lemonlover996

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Posts posted by lemonlover996


    • WHEN I PLAY AS SURVIVOR
      • #1 thing I like: being able to play with friends. its super cool to be able to partner up and take down a hunter. maybe increase the amount of humans/hunter per lobby?
      • #1 thing that bugs me: there is a rather steep learning curve regarding the skill level. im not gonna lie, im quite honestly a rather horrible human, because i have trouble just keeping up with everything. maybe if we could like mess with the controls on console at rewire the buttons that would help.
    • WHEN I PLAY AS HUNTER
      • #1 thing I like: tendril sprint. im going to make an educated guess and assume that tendril sprint was not meant to be in the game, but it has became such a huge part of my playstyle that it would honestly suck alot if it got removed. please keep it in the game. 
      • #1 thing that bugs me: animation locking. i can deal with the spammers easy enough, but drop kicking and dodge spamming can be quite a tad infuriating. now granted, when you miss a tackle you should get punished, so i'm not terribly upset with that. but dropkick spamming is still an issue
    • OVERALL
      • #1 thing I want: hmm, im not really sure so ill put a couple of things that would be nice/interesting. 
      • a universal mic feature. so you could talk to humans as a hunter. 
      • more then one hunter/4 humans. i feel like this would create a lot more chaos and fun. 
      • POSSIBLY more skills. if you do end up adding a new skill or something of the likes please do extensive testing.

    thats really everything. thanks for engaging with the community.


  1. i think the update was well. it feels like it did some four months ago, which is fine enough. i had a fairly decent 3v1 and was mostly entertained. got a little salty after they kept animation locking me but its whatever. spits are fine, maybe a tad nerf to uv heal would be nice, dfa is perfect, uv light is fine, flares are fine, and yeah. i only played one match and it wasnt that great of a match but it was a lot better then it usually was. before the jan update it was filled with so much people using cheap moves and whatever that i took a solid 3 month break on this game. this update brought this game to a good middle grounds. ignore all the haters saying that the hunter is op or vice versa/etc, most of the actual players of this game think this was a well balanced update. i also like they release of the new content since its bringing back some old and new players and is constantly spicing things up. kudos to you 


  2. On 2/19/2018 at 2:07 PM, Deadeye195 said:

    So far you have said almost everyone's opinion is wrong. I never said don't give your opinion that's what they want you to do. Not get on here and tell them what you think of everyone else's. And as far as advice on living I have no clue what you are talking about. Don't bother responding because I don't care about your opinion. 

    ............

    i feel like vallon is one of the only sane people here. you dont care about his opinion but yet you respond to him? 

    vallon decided that people were being unrealistic about the update. the update was good, but it needs tweaking. he gave people his opinion and instead of people acting like a person and taking it in stride they decided the most mature thing was to huff and puff and type away at their keyboard saying 'i dont care about your opinion.' 

    think before you type please


  3. On 2/16/2018 at 0:13 AM, Survivor said:

    I just want to say that regardless of who you are/how long you've played, you have no more right to an opinion about the game as someone who has played it for 10 minutes. About you saying I'm a "random player", neither of us have to prove anything, but I've beaten most, if not all the top tier PS4 hunter players... with just my fists. I've been playing the game since launch and shortly after its release is when I started to use just my fists. So before you de-mind me because of my loadout - or lack thereof - remind yourself that this is a video game which has had thousands of players, all at different skills and all with their own styles. If there was only one way to play any game, nobody would play video games because they would be stale and boring. I sincerely hope you can have an open mind about that and trust me when I say that I am a great player - using only fists. I appreciate your advice about playing, however I'm aware of all this and it needn't be said. We're all just here to have some fun but I feel as if there is no fun in being blatantly overpowered. As I've said a couple times now, my suggestions are not all meant to be implemented at once. Yes, I feel a couple are necessary, but for even one of the others to be added, that would just be a bonus.

    as for the exploits I've spoken of, there's many. To name a few; tackling and pounces through objects, making them impossible to evade. Landing behind a survivor with tendrils to tackle them instantly from the back without the ability to be evaded. The ability to charge up a ground pound while using tendrils. Being able to tackle a survivor from a higher surface, glitching out the screen of the survivor and confusing them. Pouncing a survivor from close range to have the "flash radius" of the hunter be moved to a random location somewhere around the survivor, making it impossible to evade. Being able to tackle while running perpendicular to a survivor, making the hunters animation glitch out, having him not even be facing you, hitting you with the side of his body

