Harley-NightHunter

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About Harley-NightHunter

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    Survivor
  1. So as much as I love Dying Light, I enjoy being the Night Hunter more than anything else. I have a lvl 50, mutation 3 Widow Maker, and Grinding out to the Apex and lvl 51 is taking forever.. With this in mind, I have thought about a lot of things that would make things a lot more interesting and competitive, as far as playing as the Night Hunter. 1. Decrease the Range of UV lights FOR THE LOVE OF GOD, please nerf this! I shouldn't be able to be on a 5 story rooftop, and still be affected by the UV light from survivors on the ground across the street. I can understand that we keep it there because the pounce range and the UV range are incredibly similar, but survivors have about 2 seconds to hit me with the UV light as I'm pouncing them, why should they have a chance to do it before I even get there? 2. Nerf Survivor Sense in some way The NH can be seen at all times. This is incredibly frustrating as it makes surprise attacks nearly impossible unless you hit them with Sense suppressor spit. (Funny how even the best survivors sit in flares until this spit goes away, or sit in safe-zones.) Nerfing this ALONE would balance things greatly. Maybe make it so that the survivor sense tells them the general direction the NH is in, not his exact location, or at least putting some sort of cool down on this. 3. Make the Ground Pound AOE proportionate to the height at which you use it. For example: If I jump off of a power-line tower in the Following, I should have a larger AOE than if I was standing on the ground and did it. The main reason that I say this, is because if you are chasing a buggy, and happen to get in front of them enough to attempt a ground pound, you usually end up missing when you drop from the air, because they have time to drive far enough away; same with on foot and them jumping away. IMO, if I drop over 100ft, I should leave a crater in the ground the size of a toyota prius. If I'm ON the ground and do it, it shouldn't be as powerful. 4. Add new types of Zombie spits. We have the horde, which is a lot of fun, but I think being able to summon a few Goons, a Destroyer/Freak of Nature, or some Night Volatile's (The ones that chase you when you aren't in BTZ mode) would be just as great. Each kind could be a different shade of green, and could be chosen by pressing d-pad left multiple times. Dropping a Goon or destroyer/FON spit would work best around nests, and Volatile's and horde would be great for traveling between nests. The bombers can't climb, but the Volatiles can. I feel like 1 goon for every 2 people in the match per spit would be fair, and 1 destroyer or Freak of Nature per spit would be fair. I can summon exploders, why can't I summon all my other zombie family? 5. Flare spits I think that we should have a spit that makes it so you can't throw flares. The UV light can simply get replaced by the flare, and in 1v4 matches, UV spits are useless as more than one person has a light. If I had a spit to take out UV lights AND flares separately, that would be such a help in 1v4 situations. 6. Space out the spawns in each nest. The nests now, seem to span anywhere from 100 - 500 sq/ft with all the spawns (except in the Following). I think that if you spaced them out a little more so that 1 flare couldn't cover 2 spawns, it would make things a little more difficult/interesting. Or break up each nest into two small areas that are spaced apart. The reason I say this, is that there have been a few instances where I'm in a 1v4 match, and 3 of the nest spawns are in a tight circle so close that if you do a 2h weapon spin, you'll hit all of them, and one flare covers them all too. While the other two nests are close by. So one person hits the three, one goes to the 4th, one goes to the 5th, and the last stands guard and watches me. The nest is taken out by the time I can kill the person standing guard. 7. Death from above counters If a survivor is camping on top of a tower, or is otherwise at a really large height, the cinematic for the DFA can last 3 - 5 seconds, maybe more. At that point, I think that both the Hunter and the Survivor should get prompts to either counter/dodge or ensure the DFA, as they are falling. Then just before they hit the ground, the DFA will either be done, dodged, or countered. If you are on the ground, for example ground-pounding and miss, you wouldn't have enough time to dodge someone's DFA, so it would be an insta-kill. 8. Stop allowing survivors to dodge tackles as they are falling. If a survivor gets ground pounded off a roof or is still in mid-air after a GP, or in mid-air for any reason, I should be able to run off that roof and tackle them mid-air; Without them having the ability to jump off air and dodge it. Most ground-oriented tackles will get dodged by any good survivor, so this is one of those "in the bag" tackles that shouldn't be able to be dodged. On the rare occasion I do land that tackle, I get called a hacker for tackling through the roof due to the cinematic. 