Rebellion

drock1997

Last Activity
Tue, Nov 27, 2018 11:04 AM
Posts Made
This user has made 70 posts.

Recent Posts

Posted 3 weeks ago

There needs to be an option to change axial deadzone, its not sensitive enough for me. It makes aiming feel really stiff. If I could adjust it like in Battlefield, that would make aiming feel much smoother. Its great that we have keyboard support, but 90% of players are going to be on joypad, so having more options to make the  joystick feel better would be awesome.

Posted 2 months ago

 Great to see new content and improvements! However, Ive been trying to bring up a major issue and havent gotten any response...I have posted about how amulets are not correctly balanced in horde mode, but its more than just that...

So as horde mode progresses, enemies HP gets higher which is fine. Buuutt because of this, many things become unbalanced... So all of these issues I bring up are in relation to higher rounds, 3,4,5, and on.


1. AMULETS, I have posted about this before but it is the same problem. Many amulets are just not strong enough to justify being used. Which makes certain characters such as Archie almost useless... Deadly tether still kills zombies, so u can kill 10-20 enemies. But Archies all consuming swarm does not kill zombies with full HP, so usually get 3 kills maybe, sometimes 0... How is this fair? He should have the best amulet powers since he doesnt have any combat abilities. All of his powers are very weak inlcuding desert mirage and divine poultry punishment. Poultry shouldnt have enemies return to their normal form, they should just stay chickens till they are killed... 


2. GEMS, the ricochet and fire gem are far to weak in comparison to the other gems. The ice breaker gem can give you one shot kills zombies and even on mummies, very strong critical hits. The fire gem does damage over time, but because the enemies have so much more HP, the damage done by the fire is almost nothing because it does not scale with the enemies. Same with the ricochet gem, its damage is barely even noticeable. So the ice breaker becomes way way OP in comparison.


3. GRENADES & EXPLOSIVES, not all explosives can actually kill basic enemies in round 5, this is a problem. Molotov sets guys on fire but the damage over time is very weak so it doesnt even kill basic enemies while the TNT can kill 15 or more enemies. Even worse the distraction grenade has  a longer cool down than the TNT but barely can kill anything... very disappointing. So the only explosive actually worth using is TNT because the other explosives just dont do enough damage. No point in using grenades if they dont actually kill enemies... Kinda defeats the purpose. More powerful explosive should have a longer cool down which i get... but all grenades should be able to kill basic enemies that are inside the blast radius.


All Amulets and Explosives need to be able to kill basic zombie/skeletons that have full health that are in the radius of the attack. JUST AS THEY DO IN CAMPAIGN ON HARD.


A rebalancing is BADLY NEEDED for horde mode. I want to be able to use Archie with molotov grenades, use fire gem with a machine gun, and set everyone on fire and actually cause some damage. But as enemies have so much more health this strategy becomes no longer viable... Shotgun with ice breaker gem and TNT is 1000x more useful.

I really hope you guys take these issues into consideration... Horde mode is fun but very unbalanced compared to the campaign.

Posted 2 months ago

oh well, i tried

Posted 2 months ago

I have posted about how amulets are not correctly balanced in horde mode, but its more than just that...

So as horde mode progresses, enemies HP gets higher which is fine. Buuutt because of this, many things become unbalanced... So all of these issues I bring up are in relation to higher rounds, 3,4,5, and on.


1. GEMS, the ricochet and fire gem are far to weak in comparison to the ice breaker. The ice breaker gem can give you one shot kills zombies and even on mummies, very strong critical hits. The fire gem does damage over time, but because the enemies have so much more HP, the damage done by the fire is almost nothing because it does not scale with the enemies. Same with the ricochet gem, its damage is barely even noticeable. So the ice breaker becomes way way OP in comparison. Either make ice breaker weaker or the other two stronger.


2. GRENADES & EXPLOSIVES, not all explosives can actually kill basic enemies in round 5, this is a problem. Molotov sets guys on fire but the damage over time is very weak so it doesnt even kill basic enemies while the TNT can kill 15 or more enemies. Even worse the distraction grenade has  a longer cool down than the TNT but barely can kill anything... very disappointing. So the only explosive actually worth using is TNT because the other explosives just dont do enough damage. No point in using grenades if they dont actually kill enemies... Kinda defeats the purpose. More powerful explosive should have a longer cool down which i get... but all grenades should be able to kill basic enemies that are inside the blast radius.


3. AMULETS, I have posted about this before but it is the same problem. Many amulets are just not strong enough to justify being used. Which makes certain characters such as Archie almost useless... Deadly tether still kills zombies, so u can kill 10-20 enemies. But Archies all consuming swarm does not kill zombies with full HP, so usually get 3 kills maybe... How is this fair? He should have the best amulet powers since he doesnt have any combat abilities. All of his powers are very weak, especially desert mirage and divine poultry punishment. Poultry shouldnt have enemies return to their normal form, they should just stay chickens till they are killed... 


All Amulets and Explosives need to be able to kill basic zombie/skeletons that have full health that are in the radius of the attack. JUST AS THEY DO IN CAMPAIGN ON HARD.


I dont feel that I need to tell the devs exactly what should be done, but obviously a rebalancing is BADLY NEEDED for horde mode. I want to be able to use Archie with molotov grenades, use fire gem with a machine gun, and set everyone on fire and actually cause some damage. But as enemies have so much more health this strategy becomes no longer viable... Shotgun with ice breaker gem and TNT is 1000x more useful.

