Before reading, please take note this is my first post on this forum, and I made an account simply to express my opinion on the pvp aspect of dying light. I think Btz is an awesome gamemode regardless. (it does evolve better than evolve) But I feel some changes are in order
I have been playing a fair share of battles - both as a survivor and a night hunter, and it's become apparent to me how unbalanced the game is in the survivors favour. This is coming from a relatively unbiased point of view, as I enjoy playing as the hunter and the survivor.
I could write 10 pages worth of text as with different scenarios I've encountered which has left me puzzeled. But I will keep it short and to the point with what is (IMO) the problems with the game mode.
In dying light, the Hunter is penalized and punished for mistakes made in the melee department. While the Survivor meets punishment to a much less of an extent
Night hunter: If a night hunter misses a ground pound, you are pretty much guaranteed a death against a relatively skilled player, the 3 hit quota is very much used up by the time the animation is finished.
Human: if the human tries and fails a drop kick attack (which in most cases hits because of the magnetism in the game, on par with death from above) there is very little chance the survivor will die from that mistake, as the hunters melee attacks are weaker and slower.
Night hunter: Against experienced players, a night hunters attempted tackle is usually met with eating dirt and general dismay, and attempting to kill a human with chaining tackles is not really an option.
Human: should the survivor attempt a drop kick on a night hunter, it will undoubtedly hit, even if the night hunter jumps beforehand to avoid the attack the strong gravitational pull of the attacks will most likely pull the night hunter back into the games desired position. and if one drop kick wasn't enough, it's not really a problem. Because for the humans the drop kick is in every right unavoidable and very much repeatable until the night hunter is no more.
Now a few people and the devs would argue "oh, nipple. The night hunter is made for stealth and not close quarters, you are not supposed to go toe-to-toe with humans"
With your spits used up (which boasts an impressive 90 second(!) recharge time 1v1) and missed due to survivors excessive dodge range & speed,(on a side-note I experience roughly 1/2 of my spit sticks arent detected, maybe due to some invincible frames happening when humans dodge or use medkit?) and your UV depleted because 3 seconds of UV light will leave you limping. What is left to do for the night hunter? melee attacks. and with what I stated above combined with UV light spamming from 1-4 survivors; you do the math.
The way it stands now, unless the hunter is willing to delve into melee combat there is not really a viable way for the hunter to combat decent - skilled survivor players. I understand the humans are supposed to have the melee advantage, and the night hunter is supposed to have the stealth advantage, But the survivor gets the melee advantage, and the hunter gets nothing. As they always have the tag on you with constant survivor sense tracking. plainly redicoulus UV range, their very own tendril locomotor in the form of a grappling hook. and the camouflage skill, which I feel would be better suited as a hunter tool.
As the balance is quite delicate in multiplayer games, here are a few suggestions:
- make the survivor sense, give the direction of the hunter, and make it a cool down. not a long one, but something around 5-10 seconds.
- give the night hunter a faster spit recharge
- give the uv-light a shorter range, like 30-40% reduction.
- give uv light shorter duration