9. Allow any acid spit that is stuck to do damage even after the survivor leaves the puddle. If I hit you in the face with toxic spit, I'm sorry, but simply moving out of the puddle shouldn't stop you from taking damage. You are COATED in toxins at that point. Maybe don't do enough damage to kill the survivor, but do bleeding damage for another 3 - 5 seconds. 10. Allow the Night Hunter to jump in specific directions like survivors. Survivors can jump in specific directions to get away from the Night Hunter and his abilities. I think the Hunter should be able to jump in a direction other than up. This would be great for dodging drop-kicks, DFA's, buggies, and other things. 11. Allow Hunters the chance to dodge/counter drop-kicks. This one I read on another post, and I agree with it. I feel like during the cinematic of the drop-kick, the hunter should get a prompt to either dodge, counter or spit-react to the drop kick. Like being able to grab their feet and throw them, being able to jump over them, or sticking a spit to their foot. If we could dodge their kick just as they dodge our tackle, it would make things more fair. 12. Only allow ground-pounds that hit buggies to affect the cool-down, if the buggies are in use. On many occasions I have been drained of energy, with 2 - 3 survivors approaching me; and so I pounded an empty buggy, got some energy back, and got away. I think that the ground-pound should only work if the buggy is using an ability like the UV lights, alarm, etc; or if it is occupied. Otherwise, it's slightly cheap. 13. If a survivor is hit with sense-suppressor spit, they can't see spits either. When you hit a survivor with SSS, they can't see the hunter anymore. But if a spit lands behind them, there is a prompt on the screen as to where it is. If you can't sense the hunter, you shouldn't be able to sense his spits, horde or nests either. It should leave you 100% blind, but if this is the case, the duration should be dropped slightly IMO. 14. Have a "Night Hunter Buggy" The buggies that are currently being used kills the passengers when they hit something, flips absurdly easily, and is NEVER used by good survivors because it's easier to fight the hunter in an open field. This buggy/personnel carrier/tank would fit 1 - 4 survivors, and would have a UV turret and gun turret that the second and third person could man (one survivor per turret) without getting killed if the driver hits something. It would be heavier and bigger (armored with spikes that can be used for spike kills on either the NH or humans), and so it would be less affected by ground-pounds. It is more heavy duty, so the UV lights can last longer (or could have specific NH style perks like being immune to bombers). But it travels slower, so the NH can catch up easier, and there should also be a way to camouflage it so the NH can't see it. But, if we use this, I think the ENTIRE following map should be used in invasions. Not just the North or South side, that way they NEED it to keep the match from being an hour long. 15. Allow the NH and Survivors to hear each others chat when in close proximity. If 4 survivors are using the in-game chat; it would be AWESOME if the Night Hunter could hear what they were saying if he was within 10 - 20 or so feet of them. That way, when you play the "SSS / camo game", it could be a little more intense. Or if the survivor has SSS on, and the Night Hunter is sneaking up, the survivor could hear the NH if they were on chat. I was talking about how this would be cool in "The last of us" game, and someone mentioned there's an game out there that has this ability. I thought it was super cool and think it would be fun in BTZ mode. 16. Improve matchmaking It regularly takes me 10 - 20 minutes to find a match, and typically 3 out of 4 matches I won't be able to connect to for some reason. I typically have 1 - 2 matches per hour, 3 on a good night. I don't know if this is due to how high my level is, or what, but it feels like I'm being punished for getting better. The better I get, the harder it is to find a match. I will honestly do a 1v8 match if the survivors aren't "good enough". IDC I just wanna play sometimes!! It's sad that I purposely lose to get matched sometimes... 17. Competitions or ranking. Seriously. This game has such a die-hard following, how has there NOT been some sort of legit competition for this? Maybe the winner gets new outfits. Like, as the Hunter, if I could pick out outfits, that would be fantastic! Maybe have it look like you were wearing something specific before you became infected, or be able to pick out different spike looks or colors or etc. I would love to be able to customize my hunter a little bit. Ranking would be great, not as in apex, but as in "This guy has the best win/lose ratio for his hunter rank" or the best successful pounce ratio, etc. That way we can look up the rankings, and challenge specific Hunters if you're good enough. These are just some idea's I've heard and agreed with, or thought of myself. Please let me know what you think!
  2. Harley-NightHunter

