Some context: Back when Evolve Stage 2 was active, I was one of the best Behemoth players on PC and one of the better Goliath players (at least on the forums). Used to be “GoGoGoliath” on TRS forums if anyone recognizes that name. I bring this up because I think some ideas from Evolve would be pretty great models for balancing in this game.
Regardless, here’s what I’d like the developers of Illfonic to consider.
Fireteam
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Reinforcements either needs to be much slower, or the mechanic needs to not be there at all. Evolve was balanced in this - there was no way you could respawn unless you survived against the Monster for about 3 minutes. That’s a lot of time and if the monster doesn’t kill the last person then that’s on them. In this game, the Predator basically has to blitz the Fireteam because this game doesn’t reward slowly picking them off, because Reinforcements come back in about 17 seconds after being called for.
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Defusing needs to be harder. It should feel really intense to be defusing a literal nuke but it doesn’t.
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The fireteam needs a penalty for being downed. Again, this is something I think Evolve did well in Stage 2, if anyone played that. The Hunters were punished for not being able to successfully kill the monster quickly. They got permanent health debuffs. 25% from the first down, 50% from the second down. Right now, not only does the Fireteam have a SUPER fast way of recovering health, they aren’t penalized for dropping to 0 HP. Meanwhile the Predator loses Second Wind if he survives going down to 0 HP and has to wait a long time for it to recharge. One would think that being stabbed or blasted to the point of not being able to get up without help would leave some lasting injuries on a fireteam member.
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Damage in general should be toned down. The fireteam already spawns in with so much ammo and the tools necesary to be effective at any and all ranges (Sniper Rifle on Primary and a Shotgun or Minigun on secondary???)
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Parry also needs to be completely readdressed. I should not be able to parry while the minigun is active and the stun on it seems weird. Make it so that you can only parry while your melee is actively out, or don’t include it.
Predator
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Splash on the Plasma Caster should be a little stronger imo, but I’m not sure how good it is right now. The Predator needs a way to be able to split up the Fireteam.
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Predator needs better ranged option besides Plasma Caster. The Bow also shouldn’t light up, nor should it be forced to fire after a period of time. The drawback of limited ammo should be being allowed to use an essentially silent ranged weapon.
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'87 and Scout both need their bugs fixed. Right now they’re basically straight downgrades to Hunter or Berserker. For those unaware - Scout has a stamina issue reportedly, and '87 is supposed to be the exact same as the default Hunter from a gameplay perspective, but for some reason drains energy much, much faster. You can find stats of that here: https://www.reddit.com/r/HuntingGrounds/comments/g7jnfy/87_predator_energy_is_either_bugged_or_vastly/
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Melee needs better tracking. Combos are susceptible to whiffing due to terrain issues, costing the Predator player vital health
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The Isolation scan needs to never EVER bug out or be beaten by mud. Something like in the clip below (which is in patch 1.05) has no excuse for acting the way it does, especially when it is SO VITAL to the Predator’s early game strategy!!! Some fireteams complete their games in 4 minutes, the Predator has no time to waste!!
- The Plasma Caster needs to not explode because it hits a tiny, inconsequential twig-branch on a small tree. The Fireteam can shoot through that shit.
Other
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AI opponents should be smarter, or do more damage. Something to give the Predator a better chance to take advantage of a distracted Fireteam. They’re pathetic opponents.
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Show stats with the perks. Fearless increases my melee damage by how much? Down Range increases my weapons damage by how much?

