honestly the best solution would be over the 5 seconds you are flashed it gradually reduces down to 0... What I mean is when you first get flashed you are 100% blind and 1 second later you are 80% blind, 1 second after that 60% blind. You get the idea. Every second you are 20% less blind.
I think it would be cool if it worked like some of the old COD games where you would be flashed and could still make out objects but they would be an image burn effect where objects would stay in place as you turn but stretch across your screen but update slightly every second so you could at least try to make some sense of the data you’re seeing rather than just pure white nothingness
I agree to making it more like a CS:GO flash. Turning away greatly reduce it to just a short blink. I also think they should change the flash animation to be basically a screenshot of your current screen frozen in place during the flash and then the real game slowly coming back into frame similar to how it is currently. So basically replace the white screen with a screenshot of the screen at the moment of the flash. That would also make it a bit easier to navigate away during a flash.
@@SonnyKnutson if all it takes is a look away to invalidate a flash they would be completely useless and the game would slow to a crawl. As is they are nearly the only option for bleaching compounds and countering super conservative play. Watch every clip in this video and ask "How do you push this without a flash?"
The flashbomb really is a broken consumable, they should make it to where you can look away or better yet, make it so that the flash effect slowly fades (that would be more realistic anyways). There doesn’t seem to be a real counter to it other than to throw your own flashbomb and then you run the risk of blinding yourself again if you do it wrong.
would also be nice if the flash had to be spooled up in hand so it works like cooking. Maybe do it so you can insta throw it but then the flash effect is very short and the longer you spool (up to probs 4 secs) the longer the flash effect will be. This would give enemies time to at least reposition to avoid / awnser the flash
@MildlyInterested_ that's a really cool solution. It's important to remember that the whole point of the flash bomb is to help people push compounds. When you've got a crown/slugs, or Rival watching the door, it's basically suicide to push. The flash breaks up the stalemate, and your solution would be a great way to preserve its benefit, while also making it less of a cheesy game ender.
The fact that it explodes on impact makes it so strong. In every other shooter I've played, flashes are used to make the enemy drop the angle, not take them completely out of combat for 5 seconds. They should aim towards that, and greatly reduce or remove the "flash = kill" situation that we have now.
I think if they removed the hit marker feedback that you get when you successfuly flash someone it could change the item quite a bit without adjusting too many other variables.
For those of you want it like a CS:GO style were if you turn away and it doesn't flash or flashed for only a second, Hunt had that when the flash bomb was introduced. It was so unreliable and useless that people would throw it when ever they found a tool box to get something else. So they stealth buffed it to where it is now. A reduction in flash duration based on distance would be good, or add a longer cooking time to give players more time to react.
no hunt never had that it was just a bug nothing more...... you the throver got the marker and the person you hit wasn't blinded just for like 1 second or less.... and for something saying it was useless y spyglass.... i never use flash and never used if you need that to win a fight than it is sad..... i hate it i just want it to be completely removed, and y if i loot it from anywhere i instantly get ride of it......
This is a weird and random idea to balance the flash. What if when you get flashed you can use your dark sight to be able to completely see but turning it off will put you back to being blind? A use to get out, or memorize your surroundings to blindly fight. Sounds weird but thats what i had in mind xD
Being able to still use dark sight while being flashed seems like good balance, because its very short range vision and it's only helpful for escaping.
It's hard to balance it for me mostly because of how it'd affect some people IRL. Example: The first second of being flashed is a blank screen(preferably gray instead of white). Every following second it diminishes and you get a 'counter strike' screenshot overlapping with less and less transparency for each second. Each second is a new screenshot. And said screenshot might rotate or move in a random direction to still keep it disorienting. However, therein lies the issue that it'd potentially trigger motion sickness and similar in some players. More realistic changes would be to just lower the brightness of the flash and reduce the(maximum) time of it. Maybe increase the 'activation' animation a bit. Like you have to twist a nob or pull a string to activate it making it less useful in an active close range encounter. Not a long longer, just a little.