    Told You So! Dumb Idea Putting More Guns In This Game

    Look. I can understand how the racist thing came up, because he identified americans as wanting more guns. Guess what? People all over the world love guns. Go to Russia and tell me there are no guns or no one who owns them. lol. Regardless, having a lot of guns in this game is fun, but the thing is that you rarely use them! They hardly do damage to the NH, and they attract a lot of zombies to your location, which can be foolish. BUT, I played a match yesterday with a guy who never ran when he got hit by horde. NEVER. RAN. ONCE. He just stood there and shot every single bomber in the face that approached him. Guns have their place, you just need to learn how to use them. Do I think the NH should get more abilities and such? Yes, completely. I posted a huge thread on it. But the guns have nothing to do with things being unbalanced or unfair. Just learn how to play the game well.
  3. Harley-NightHunter

    Bug: Unwinnable Match In Countryside !

    It's been patched, but I used fire, explosives and other AOE things to damage it and eventually kill it. It took about 5 minutes and we had to kill the hunter a few times, but it eventually worked.
  4. Harley-NightHunter

    Survivors Pov **** Montage Must Watch

    THIS!!!! So many survivors call me a hacker, because I tackle them THROUGH objects. It's not that I'm tackling you through it, it's that the cinematic is showing me do it. I nailed the "O" button, AS you were falling off that roof, BEFORE you fell out of sight. It just happened where the cinematic started just as you fell out of view, showing me come through the building. The only time something like this caused some chupacabra, was there were two survivors hit with SS spit, and they were camping in a room with only one entrance. I hit the UV shield, dropped a UV spit, and pounced one of them. He was standing as far into the corner as he could, and when I pounced him, we BOTH went THROUGH the wall and onto the street below, then for some reason, it let me leap-frog his buddy back through that same wall.
  5. Harley-NightHunter

    So..... What Is It...?

    Well, it all depends on how you play. Through all these threads I've been reading, not a SINLGE PERSON has commented on the UV heal! Are we forgetting about this ability? Typically, if I'm running away to regain stamina, they stop chasing me because I tendriled to a roof-top, a slung-shot over it, then I can immediately UV heal when I land, and jump back quicker, with full health and stamina. I like trap-spitting survivors. When you're approaching them from a distance farther than their UV light range, you spit at them (and if it doesn't stick), you hit the UV shield, then pounce or tackle. The animation of them dodging it, causes them to get hit by the spit. The shield ends just after the dodge animation, meaning that If you hit them with UV spit, you typically have a window to pounce and leapfrog. If not, you GP, then tackle, spit another spit, leap up and either GP or run away, based on your energy. Then implement the UV heal, and come back with a vengeance!!
  6. Harley-NightHunter

    Incredibly Long Matchmaking Times.

