pretty much every other game I play gets rebalanced by introducing nerfs, rarely buffs
Balance in P:HG 2.20
I mean essentially everyone agrees increase TTK and mission length are the requirements for better gameplay and just everyone is having different thoughts on how to go about increasing TTK.
I propose
Assault be buffed from 150HP to 200HP.
Dante be buffed from 160HP to 220HP.
Dutch 2025 from 160HP to 220HP whilst Dutch 87 goes from 155HP to 200HP. Also swap their Natural Perks around so that 2025 has Mud Damage Resist & Mud Cover Duration whilst Dutch 87 has Hipfire Accuracy & Hipfire Damage.
Recon go from 125HP to 175HP.
Human Scout from 125HP to 175HP also.
Supports go from 175HP to 250HP.
Buff OWLF Agent from 135HP to 180HP.
For Predators.
Hunter gets buffed from 1250HP to 2000HP.
Predator Scout goes from 1000HP to 1500HP.
Berserker goes from 1500HP to 2500HP.
Alpha from 1150HP to 1650HP.
Elder 1250HP to 1800HP.
City Hunter from 1250HP to 2000HP.
Samurai from 1350HP to 2200HP.
Viking from 1500HP to 2750HP.
Valkyrie from 1200HP to 1800HP.
Make Fireteam Medkits, both the Gear Item & Map Spawns, heal for 100% every time.
Make Fireteam Stims heal for 50%.
Keep Predator Medkits at 100% heal.
Lower Pig Heals to 50%.
Honestly no. The reason being is pigs are suicide against hunter teams and way too easy to track and kill preds when they go for them. Completely vulnerable in an uncancelling animation lock makes it basically high risk high reward. Where at least with med kits preds can cancel (until a certian point).
Edit: Make so you can cancel eating pigs and open there spawn up to not go off pred and or FT but be random an consistent across the map. Then yeah that would work
Make sure they’re damaged(bloody) before you go in for melee.
You can cancel Medkits whenever. I do it all the time because I run Medic on my Scout and I can cut it off so I get the Full Heal but my Pred doesn’t roar so my position ain’t given away/FT doesn’t know I’ve healed.
If you cancel just a little too late you do the roar. I’ve miss timed it a few times.
Just gotta get the timing down my dude, pretty easy after a few attempts.
I know I just get rusty, or drunk, or arthritis…get my point though I think
But yeah I think buffing Health for both Sides for every Class is a better way to counter TTKs & One-Hit Downs than nerfing damage, and would also have the added benefit of making matches longer. Which is kind of the bigger issue IMO. Though I would still like to see Perks like Fearless; Down Range, Yautja’s Bane, Heavy Hitter, etc either replaced with Perks which offer utility for different gameplay styles & builds OR, introduce it so Perks, or Specs, also have Downsides. Like maybe you DO more Damage, BUT you also TAKE more. And if you wanna have more Health, you do LESS damage, etc. Stuff like that.
It would help promote more people actually thinking about their Builds, and for Fireteam especially it would help to promote Team Synergy. Instead of everyone always running a 4 Stack of Deadly Assaults or Field Medic Supports/Dantes. Make it so the FT is rewarded for having more diversity amongst their roles.
Doesn’t solve the problem.
I agree I’d rather see the damage and defense buffs factored out for more utility like perks but I just don’t see it happening, particularly with the state of randoms in this game I don’t see anyway of actually getting home the idea of building your FT member to be a cog in the wheel and not Rambo
Those are all very reasonable suggestions, yes - but in essence it will not change the fact that this game was, is and will remain a fast pace shooter, in which slower players will always scream “Balance please! I’m getting cooked here!”
I personally think, and this is the reason this thread was created, the problem is that for most ppl, whether they know it or not, balance is not the issue - its the type of the game that dose not fit what they would expect from a Predator game - you will never get a proper sense of hunting/stalking in a fast pace arcade shooter
It is very possible to make your Fireteam actually have dedicated roles I know several groups who do so. And by far, that is the MOST effective form of FT. The problem right now is… the incentive for randoms to do so is TOO LOW, because the allure of high Damage is TOO HIGH. There needs to be more in place to incentivise the lower tier/random players to actually learn these systems and use them.
100% agree. Especially if you have a spotter and a sniper on your team and they are coordinated to work as a hunter-killer
Literally nobody is complaining about that. Nobody cares it’s a fast paced shooter. Hell I think it’s TOO slow and too COD-like. We need more speed. We need more explosive action. But what do I know, i only grew up on Boomer Shooters like DooM & Duke Nukem.
That’s essentially what I said.
Randoms que up to be Rambo not the utility guy that does one job really well. Yeah coordinated fireteams that have their strengths and weaknesses individually do it and are way more effective but the randoms well out number them.
This kinda goes back into a playable tutorial idea for FT to teach them the effectiveness and necessity of well balanced teams and working together though
Read in to all the balance posts opn forums - literally EVERYONE is complaining about that
Jesus XDDDD Well, I guess Clash is your thing then ;-)
Absolutely fine if some pll like it that way - I do too. I just think that a lot of debate on forums regarding balance is not really about balance but type the game we play. If ppl won’t realise this they will be arguing about balance forever, no matter what devs will do
The main problem we’re facing right now is… Both sides can kill each other in 2 seconds flat. And missions are too short/don’t use the maps properly often enough. Airstrip was a step in the right direction. it’s the best map in the game right now, its absolutely huge and both sides need to cover a lot of ground on basically all of the missions. We need more like that. We need to go bigger. And alongside bigger maps, bigger missions we need more health across the board. Because that 15 Minute timer serves no purpose in 70% of matches.