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Recent reviews by DYNAMIC skills7

Showing 1-4 of 4 entries
1 person found this review helpful
720.3 hrs on record (403.6 hrs at review time)
I identify as a “F/14 tomcat’s emergency brake engine line and cross deck pendent catcher hook connecter, spaghetti net across aircraft carrier deck of the USS Ronald Reagan” the fact that this game has no representation of us makes me so angry. my spouse the “amphibious US Marine corp’s helicopter’s mini gun” shares in on my Enragement, I wanted to buy one for my 10 year old “the PS4 console” but they didn’t have that option either. next time believe in what you sell!.
Posted 25 December, 2022. Last edited 23 November, 2023.
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26 people found this review helpful
1 person found this review funny
2
41.9 hrs on record (19.8 hrs at review time)
Early Access Review
its a fun game with friends and to try out fresh with everyone, but if you get it too late there will be nothing but tryhards and a lot of presented gameplay potential with various abilities and fun thrown out the window because their made useless with metas and the unending power of hunters making the game bland and boring in the end. best played in friend groups. heres some of the balance issues with ghosts below and the general flow of matches.

the main issue is getting found too easily and being unable to escape. i suspect the harpoon nerf and slight movement change will not fix this.

one issue is the hunters ability to spot. which applies a wall hacks to the props. this completely negates 2 abilities called phantom and miasma. escape potential is ruined. phantom which gives temporary invisibility, is instead used for movement based hiding to avoid an equipment called pathfinder to a degree, which tracks footprints and miasma being a slow damage applying mist has no noticeable effect against me as a hunter or ghost using it.

ghosts are very punished for working hard to get 1 kill early. a hunter could be alone and you manage to get the jump on him and barely survive to consume him, maybe losing a teammate in the process and then the other 3 just kill you and revive him. not getting killed to prevent the enemy revive option is a tough order when 3 others can never lose track of you for the whole match and they generally have enough time to make it to him. hunters who split up should be punished in my opinion because it gives the ghosts a weakness to work with and helps the hiding slightly. the current balance makes sense on paper because ghost can revive too, but were talking about 2 different sides here that need their own balance. i think when a ghosts consumes someone they should have a time limit until their back or only come back at midnight as backup. splitting up is rare anyway as comp teams should always be coordinating equipment mostly in teams of 2. hunters hp can not always be seen either so you dont know what to do with them and the safest logical option is attempting escape. instead of limiting options, players should be punished for bad health management too, but the bar is hidden making it a gamble!. making deaths actually matter for hunters i feel is a great dynamic added to the match and feels much more rewarding. but alas such a thing doesnt exist.

hunters counter literally every play style a ghost can have.

spirit which lets you fly is countered by damaging the spirit form which i assume burning hard counters too.

doppelganger letting you take the form of a hunter is very noticeable in a comms team and in small groups of 2 splitting up and no one takes friendly fire.

poltergeist which raises objects and then throws them when a hunter is close warns you its rising up from quite a distance away too and shooting it knocks them down. the main comp strat here would be to have a chased teammate run into a poltergeist room to escape, but theres multiple problems with this. hunters could be cutting the ghost off from the other side, the hunters can corner check the room, the hunters can run past floating objects and have them miss, the floating objects commonly deal 11 damage so it doesnt really matter and i dont know if this value can go up if furniture hits the head or hits at a closer distance.

telekinesis which lets you throw a object at people after a charge up and careful aiming just alerts hunters of your nearby presence and is cancelled by shooting it again. also hard to hit on any hunter movement.

trickster which lets you move a object buys 2 seconds of attention from a hunter and if theres 2+ youre not going to be using this power to pull any kind of escape.

apparition which sends a dumb ai clone out on the same path is mostly a gamble. you could pretend to be a apparition to escape which wont work if shot and if used when hiding it just leads a trail of plasma straight to you and tells the hunters which direction youre in...

deaths grip which traps hunters until they shoot it works great if a solo hunter is on the case but again useless with 2+ people chasing and getting pinged so they know where to catch up to.

corrupter which puts a bomb on objects is pointless for shooters that know the explosion radius of this ability, but has the great addition of throwing off spectrphones that detect ghost presence, but why would anyone use a spectrophone when the radar detects you immediately at 0 plasma level, at decent ranges, and is not interfered by anything. this leads me to my next point.

radars. ecoplasm which builds over time as you stay still hiding apparently gives your position away more. but is absolutely pointless and very dissatisfying to even try hiding now. you have a hunter equip radar at spawn with lightweight and he immediately starts speed running all the rooms to pick up even a fraction of a reading which can happen at even the smallest % of plasma and then he immediately pings the room and scours it to find and kill you. the range of the radar looks to be around 5 metres at very low ectoplasm which is still far too much.

its ok to have some bad abilities in the game that could serve the purpose of being fun, but in this case theres nothing that definitively helps in the grand scheme of things while hunters have no where near as much weaknesses or competition. the meta seems to be a radar runner with a pathfinder and everyone running lightweight and their never gonna need a midnight build. if a ghost needs vaccuming to prevent revives 1 or 2 just go back to the store where they can change their equipment in game to get it. attacking the hunter store results in death if they expect you to try it too because of pathfinder and cutoffs for retreat. the dead ghosts leaving a fake trail is a gamble and lightweight lets people catch up again when ghosts chill them, slowing their speed for 2 seconds.

i dont know how responsive the devs are but i havent seen many comments about these issues and the discord cant even be accessed. for me the link doesnt activate the invite with my adblock turned off too.
Posted 7 April, 2022.
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4 people found this review helpful
227.7 hrs on record (190.9 hrs at review time)
Have reached end game on Elden ring now. Still don’t quite understand the perfect reviews.

