Whenever I see some people cry about how F13 is the superior game...

...I'm sitting here wondering
Ok... so, you have one killer without much variety in gameplay, and playing counsellor means you pick one objective and go about it with a set MO, and you technically have the most toxic DbD perks be overpowered basekit (so to speak).
I wonder why the same people that make posts about how 'X is has counter if I play my standard MO' are the people making/applauding those posts.... mhnnnnnnnnnnnnnnnnnnnnnnnnnn
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A lot of this isn't exactly true. While most of the Jason's have the same functions they're play style is very, very different. You can't do what you can with part 2 as you could with part 4. Part 2 is very tactical, setting up traps, ambushing counselors etc while part 4 you've only got 3 traps so setting up traps is out of the question and he's playstyle is an all out aggressive beast, pressuring counselors with his high destruction breaking doors in 3 hits.
Your point about counselors isn't exactly true either. You can very much swap objectives in the fly. But your approach to them is different to what counselor you pick. And there's nothing wrong with that. It's just more variety that compliments different playstyles. Want to play stealthily and as a lone wolf? Pick AJ. Want to be fast at repairing cars, boats and fuse boxes? Pick Deborah. Want to distract Jason and help your team? Pick Adam and get Jason to waste time on you, running him around the map.
The counselor exclusive perks definitely didn't make them overpowered. They had drawbacks too. AJ wasn't a strong fighter like Adam and couldn't fix stuff as fast Deborah. Deborah wasn't as strong as Adam and stealthy as AJ. And Adam wasn't as stealthy as AJ or fast at repairing like Deborah. See what I'm getting at here?
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...F13 is still alive?
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And . . . you saved me a lot of typing. Thank you. 😁
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Depends on your definition. The player base is small and there will be no future content updates for it, but I consistently get full lobbies in less than a minute on Steam, NA servers.
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Surprisingly yes. It's still going strong for a game that's not getting anymore updates. Quite a lot of people stream it on twitch too. Obviously nowhere near as much as DBD but a pretty good number for a "dead" game.
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I was maybe simplyfying things yeah, but what baffles me is that, basically people are saying that f13 is 'superior' because it has stuff that whenever someone suggests something equal/similar for dbd the same people come in and cry havoc for 'how that isn't dbd/how it won't fit with lore' etc.
i'm just baffled at the... hypocrisy?
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I think the main difference with F13 that, for me, makes it superior (in a sense) is that it was designed with comms accounted for, and Jason was designed with the tools to handle counselors on comms.
An area where DbD completely fails.
Outside of that, the games are different and each their own thing. Not necessarily better than the other.
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I can see where they're coming from. These are very different games that play out very differently. So what could work in one game might not necessarily work in another. Like being able to kill the killer or something. It works pretty well on F13. But would it really work on DBD? Maybe that's what they have in mind.
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I feel like its more just a matter of taste than anything. I would probably play F13 more than DBD if it had more than 1 licence and was still getting updated.
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I find the general gameplay of F13 more fun. I don't find holding M1 for 80 seconds, 5 times very exciting. Then holding M1 again for 20 seconds to open up your only escape route (yes the hatch exists but that's not an option every game).
At least with F13 you had to find parts to various different escape routes. You could call the police, fix the boat, cars, wait out the timer, or even kill Jason. The game was a lot more intricate. DBD feels like an oversized mobile game in terms of it's gameplay, if that makes sense. I still love both games though.
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This is part of what I mentioned:
whenever someone makes a post suggesting new modes/objectives for dbd, the same people celebrating f13 will come in and bash things down.
it's baffling.
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F13 for me is way more boring because it is literally just Jason running around massacring everyone in sight, and an objective getting completed is rarer than in your average Casual match of Rainbow Six: Siege.
I tell people to go there if they think that a killer's objective is solely to kill, because in F13 it is, but not strictly so in DbD.
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F13 had the potential to be a lot more fun than this game, but it is because it was vastly different from dbd in more ways than one. In fact the only thing the two games had in common was that they are Asymmetrical and that's it. F13 was more fun for me personally, but the lawsuit killed any potential that game had.
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Sort of. On average it doesn’t longer than 10 minutes to find a match but the game is dead content wise and has an okay playerbase
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Tbh I'm baffled too. Where is this happening? Could you provide some examples? I've never seen this being an issue in this forum. Could it be that you're exaggerating things a bit?
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granted it's been a while, but check for the game mentioned on the forum
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F13 definitely had better objectives, as they required more interaction from the counselors. If the Jason wasn't top notch, though, it was pretty easy to bully him. F13 also had a side objective that would cause one of the dead Counselors to come back as a new character with superior stats, so sticking around was worth it in the event you were the summoned helper.
In the case of Rainbow Six Siege, since it was mentioned previously, the dead team mates get the benefit of being able to help their team by providing intel. A bad team mate that is alive might be an asset when dead because they have solid call-outs.
Back to F13, though. It was/is a flawed game with many issues, but it certainly had some great ideas. Objectives were a VERY strong point for it, lots of cool environmental kills, and Jasons Enrage towards the end of a match really added pressure to make things happen. I personally wouldn't mind seeing DbD take some of those ideas. That said, Illfonic also has a TERRIBLE track record with balancing games. Counselors could and often were insanely strong. The Jason needed to REALLY be able to land their hits and get kills. Giving Jason the ability to talk REALLY hurt the tension of Jason coming at you, because you could now belittle and haggle with him, and get a response to know exactly what the player was thinking and feeling. Jasons stuns got longer as he got hit more, which also gave the Counselors way too much power against him if they were particularly aggressive and capable of avoiding taking hits (I abused the hell out of this). I don't know how it's balanced today, but if it's anything like the Predator game, my guess is it's not great.
It was mentioned here earlier, but in-game comms is a HUGE boon to those that can use them, and a bane for someone going against it unless their design is adjusted accordingly. I'm sure DbD will never have in-game comms, but if it did, it would require a complete redesign of perks and some of the games core mechanics.
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I'm of course all for new modes/objectives for this game. Unfortunately, the devs already confirmed they have no plans for either of these, at least for the foreseeable future. Extremely disappointing.
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Yeah, I mentioned Siege as the part of you are more likely to get an objective in a round of that game done than you would in F13, but then again I haven't played much of F13.
F13 does also have the issue compared to DbD of having DOUBLE the Counsellors to our Survivors, but less interactivity. I find the chase of DbD, with all of its pallets, windows and other elements to be more interactive than the F13 "I'm seen so now I'm dead" problem I run into, but then again I can hardly find a pocket knife and I've been playing AJ like I'm a Blendette. Lots of success in the survival front in THAT regard!
Comms have never been an issue for be since I play on Xbox and only with friends.
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