    These are most, but certainly not all the exploits/glitches alike that I see every time I'm playing a higher ranked hunter. Excuse me if some of them are intended, but if that's the case, they should be worked on to smooth them out, so it's not so rigid and broken looking. 

    since this has become a pissing contest at this point, i have 2 accounts(ps4), both 60+ hrs, apex, mostly undefeated. i've never heard of a player running around using his fists. if you are an ultimate surv and have played as often as you say you do, i think i would remember a player running around with his fists...

    you list many exploits for the hunter, yet fail to list some for the human. for instance, the grapple cancel, literally infinite items, poison bolt(thanks for the patch, but still somewhat used with pros and spammers, dropkick lock, etc etc. you complain about these tackles, but most of them are counterable. it feels like the only way to tackle a true pro of dying light is if the surv is blatantly not paying attention or cant possibly evade (in mid air). most of the time about 90% of my tackles are evaded with a true pro. you unconsciously depicted yourself as a pro saying you've been against nearly every zombie, so how about you start acting like one and try to improve instead of complain.

    p.s., humans can still evade tackles through buildings, and some pros even bait the zombie out by waiting below a van or something alike. 


  4. havent really checked up on fanbase for a while, and i know that i heavily defended night hunter and liked the buffs, there are basically no good ultimate survs on ps4 now. i only played surv right after the patch, so spits werent heavily abused, but when i played surv it was near impossible to play. update was definitely a good step but now it feels like the human community is dead. 


  5. 1 hour ago, Chickeninja said:

    That’s just it though: you needed a few weeks of intensive play to arrive at that conclusion. That doesn’t mean the update was good. It just means you got used to it.  

    A successful pounce requires a level of true skill? Post update I observed a higher number of undeserved gotcha pounces by my hunter. Also tactically, you’re describing a scenario where the hunter takes the bait and complaining that they get punished for it.

    As for the survivor types milking this tactic: There are other, more measured ways to discourage camping from giving folks an edge strategically. Note that camping itself is a symptom of poor game design: folks feel they don’t have options with which to engage hunters, so they camp.

    Equally important to all the balancing arguments is that the game is fun to play. And drop attack was one of the most fun mechanisms for a reason: survivor makes a sound prediction about hunter’s heading and position and is rewarded with insta kill. To me it doesn’t matter if this happens from the height of a cardboard box: if the hunter’s moves are that transparent, then sparing them those kills won’t make a difference.

    The fact that so much emphasis is placed on the necessary learning curves for survivors, while there is zero discussion on the merits of challenges/learning curves for hunters is revealing. I’ll point out the obvious again: This kind of reasoning pretends to value balance while really seeking overpowered hunters (For everybody howling “You seek an overpowered survivor”; see my previous posts, I’ve been defending what I interpret to be appropriate buffs and nerfs on both sides well before stuck spits could be negated by survivor shield use, which needed to be reigned in for example).

    With the latest update, the following scenario is common: a hunter picking a predictable route and the survivor’s drop attack just being off by the width of a hair results in the same kind of game play: inaccuracy of hunter rewarded and survivor nerf is equivalent to removing drop attack as an option for survivors, given that survivors feel only a fraction of their attacks to be effective when compared to before the update. Double standard. The net effect over time is that folks will stop trying to use what is arguably one of the funnest survivor mechanisms of the game.

    Indeed, if great = leaving survivors in many situations without viable options, then indeed they've "Made Dying Light great again". But as you've noted, it took a couple of weeks for that greatness to sink in, which indicates the kind of change that makes the game harder to learn and less fun to play; and while EXACTLY THIS may be the kind of fun appropriate to competitive play styles and huge frequencies/hours sunk into the game, I'll go out on a limb here and say that the vast majority of folks seek a good time online and are neither interested nor impressed by the kinds of play styles that seek some warped sense of skill only to lord it over others online.

    Ok, then share with us the exact criteria to make the distinction between imbalanced, poorly designed games, and the kind of game play situations that require "get better and deal with it". I believe that's a personal thing and that people should not play games that aren't fun. By valuing challenge in itself, I should play infinite games against supercomputers that I can't win because it would be more challenging. And by the same measure, if humans are overpowered then hunters should enjoy the challenge of winning 1 game in a thousand against weaker playing survivors.

