RiceMaster

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  1. RiceMaster

    "night Hunter" Don't Make Me Laugh...

    Lvl 40 night hunter here speaking. Im getting kills against even very high level, 4 skilled players but that proves nothing. Hunter is weak, period. You can play well to compensate the weakness and get kills but that still doesn't quarantee the victory neither change any facts. Good players will always be able to compensate UP characters by using "advanced tactics" like hit and run with the air-drop pound but still, what is broken, needs to be fixed regardless of you "geniunity" with the character. The point with this hunter whining is that the consept is broken, hunter isn't scary neither a threat, ever. If you die to hunter you suck, if you kill a hunter, you merely did decent and if hunter is able to kill you then he is good. Anyone here boasting about "l2p hunter" can come face me in 1v1 and I'll show how weak you really are. Spits will be your only chance and I qurantee you won't win even one game. If I can wreck any of you 1v1, imagine 4 guys? Tsch, as if you had any chance. I'll just hook myself to you, flash you face and one shot you, then I proceed to destroy 4 nests before you even manage to respawn. Yeah try beating that. Doesn't matter if I can't kill you either. I will just rush the nests and game is over before you get even one spit out of cooldown.
  2. RiceMaster

    Be The Zombie Issues/suggestion

    Fine Ill post to "your" topic then >_> Hi! As a highly conserned fan of the game and a regular hunter player I have a "few" things to talk about. First of all I'm full leveled hunter and I fight against 1-4 max levelled players daily so I know what I'm talking about. I have played both sides so I know all the counters and basically the mechanics of this mode pretty thoroughly. Don't get me wrong I love the game but I do have some things to complain about. The game mode at first glance seems pretty darn amazing. You control an ultimate intelligent mutation to hunt your prey in the dark night. You can swing like spiderman and have an x-ray vision, summon zombies, insta kill players etc. Yeah sounds pretty darn cool. Normally this all sounds unfair to play against which is why the developers invented the UV-light to burn of the night-hunter. I'm okay with it, it's reasonable counter and works, maybe too well that is. Advantage and effort My conclusion after countless games and battles is that, humans are omnipotents. By this I mean that there is not a single thing hunter can do against humans if they have the same level of knowledge of the mode. In fact the disadvantage hunter has even in 1v1 game is so frustrating that the skill ration needed to have an equal match is lvl 22 (max) hunter vs lvl5 survivor. Not to mention 3-4 man games. Everything hunter does can be countered with UV flash light or simply dodging. Not much of a effort required than to press 1 button. Not even timing is needed, just spam the button. There is only one thing a hunter can do which UV light does not cancel, ground pound. It's a shame that often when the players extend to even chase the hunter with UV light (which light range is insane) only thing hunter is left with is a ground pound which needs to be timed correctly, lag is not helping. Logically speaking when a hunter has to use great set of effort to even escape from the human player it's just expected that the game rewards effort on the offensive side as well? Well you would think so but no. When trying to combo the player with for example: Fly above, drop with pound and pounce them in mid air while they still fly from the knockback. Let's analyze what the hunter has to do to execute this: -Time the UV block just before enemy UV's you -The block activation cancels your tendrils so you have to "calculate" your new tendril spot to be able to drop directly next to player to use the pound -If the pound manages to hit you still have to pounce him while not getting interrupted. Too bad you WILL get interrupted in 2 most common cases: 1) There is a second player who UV's you when you activate pounce so the block doesn't protect you. 2) The victim itself can flash the UV when pounced in mid air. I count this as a bug, if this is intented, it should never be possible in match of up a +2 players. How do you UV while stunned?! Seriously?! Let's see what the player has to do to prevent being killed by this: -Spam Survive sense Q -Walk backwards while blinkin the UV light, or keep it burned since it recharges faster than hunter can move (apparently). Also no fear of walking blindly to a zombie while doing this since there are none. -Dodge the drop/run away or just take the hit and keep calm and trust the UV tapping. -Have a friend saving you. That's all the player has to do to cancel the effort and timing of a hunter. The probability of hunter succeeding? 