    I'm on PS4, and it regularly takes me 10 - 15 minutes to find a match, and then typically 3 out of 4 matches I cannot connect to or someone else invaded or something like that. I usually get 1 - 2 matches an hour.
  7. Harley-NightHunter

    Final And Imo Most Balanced Few New Skills For Nh

    I agree with the rage of night, but other than that, i wouldn't really use these abilities. Check out a thread I made on hopeful new night hunter abilities. I have a list of things I would change, and one of them would be to add more types of horde spits. check it out and tell me what you think
  8. Harley-NightHunter

    Completely Get Rid Of The Handicap/rubberbanding System

    There are many things that i would tweak to make this game more fair, and this happens to be one of them. One of the things that annoys me the most is, lets say I have say 5 kills on them, and they only have one nest; when they kill me, my respawn time is long enough to where they can take out the next nest, camo up, and start moving to the next nest by the time I get back there. I lost a match last night because of this. It was 2 kills to 1 nest, then 3 kills to 1 nest, 4 kills to 2 nests, 4 kills to 3 nests, then 6 kills to 3 nests, 6 kills to 4 nests, then 9 kills to 1 nest. Because of the respawn time, they had just enough time to make it to the nest and destroy it, AS I was about to pounce one of them. I was so upset over this fact, and it was because I had such a nice comeback that I got shafted. It was a perfectly balanced game, and they made a few mistakes late in it. I shouldn't be penalized because they slipped up.
  9. Harley-NightHunter

    Night Hunter Hopeful Changes

    Also, I think the human's survivor sense should be nerfed a little bit. Being able to know where the hunter is at all times makes it that much harder for the night hunter. Having some sort of cooldown own this ability would be prime.
  10. Harley-NightHunter

