hunter is against 2 or more Humans. Cooperation should be a Key Factor in whether You Win or Lose. What I mean by this is, going after The Night Hunter Solo should generally be Suicide. He is a Mutant Super Zombie, that is Faster and Stronger than any Human. So Logic would suggest that going Toe to Toe with the Beast Alone should be a Difficult if not near Impossible Battle. This would promote Closer more Coordinated Team Work. An Example of this would be trying to take on the "Tank" from Left 4 Dead Solo. This Enemy required the whole Team to Attack at the same time. Players that tried to go against the "Tank" Solo were often Dealt a Swift Demise. And once You Died, You was Eliminated until the next Safe House. The Night Hunter should retain His Ability to Climb when Drained of Energy. So He can Retreat and Recharge. As once He is Drained, He is almost always Dead. This is even more of an Issue in 4 VS 1 Games, as more UV Lights keep Him Crippled for longer. Any other Feedback welcome. Please Keep it Constructive though and No Flaming of other Users Please.
  7. The Following has wide open areas, but the balance around this is a bit lacking. The spawn rate of volatiles is comparable to inside Harran, but line of sights are much larger in The Following due to a lack of buildings to obscure vision. Additionally, safe zones are extremely far apart. There's nothing inherently wrong with either of these things, but both volatiles and virals have been lifting weights and are even more dangerous than they used to be. Chiefly: 1. They both can keep up with the buggy without nitro (and even with nitro, at least for the first few levels). 2. Volatiles can spit on you from extremely far distances. It also seems like they do not miss unless there is something blocking their line of sight. 3. It is almost impossible to deagro volatiles once you are detected by them, short of reaching a safe zone. There's simply not enough buildings to juke them unless you happen to be near a more urban area. 4. The slightest bit of noise seems to trigger virals from impossibly long distances. It takes far more noise to kill them, which in turn tends to attract even more virals. Things are much more spread out in the countryside, so it makes sense the agro range for virals is much larger. However, if you do almost anything, a swarm of 5 virals will attack. And then many more, when you make even more noise dealing with the mess. For example, I was killing a single lone zombie near a police van. I did so fairly quietly (a few melee hits), and then I start picking a lock. There are no zombies within 100 meters of me. Next thing I know, 5 virals are attacking me, seemingly from the noise generated from the lock picking. And they inevitably drag more zombies to them. While on foot, I was evading volatiles at night (can't really do that with the buggy). I was doing so fairly successfully, but somehow one of them went off. No matter, I'll just use the hills and ridge to lose them. I clear a ridge and have a decent amount of distance between me and the volatiles (50 meters, at least). And then they both spit on me and I die anyways. Never mind the fact I'm moving on foot and very quickly, then both hit me with laser accuracy. This is probably the best case escape scenario you can get in the countryside on foot, and it is essentially rigged in favor of the volatiles. So to sum things up: Techland way overbuffed volatiles, and to a lesser degree the virals. There's almost no incentive to be outside at night on legendary, where even if you do manage to outrun them, you're probably going to die anyways because the odds are stacked so far in their favor. I typically die in less than a minute if I get spotted in the countryside, and the nearest safe zone is usually at least 10 minutes on foot and 2-3 minutes with driving. And safe zones are effectively the only reliable way to get away from volatiles since there are not enough ways to escape volatiles with parkour.
  8. Hey Everyone, Just want to let you all know that we have been going over all the data regarding BTZ matches and have decided to push out some new "tunables" today! I also want you to know we have been reading the forums and do appreciate your input! Keep it coming! To sum it all up, the Survivors are showing a slight advantage in equally skilled matches although Hunters are still winning the majority of matches overall. Here's a list of tweaks for those that are interested (These should be live now!): Decreased UV light distance by 20% Increased Hunters UV light resistance( these values vary from 1v1-4v1 but he has been given a slight resistance buff across all modes) Increased Flare Usage cost: (was 40% per throw, now 60%. If you throw 2 flares too quickly you will hit the cooldown) Increased Explosive Resistance: (1 Explosive arrow will not quite kill a Hunter with full health. Propane tanks etc. damage reduced to 66%, was 100% for Nests and Hunter) There are a few other behind the scenes tweaks as well but these ones listed above should be the most notable! Happy Hunting!
