Thecak3isali3

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  1. Thecak3isali3

    Dev Request: Detailed ~Be The Zombie~ Patch Review

    Taking out the immediate pounce after spit did hurt. Even if you stick a survivor they can still get out of it by bringing up the riot shield. Atleast on Xbox1 thats how it works. I dont know if thats an exploit or if techland intended it, but it doesnt make any sense and really shouldnt be in the game. The new skills are neat, but feels like gimmicks honestly. The SS block spit is pretty useless... I appreciate the thought though... The Acid spit is pretty great, its the only thing that has the ability to change this game mode slightly. The heal is okay, but I guess I just dont understand why you put this and the SS block spit in the game when all you needed to do was tweak what was already in the game to balance it. I mean the only reason I use the heal is to make myself slighly more durable as I approach or flee combat. Im not sure what other reason you would put this into the game. I mean why not just make the hunter slightly more durable. Or just tweak SS slightly. But Techland your game cant be balanced until you put a limit on dodge. Ive been an Apex Predator since the second day it was released and the biggest problem I have with this game is dodge spamming. You can counter the UV light, you can also counter flares, you can counter Drop kicks (theoretically), you can even slow play to counter Camo. But you simply cannot stop a max level survivor from dodging everything in your arsenal with ease and without risk. Unlimited stamina is uneeded in single player as well as multiplayer, it just turns things into easy mode when you dont have to worry about fatigue. I cant stress it enough. There has GOT to be a punishment for spamming the dodge mechanic in multiplayer. Especially now that there isnt a Spit/pounce mechanic. Also please implement some sort of matchmaking fix/change. 30 minute wait times cant be right... An actual lobby like on PC would be wonderful. Quick join just doesnt work most of the time... BTW the skins from the mutations in the new patch are pretty dope, thanks for the hard work guys!
  2. Thecak3isali3

    Problems With The Hunter

    Yeah a mechanic like that would be way to easy to exploit, I have to agree with Broko on this one. I think a simple time limit between nests would be sufficient.
  3. Thecak3isali3

    Anything Above 1V1 Is Pointless

    Now I know that dasorrow is a bit of a troll so dont get me wrong. But by the logic on this thread, you can win a 4v1 but only if some of them arent very good. Thats like saying you can win a 1v1 but only if they have a handicap. When speaking about a balance issue you have to look it at all levels of play including top level plays. If you cant win vs 4 top level players who are organized, even if you are a top level hunter, then it isnt balanced. The hunters only option in a 4v1 is to pick on the weak link on the survivor team. This game mode should not be determined by how many bad players are on the survivors team.
  4. Thecak3isali3

    Problems With The Hunter

    Disregarding nests to hunt the hunter is not how this game was intended to be played. At least not in my opinion. But that is how the game mode is built right now. A time limit for survivors between nests would help this problem a lot. Or maybe if you hit the time limit more/larger defenses spawn. That way it punishes the survivor for not playing the objective. Lets say a 6 minute time limit. That's a 30 minute game in all. I think that's more than fair. This will also solve camping issues. It may even stop a lot of the dodge spammers considering they would need to actually make a move other than dodging until you fail because the hunter could then just stall you out. This wont solve any issues with the actual combat but I think it would be a healthy change for this game mode.
  5. Thecak3isali3

    Fun Ways To Stop Camping Suggestions

    I had a game a few days ago against a single opponent that was tea bagging in the tower the entire time. I figured I would just win by timeout but I waited for 10 minutes and then decided to dropout. Maybe it was just an isolated incident glitch, but this guy seemed to know he wouldn't lose by troll tea bagging.
  6. Thecak3isali3

    Serious Gameplay Issue - Dodge Abuse

    I posted about this on the third day of the new patch. I said it would be a growing problem when more survivors start to realize how easy and effective it is. Like I've said before it isn't impossible to kill survivors using this method but it is very hard and the majority of the time it requires the survivor to make several mistakes. ex: dodging into walls. On console this example still does not even guarantee a kill. Survivors just aren't punished enough for making mistakes or spam abuse. Anything 1v2+ that use this method decently is clearly overpowered. Higher CD reduction doesn't matter if you cant hit your targets. The few times I've won against a party using this method is by picking on the stragglers that are clearly not good at this. That isn't balanced.
  7. Thecak3isali3

    Have A Cool Down Time For The Zombies Ground Pound

    Yes he could have avoided the second GnP with one dodge. But he tunnel visioned for the kill. Lots of new players do that. Discipline and patience wins this game as the survivor not how many times you can hit the hunter. He never even attempted to dodge which tells me he isn't used to the idea.
  8. Thecak3isali3

    Have A Cool Down Time For The Zombies Ground Pound

    You're at a disadvantage on rooftops, also this player had plenty of time to avoid the second GnP. But he got greedy and tried to melee the hunter instead of dodging. This is an example of the survivor making a poor decision on engaging the hunter on a rooftop and then getting greedy. That could have been an easy kill if he had just been a bit more patient.
  9. Thecak3isali3

    Have A Cool Down Time For The Zombies Ground Pound

    Like I said, 1v1 is the most balanced this mode can be at the moment. Obviously it could use more balancing. But it will be hard to balance a game that is supposed to be fair in 1v1 situations all the way up to 1v4 situations at the same time.
  10. Thecak3isali3