Devs? Thoughts...? I really hope I AM HEARDDDD

Posted 2 months ago

 Just make enemies as tough as they are in wave 5 of horde. Extreme mode DONE.

Posted 2 months ago

 I second extreme mode

Posted 2 months ago

I would like to see the addition of new amulets that have defensive uses. At the moment amulets all kinda do the same thing but in slightly different ways. In coop horde style games there are usually classes or roles, but since most amulets are very similar in use, then we really dont get roles. To add more strategy to the game, there should be an addition of more defensive amulets.


1. An amulet that creates a barrier or bubble that only allies can enter, but enemies cannot. It has a timer but also a health bar. This way when surrounded teammates can enter and shoot enemies safely. When the barrier breaks it pushes out a force and knocks enemies back.

2. An amulet that heals or revives. When used it can heal all teammates to max health and or revive dead allies.

3. Time control amulet. When used time slows down for all teammates and enemies move in slow motion for a certain amount of time.

Those are a couple ideas, defensive amulets would make for much more strategic gameplay. I think it would add a lot to make characters more diverse in general and give them more of a role.


I would like to see one last thing as well...

Some dual purpose amulets...When Frank uses his 6 shooter amulet and only one enemy present, all the other 5 shots go to waste. I think it would be nice to have the ability to control either to disperse the shots by pressing the amulet button, or concentrate on one enemy by holding it, so if you hold circle or the b button to use the power, it will focus all 6 shots on one target.

Amulets that focus on one target would be nice, like if Frank had a super shot, where he gets one shot but it can kill any big enemy with one hit....


Just for shits and gigs Id like to see a Vortex trap amulet. I think it would be cool to have an amulet that creates a vortex and sucks in weaker enemies and stuns larger enemies for a certain amount of time. Just thought it would be cool for archie to be like doctor strange and create a vortex.





Posted 2 months ago

 Anybody second this? Devs? This is actually game breaking... I tested this out and its quite clear that in late horde certain amulets are no longer effective which makes those characters not useful.... Dont be the game where one character is OP...

Posted 3 months ago

 I dont think they can really do that... most of the dlc has already been in production and planned before the game's release. But hey never a bad idea to post on here! Never know what they might like.

Posted 3 months ago

 Additionally on wave 3 and on in horde, Archie is even less useless because his desert mirage power distracts enemies only for a couple seconds, and when it explodes it will kill 1 or 2 enemies... Franks call of seteki lasts much longer and will kill 10 plus enemies before disappearing. So there is really no reason to pick Archie at all cause his amulet powers are all very weak. 

The 2 best powers both are Franks, call of seteki and soul on fire, fire can kill 15-20 if grouped up. Plus he has extra health and super headshots. So in reality he is by far the best character. PLEASE rebalance the amulet powers!!!!! Archie doesnt have any combat abilities so he needs strong amulets powers to make him useful.

Posted 3 months ago

 In later rounds 3-5, many amulets become useless. Enemies take a lot more damage but the amulets dont scale correctly. For example Archie's first amulet power with the scarab attack doesnt kill standard enemies that have full health, but other amulets like frank's six shooter does. So this just makes like half of the amulets useless later in horde mode matches because they cant actually kill enemies while other still do...  Amulets are balanced correctly on hard mode in campaign but not in late in horde. All amulets should be on an equal playing field later in horde mode matches so characters like Archie are still useful.

Posted 3 months ago

 i would like to add to this...

So i recently found out that the enfield has a higher headshot multiplier than the other rifles. This is cool but its not clearly stated, so I didnt even know that it had this attribute. Damage,accuracy, and rate of fire are clearly shown, but if the weapon has a specific attribute then it should be simply stated so that it is clearly communicated to the player.

Posted 3 months ago

 i think they just fixed it

Posted 3 months ago

  So the way the game currently is, is that weapons linearly get more expensive and more powerful. But the problem with this is that every time you buy new gun, it makes the one before that irrelevant. Because of this, there is no diversity in each weapon category... one rifle is the best, one shotgun is the best, and so on.

So I use rifles for example, and the new dlc rifle is stronger, faster, and holds more gems than the enfield which was the best before that. So now the only rifle worth using is the dlc rifle.

The guns already have there own characteristics, the henry is weaker but shoots faster, the huntsman is the jack of all trades and has bullet penetration, and the enfield is slowest but most powerful. But they arent balanced at all... the henry is CLEARLY inferior to the other rifles, and so is the progression of all the guns.

If they were all balanced in a way like a mulitplayer game such as battlefield or COD, then all guns would have a use. Creating sub classes just because of the variety of each weapon type. So if you want a single shot rifle but you like to fight in close quarters, you'd want to use the henry, because its the fastest rate of fire so it is the best at close range. Or if you like to be a classic sniper and play from far away, the you would want the enfield to focus on headshots.

There have been instances in multiplayer games where a certain gun is OP and so everyone uses it... But that makes the game much more stale... All weapons should be balanced in a way that makes them never become irrelevant. I would like to be able to choose my instrument of zombie death... not just buy the most expensive one and call it a day cause it is way better than the ones before it.

Posted 3 months ago

 Just the whole level struggles in fps, but especially in the open areas... Sometimes when i am in smaller rooms the fps is slightly better. But it is very noticeable compared to the rest of the games levels.