  9. The title pretty much explains itself, just asking the devs, or someone who can remotely know if this is being worked on or not. Already asked on some other topics but since i dont get my questions quite answered i though that i would just create a topic myself. Now, while i only want to know if it is or it isnt being worked on as an answer, i will state here some of the many reasons of why i think this gamemode is unbalanced. 1: Survivors decide location of invasion and can decide too the nest route. This is easily done by just staying in one concrete spot as the game will set a route according to where you are at the moment of the invasion. So, as it is right now, you will see 80% of the games, if not more, on slums as they have a HUGE advantage there because of less cover for the hunter, more opened spaces which are bad for the hunter, and also cannisters near most nests that make killing the nest a childs play. So yeah, from the very beggining they have that pretty huge advantage, not speaking about coop games, that is just hillarous. 2: if a survivor dies once, he has 9 lives remaining. If a hunter dies, he loses a whole nest, meanin its equal to 2 survivor lives. It would be better if nests just had 1 egg on them but we instead had 10 nests very separated from each other, otherwise its kinda pointless to have more, if you ask me. 3: Survivors have pretty much unlimited resources, being those: flares, weapons, even envoirment advantages as cannisters, etc. Let me quickly list what the zombies have: Horde spit: Spit that, if you are good enough to get it to hit a player, will RANDOMLY spawn explosive zombies from fixed spawn points. What this means is that, after a hard work to land the spit, it can be either too useless as spawn points are so far away that survivors dont even get to see the zombies, or too overpowered that they spawn literally underneath them. Therefore, that spit is limited to some locations otherwise its just useless, not speaking that it can be countered by just getting on a bus. UV Spit: This spit, if landed properly, becomes useless as good survivors instantly spam flares all arround the map making the game flareland which just leaves you unable to take advantage of that situation. SS Spit: This one i didnt try that much but im aware of its possibilities, it has great potential specially for how long it lasts, still having to get the skill tree 3 times, each time taking a longer time, just to get all 3 new skills is a silly way to force people to play a game that until now was kinda dead. This spit as i said, is useful but, like all, a good player doesnt really need SS that much anyways, and he will, then again, just spam flares wherever he goes to prevent a surprise attack. You know, survivor skillful tactics, just, put a flare on it and you are ok. Toxic Spit: This one is useful in some diverse situations, like defending nests, fallen survivors, or just dealing damage to camping people. But an easy counter is.. just... healing. You heal in normal from 100 to 200 in 2 secs, and on nests its not even that useful as survivors will just shot the fu** out of the nest with rais gun or just throw a cannister at it, easy peasy. (i mean, skillful, yeah) UV Block: Useful, great for sneaky pounces and to reach the survivors without losing energy. But what is the reality? Once you use it, survivors will just dodge their way out of you with no repercussions at all, they will just step down over and over again until it runs out and you are forced either to leave or die by his mighty UV light. UV Regen: Not that useful in normal as they can heal even quicker than you, making the "surprise them by gettinh into combat faster!" just kinda meaningless, hell, they might even get to you quicker while you heal and surprise you instead. Tackle: Most good survivors know how to dodge this, jsut spam jump or dodge (like they always do, nothing new if you ask me), they even jump tackles that i land from behind them, so really no point in even trying to unless you really want to die. Ground Pound: Useful and much needed, as is one of the only things that allow hunters to actually have a chance against good players. You will often see this stupid tactic in which the hunter keeps ground pounding the hell out of the survivor until he dies, if he doesnt dodge one of the many needed in order to kill him. This is the way hunters are forced to play, as otherwise they will get away in 1 sec and heal all the damage you have dealt to them. So again, hunters need to be an insta-kill machine no matter how, but you just cant let the survivor get away or you would have wasted many resources for