I made a Reddit thread recently where I detailed the problems with the Flash Bomb and some solutions, many which are similar to what you've suggested here. I won't link it because UA-cam doesn't like links in the comments but it's there if you search. I does need changed. It's not fun. It does only seem to affect higher MMR though, lots of people said they never really have to deal with them in low MMR.
True, i feel like it really starts at high 5-6 stars. Whenever i get there the flash usage goes up by alot, you pretty much dont see anything but frag and flash which is a shame.
Same for me. I play in the three or four stars MMR most of the time and Flash Bombs aren't so used as on higher ranks. It's more a high MMR or endgame issue than a low MMR problem.
Well, they could add the possibility to look away from it and only get deaf. It would be a lot more fair and reward skilled players that can recognize its fuse noise and look away
they could make it so that you can see in darksight after being flashed, this doesn't solve the fact your vulnerable but it does mean you can run away. it could also add some tactical use to make people use their bounty seconds
i've been hesitant to use it but lately as i've become better and seeing more 6 star players i almost can't take anything else but flashbang. Since they carry almost always like two flashbangs. I think it's not even so much for it's blinding abilities but it's 0 fuse time that really makes the difference. I get rekt so often trying to light dynamite and stuff that really i'm forced to take whatever has immediate effect.
Maybe something cool to do with flashbangs would be for it to interfere with your gameplay while still giving you a chance to fight back. Something like preventing ads, messing with sensitivity or crosshairs, or maybe even changing binds. This would keep the flash as a pain in the ass to get hit by while still allowing the victim to hold an angle / defend themselves.
I would like the idea that your vision gets blurred out after a short white flash and then gets back to normal after ten seconds, because even tho your blind, you can still see your surroundings, but you need to focus more to really see what you're looking at. Effective range can also be lowered if it seems a bit extreme. Great video as always!
6:50 ....cracked. My suggestion for a fix would be 1. Since it's got to have some downsides, how about we don't nerf it into irrelevance but CHANGE it? 2. make it do more damage but lower the time of the flashed effect by 2 seconds. 3 seconds is plenty of time. if you're within the 8 meters, 10 damage. if you're within 5 meters, 20 damage (to not make it automatically take a bar down) on top of this change, make the blind effect only in the middle of the screen so you have a limited peripheral to see around you and let you react more, like to path another route. 3. I'd say make it so that you're able to turn around to avoid the flash, but I think that would possibly nerf it into irrelevance. It's way too easy to turn around on pc and snap back around. I think a perk to allow you to bring up dark sight to negate the effect would be a neat addition and salveskin could negate the damage entirely from the flash bomb. 4. Also, maybe being able to bring up dark sight to negate the flash (also not giving them a hit marker for it in the process) would be a smart change. a 1 or 2 second detonation time from impact would allow this
I started taking flash bomb because of you and I agree it is way too overpowered, the second time I used it I melee'd a duo to death, and I'm constantly getting free kills in 1v1's. Flashbang just has everything going for it, throws so fast, activates on impact, large radius which can't be dodged, really long blinding effect. There is literally no outplay to it no matter what the enemy does which makes it the strongest flashbang in any game I've seen. The two best changes to make it balanced in my opinion are first making the throwing animation longer so people hear the flashbang fuse, and secondly if you put your back to the flash you shouldn't get blinded. That way it punishes people who don't react, and rewards people who do react, which is what a flashbang should do really.
Its awesome to see the greatest player in Hunt address this, I really dont get how anyone can defend the flashbomb, hopefully it gets changed as its a plague almost every game 😥
I like flash bombs because it allows rifle players to interact with shotgun players, otherwise youre forced to stay 50m away and hope theyre dumb enough to peek a corner. but in my experience usually games reach a stalemate because shotgun users camp the inside of a layer, use traps and crouch around, completely avoiding peeking, while rifle players cant play because they're one shot if they try to interact. flash bombs fix that and they're a necessary toxic bandaid to poor gameplay design
I think a sufficient change would be to add an audio warning like the fuse on grenades while increasing the deploy-time. I think the flash should be harder to counter than a grenade because the effect is weaker. Therefore I dont think that looking away or Dountless should be an option, because its just to easy. Hives can be countered simply by melee and nobody uses them.