1 out of 20th is the avarage I have calculated. Other players won't even have that good chances (as I heard). You need more luck to have a braindead player to play against to execute this. I don't like luck being such a big part of the game. Safe zones Safe zones chupacabra hunters real bad. -"Well duh that's what they are, safe zones!" No not that way, I mean by flying to safe zone with tendrils by accident or flying over the place. You take enough damage when you fly over or accidently to these places to die to single hit from player's melee. The problem is that avoiding these areas can be harder than you at first thought think. You move quit fast as a hunter and you don't have much of a luxury time to look the víew. Often enough when escaping a player's UV or his fatal melee attacks you just swing to closest building, but what if it happens to be a random safezone wall? You die of cource. Safe zones do not emit enough light in the hunters eyes to give a clear message of a danger zone. You can see very mild purple area in minimap but when you move like spiderman you already land to the nope-area before having a chance to regret it. These things are just badly compromised. Make the areas have a real bright unrealistic glowing light barrier extending to the sky to warn the flying hunters not to go there or even by accidently escape there. Really obvious and easy solution. Levelling and gaming experience As I already mentioned the humans have all the tools or should I say, THE TOOL they need to give you a hard time at any spot. Walk backwards and blink the light protects you from "easy" pounces. Too bad that's all you have at the starting levels. Hunter needs all his abilities to have a chance against a normal player. My first play experience as a hunter to the lvl 7 was: "Bullsh!t." I'm sorry for the swear but there is really nothing else to describe the experience as well. Anything or everything you did, was just "flashed" away. No pun intented. The game got some taste when you receive both spits, faster tendrils and ground pound. Before that it's just awful. Not to mention the huge turn off of this mode: "player X joined the sessions" "player X left the session" !ABORTED! This "invadind" feels more like a polite knock on the door. "Knock knock" "who's there?!" "the hunter" "hunter who?" "night hunter" "sorry, we don't buy chupacabra" and that's that. You can't sell them any, you heard the man. I'd imagine that a game that sells itself with an opportunity to INVADE games and hunt players in middle of their missions should make sure that you can just pop out of no where and spread chaos and terror in your victims. I thought it's part of the deal and horror that nights are guarded with vicious intelligent hunters to devour your sanity and give you horrific gaming experience. Something to be afraid at nights right? Instead you can't find games, if you can the players hunt you down, the night is not dark enough to hide in shadows, or rather not hide at all since players have unlimited access to the precise knowledge of your position at the map. Which makes me question why in the world is there no stealthy option for hunters? I'd imagine that using the Hunter's roar is a double edged sword which gives you the player's position but reveals yours. Nope I was mistaken and paid for that with some confused tears when I'm silently sitting on roof watching the player's movements while noticing that they look at my direction 24/7. The first time I got invaded I just laughed like maniac, ran after the poor hunter, slaughtered it with the goon's pole and kept doing it until he rage quitted. He didn't get me killed even once... Pretty sure that's not how it's suppose to go. Volatiles are not nearly enough threat when you have a grapling hook with you. So basically this whole "invade the players game and hunt them down" is more like, ask if you can join the party to be hunted down by four hook-flying max levelled survivors one-shotting you and the nests. Oh and don't forget to turn the lights on, since that's where the party begins. Abilities Hunter cannot survive without his abilities. The moment he doesn't have a single one of them available he is almost rendered useless. You can still keep the player busy with drop-pounds but it's a risky move especially if there is even a slight lag at present. Yet this is all thanks to the incredibly simple and various counter measures given to players. -Horder -> run to roofs or just to awkward places they can't climb -Uv cancel -> have a friend or drop flares -both spits? -> well first of all, you don't take both spits since it needs precision from hunter and if he snipes you, you can dodge away from them, don't stand still. if you take both spits, yeah you pretty surely die, except if you kill hunter and run from zombies or simply that doesn't matter. The hunter uses half of his abilities to get a single kill and waits who knows how long to get them back. Not cool -Pounce -> keep that hunter saturated with the UV-light, is not that hard. Also do not turn you back to him and keep spamming survive sense. -Tackle -> dodge and assassination the hunter while coming down. -Ground pound -> bait the pound by going forth then dodging backwards, now you can slay the immobile hunter. -Hunter harassing and staying nearby -> hook and start chasing, your UV light is so big that the hunter might not even be able to escape and you can just strike him down. - nests have 1-2 regualr zombies and hunter is nearby? -> why even bother staying near nests, just one shot them with molotov or shotgun, zombies are not a thing during invasion. -Hunter gets aggressive and melees? Don't worry he has 150hp, deals 40dmg with all attacks, you have 200 hp and deal 50%->100% with melee, just don't use guns. Summary, answers and fixes -Penalty for players for leaving or reward for hunter if left either way. If you don't want hunters there is a button for it. -UV light has bigger CD if you overburn it (If you are stupid enough to burn you UV on a empty roof then you deserve to become vulnerable. especially the case if you have more than one player) -UV light range should be nerfed (self explonatory, it's long enough for players to chase the hunter forever if they have hook, the UV's job is to prevent assaults not utilize your own assault, and it can still do it if hunter is too aggressive.) -Knocked players cannot use UV light in mid air because they are stunned. (doesn't apply in 1v1, if you have a friend then this is totally acceptable, more pray doesnt mean more kills, it means less kills...sadly.) -Nests take same damage from all melee weapons and ranged weapons. (this prevents the nests to be insta shotted and gives a hunter a chance.) -Hunter has more health skill (you gain max lvl at 22 which is too low. I'm almost 40 and it's getting boring. Hunter dies too quickly to any power-weapon so more health and durability ability would be nice fix) -Hunter skills in general need much much more skills. Maybe even up to level 50. -If horde zombie explodes on a player, it should always kill the human instantly or the revive timer should be around 10 seconds instead. It takes too long now and securing a kill in 3-4player match up (when they all are full leveled) is more than hard. -Horde spit summons more and better zombies depending on the ammount of players. (1 player gets the ones we have now, 2 players get virals as well, 3 players get toads and 4 players have volatiles.) -Hook is not usable. (If this would become a thing some of the stuff above wouldnt be necessary, like the horde upgrade. Note that using hook always seems to have a warping lagg effect. Player hooking on a edge of a roof appears behind you when you see him just getting on edge. Usually you are dead when you realize this) -After you pounce (and get interrupted) a player in midair the hunter's pound following the interrupted pounce doesn't have any effect, this is a bug I believe and should be fixed. You can fly again and take damage from pound when you are on ground. -Tackle inflicts more damage or stuns the player. (Current tackle is useless since players can see from the minimap when you approach and just dodge your tackle, UV the chupacabra out of you and assassinate with kill move when dodging, really inconvenient ability. Needs a buff. It even has a acceleration so it can't be used on roof's) -Hunter's loot should be needed to creat much better loot than a lousy potion. This would encourage people to accept invasions more often. Right now the game is not encouraging facing a hunter. It's not even fun to beat the hunter player to death because of how easy it is. He is not a threat. He does not even creat a threat since I can see him with survive sense. -Survive sense doesn't show hunter's location anymore OR you have radar type of sense which means you can activate it far less frequently and it only shows a spot where the hunter WAS at the moment of use. -Hunter should be able to be stealthy if he doesn't use the Roar ability. The revealing of a player should be double edged sword. I really wish I could get the paranoid fear of not knowing when and where the hunter strikes. It's already easy to tell where he is since flash light/ noise he makes and the sky is pretty visible even at nights. - Hunter's abilities need a smaller cooldown. - In 4 player match there can be 2 hunters (only if none of the above changes are made) Overally the gameplay has incredible potential but it's not using even half of it. It's just that the humans are far too forgived for their mistakes. The hunter mode feels really clumsy for both sides and not really giving any reason to play it. I'd really hope to see even half of these changes to be tested and maybe implemented. It may sound like I'm giving hunter insane buffs but take into note that not all of these are necessary at the same time to make the game mode more enjoyable. Changing even one of these makes a huge difference to enjoyment of the game. Thanks for reading and tell me what you think. I'm open to all discussion and opinions as long as you back them up with logic.