nothing. Ground Pound with spit: Only really worth it in coop games, and even then its so hard to actually land that you will probably end up dead anyway. And if you actually land it, if its horde, they will jsut go to a rooftop, if its UVblock just all spam flares, toxic here is pointless, and SS spit would make no sense as they are 4 pair of eyes searching for you. Pounce: Insta-kill, if you actually get to land even one in a good player, as they have teeth that glow UV ligh, they even have UV-Ray vision so you cant get even close to them without turning into a defenseless turtle. What all this means is, that, against a good player, the hunter is forced most of the times to use multiple skills to land a single kill, because the terrain, as always, chosed by the survivor, goes agaisnt them (open terrains, meaning uv light will get you) so even if you DO get the kill, you are left mostly defenseless against his next spawn, in which he probably will kill you and kill a whole nest, taking the advantage as a nest equals 2 of his lives. These are the, i think, basic problems of the hunter, its resource limitations. If you dont want to nerf the survivors maybe you could just buff the hunters giving them more spits so atleast we have more flexible attacks, and not be like "if i dont land this one spit that i have im DEAD", unlike the survivors who can spam practically everything that they have. Because as i said, spits are our only way of winning, as in slums its mostly no cover for the hunter, meaning thay you are so exposed most of the times and a melee fight in open space is just kamikaze. And no, dont tell me "Just fight them in close quarters then like a good predator" because then again, as everything in this gamemode, is chosed by the survivor. THEY chose where to fight, if they dont want to fight you somewhere, they can just (and i have seen this) take the looooong path that is open terrain just to not go into your domain, as he only needs to kill the nests. So yeah, from the very beggining, it looks more like it should be called "Be the hunted" gamemode. You just pop into a game to be onslaughted in the way the survivor sees fit. So yeah, even, in the best of assumptions, you get him to fight in close quarters, land spit on him and even are able to melee him, there can be 2 situations: you kill him, hooray, only 9 lives left. OR he kills you, with elbow +2 melee hit or bow to the face, both combos that are so op comapred to hunters melee that we should have dog paws instead of claws, that way it would look more realistic. Meanwhile, as a survivor player that i am myself (not as much as hunter, but i did get to play agaisnt appex predators on hard) The playstyle its like: Just run for the nest, use hook to get there faster, wait for the voice confirmation of the zombie being near, switch to uv light, light his face like its a party, stay away and spam flares so he has no chances of even thinking on getting close. Get to the nest, the hunter is still alive. No problem, just pick up a can and drop it to the nest, even while the hunter is alive. Kill the nest like its your spare time hobby, do the same with the other egg and proceed for the next nest. If the hunter gets tired of losing and actually tries something, just dodge like you are michael jackson, until he fails a ground smash and then kill him, get to the next nest and repeat. If the hunter actually lands a spit on you: Horde: Most of the times i dont even get to see the horde, if you literally rush to the next nest you wont even see them, if you are already in the nest, just jump into a roof. You might die by this distraction, but then aagain, first you have to get spitted and then, have the hunter to actually be able to do such thing. which is easy to avoid, and even if you die, is just 1 live out of 10, i literally dont care about lives as survivor, i have too many to care. UV block: As survivors do, i just spam flares everywhere and look at the hunter at his eyes like saying "i DARE you to come closer, I DOUBLE DARE YOU" and just wait until it runs out or even run spamming flares over the way like its partyland. SS Spit: Just actually try to take care of the zombie, you know, if you watch the anime "Naruto" it would be like hen Kakashi has to actually stop reading a book to take care of the fight. For those who dont know of the anime, it means that you, for once, have to actually care for where the hunter is. Toxic Spit: Step 1: Locate spit. Step 2: Dont step on it. Step 3: Profit Tackle: Spam jump/dodge until your keyboard yells at you for abuse. If they do somehow manage to tackle you, just heal and repeat. Ground Pound: Just dodge