it's much easier to dodge a dynamite/frag than it is a flash, if a skilled player throws a flash, you're pretty much dead, there's little-to-no counter-play. The point of the video is that it is unfun to go against. Removing someone's ability to play/respond is always an unfun mechanic, that's why going against snipers is usually unfun, same with shotguns with slugs at night inside compounds. EDIT: spelling
@@sneakydragon2352 Thats my point. A warning and more time to respond should be more than enough in terms of counterplay. And we are still talking about Hunt. Hate it as much as you like, if you want to play like a rat, the devs have and had you covered since release. Frustrating mechanics are part of the game.
10:50 - 11:10 demonstrates the most broken thing in Hunt as far as I'm concerned. Its the only fps where flailing around like a lunatic can actually dodge bullets...
@@AlbertoGustavo-bj3ftnot in hunt. It would make playing at long ranges super unenjoyable. You'd never truly know if you got the guy, and good luck finding the body since they tend to clip underground mostly.
To nerf the flashbomb there an other way : at the instant u're flashed the last frame u see will fade over time during the flash time to let place to what u should see without being flashed and roughly 75% of ur screen (from middle to edge) is almost fully burn by lightning and will recover over time ( that mean a white light screen followed by a dark stain in the middle of the screen). Gameplay impact : - 1st u're still " flashed " but it will just stay for a few frame and not for ages and that would be REALLY appreciated -2nd it give more possibility to run away by guiding ourself with the edge of the screen and still requiered skills and map knowledge to try to escape while being blind -3rd and finaly since u're still blind by the dark stain it should still be "extremly hard" to aim at enemy while being "blind" i'm not gonna lie i'm never beeing flashed IRL and have no idea about how it feels but sometime it hapen to me to put my eyes directly to some way to strong light source and got a dark stain for few sec before recovering is it accurate i don't know but i'm pretty sure that would feat hunt gameplay perfectly (plus to be flashed for 5 sec, like it's actually working, it would mean that the light source is emiting for 5 consecutive second. but that kind of device is supposed to emite a really strong light source that blind and instant decay)
Of course, they will be unbalanced if, after being blinded, you stand still so that you can get a headshot (UA-camr forgot what it means to play with people and not with actors). You ask what could be done in these situations? obviously start running and dodge as soon as you hear that a flashbomb is being loaded or throw a second one at your feet after a couple of seconds to blind both yourself and the enemy
I use flash bombs really often, but I flash myself occasionally. I wish I could throw one, turn around and not get falsified, that would be a huge plus for this tool.
The laziest way to fix it is to remove the 1 damage. You don't have the hitmarker assuring that the player is blind and you can't hear where the player is by the hurting sound. Those effects alone allow the flashing player to throw in the general direction of the enemy and know if he's there, flashed, or away and dangerous. Without those you'd need more awareness and judgement to know if the flash has hit or not.
A suggestion I've seen on the official Hunt discord was a trait called 'Veteran', to reduce the duration of"non-damaging effects" (being flashed, being deaf from gunshots, coughing frok chokes) by 50% All of that for 6 trait points. It would reduce the time you're full-flashed to 2,5 seconds I don't know if you're gonna read this Rachta, but if you do, what do you think of that trait Idea ? ^^
i have to say it seems like an extremely good way to approach it, best solution ive heard so far but it still seems kinda niche maybe a solo and team effect like magpie works kinda better for solos i just feel like the time a flash is upsetting is solo otherwise oh well i lost a team fight it happens
@RandomLombax37 we can't forget that the flash was brought in to help break compound stalemates. When you've got a crown/slugs or Rival holding a door angle, it's basically suicide to push. The flash does a great job of breaking that stalemate. We need a fix that allows it to do its primary job effectively while also keeping it from being a cheesy game ender.