    Have A Cool Down Time For The Zombies Ground Pound

    @Broko I literally said that there is a window in a 1v2+. Meaning that in a 1v1 yes it can be used in excess. But only if the survivor is pinned in a place where he cant fly out of immediate range. In any other case he can get back up and dodge in time to avoid the second GnP. But you are missing the point. It can be dodged. You can see it coming. Bait it out or dont try and fight him in melee range. Its that simple. If you are getting backed into a corner and GnP'd to death by a hunter then that is your own fault for getting baited into that situation. Be aware of your surroundings. Ex: Cars, walls, spikes. By down temporarily you mean its down for a split second then yes you are correct. But its not down long enough for a succesful pounce, because it is back up mid animation. 1v1 is very difficult on both sides. Its the most balanced this game mode can be, if played correctly. You cant just nerf the hunter because of your own personal experiences in 1v1 situations. If this was an ability that could be exploited by the hunter in every game, (human dodge) no matter how many are in the lobby, then yes id say nerf it. But just because something can be exploited in a specific situations doesnt merrit a nerf. Because then that would effect every other situation negatively. @Failkiller I said I dont play the survivor as much as I play the hunter. Not that I dont play the survivor. Im sure my survivor rank is still higher than yours considering you cant dodge a UV spit or GnP. Spawn trapping does not exist in this game. Your friend is just bad. You spawn with a flare everytime. Meaning you can never be instakilled on spawn. If he couldnt make a counter play by the time the hunter reached him and GnPd that flare away then you have nothing to complain about. Please just stop if your going to make points like this. It just isnt correct and only hurts your credibility.
  11. Thecak3isali3

    Have A Cool Down Time For The Zombies Ground Pound

    If by agility you mean run speed, then sure. Hunters have more "agility". But the fact is a single human can dodge anything a hunter can do. A human can fake out a hunter, run towards him and then quickly dodge backward to avoid a ground pound. Hunters have no ability that can "juke" humans resulting in an easy kill. In CQC the human obviously has the advantage. Im not even sure how this is even questionable. They have much higher melee damage, higher health, and MUCH higher actual agility in terms of situational manueverability, thanks to the dodge ability. This really shouldnt even be a dispute, humans are supposed to be better in CQC. If you dont understand that then you dont understand the power of the dodge ability. Hunters have to charge up the ability to GnP, so in other words it cant be achieved in every situation. Ex: Right after you hit one, you have to charge the next. No matter how limited a window there is, there is still a window for a 1v2+ to dropkick you. If you are fighting on rooftops then you arent a very expeirienced survivor. Not a whole lot of room to dodge, fall damage after a GnP is a probability, and teammates probably arent close enough to help. In CQC a humans UV light can infinately keep a hunter energy drained. Unless ofcourse you are hit by spit which shouldnt happen very often because if you are a decent survivor the dodge ability was the best man at your wedding. Im an Apex Predator as the hunter and Contender as a survivor. (I dont play survivor much because my index finger fell off from hitting dodge so much) So I understand the strengths and weaknesses of both factions. If you are getting hit by GnP, you are either not dodgeing enough, or the hunter is just simply out positioning you. Nothing needs to happen to GnP in my opinion, you guys forget that this game mode can be up to a 1v4. Id understand the nerf if they also nerfed the dodge ability.
  12. Thecak3isali3

    Developer Feedback

    I agree.
  13. Thecak3isali3

    Developer Feedback

    My point was the ability is unneeded. Its way to offensive when the whole point of being survivor is to protect yourself while destroying nests. I didn't say you couldn't use a dropkick for tactical purposes. Just that you don't need to. If you're dropkicking the hunter, then you probably already had the upper hand in the engagement... Its just to easy to pull off, can be done without warning or any way to avoid it. Dropkick combined with dodge spamming is just nonsense. I only ask for tweaks to these abilities to make them a bit more manageable.
  14. Thecak3isali3

    Developer Feedback

    Im just so tired of the dodge/dropkick mechanic. Survivors are starting to realize that spamming dodge is a "catch all" maneuver, spamming one button and moving in any direction while using your UV flashlight counters almost everything the hunter can throw at you. Im not saying its impossible to kill these guys, all im saying is this maneuver is way to easy to pull off as the survivor, and far to effective vs. the hunter. 1v2+ using this method is clearly overpowered, and needs to be addressed in some way. Ideas: - Shorten dodge distance or lengthen the time is takes to execute. I don't want dodge to be taken out, that would be silly. But its does need to be tweaked. or - Shorten spit explosion timer. You can dodge twice in the amount of time it takes to explode. You only need to dodge once to be out of the explosion. or - Put dodge and tackle counter on different keys. Having them on the same key takes out the whole "well timed" factor when it comes to dodging tackles. You should have to choose if you want to counter a tackle or a ground and pound. or - Quicken the hunters charged ground and pound walk speed. If you're going to let dodge spamming slide then at least give hunters something they can use consistently against it. or - Automatically shut off the UV flashlight during a dodge. To win a 1v1 you should have to time your moves not just spam them. Dropkicks are a whole other issue. They really are just an extra ability that survivors have that is almost unavoidable. They really don't need to use it. I cant think of one situation where a dropkick saved a survivors life. The only time this ability is being used is to animation lock the hunter. Sure the hunter can charge his GnP mid animation and hopefully shut the lock down, but that is only in a 1v1 situation, and doesn't work half the time because of survivor having high maneuverability in close quarters. My point is that the dropkick is unneeded. Its an ability that only causes an unbalance. The hunter has to charge his GnP to execute, has a visual warning when charged, and can be dodged very easily. None of these things apply to the dropkick. Also it only takes 3 dropkicks to kill a hunter while taking 5 GnPs to kill a human. So the two abilities really shouldn't be compared, as ive seen devs even do. If you guys want to keep this ability and its animation lock in the game, then at the very least nerf the damage it causes to the hunter.