    "C'mon you whiners, where's you're sense of adventure?" works both ways but is also an admission that the game's quality is so poor, you need hundreds of hours to realize it. Therefore, bad patch for the community as a whole, even if excellent patch for us.

    1 hour ago, Chickeninja said:

    That’s just it though: you needed a few weeks of intensive play to arrive at that conclusion. That doesn’t mean the update was good. It just means you got used to it.  

    A successful pounce requires a level of true skill? Post update I observed a higher number of undeserved gotcha pounces by my hunter. Also tactically, you’re describing a scenario where the hunter takes the bait and complaining that they get punished for it.

    As for the survivor types milking this tactic: There are other, more measured ways to discourage camping from giving folks an edge strategically. Note that camping itself is a symptom of poor game design: folks feel they don’t have options with which to engage hunters, so they camp.

    Equally important to all the balancing arguments is that the game is fun to play. And drop attack was one of the most fun mechanisms for a reason: survivor makes a sound prediction about hunter’s heading and position and is rewarded with insta kill. To me it doesn’t matter if this happens from the height of a cardboard box: if the hunter’s moves are that transparent, then sparing them those kills won’t make a difference.

    The fact that so much emphasis is placed on the necessary learning curves for survivors, while there is zero discussion on the merits of challenges/learning curves for hunters is revealing. I’ll point out the obvious again: This kind of reasoning pretends to value balance while really seeking overpowered hunters (For everybody howling “You seek an overpowered survivor”; see my previous posts, I’ve been defending what I interpret to be appropriate buffs and nerfs on both sides well before stuck spits could be negated by survivor shield use, which needed to be reigned in for example).

    With the latest update, the following scenario is common: a hunter picking a predictable route and the survivor’s drop attack just being off by the width of a hair results in the same kind of game play: inaccuracy of hunter rewarded and survivor nerf is equivalent to removing drop attack as an option for survivors, given that survivors feel only a fraction of their attacks to be effective when compared to before the update. Double standard. The net effect over time is that folks will stop trying to use what is arguably one of the funnest survivor mechanisms of the game.

    Indeed, if great = leaving survivors in many situations without viable options, then indeed they've "Made Dying Light great again". But as you've noted, it took a couple of weeks for that greatness to sink in, which indicates the kind of change that makes the game harder to learn and less fun to play; and while EXACTLY THIS may be the kind of fun appropriate to competitive play styles and huge frequencies/hours sunk into the game, I'll go out on a limb here and say that the vast majority of folks seek a good time online and are neither interested nor impressed by the kinds of play styles that seek some warped sense of skill only to lord it over others online.

    Ok, then share with us the exact criteria to make the distinction between imbalanced, poorly designed games, and the kind of game play situations that require "get better and deal with it". I believe that's a personal thing and that people should not play games that aren't fun. By valuing challenge in itself, I should play infinite games against supercomputers that I can't win because it would be more challenging. And by the same measure, if humans are overpowered then hunters should enjoy the challenge of winning 1 game in a thousand against weaker playing survivors.

    "C'mon you whiners, where's you're sense of adventure?" works both ways but is also an admission that the game's quality is so poor, you need hundreds of hours to realize it. Therefore, bad patch for the community as a whole, even if excellent patch for us.

    you are describing a lot of specific scenarios for these. it seems you've yet to understand the true power of a dfa spammer. 

    i agree with you, rewarding a hunter for missing a ground pound is ridiculous. but, if you've gone up against a duostack, one at nest, one at a building, i found it impossible to enjoy that. getting dfa was probably the biggest cheese of btz mode. i can take a couple, yeah, but when some guy does it over and over again, i find myself not enjoying btz mode. 

    personally, i love the new update. of course, my opinion is biased since i have many hours as hunter, but next to none as human. but look at it like this; i play dying light for fun. its not very competitive, and half the community is a bunch of tweens and teens anyways, so virtually no point in playing competitively. i do, however, like to win. of course, i know sportsmanship and you cant win them all but going on a losing streak because some guy held one button and hopped off a building is nothing short of aggravating. i also understand that people favor the human over the hunter. but was it truly fun being able to insta kill a hunter over and over again?