    Night Hunter Hopeful Changes

    So as much as I love Dying Light, I enjoy being the Night Hunter more than anything else. With this in mind, I have thought about a lot of things that would make things a lot more interesting and competitive, as far as playing as the Night Hunter. 1. Make the Ground Pound AOE proportionate to the height at which you use it. For example: If I jump off of a power-line tower in the Following, I should have a larger AOE than if I was standing on the ground and did it. The main reason that I say this, is because if you are chasing a buggy, and happen to get in front of them enough to attempt a ground pound, you usually end up missing when you drop from the air, because they have time to drive far enough away; same with on foot and them jumping away. IMO, if I drop over 100ft, I should leave a crater in the ground. If I'm ON the ground and do it, it shouldn't be as powerful. 2. Add new types of Zombie spits. We have the horde, which is a lot of fun, but I think being able to summon a few Goons, a Destroyer, or some Night Volatile's (The ones that chase you when you aren't in BTZ mode) would be just as great. Each kind could be a different shade of green, and could be chosen by pressing d-pad left multiple times. Dropping a Goon or destroyer spit would work best around nests, and Volatile's and horde would be great for traveling between nests. The bombers can't climb, but the Volatiles can. I feel like 1 goon for every 2 people would be fair, and 1 destroyer would be fair. 3. Space out the spawns in each nest. The nests now, seem to span anywhere from 100 - 500 sq/ft with all the spawns (except in the Following). I think that if you spaced them out a little more so that 1 flare couldn't cover 2 spawns, it would make things a little more difficult/interesting. Or break up each nest into two small areas that are spaced apart. 4. Death from above counters If a survivor is camping on top of a tower, or is otherwise at a really large height, the cinematic for the DFA can last 3 - 5 seconds, maybe more. At that point, I think that both the Hunter and the Survivor should get prompts to either counter/dodge or ensure the DFA, as they are falling. Then just before they hit the ground, the DFA will either be done, dodged, or countered. If you are on the ground, for example ground-pounding and miss, you wouldn't have enough time to dodge someone's DFA, so it would be an insta-kill. 5. Stop allowing survivors to dodge tackles as they are falling. If a survivor gets ground pounded off a roof, I should be able to run off that roof and tackle them mid-air; Without them having the ability to jump off air and dodge it. Most ground-oriented tackles will get dodged by any good survivor, so this is one of those "in the bag" tackles that shouldn't be able to be dodged. 6. Allow any acid spit that is stuck to do damage even after the survivor leaves the puddle. If I hit you in the face with toxic spit, I'm sorry, but simply moving out of the puddle shouldn't stop you from taking damage. Maybe don't do enough damage to kill the survivor, but do damage for another 3 - 5 seconds. 7. Allow the Night Hunter to jump in specific directions like survivors. Survivors can jump in specific directions to get away from the Night Hunter and his abilities. I think the Hunter should be able to jump in a direction other than up. This would be great for dodging drop-kicks, DFA's, buggies, and other things. 8. Allow Hunters the chance to dodge/counter drop-kicks. This one I read on another post, and I agree with it. I feel like during the cinematic of the drop-kick, the hunter should get a prompt to either dodge, counter or spit-react to the drop kick. Like being able to grab their feet and throw them, being able to jump over them, or sticking a spit to their foot. 9. Only allow ground-pounds that hit buggies to affect the cool-down, if the buggies are in use. On many occasions I have been drained of energy, with 2 - 3 survivors approaching me; and so I pounded an empty buggy, got some energy back, and got away. I think that the ground-pound should only work if the buggy is using an ability like the UV lights, alarm, etc; or if it is occupied. Otherwise, it's slightly cheap. 10. If a survivor is hit with sense-suppressor spit, they can't see spits either. When you hit a survivor with SSS, they can't see the hunter anymore. But if a spit lands behind them, there is a prompt on the screen as to where it is. If you can't sense the hunter, you shouldn't be able to sense his spits, horde or nests either. It should leave you 100% blind. 11. Have a "Night Hunter Buggy" This buggy/personnel carrier/tank would fit 1 - 4 survivors, and would have a UV turret and gun turret that the second and third person could man (one survivor per turret) without getting killed if the driver hits something. It would be heavier and bigger (armored with spikes that can be used for spike kills), and so it would be less affected by ground-pounds. It is more heavy duty, so the UV lights can last longer (or could have specific NH style perks). But it travels slower, so the NH can catch up easier, and there should also be a way to camouflage it so the NH can't see it. 12. Allow the NH and Survivors to hear each others chat when in close proximity. If 4 survivors are using the in-game chat; it would be AWESOME if the Night Hunter could hear what they were saying if he was within 10 - 20 or so feet of them. That way, when you play the "SSS / camo game", it could be a little more intense. Or if the survivor has SSS on, and the Night Hunter is sneaking up, the survivor could hear the NH if they were on chat. 13. COMPETITIONS. Seriously. This game has such a die-hard following, how has there NOT been some sort of legit competition for this? Maybe the winner gets new outfits. Like, if as the Hunter I could pick out outfits, that would be fantastic! Maybe have it look like you were wearing something specific before you changed, or be able to pick out different spike looks or colors or etc. These are just some idea's I've heard and agreed with, or thought of myself. Please let me know what you think!
  11. Harley-NightHunter

    A Night Hunter's Way To Counter Dropkicks

    I agree with this, as the dreaded "drop-kick tri-fecta" is one of the most annoying things to get done to you as a NH, aside from DFA. What I typically try to do, is spam the spit button so that I stick them just before they kick me, usually tagging 2 - 3 people with it. If we could counter it either as a dodge, a counter, or at least a spit maneuver; it would be awesome. Also, I think that DFA's shouldn't be able to be dodged if you are on the ground, but you should have a chance to if you fall for more than 3 seconds. For example: If a survivor is camping on a tower in Old town, and you need to tendril up to them, they can DFA you pretty easily; with a 3 - 5 second cinematic fall ensuing. During that 3 - 5 seconds, both the hunter and survivor should get button prompts to either evade or ensure the DFA. If you are ground pounding, and someone DFA you, you don't have the time to stop it; you know? Also, the night hunter's ground pound radius should be proportionate to the height in which they perform it at. IMO. If i drop over 100 ft in a ground pound cinematic, I should leave a crater, IMO.