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I've posted this in a few forums in hopes that people might respond to give their opinion on how to fix the night hunter game mode, but no one has. I'm hoping to get some input because I think these are legitimate options to help balance the game without making one side more powerful than the other. I know this is a long post, but I would REALLY like your input. I believe I've targeted a few problems that make playing as the NH against experienced human players VERY difficult, and given solutions that don't make impossible for newer or less experienced human players. I don't believe that ALL of these mechanics need to be added to make the game balanced, but I believe that some can change the dynamic enough (while others just make the game more fun and give it more play-ability) Problem: Most good human players have mastered the "complete" dodge, (can dodge pounce, tackle, ground-pound, AND spits) leaving the NH vulnerable and without any good attacks to take down the enemy. Solution: Give failed pounces a damage amount. This would give you SOME advantage for sneaking up behind and grabbing them quickly (even if its blocked in the end), and I think its not unfair to say if you do that 3 times and they haven't healed that you can knock them unconscious like 3 successful tackles. This also gives the NH an attack that CANNOT be blocked for once. Much like the drop-kick or death-from-above on the human side, this would do high damage, but require multiple contacts to kill. Problem: If you are playing an experienced player or ANY player if there are 2+ people in the lobby, coming in close to kill someone can often turn the hunter into the hunted. It doesn't take long after a failed pounce/tackle/ground-pound to UV the energy away from a NH making it impossible to escape and keep going. This doesn't even make sense because the ENTIRE game mode is based off the fact that the humans are meant to be scared of the NH and something they try to push away while they complete the objective, not something that is worth finding and killing with their UV-melee combos to destroy the nest (which at this point I think is the most viable strategy for winning as the human). Solution: Make the NH jump and/or sprint (which is much higher and faster than humans) immune to low-energy. Especially on this one I would like your input. I believe that with this game mechanic you can actually do a lot to nerf the NH. Players have the chance to stay alive more and live to fight another day, but vulnerable enough they need to retreat and recharge. This might make going from no-energy to low energy a longer wait time, during which spits don't regenerate, and you have to stay still to make it happen (much like how the health regeneration feature works on the NH now). Problem: Spits are hard to land, especially on maps where side jumping is very easy because its very open (the country) and where many things get in your way vertically (the slums and old town). With the recharge speed the way it is (which I think is fair seeing as TOO quick recharge would make the NH more powerful) this makes it difficult to use these to actually land, which IF you do they have safety nets to protect themselves (ie-get high to avoid bombers and throw down flares to prevent pounce). Solution: Make spits act like mines. If you drop a small colorless spit bomb-trap that doesn't explode until a human gets near (or forces it to explode via weapons). This gives the NH a new opportunity for stealth. Lay a few mine traps in the site and wait for the enemy to get near to attack. This can also give the NH SOME time to recover if they die and the humans get on the nest. I think they should be hard to see (ie-not a glowing green/pink/orange blob) so you actually have to pay attention and approach the nest with caution. Since its already fairly quick to destroy the nest (1 death of the NH = 1 nest) I think forcing the approach with more caution is fair. Problem: The buggy is impossible to defend against. If you do get lucky enough to grab it (which I think is fair how difficult it is, since the map is large and humans need to be fast) you have to wait a while before you can press melee enough times to actually ground pound them out. 9 times out of 10 human players simply jump out of their car and let it roll away and then shoot you as you are stuck on the buggy trying to press the "get off" button. Solution: Make buggy attacks the normal melee and make the "escape car" button more like a ground pound, where you must hold it to use it. Normal melee is weak, so you wouldn't kill them off the bat unless they're low health, and AT LEAST you can do some damage before they jump out of their car. This makes it more like how volitales attack your buggy in game as well. Problem: New Legendary skill trees make health higher, healing nearly instant, and melee attacks more deadly. This makes putting together complete kill-combos nearly impossible, and ANY misses (eg-tackle or ground-pound, or if you're close and have to melee) a death sentence for good players, and a way to push the NH away for beginners. Solution: Make close-up melee attacks slightly weaker, but with a poison/bleed effect. This gives the NH an option to "hit-and-run" and have SOME sort of benefit from it, rather than "sneak around and smash-in to finish" which is the current logic. I think this makes the NH more feared, but also means that if the NH plays up close he is more vulnerable to attacks. The bleed effect can counter the instant heal since you cannot heal while you are bleeding out, or the effects negate and you don't change in health at all. This also helps counter many human complaints about "ground-pound or tackle spam" because the NH has more viable options of attack. No longer can the humans turn the hunt so easily, which keeps the game true to the game mode. Many of these changes can add new strategies for the NH which can counter the current human strategies. This gives more dynamic to the game play forcing the humans to adapt RATHER than the basic "dodge NH attack, kill NH, destroy nest" mentality. It also would increase the lifespan of the game mode. I feel like the only people I run into now as the NH are new players who bought the game off a steam sale or seasoned players who have played since the beginning and are impossible to defeat. I think small changes like this would make the game more fair without making it more difficult for inexperienced players. Frankly, I think these types of changes could make the game more interesting rather than a dodge and pound fest by experienced players. Mines would make approaching nests much more dangerous, but surrounding zombies would force you to do something. Pounce damage can force you to watch your back more to catch the NH BEFORE he initiates the pounce, and also gives the NH a bonus for catching the humans off guard. Jeep attacks would be more frightening since you can actually get hit pretty hard if the NH catches the jeep (cause I think its already hard enough to get that lucky land, only to have them bail before you can smash anything). Maybe you guys can see a flaw with some of my ideas, but I think its time that they added mutation lvl 4 and 5 and gave the NH some new tricks to fight these good players.
DoctorPurrington posted a topic in Be the ZombieHey guys, just wanted to share a simple strategy for those of you who are still leveling up your Hunters via Mutations. Overall, I've found it's actually slightly more effective to simply avoid leveling up your Ground Pound to the point where it has increased distance. By keeping the range short, you can still Ground Pound Humans away from you, but you keep them at an optimal distance to follow your Ground Pound up with a Tackle. I'l post a video when I can, but it's overall effective, and the timing makes it difficult for Humans to Dodge out of the way in response, as they're still landing from the Ground Pound recoil. The distance is also beneficial for top-of-building encounters, as you don't want to Ground Pound Humans off of buildings - they can still respond and negate their damage (via the Roll command) as if they weren't under the effects of recoil. Tackle, on the other hand, does not afford them that luxury, and following up a short-range Ground Pound with a Tackle off a building has resulted in death 100% of the times I've tested it so far. No matter how much it's upgraded, Ground Pound still does full damage, and the GP damage + Tackle damage + fall damage (when it works) has yet to not finish a Survivor off. The strategy obviously accels in 1 Vs. 1, but it offers assistance in higher numbers as well as an ability to safely Tackle a Human out of the picture (always upgrade your Tackle to max range), allowing you to deal with the other Humans or escape with minimal loss of effectiveness Vs. just Ground Pounding everyone around you 20 feet back. As previously mentioned, this works exceptionally well on buildings, as you can very easily chain into a Tackle off a Ground Pound that might normally knock a person off a building for 0 fall damage, resulting in a high chance of netting the kill and less players bothering you at the same time. Not upgrading doesn't negatively affect your ability to Ground Pound Flares or the distance at which your Ground Pound hits Human players in your proximity - it only keeps them closer after they do it and allows for quick chaining. Thoughts? Questions? Feel free to comment/post videos if it's not working as effectively for you as it is on my end - I got pretty lazy with Mutations and could only do this because my Hunter wasn't full on skills yet for a long time.