    you stated that the reason people camp is because of poor game design. sure, there are some kinks in dying light but most of them have been ironed out and even the stuff that still exists isnt that terribly game breaking(besides duping, but that is so commonplace by now hardly anyone cares). anyways, people dont camp because of bad game design. look at other games, for example planetside 2, basically any battlefield or cod game, hell, any game with a player vs player mode. camping will always exist for this reason; it's easy. it is ridiculously easy to sit on top of a building, jump off of it and fall ontop of a hunter and get a kill. the people who camp do it because why should they have to try hard at something when you can just take the easy way? a good sense of morals very rarely exists in video games, since people can be a different person online. dont hate the game, hate the player. also, video game designers try to punish campers by having the afk timer put on, like in overwatch.

     judging by the essay you have typed out, im gonna go out on a limb here and say that you were mainly a survivor player. thats fine, but you have to understand that your opinion is very biased. 

    "And by the same measure, if humans are overpowered then hunters should enjoy the challenge of winning 1 game in a thousand against weaker playing survivors."

    man, i hope you were high off something when you were typing this, because if you have failed to see the pure idiocy and hypocrisy in this statement then i wonder how you function as a human being. excuse my coarseness, but man where is your decorum at? developers giving players a mountain to climb is definitely necessary, but the mountain you describe has fire rivers flowing down the side, angry ninja's constantly trying to kill you, and is a couple thousand feet tall. now, a sane person would walk away from this mountain. if there was only a .01 chance to win a game, then who in their right mind would play it? people play btz to win and triumph over the opposer, just like any other pvp game. 

    obviously, this update isnt perfect. i booted up the human mode and played one game and the hunter i was going against kept on animation locking me when he didnt stick a spit. other than that fact, the match was perfectly enjoyable. the hunter was actually somewhat competent and felt enjoyable to play against, and i had to play smarter. usually when i play surv i just copy moves that are used against me, but those moves no longer work, and so using basic problem solving skills i managed to deduce that i could use other tactics, like shotgunning the hunter pointblank (which surprisingly drains a fair amount of health ) and then dropkicking the hunter away, which led to the hunter escaping with 50-80 health left. or, using the rain death ability with a smack hammer ( i completely forgot what the ability was called, but its where you slam down the two handed into the ground and it has an aoe effect) to drain most of the hunter's health. there are a more than fair amount of tactics/abilities that have been left untouched by this update. only the most abused (even then, dropkicking and grapple animation cancel have been left untouched) tactics have been nerfed, but you can still use them. be happy that it wasnt blizzard updating this game and that you can at least still use some of these tactics. 

    wrapping up my rather long rant, i guess you should at least try to play differently. step out of your comfort zone a bit, try something new for a change. 


  6. On 1/28/2018 at 5:20 PM, Chickeninja said:

    Veterans get sick of the thing, and there will always be the new hot shots more than willing to swing their uhm... police batons around proclaiming to be the best, with new profiles, fresh names, offering to teach others, and be founding members of the next wave of groups.

    perfect explanation of what's happening here. the update, which many of you proclaim to be the end of the world, is actually quite balanced. now, you can't please everybody. sure, you can appease the general audience but there is always going to be that one heckler in the back that just has to get his opinion out. maybe, instead of whining in the forums about how 'i lost fifty games,' perhaps change your playstyle? instead of running around with a machete, how about an axe instead and use the untouched grapple cancel combo on the hunter? or maybe, take advantage of the broken hitbox for the hunter and do jump-swipes with a one handed and wear down the hunter?

    at least try to change the way you play. that was the whole purpose of this update.

    i was also slightly amused when i saw all the 'unbalanced' messages. you survivors yearn for balance, but yet  you have infinite medkits, flares, positions, poison bolt, etc. if a human wishes to use everything that their kit has to offer, then they could very likely win. 

    haven't i told you the definition of insanity? how about using some basic problem solving skills to solve the issue at hand instead of throwing a hissy fit. honestly, you guys should be thankful that the dev's at least managed to update the game. 