It has great scenery but that’s brought down by graphic limitations and FPS which is out of the developers control. but the point is it’s not the best looking game in existence 10/10 worthy. its like the painting of the monalisa being viewed through a sheet of plastic.

it has a great large world but at the cost of reusing literally around 10 of the same bosses and making them common ads later on. This also doesn’t even fit the lore. Their walking plot holes except for certain few excuses for morgot for example. Dungeons barely change and all look the same with a few exceptions and a couple having puzzles.

You’re punished for exploring in multiple ways. First there’s a excess of items you might not know about and you can’t use them like golden seeds or maybe there’s a route you conquer after a hour to find out you gotta come back later and then forget about it because your markers have all been taken up by other returnable areas too. Killing mini boss enemies and previous bosses as ads out of curiosity of their inventory will yield many deaths and then no loot after killing them… although sometimes there is a item, making you keep doing it. Actual insanity.

Its extremely unbalanced. There can be a kiddy playpen dungeon next door to a dungeon boss that’s harder than everything in the end game section. Going halfway east is balanced while the second half feels harder when none of the other areas felt like this. Also endgame underground areas in the starting areas that let you in. Sorcery is op and was buffed more in pve and pvp was and maybe still is broken with cheese builds and exploits.

There’s more duo bosses and higher hp bosses to account for summoning and some think summoning is cheating in a way so their sometimes EXTREMELY punished for it. The main issue was 2 crucible knights put together really enforcing this idea.

The camera angles for some big bosses and on foot dragons are arranged for sorcerers or horse battle. So you cant target lock them unless you want to play a blind challenge run. The angles should be around their chest or ass but maybe that’s just sexual harassment then.

Annoying height rules. Torrents second jump halfway down a hill doesn’t circumvent the total height of the fall. If you slide for more than a second down a hill, Insta death. If you drop 0.1 cm more than the previous height that made you lose only 25% of your hp, Insta death. If you drop into a area that has things to drop on, too bad for you because that’s a death barrier. If you drop into a Grand Canyon sized hole that was put there for you, another happy landing. The usage bait immune to fall damage talisman, currently does not make you immune to fall damage that would have killed you. It seems to just prevent the loss of around 25% hp because you never lose more than this.

Npcs are a literal riddle sometimes to complete their quests and make even less sense if you have done steps before talking to them. They can also be gone forever with any wrong move or story progression. I think this is just a souls like thing that happens though. At least their marked on the map now compared to launch.

No stake of marika on half the bosses so you run across the map full of enemies and 1 stake teleported you to a floor above you further than the site of grace in a dungeon. Why even have stakes. I would be less mad if they didn’t exist in the first place, because I wouldn’t question why it’s missing. Apparently from soft made a comment somewhere saying they wouldn’t have long boss runs anymore. Makes me think that they forgot to add stakes to half the bosses then.

matchmaking is very restrictive and long for higher level players. instead of long waits or never finding a match, you could have a cap on matchmaking levels being 150 at the most and have people above this have their stats hard capped at a low amount when in a lobby, similar to how stats are rearranged. im really clueless to the reasons on this subject.

This rating doesn’t take into account any bugs that would annoy you like freezes when in a new area, crashes, low FPS, losing runes through the map, the horse pretending to spawn in.

overall i think its worth playing for the story, the boss designs / combat and everything else was a nuisance to get there.
Posted 31 March, 2022. Last edited 31 March, 2022.
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4 people found this review helpful
33.6 hrs on record (21.0 hrs at review time)
mained on xbox a lot longer. i highly recommend for its concept and scary gameplay from darkness surrounding your vision. i fall in love with any asymmetrical game just about, but this one is special.

it feels unique, also feels relaxing to play as funny as it sounds, its more simple then most games and doesnt require mic communication like dbd and f13 etc. it has a inbuilt communication tool thats flawless as well, so even if you dont have a mic the tool is great and about the same.

its simple gameplay derives from just collecting tapes and sticking together. the creatures bot or human controlled are easy enough to avoid and destroy, some new players can learn quickly and its not complicated at all to do so. creature can have fun regardless trying to scare and catch people off guard, at most getting 1 kill depending on the selected creature.

CONS would be no more continued support for the game and low community, but theres enough to have a match almost whenever you want, at least for my aest time zone and theres people looking for groups in the forums. creature is weak, but that can be a pro for people.

pros different type of asymmetrical gameplay and spookiness with simple mechanics fun for most. if new players need a little help i made a forum guide for 3 creatures so far and how to play optimally. its just learning team coordination mainly.
Posted 10 December, 2019. Last edited 11 December, 2019.
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Showing 1-4 of 4 entries