  3. Hi! As a highly conserned fan of the game and a regular hunter player I have a "few" things to talk about. First of all I'm full leveled hunter and I fight against 1-4 max levelled players daily so I know what I'm talking about. I have played both sides so I know all the counters and basically the mechanics of this mode pretty thoroughly. Don't get me wrong I love the game but I do have some things to complain about. The game mode at first glance seems pretty darn amazing. You control an ultimate intelligent mutation to hunt your prey in the dark night. You can swing like spiderman and have an x-ray vision, summon zombies, insta kill players etc. Yeah sounds pretty darn cool. Normally this all sounds unfair to play against which is why the developers invented the UV-light to burn of the night-hunter. I'm okay with it, it's reasonable counter and works, maybe too well that is. Advantage and effort My conclusion after countless games and battles is that, humans are omnipotents. By this I mean that there is not a single thing hunter can do against humans if they have the same level of knowledge of the mode. In fact the disadvantage hunter has even in 1v1 game is so frustrating that the skill ration needed to have an equal match is lvl 22 (max) hunter vs lvl5 survivor. Not to mention 3-4 man games. Everything hunter does can be countered with UV flash light or simply dodging. Not much of a effort required than to press 1 button. Not even timing is needed, just spam the button. There is only one thing a hunter can do which UV light does not cancel, ground pound. It's a shame that often when the players extend to even chase the hunter with UV light (which light range is insane) only thing hunter is left with is a ground pound which needs to be timed correctly, lag is not helping. Logically speaking when a hunter has to use great set of effort to even escape from the human player it's just expected that the game rewards effort on the offensive side as well? Well you would think so but no. When trying to combo the player with for example: Fly above, drop with pound and pounce them in mid air while they still fly from the knockback. Let's analyze what the hunter has to do to execute this: -Time the UV block just before enemy UV's you -The block activation cancels your tendrils so you have to "calculate" your new tendril spot to be able to drop directly next to player to use the pound -If the pound manages to hit you still have to pounce him while not getting interrupted. Too bad you WILL get interrupted in 2 most common cases: 1) There is a second player who UV's you when you activate pounce so the block doesn't protect you. 2) The victim itself can flash the UV when pounced in mid air. I count this as a bug, if this is intented, it should never be possible in match of up a +2 players. How do you UV while stunned?! Seriously?! Let's see what the player has to do to prevent being killed by this: -Spam Survive sense Q -Walk backwards while blinkin the UV light, or keep it burned since it recharges faster than hunter can move (apparently). Also no fear of walking blindly to a zombie while doing this since there are none. -Dodge the drop/run away or just take the hit and keep calm and trust the UV tapping. -Have a friend saving you. That's all the player has to do to cancel the effort and timing of a hunter. The probability of hunter succeeding? 1 out of 20th is the avarage I have calculated. Other players won't even have that good chances (as I heard). You need more luck to have a braindead player to play against to execute this. I don't like luck being such a big part of the game. Safe zones Safe zones chupacabra hunters real bad. -"Well duh that's what they are, safe zones!" No not that way, I mean by flying to safe zone with tendrils by accident or flying over the place. You take enough damage when you fly over or accidently to these places to die to single hit from player's melee. The problem is that avoiding these areas can be harder than you at first thought think. You move quit fast as a hunter and you don't have much of a luxury time to look the víew. Often enough when escaping a player's UV or his fatal melee attacks you just swing to closest building, but what if it happens to be a random safezone wall? You die of cource. Safe zones do not emit enough light in the hunters eyes to give a clear message of a danger zone. You can see very mild purple area in minimap but when you move like spiderman you already land to the nope-area before