  7. i see....

    this community doesn't seem to understand...

    in games, people will always flock towards the most overpowered items/weapons. for example, in overwatch people play junkrat, in battlefield people spam grenades, etc. you all shouldnt complain when a hunter uses a well known tactic. its literally human instinct to win, and some people will use any means necessary. if the hunter/human is playing dirty, that gives you the right to play dirty

    for example - i was playing hunter and went up against a particular dfa spammer one time. i'd be fine with dfa, but this dude only killed me with dfa. so, i busted out the ol' gp spam and cucked this dude into the seventh dimension and got a pretty satisfying message. 

    if hunter is spamming spits, use shield ( i think shield still blocks? i dont really play human and havent seen that much shield action gameplay but idk) if hunter is spamming horde spit, hide in water, use camo, hide on buildings. you all say these things dont work, but have you actually tried? same with uv spit. just quickly equip flare then look behind for quick animation. if the hunter got you then you were too slow. 

    even the animation hold is counter-able. if hunter uses spit, misses, pounces to ensure spit, you can quickly equip flare and get one ready. you have about half a second to do this and sometimes it will fail, but you just have to accept it and move on.

    that brings me to another topic, guaranteed kills. listen, not every kill is guaranteed. everything in this game has a counter, no exception. if you lost, its because you didn't take advantage of the counter or you were countered and didnt adapt. improvise, adapt, overcome. words to live by when playing night hunter or human.

    using words from before, the night hunter now has the slight advantage. this is only a number, by the way. around 90% of the time, stats are wrong so instead of crying in the forums why dont yall just play the game and settle it like a true gamer. 

    also, didnt i tell you the definition of insanity?

    its doing the same thing, over and over, expecting a different outcome. 


  8. its funny seeing people moan and complain about the new update. you all wanted an patch, here it is. the point of the patch was to change your playstyle because the other one left the advantage to the humans. now the hunters have the slight advantage. i think the spam while playing as a human can still be an issue, but you guys are definitely overreacting. chill out for like a couple weeks until people get used to the update and if you still think that its that bad, then complain to techland about it. 


  9. im just going to assume right off the bat that bad blood wont actually have an open beta for console, because of the completely different coding etc. sure, i can live with that and watch some random youtuber but i have a couple of questions. 

    will the ps4/xbox updates be the same time as pc updates or will they be halted like content drop 0?

    if we own dying light/have the season pass/etc will we have free access or perhaps a discount to the standalone?

    and lastly (even though it is not a question) please take your time when making this. ignore all the people asking "where is bad blood, etc". we all know the problems that you've had with btz and hopefully you've learned from them so take your time and polish up this game mode. id rather wait until june of next year and have a fun, balanced game mode thats fun and exciting instead of having it released next February with glitches, bugs, and bad mechanics. 

    wish you luck with this endeavor of yours techland


  10. first off THANK YOU FOR ACTUALLY LISTENING TO US. its nice to know that someone is going to do something about the balance of this game. 

    most of the suggestions are already stated, except maybe that grapple hook animation cancel.

    maybe you could decrease the range of the tackle and make it harder to pull off. you could also prevent mid air drop kicks, or prevent humans from dropkicking after they failed a dfa. 

    main things in notice when i invade-

    humans are spamming. whether it be dfa, dropkick, or crossbow humans always seem to be spamming something. decrease reach of dropkick, dfa pls james

    humans are dupers/250 lgnd rank. duping has become a rather common medium in the world of dying light and 99.99% of ultimate survs arent legit. sure, maybe they climbed all the way up but they did it with 9999 meds or 9999 flares, etc. decrease amount of meds/flares/etc that humans can carry (maybe weight limit??)

    exploitings/cheap moves/hacks? exploiting the grapple hook has become very common, for example swinging a two hander + grapple hook to cancel animation after damage is done + tackle = death for hunter. ive noticed now that if you time a grapple hook just right a hunters ground pound is rendered useless since the human is in the air. remove ability to use grapple hook when swinging an axe/ after human took damage. maybe prevent humans from using grapple hook if spit stuck?

    autobalance. already been stated above. remove entirely

    pretty much sums up for invading as hunter, now human turn.

    general spam. when the hunter invades, there is pretty much only two ways to kill humans. medium range, and close range. hunters close range attacks consist of: tackle, gp, claw, toxic spit. medium attacks consist of: pounce, horde/uv/sense spit. hunter is too predictable, making it easy for humans to take advantage of it. the consequence of this is spam. when i join a lobby as a hunter, i find my self doing the exact same thing every time, for example gp + uv spit + uv heal = human death. or perhaps shoot uv spit at human, miss, tackle to prevent human from getting away due to animation, uv heal, death. increase the skills for hunter. 

    generally very boring. because of the predictability of the human and hunter, nothing new ever happens. sure, some close matches are held but none of them are actually entertaining. just take a look at any montage of dying light. human runs around, gets a couple dfa, maybe some aim assisted crossbow kills but thats it. probably the main reason dying light is dying (pun intended). increase the amount of humans per lobby or hunters per lobby

      


  11. On 10/16/2017 at 3:51 PM, [BD+] Myzo said:

     

     

    Everything else is balanced, has a counter, or a check. 