@sactowndizzle I saw another solution from a commenter who suggested the flash time could be equivalent to the wind up time. An insta toss will flash you for a second or less. A wind up toss will increase the flash blind time proportionally so you can hear a 5 second blind flash coming. I feel like that would solve the cheesyness while also keeping its primary utility intact.
i think a timer thing would be nice just like a 1/2 second and look away to nullify just a tiny bit of the flash depending on how far and how close a wall is to you since super bright light should reflect off from walls. and the harder work to add would be depending on how natural bright the room you are in/the light outside you are located should determine how hard you are flashed since it shouldnt be too long of a flash if you are in a fully lit area vs in a dark room
The easiest way to help counter a flash is to have some warning it's coming, I thought about maybe adding a charge to it, where the fuse is loud when you prime it, but throwing it immediately only gives about a second stun. As you hold it longer, the bulb brightens and gets louder, until it gives the full 5 second stun after about a 5 second stun. Still strong, but now it makes you have to play it more like a regular grenade and makes you vulnerable while you're trying to get the maximum value.
As others stated, you can change the effect of being flashed from 100% white screen to fading away with time making you see more and more what's going on around you. Another solution would be to allow looking away from the flash to avoid it's effect, but what would be an interesting solution to me is to make a flashbomb explode like it does now with a 100% white screen for a split second or some longer time as you wish and instead of the plain fading away effect, your hunter gets confused from the bang and has blurry vision with sort of hallucinating effects, so that your vision is not clear, but you can partially see and react to what's happening. Sort of modern games flash/nade mechanic to spice things up a little bit. Regardless of what's gonna happen, it's clear that flashes are just boring, unavoidable pieces of gear right now, that don't really make the game more fun and crytek should at least tweak the numbers a little bit, so it's not "flash, aim, ez shot, win" scenario most of the time.
Usually I am loathe to propose such drastic measures, but honestly I could see the flashbomb dropped completly or until it gets a rework. If it were to be reworked, I would make the flash very short, 1 - 2 seconds, but would instead impair the players hearing for like 5 seconds or so. Not hearing well is also very debilitating, but it does not make you helpless, unlike being 100% blind.
What if they changed it to where for the start you were fully flashed and a circle ⭕️ opens up from the middle towards the outside. That way you can somewhat see what’s in front of you, but not able to really shoot or fight back effectively until halfway through its effect. I’ve learned to use my compass and sound, but then again I’m just a 4-Star Pleb so we don’t see them as much as High ELO Players do.
thing for me is that compass and sound combined with map knowledge is only a tool for survival, you then also need to hope that your enemie chokes and doesnt kill you within 5 seconds. That is pretty much enough to fire a fkn romero twice. The chance of you killing your enemie fully blinded is very slim even for insane players.
@@MildlyInterested_ - Yeah, totally agree man. Regardless, I hope they balance it in a way that doesn’t make it useless. I feel that some things are making the game easier and even though I get rolled on a lot as a Solo I love this game because it’s hard and merciless.
"6 star moment" is not the flash bomb usage, "6 star moment" is 6 star parties with expensive loadout (nitro, mosin, dolch, crown) which I come across at 5 stars when I play with random people. What the hell can I do with randomness against a party of RachtaZ, Hornet and Delaney? Nothing. I believe that for such 6-star parties there should be a penalty on experience/dollars if they are launched against 4-5 mmr random (in Hunt Showdown it must be informed by warning message, if it is impossible to find other 6mmr lobby game).
The problem is that 6 star players complained that they are only facing other 6 star try hards and didn't find it that fun. So devs loosened up with matchmaking. Now you can be solid 4 star and get matched with full 6 star team. It's so unbalanced sometimes.
problem is that most Hunt players who are really good at the game like in your example Rachta or Hornet, they dont give a fk about Hunt dollars, both of them have like a few mil each i think. They can probably play hunt for months every day without getting a single dollar and still have money. 6 Star is an mmr where there arent that many people, so in order to make the ques not 10 mins long they have to whiden the range. Look at Challanger League players and watch how fkn long they are in que, if you are in silver/gold elo you get like 1/10 of their que.
