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Culling feedback

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Sep 21st, 2018
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  1. Culling is in fairly good spot right now, better than last week's patch by far, however theres still some issues, however DO NOT RUSH to update it, let the combat last for a week or two, so we can get more feedback and a better picture as a whole.
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  4. Current culling patch issues
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  6. After you succesfully shove a blocking person, it takes too long to start charging an attack, thus only giving you time for a short charge or a jab.(should be an easy fix to lower the transition time after shove)
  7. Meanwhile if you jab/charge attack someone shoving, they both take attack dmg and get staggered, thus leading to a second charge hit. (I would suggest making jabing a shove only applying a mini stagger that allows time for 1 jab, thus being 2 total jabs)
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  9. Crafted weapons are never seen right now because theres no stones/sticks in spawns, and u can 9/10 times get a T1 weapon from ur first loot area. Please add 3 sticks and 3 rocks next to every spawn capsule/pod.
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  11. Blinds last too long right now, I'd suggest either making all stims dispel blinds as a counter or lowering blind duration across the board. Also please note that hemo drip already dispels blinds atm, but its a bug.
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  13. Please make it easier to notice, EXACTLY when the stagger duration ends, either via some screen filter, sound effect or improvements to the animations.
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  15. Considering all weapons have the same jab speeds, all weapons should start with roughly the same base dmg, per tier. Obviously slower weapons should have higher total charge dmg.
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  17. In my opinion in a single full stagger, one should be able to get roughly 100% with fast, 70% charge with normal and 50% charge with slow, and the advantage of slow weapons is when you get the full charge off without a stagger, say with a tazer, snares, out positioning, mind games etc
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  19. Leg day perk is too strong, I think it should just be removed from the game, or be changed to only provide you with a speed boost within a certain condition, eg while charging, while under 30% hp or something along those lines. Movement speed is just too important.
  20. Alternatively add more ways to counter movement speed, in the past cripples would remove all movement increasing effects, but there's currently no good longterm cripples that are reliable.
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  22. Chemist perk should be nerfed to X2 duration, instead of X3, 6min stims are a little too strong.
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  24. Headshots seem to be both IGNORING and Removing armor at the same time. For both guns and bows. To my knowledge thrown weapons cannot headshot.
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