having a chance to regret it. These things are just badly compromised. Make the areas have a real bright unrealistic glowing light barrier extending to the sky to warn the flying hunters not to go there or even by accidently escape there. Really obvious and easy solution. Levelling and gaming experience As I already mentioned the humans have all the tools or should I say, THE TOOL they need to give you a hard time at any spot. Walk backwards and blink the light protects you from "easy" pounces. Too bad that's all you have at the starting levels. Hunter needs all his abilities to have a chance against a normal player. My first play experience as a hunter to the lvl 7 was: "Bullsh!t." I'm sorry for the swear but there is really nothing else to describe the experience as well. Anything or everything you did, was just "flashed" away. No pun intented. The game got some taste when you receive both spits, faster tendrils and ground pound. Before that it's just awful. Not to mention the huge turn off of this mode: "player X joined the sessions" "player X left the session" !ABORTED! This "invadind" feels more like a polite knock on the door. "Knock knock" "who's there?!" "the hunter" "hunter who?" "night hunter" "sorry, we don't buy chupacabra" and that's that. You can't sell them any, you heard the man. I'd imagine that a game that sells itself with an opportunity to INVADE games and hunt players in middle of their missions should make sure that you can just pop out of no where and spread chaos and terror in your victims. I thought it's part of the deal and horror that nights are guarded with vicious intelligent hunters to devour your sanity and give you horrific gaming experience. Something to be afraid at nights right? Instead you can't find games, if you can the players hunt you down, the night is not dark enough to hide in shadows, or rather not hide at all since players have unlimited access to the precise knowledge of your position at the map. Which makes me question why in the world is there no stealthy option for hunters? I'd imagine that using the Hunter's roar is a double edged sword which gives you the player's position but reveals yours. Nope I was mistaken and paid for that with some confused tears when I'm silently sitting on roof watching the player's movements while noticing that they look at my direction 24/7. The first time I got invaded I just laughed like maniac, ran after the poor hunter, slaughtered it with the goon's pole and kept doing it until he rage quitted. He didn't get me killed even once... Pretty sure that's not how it's suppose to go. Volatiles are not nearly enough threat when you have a grapling hook with you. So basically this whole "invade the players game and hunt them down" is more like, ask if you can join the party to be hunted down by four hook-flying max levelled survivors one-shotting you and the nests. Oh and don't forget to turn the lights on, since that's where the party begins. Abilities Hunter cannot survive without his abilities. The moment he doesn't have a single one of them available he is almost rendered useless. You can still keep the player busy with drop-pounds but it's a risky move especially if there is even a slight lag at present. Yet this is all thanks to the incredibly simple and various counter measures given to players. -Horder -> run to roofs or just to awkward places they can't climb -Uv cancel -> have a friend or drop flares -both spits? -> well first of all, you don't take both spits since it needs precision from hunter and if he snipes you, you can dodge away from them, don't stand still. if you take both spits, yeah you pretty surely die, except if you kill hunter and run from zombies or simply that doesn't matter. The hunter uses half of his abilities to get a single kill and waits who knows how long to get them back. Not cool -Pounce -> keep that hunter saturated with the UV-light, is not that hard. Also do not turn you back to him and keep spamming survive sense. -Tackle -> dodge and assassination the hunter while coming down. -Ground pound -> bait the pound by going forth then dodging backwards, now you can slay the immobile hunter. -Hunter harassing and staying nearby -> hook and start chasing, your UV light is so big that the hunter might not even be able to escape and you can just strike him down. - nests have 1-2 regualr zombies and hunter is nearby? -> why even bother staying near nests, just one shot them with molotov or shotgun, zombies are not a thing during