    Death from Above: Easily blocked by holding your sprint, forward, and tackle bind while looking up at the human. It just requires awareness. 

    Dropkick Spam: There are multiple things you can do. Hold jump and fly off, jump and then hold your groundpound bind right before you use the tendril to get to where you want to groundpound (It will create an instant groundpound). UV Block/Heal + UV Spit also helps as you can stick them (they are running directly at you) and continue to pounce or get away. 

    Spikes are balanced as well. This comes back to the awareness thing. Just be aware of your surroundings. 

    i know that these have counters, but if you are a noobie then these tactics are pretty much unknown to them. it took me 3 mutations to figure out i could stop dfa by tackling. as for the spikes, those arent very balanced for the hunter. i find myself often just tackling a human off a building, then happening to impale him on spikes.

    dropkick spam is avoidable, but it mostly requires luck. if you get drop kicked in a wide open field in the following, and the other guy runs up to you and dropkicks you, omae wa mou shindeiru

    the only way to avoid dropkick spam is if you get drop kicked off a building, into a wall, the human has to climb something to get to you, or they weren't coordinated enough to follow up. unavoidable tactics are cheesy and not fun to play against. thats why i abort 


  12. ......

    this is a feature in the game. its called camouflage

    the humans, if they are high enough of a level, can kill a zombie and hold the interact button to rub zombie guts over their body, making them blend in with other zombies for a limited time (they can also drink a certain potion to become invisible to zombies). in be the zombie mode, the player disappears from your HUD and a question mark is replaced for his last known location. if you manage to see the human when he is camouflaged, then it will look as if his player model is red. his health probably increased instantly because he is playing on normal. if you heal on normal, then 100 of your health is healed automatically. 

    this guy isn't cheating. you just weren't informed of the game functions/haven't played human. 


  13.  

    Here's a list of problems when it comes to btz mode as of oct 2017(at least on ps4).

    CO-OP

    Dropkick spam

    One human dropkicks,another one chains off it, etc. Is avoidable, but barely and requires some luck to avoid.

    Lag

    Just common lag. It can vary between getting killed while twenty feet in the air, or getting killed while the human isn't even facing you.

    1v1

    1v1 gives hunter an edge, since in co op the uv spit is practically useless. Most 1v1s  experiences can be fun and intense. Not many issues besides the human/hunter can sometimes get ridiculous buffs if they are on the second nest with two lives left or if they hunter hasn't killed the human once. I've been comebacked many times because of that stupid mercy rule.

    General problems

    DFA

    Again, another avoidable tactic but requires practice and timing to avoid. Kind of like a Trump card for the humans. I recommend being able to block it or some sort of counter, because if you go against a dfa spammer it can get a little cumbersome.

    Duplicating

    I understand that this game has that ‘grindy’ feel to it, and practically nobody wants to make a trip to the bridge every 10 minutes to refill on meds, but duping is not fair, in any way, shape or form. It is possible, believe it or not, to win against a night hunter without pooping out flares every twenty seconds and constantly bandaging your forearm every fifteen seconds. Meds and flare duping barely scratch the surface of the things that are duped, but those are the main problems. I recommend adding a limit of some sort to them, and the limit is reset when the human dies. No matter how many times dying light tries to patch kurczak methods, another one always manages to scrounge it's way to the surface.

    Human tackle

    That little feature that the devs just had to add in can be so infuriating and frustrating. Whenever I'm up against ‘pro’ survivors, they constantly spam the tackle whenever they can, i.e. after a failed pounce, tackle, etc. Realism wise, the tackle fails to obey the laws of physics. The night hunter, which happens to be one of the most powerful zombies in the dying light universe, can fall over and die if some human manages to rub their arms against the hunter. Personally, I recommend completely removing the tackle. You couldn't do this since they fanboys would absolutely flip a lid if you did, but drastic measures need to be taken against this feature.