away like you are a rabbit, and wait for him to fail the pound and then proceed to choose from a wide range of possibilities on how to kill the hunter. You can either humiliate him with 3 dropkicks in a row causing him to go in a real life depression or you can just instakill him with a combo that will leave him literally thinking why would he mutate to that monster in the first place, as being a survivor is more scary than a monster Now for the objective of both parts. Hunters: Kill him 10 times. just that, plain simple. Which means he is forced to attack almost always, being forced into bad situations over survivors who just either dont want to fight and just rush nests or just wait for you to take the first step. Survivors: "Kill 5 nests. Dont mind the hunter, its the mother of all those eggs, he might try to kill you but just shine this cool UV light at him and you will be ok. Oh, and dont forget to dodge and jump if he gets close, you will thank me later." So yeah, and what it is like in 2 or more players coop? The hunter has to somehow separate them, which in some situations is impossible. Just figure, its already hard to kill a single flare spammer, think about 2, or 3, or 4! There are more flares than you can count. Experience as the hunter how they fight over who gets to kill you next as they all jump in your head like falling angels and DFA you over and over again, as they rush you and leave you with no energy. If they arent that kind of bullies, they will just rush nests like everyone seems to do, meaning that 1, 2 or even 3 guys will act ias lighthouses for your face in case you dont know where they are and shine you untill you think you are in heaven. And if that isnt confusing and hard enough, they will even spam bows at you making the game look like its designed by Michael Bay. So yeah, these are basically most of the reasons i find this game unbalanced and therefore i want to know if its being worked on, i did get on a comical and sometimes ironic tone as im that kind of guy that just likes to laugh, dont take it on the bad way, i just like to look things from the bright side and laugh at them. There are quite lots of more things that i find unbalanced in this game, but i cant quite remember them all at once here, if i do feel like i will add some later when i have rested. So yeah, are the devs working on some balance patch, or not?
  10. Which skills are most important to choose early in the game? Which do you use the most when you play? And how do you know if a mission/ side mission is too advanced for your skill level (without having to die repeatedly to find out)? Do side missions coincide with your current skill levels?
  11. from 46 to 400 at mid-late game for 1 hand category, or up to 700 damage two handed. At current survivor lvl i could 1 shot every non boss category with just hitting them at random place. It is a sad fact that dying light melee weapon does superior damage comparing to other weapon category (even explosive....a sword that does more damage than explosive). These uber damage completely turning the survival horror genre to a hack & slash game at late game progress. Why even bother doing parkour if everything around you melt under 1 hit at random place?? Also the survival level completely chupacabra the weapon varieties and crafting system. You want to keep using baseball bat?? too bad these thing didn't exist anymore on mid-late game just like the rest of weapon. The same problem also occur on weapon crafting, especially specific type because for some reason A KNIFE DOESN'T EXIST AT HIGH SURVIVOR LEVEL!! Well why even bother crafting high grade recipe because even with basic one your mid-late game weapon will 1 hit Goon anyway. To be honest, this system work wonder on Dead Island because the zombie level also scale with your progress that somehow balance the weapon high damage. In Dying light, RPG aspect are much more minimum (Enemy hardly scale with your progress) but YET Techland dev still insist using the same formula that "in my opinion" make the game completely broken and out of context at mid-late survivor level. Suggestion: -Make every melee weapon stage only has 5% bellow damage increase, with around 150 max basic damage on 1 handed category at max survivor level, and around 250 for two handed. Firearm and explosive already balanced because they also attract viral and volatile. -Make container, Rais thug, zombie weapon random instead of current current tier. Shop also sell different kind of weapon tier, but if there is a mechanic to make every shop sell different kind of item (dead island has these on their data0) that would be wonderful. Thank you