@@ps9501 Lol. Didn't know it. Am I right, that "good boy" Rachta z doesn't see anything wrong in it?) May be he was the one of 6-star players who ask devs to fix old matchmaking to the current retarded one?)
@@skyhawk8354 You aren't exactly wrong with it. Rachta has made couple of videos abaut matchmaking both sides actually. In other video he explained exactly that 6 stars shouldn't only face other 6 stars cuz he is forced to run meta loadouts to have a chance against other great players and he would like to experience goofy loadouts sometimes and not just play tryhard. He did make a video though when devs nerfed matchmaking too much that he was then getting too easy opponents like 3 and even 2 stars and it wasn't fun either. Devs did some things to matchmaking months or so ago as now i'm regularly getting full 6 star teams in the lobby, and i've never been 6 star myself. It doesn't help either that they always run most meta stuff to gain even further advantage.
One thing I think flash needs is to have reduced time if you're farther away from it. If you land the flashbomb right on their feet, I feel the current flash is a decent punishment. If it lands 20 feet from you, it should be much shorter blinded duration. That way you can't just throw a flash over a hill and charge as soon as you see a hit marker, because you won't know if you hit them dead on or just barely (except for the pros, they could probably tell by the location of the flash and where the sound of the hunter was). Also agree with gradually reducing the blindness by a percentage over time. That would work great with distance based duration as well.
Imo map should be divided in dark and lighted areas, just like on rain maps it was divided in wet and dry areas. Flashbombs can still blind as usual in dark areas (maybe still nerfed by numbers or sth) but are heavily nerfed in lighted areas since your eyes are more used to the light. Maybe giving people more reason to stay in well lighted areas instead of dark ones. They are kinda important to push bosslairs as much as I hate to say it. Also more gameplay differences on night maps instead of only different visibility.
@@Trenz0 ofc it is divided. The map is divided into areas where the rain is affecting fire and areas where that doesn't happen regardless of heavy rain or light rain.
What do you guys think about a strategy of throwing a flashbomb at your feet right after getting flashed, so you can't see the enemy, and they cannot see you?
not only does it not work if the enemie takes a bit too long to go around the object, if there is a bit of rough ground and it goes into a mini ditch or behind some object it wont flash the enemie. Also a consumable that is only even vaguely countered by itself is like the most obvious balance issue i have ever seen, and i play League
At this point it may need a full rework. Flash reduced on turnaway and add a movement slowing effect to those who are within a short distance of it even if they aren't flashed. This will stop the, turnaway OP, meta that will happen if a change is made. You can also add the CoD effect where seeing a flash explode even far away will blur a small part of your screen. Won't have much of an effect but I thought was a neat detail.
I remember when I first started I played with some guys on discord and one of them was like "flash" is the most useless item in the game and always threw it away for other loot. Back then I was already like "wtf, this item blinds you super long and you cant do anything basically" and deemed it very strong.
I think this is part of the reason Crytek hasn't bothered changing it. It's oppressive in 2900+ MMR lobbies but some of my 3/4 star friends have trouble taking advantage of them. Crytek seems to mostly listen to the opinions of players in that range.
I think the counter is another flash bomb. Though there could like welders goggles, glasses etc. equipping makes it darker, but flash bomb gets hit sound but no effect. You have to unequip the glasses, etc. make them an item.
the biggest contributing factor to the flash bomb problem for me is that they enable to beat guns in the game to perform even better without any opportunity for counter. You can't know 100% of the time when they guy you're pushing has Crown or Dolch or Nitro, but if he has a flash, you'll always know when you're laying on the ground.
Simply make the charge up longer and louder: like an old camera flash. And then let it seer and blur your vision like EFT rather than throwing a white sheet over Ur head
I think they could put a simple fix on it by making it where you can't be flashed while in dark sight. This makes countering flash bombs a skill check. You have to counter it quickly, but a player may also just hold on to it while his teammates push you and you are in dark sight unable to defend yourself. I also want this because dark sight doesn't get a lot of love outside of bounty tracking and scanning with bounty. If it blocks flashes, then it is a utility that you have to be ready to use at any moment.