    Grapple hook (if you are going to fix anything, please fix this)

    This little wooden hook should've been called the gravity breaker, since that is it's primary role in btz. Whether to break a fall by throwing a hook onto a building, which in real life would've dislocated your arm, or rocketing across the terrain almost as nearly as fast as the speed of light. The grapple hook can be used to cancel two handed weapon animations as well, so the human can swingaxe+grapple+tackle to instakill a hunter. I recommend making the speed of it slower, and have it disabled for a couple seconds after the hunter pounces/tackles. Maybe have different types of grapple hooks, like have a gray grapple hook, green, orange, yellow, etc.

    The crossbow

    The crossbow, at worst, is unbalanced. I thanked whatever god was out there when the xbow finally got nerfed, and personally the only thing slightly unbalanced with it is the poison dart. I recommend reducing the damage on the nest and making the poison time on the hunter not as long lasting.

    Unknown glitch

    Today I was invading a human and I noticed that he was wiping out my nests in a matter of seconds. He also seemed to be killing me quite fast as well with just regular slices from a one handed axe. I called him out on glitching and he didn't respond/care. I don't have any idea on what this glitch could possibly be. The user of this glitch is DECIPITATED748.

    Things that need to get reworked/buffed for hunter/human.

    Sense spit in co-op.

    UV spit in co-op.

    Buggies.

    Spike kills.

     

    Well, that just about sums it up for my rant. I've been playing btz since 2016 of may, and I've seen it all by now. If even one of these changes happen, I might consider not throwing away dying light. I am completely aware that I have downtime when it comes to matches, and I'm not the best hunter, but these are recurring problems. Devs, or whoever is working at techland, please at least change the grappling hook.

     

    This is mainly a rant concerning the abilities of the human. Most humans complain about the many functions that a night hunter has, like gp spitting or how the tackle can sometimes defy physics. Going up against a human who is glitching/spamming/or using teamwork effectively makes it extremely hard to not use methods that seem unbalanced towards the hunter. If I went up against someone like viceral, i would probably lose if I didn't gp spit or tendril sprint.

     

    Ideas I've had that could make btz more interesting

    More skills

    Stamina spit.

    When drenched in the spit, the human becomes slowed by nearly half. Climbs slower/sometimes falls off object the human was climbing. Basic time - 15 secs. Upgraded time - 25 secs.

    Snatch

    Hunter takes the weapon that the human was using and throws it to the side, unequipping it from the humans inventory. QuickTime event

    Horde spit v3

    Summons upgraded night volatiles, ones that will chase down the human until the humans die or the volatile dies. Can only activate if the hunter spit stuck. Can be avoided if the human goes into water and washes off the spit. Is a separate spit from the uv/horde. Start with half of it regenerated at spawn.

    Piercing howl

    Whenever the hunter howls, the sheer volume of it can damage the human. Depends on how far away the human is when the hunter howls. 50-5 dmg

    Iron skin

    Skin has a 25% to completely deflect bullets, sharp objects, and arrows. Extremely vulnerable to elements. Should be equippable/unequippable.

    Stalk

    The hunter strikes fear into the human, making it seem like there is two of them. Only activatable if the human makes line of sight with the hunter while the hunter is on elevated ground and is unmoving. Think of Michael Myers. Visual impair, still only shows one hunter on the map, but a decoy to the eye.

    Sacrifice.

    Hunter needs to be fully upgraded skill wise and has two horde spit, two uv spit, and two uv block. Kills off one entire nest.

    The hunter's abilities are greatly enhanced for 45 seconds, making it regenerate faster, hit harder, and move quicker. The humans instantly die if they are downed in co-op, and the humans also enter a state of rapid respawn to prevent them from sitting on the respawn menu. The ability can't be used on the last nest.

    Zombie summoner spits

    Being able to call in different types of zombies(walkers, day volatiles, night volatiles, goons, demolishers, etc)

    Tendril pull

    Tendrils wrap around the human's legs, pulling him to the hunter. Think of the smoker from l4d. Only usable in co-op. Teammates can only save the human.

    QuickTime events

    Hunter blocking dropkicks, dfa’s, regular attacks, etc.

    2 or more hunters and 4 or more humans.

    More nest spawns.

    Demolishers spawning for the hunter when autobalance kicks in.

    Upgradable nests

    Being able to have certain zombies around your nests.

    A tutorial mission which introduces the hunter to the human