invasion. -Hunter gets aggressive and melees? Don't worry he has 150hp, deals 40dmg with all attacks, you have 200 hp and deal 50%->100% with melee, just don't use guns. Summary, answers and fixes -Penalty for players for leaving or reward for hunter if left either way. If you don't want hunters there is a button for it. -UV light has bigger CD if you overburn it (If you are stupid enough to burn you UV on a empty roof then you deserve to become vulnerable. especially the case if you have more than one player) -UV light range should be nerfed (self explonatory, it's long enough for players to chase the hunter forever if they have hook, the UV's job is to prevent assaults not utilize your own assault, and it can still do it if hunter is too aggressive.) -Knocked players cannot use UV light in mid air because they are stunned. (doesn't apply in 1v1, if you have a friend then this is totally acceptable, more pray doesnt mean more kills, it means less kills...sadly.) -Nests take same damage from all melee weapons and ranged weapons. (this prevents the nests to be insta shotted and gives a hunter a chance.) -Hunter has more health skill (you gain max lvl at 22 which is too low. I'm almost 40 and it's getting boring. Hunter dies too quickly to any power-weapon so more health and durability ability would be nice fix) -Hunter skills in general need much much more skills. Maybe even up to level 50. -If horde zombie explodes on a player, it should always kill the human instantly or the revive timer should be around 10 seconds instead. It takes too long now and securing a kill in 3-4player match up (when they all are full leveled) is more than hard. -Horde spit summons more and better zombies depending on the ammount of players. (1 player gets the ones we have now, 2 players get virals as well, 3 players get toads and 4 players have volatiles.) -Hook is not usable. (If this would become a thing some of the stuff above wouldnt be necessary, like the horde upgrade. Note that using hook always seems to have a warping lagg effect. Player hooking on a edge of a roof appears behind you when you see him just getting on edge. Usually you are dead when you realize this) -After you pounce (and get interrupted) a player in midair the hunter's pound following the interrupted pounce doesn't have any effect, this is a bug I believe and should be fixed. You can fly again and take damage from pound when you are on ground. -Tackle inflicts more damage or stuns the player. (Current tackle is useless since players can see from the minimap when you approach and just dodge your tackle, UV the chupacabra out of you and assassinate with kill move when dodging, really inconvenient ability. Needs a buff. It even has a acceleration so it can't be used on roof's) -Hunter's loot should be needed to creat much better loot than a lousy potion. This would encourage people to accept invasions more often. Right now the game is not encouraging facing a hunter. It's not even fun to beat the hunter player to death because of how easy it is. He is not a threat. He does not even creat a threat since I can see him with survive sense. -Survive sense doesn't show hunter's location anymore OR you have radar type of sense which means you can activate it far less frequently and it only shows a spot where the hunter WAS at the moment of use. -Hunter should be able to be stealthy if he doesn't use the Roar ability. The revealing of a player should be double edged sword. I really wish I could get the paranoid fear of not knowing when and where the hunter strikes. It's already easy to tell where he is since flash light/ noise he makes and the sky is pretty visible even at nights. - Hunter's abilities need a smaller cooldown. - In 4 player match there can be 2 hunters (only if none of the above changes are made) Overally the gameplay has incredible potential but it's not using even half of it. It's just that the humans are far too forgived for their mistakes. The hunter mode feels really clumsy for both sides and not really giving any reason to play it. I'd really hope to see even half of these changes to be tested and maybe implemented. It may sound like I'm giving hunter insane buffs but take into note that not all of these are necessary at the same time to make the game mode more enjoyable. Changing even one of these makes a huge difference to enjoyment of the game. Thanks for reading and tell me what you think. I'm open to all discussion and opinions as long as you back them up with logic.