I think the only viable nerf would be to add a fuse timer that makes the strength of the flash time dependent so like if you hold and prime(like a concertinabomb) the flash for say 3 seconds you get the full effect but if you just flash instantly you only get a small effect. and overall I would lower the effect it gives you to be more like the CS flash. It supposed yo force someone holding an angle to move not be an instant kill if you connect
Flashes are hands down the most frustrating tool or consumable to fight. Literally no counter play besides awareness of self and others audio which takes a lot to master. They need to be changed because they completely win fights with little risk and almost no audio queue for the opponent and time for them to react like all other tools. Even the hive bomb once landing still has a target time you can break line of sight on to prevent it from targeting you.
"... Literally no counter play besides awareness of self and others audio which takes a lot to master. They need to be changed because they completely win fights with little risk and almost no audio queue for the opponent and time for them to react ..." This is so true, and it's funny because it also applies to snipers, yet people defend snipers with their life.
I still think death traps are still more annoying to both deal with and die to. Its just so safe and little effort to set them up. I dislike being punished so severly for playing fast and aggressive, which is already a more risky playstyle. Now, death traps arent consumables, and i think flashes are a bit overtuned aswell, so the video is not wrong, but i personally would rather remove death traps than fix flashes any day of the week.
They should make the flash effectiveness based on how long the flash bomb is cooked by the user. That would give the user the choice between going for a quickly prepared flash with a short duration, or cooking the flash bomb for a few seconds in order to achieve the same duration as it is now. It would allow players atleast to go for a counter push when the enemy is using a flash bomb. This would result in pressure for the user of the flash bomb - the current implementation has no risk for the user.
We also need to acknowledge how broken the code is for the flashbomb. It can go off right next to someone and not flash them at all, you can flash yourself through walls, and sometimes you do flash someone but it doesn't last for the full duration no matter how close they were. As boring as it would be, it should act like a normal flash bang from other fps games. A short wind up time before you an throw, it only blinds for a few moments before the world slowly fades back in, and you can turn away from the grenade to avoid the flash. As of right now you need to bring one atleast per person in your squad, and getting a teammate downed means running to get distance before you get flashed to death by superior numbers
Make it scream for 2s before it explodes instead of on impact and if you look away, it makes like >8m effect. Increase flash range to 10-12m, reduce duration. Still viable to flash around corners but less reliable, avoidable and overall balanced.
I still think they could do a "Dark sight flashbomb", or like some kind of hallucination. Does not completly blind you but make makes you see crazy shit or double but still with some kind of visibility. Make it look like a mix of the flashbomb and a soggy mushroom?
The flash effect time is definitely the worst offending aspect of them. At close range, 5 seconds of blindness is an eternity, there's just no getting around it. The trait idea would help, but I think if such a trait comes into the game, it should be alongside a nerf to the duration of the effect. Maybe 3 seconds, cut in half with a trait. At least then it'd still have a strong utility without being so outrageous.
I'm glad you put this video out. There are some streamers out there, namely Psychoghost, who will argue and say flashbombs aren't OP. I find this type of rhetoric bad for the game because these streamers so many eyes watching them, and a lot players aren't very experienced with the game. Also, to those experienced with the game, it feels utterly dishonest when things like that are said. RatchaZ is a fantastic player that has always been honest with all the things he says about the game, and isn't afraid to talk about controversial topics using his own opinion. Even after becoming partner with Crytek. Everyone should appreciate him more because he puts out content like this video that addresses current problems in the game.
I think it should probably be reworked quite a bit. In real life-of course-flashbangs ARE pretty serious and would knock most people on their ass, but we're also talking about genetically enhanced super-hillbillies here... I'm thinking the flash should probably just force us into pitchblack then brighten our vision over the course of a ~second or so into a blurrier version of darksight until the effect ends, then slap some damage onto the initial flash (because that's not only realistic but helps balance the "nerf" [rework]) and nudge the player away from the initial source of the flash just to disorient the player a bit more. This way, the flashbang becomes less of a: Hit somebody in ANY situation/location then run in like an ape for your free kill. And more of a: REDUCE somebody's vision to an area after one second (rather than no vision at all for an entire 5 seconds), that way you can secure a kill if you're out of their darksight range (or if you can get to them within the ~1 second it takes their sight to start coming back), OR just use it to manuever around more freely. And now if you're flashed, you're not just screwed, because you can see in darksight after 1 second's time so you can run and hide a lot better (or see the enemy if they push in close) A muuuch better, more fair, more thematically creative update on the flashbang.
