Fireteam
- Half the time to heal from your own medkit
Reason: as a pred main alot of times if you get a lot of hits early and they’ve used there syringes the moment they throw a health kit out to heal you can literally fire 3-4 now shots or plasma shots before they finish healing. So alot of games I just see them looking down trying to heal and they get downed, even in alot of YouTube videos you’ll see predators getting easy damage by how long it takes to heal from your own medkit. Syringe can stay instant as medkit will just be half the time.
- Decrease the revive time by 1.5-2 seconds
Reason: when someone is down against a good predator you pretty much should just let them die even average or not skilled predators can get off 4-5 now shots, 4-5 plasma shots or 2 fully charged shots. It takes an insane amount of time to revive and not being to hit a single button so you just take damage.
- Remove the stun from parry but keep the block animation so you know you parried. Every parry will diminish 20% of your total health so 5 parries and that’s it. Add some recovery frames(which makes it so he can’t attack or continue the combo immediately) to predator and make it so if he gets parried the combo always starts from the beginning. So the Fireteam member has a chance to react instead of letting the combo keep going so you can try to react to his next attacks and this prevents him from spamming super hard with no stun. Also up the stamina for parrying back. This will make it so it doesn’t stun the predator so he can continue his attacking from the start of the combo and all you’re doing essentially is holding him off until back up but you still take damage.
Reason: now the parry mechanic will be exclusive to holding the predator off and letting your team assist you. If you want to knife him you have to take the risk of trading with the predator instead of parrying and getting a knife hit and parrying again. Most of the time the parrying person dies anyway so you’ll likely survive longer.
- The optional pod mission should be automatic as the last mission every game and should have a minimum of at least 2 pods that have to be opened since its 4 people.
Reason: This would make it so games last a bit longer since some missions aren’t two or three part missions
Also this would affect reinforcements since 90% of the time they’re called the fireteam is in late game and finished their last mission so after the reinforcements they call the chopper.
- The Red Spotting should have a 4 second cooldown between Fireteam members and go to the regular eye symbol during cooldown so all members no a rough estimate of where he is or last was.
Reason: the spotting in it’s current state outlines the predator in a red outline for a few seconds and perks increase it. Its healthier for the game to have a cooldown between members with the original spot eye available during cooldown
- Sixth sense perk in its current state can see predator traps map wide and is so good you can pull up your big map and see them as he throws them out across the map. They need to only show traps when you are near them by a couple of meters so it’s more of a reaction perk.
Reason : the perk in it’s current state is too good and completely destroys predator trap and set up game since you can see audio decoys bear traps and motion detectors map wide and their super obvious in range and show up on your mini map.
- Flashbangs hitting the predator should stop leaping for 5 seconds and only allow running
Reason: as of right now as predator when I get flash banged I immediately jump out so that fireteam member got nothing out of his flash bang
Temporarily getting rid of the leap mechanic allows the fireteam to get a little bit of damage on a predator and. Can be used to stop a predator trying to leap away after a claim.
PREDATOR SEGMENT
- After you shoot your first bow shot you shouldn’t be completely invisible just cloaked
Reason: the bow is practically broken since the colors of arrow shots can’t be seen very well alot of predators are just completely invisible getting tons of free damage because you can barely tell where the arrows are coming from and he’s completely invisible. At least this makes it so the pred has to move around after a shot to another location keeping the stealth gameplay alive.
- There should be just a set of 3-4 boars a game
Reason: with the practically infinite respawning of boars alot of press are going in taking alot of damage getting a kill and using the boars instead of their health kits. If as pred you’re healing 4-6 times in one match you should already be dead this is especially apparent on berserker since he can already soak alot of damage up.
- Uncharged/Lightly charged bow shots should Hender speed by 30%
Reason: as of now you cannot tell of the speed hender when you hit a arrow
- Berserker just needs a little less health than what he’s got
Reason: a whole team should wipe out a berserker if he runs in with combi stick I don’t think nerfing the combi stick again is what needs to happen his health should just take a little hit and it’ll be balanced at most he should be able to get 2 kills damn near going into second wind on the second kill if the whole team is there and he’s using combistick
- No footsteps sounds on trees and jumping tree to tree but increased leaf fall for counter play
Reason: the predator should be quiet in the trees and the leaf fall provides counter play to be aware of where he is
- No footstep sound when crouch walking and complete invisibility
Reason: if you’re crouching as predator you should have a benefit for the decreased movement speed
- Smart disc when called back or ends uncloaks you. Nothing should ever uncloak you unless you run out of energy
Reason: nothing should uncloak you unless you r UK n out of energy
- War club/Elder Sword damage increase slightly higher than combistick
Reason: both of these weapons are weak hitting and only hit one target they should do slightly more damage to than the combistick since the combistick attacks multiple targets and is pretty quick in animations
9.plasma pistol up close should do 15% each shot so 7-8 shots to kill any class
Reason: it’s too weak in the current game and this would make it a good choice for stealth shots and the damage would fall off at range since it’s a close range weapon
- Ground pound should decrease in damage to doing 30% and only use 40% of your energy instead of overloading you
Reason: the move can now be used without using all your resources and it still would do decent damage also get rid of the roof exploit 😭
Leave any thoughts or comments below I hope this game makes it I really like it 😁