I've always thought there should be a deafen bomb sort of thing which functions like the current flashbomb, and then just make the flash so you have to look at it as it hits the ground.
When used on me, they mostly succeed in blinding me without blinding whoever threw the flash. And when I do it, it always flashes me fully, even though a wall should've prevented that. In result I never use them, because I always fuck it up, but when I do, it doesn't give me any benefits. It needs a 0,5s fuse. And to blind for like 3 seconds instead of 5.
Flash is the singular counter to corner/building campers, and it's a great tool mostly only for pushers. The compass already helps a lot when you're flashed. With the amount of viable defensive tools available, without a powerful flash Hunt is going to become a much more defensive and turtle game especially for lower elos. Flash is great as is.
i think flashbombs should be like in cs:go, u can get flashed on every range if u were able to see it detonated but u can turn away from it and it fades away qucikly and leaves the frozen screen of last thing seen before gettin flashed I think its a good balance
I like the idea of dark sight 'countering' flashes, in the sense that you can see but not shoot during dark sight. But the real problem is the instant arming and throwing of flash bombs. It's ridiculous how fights can end in 1 sided executions because you are flashed with a false sense of being able to do something
What if they removed the 1 dmg and hit marker so you don't know if your target is flashed or not. So you throw it and sometimes you have to gamble if your enemy is blinded or not while you rush in.
Flash bomb is genuinely the least fun consumable to use and to be on the receiving end of. Sure, it is entertaining to see how people move, or not, to try to avoid dying afterwards, but that novelty wears off extremely quick. I just end up just feeling cheated out of a more interesting resolution to a fight when flash bombs are used as a win button on either side.
dark sight being a counter is better idea. It still gives you a slight handicap while giving you a chance to escape or even counter play. or make it that adrenaline reduces the amount of time flashed by 75%/
For a game like Hunt where audio is most important I’m more surprised that the “flash” consumable only affects vision and not sound. A “flash-bang” consumable would be way better where your vision is affected momentarily but the audio makes you momentarily deaf too. As KenpachiSauga suggested, the effect should wear off every second so you regain your sight and audio for 5 seconds. IMO, just a plain white screen is the easy way out for the dev’s and it desperately needs to be addressed.
Dark sight should help counter it, since it reduces all light to nothing besides the very center of said light. I agree that turning around should help as well
Maybe better idea would be something similar to stun grenade. Blur, distortion and light/short blind. You would still see surroundings but heavly distorted (poison status has similar characteristics).
@@Trenz0 id be fine if they added a 1 point perk that allows you to see in Darkseid while flashed. Or like I said in other comment make silent killer remove the grunt when ur flashed so its harder to find person
What if when you're flashed you go on dark sight you can see enemies as if you had bounty tokens, obviously once you leave dark sight you're still flashed but you could get a lucky shot or at least you could run away while in dark sight
Instead of a blinding effect give the victim a “drunk” effect. Give some double vision and a blur that starts at 10 yards. If you’re up close you will still have a chance to fight back but it’s still worth the cost of buying one
I feel like you should have to turn the little valve on the side of it and its audible it takes like 2 seconds to do it but makes a very noticeable click noise?
or just make it cookable, the longer you cook the longer the flash is. if you cook it for 4 secs like a nade its the old flash, but enemies will have time to react
I think raising the price wouldnt give any effect (especially because alot of pepole are not prestiging). I think in hunt flash should last 6 seconds if you directly look at the explosion, and if you will lose line of sight you should be either partially blinded (your screen would be bit brighter) and if you look away, you will have ~10% of blindness (if thats a word). Also adding a longer fuse after it lands (lets say 1.5seconds) would be good idea if you are running dauntless. I don't think we should have any traits for it, coz it would counter one item, that I (3 star player with ~1 KD) barley see used (in 150 hrs i got flashed maybe twice)
I agree it's too strong. The counter to flash is having a teammate cover you that is never 8m close to you. I think the white out should only be 2 seconds, with a 5 second ring in your ears for no sound and maybe blurry vision for 2 seconds after the white out. This gives you a chance to see a little but it's still a very strong debuff.
Flash should be directional. Looking away from the source should drastically reduce the effect, looking in the direction of the impact should be full effect with duration scaling based on distance from impact of bomb.
when i first started playing hunt im surprised at how flash works in this game, because it works different than flashes in other games in the worst way possible(for the receiving end).
For me, they should remove it entirely from the game... But i know that's not gonna happen, so for me one way of nerfing the flashbombs is: 1 - To put a preparation timing of 1 second at least before throwing flashbangs.. 2 - Maybe set a fuze time of 2 seconds... so that way if you hold it and don't throw fast, you'll get blind yourself. And also make it not white the screen... that's always painful.
Just change the flash to a poison-like effect that blurs your visibility, and on top of that make players deaf. This way it reflects how a flash should really be working...
Flash bombs should force a decision in specific situations. But right now they are portable death sentences and OP in just about any situation...its really stupid😅
obviously the flashbomb is broken. as with everything in hunt, a simple price increase can't be the solution as this doesn't matter in high elo games and there they are the biggest problem. i think games like counter strike have the best flash mechanics where you can't completely prevent the effect but you can definitely reduce it, which requires awareness, reaction time and therefore skill. the visual effect itself could also be less of a simple full white area and more of an effect like we know from stun grenades in call of duty etc, where the image becomes very blurry and has a lot of ghosting. this would still put you at a strong enough disadvantage, but you could learn to work against it. movement should not be affected though, like stun grenades do in other games.
honestly the best solution would be over the 5 seconds you are flashed it gradually reduces down to 0... What I mean is when you first get flashed you are 100% blind and 1 second later you are 80% blind, 1 second after that 60% blind. You get the idea. Every second you are 20% less blind.
But every second i have the same white screen :)
Nice idea I guess, plus it would be cool if they change flashbombs britness
@@boubblecat7629bruh
Best idea ever
I think it would be cool if it worked like some of the old COD games where you would be flashed and could still make out objects but they would be an image burn effect where objects would stay in place as you turn but stretch across your screen but update slightly every second so you could at least try to make some sense of the data you’re seeing rather than just pure white nothingness
I agree to making it more like a CS:GO flash. Turning away greatly reduce it to just a short blink.
I also think they should change the flash animation to be basically a screenshot of your current screen frozen in place during the flash and then the real game slowly coming back into frame similar to how it is currently. So basically replace the white screen with a screenshot of the screen at the moment of the flash. That would also make it a bit easier to navigate away during a flash.
This would make flashes unplayably bad
@@Kithas I disagree. You are just wrong. Sorry
@@SonnyKnutson well elocuted logic argument.
@@Kithas Same as you then xD
They are unplayably bad right now so.
@@SonnyKnutson if all it takes is a look away to invalidate a flash they would be completely useless and the game would slow to a crawl. As is they are nearly the only option for bleaching compounds and countering super conservative play. Watch every clip in this video and ask "How do you push this without a flash?"
if i turn around before flash hits only deaf effect apply no blind effect, or some kind a trait for flash and choke bomb.
The flashbomb really is a broken consumable, they should make it to where you can look away or better yet, make it so that the flash effect slowly fades (that would be more realistic anyways). There doesn’t seem to be a real counter to it other than to throw your own flashbomb and then you run the risk of blinding yourself again if you do it wrong.
would also be nice if the flash had to be spooled up in hand so it works like cooking. Maybe do it so you can insta throw it but then the flash effect is very short and the longer you spool (up to probs 4 secs) the longer the flash effect will be. This would give enemies time to at least reposition to avoid / awnser the flash
@MildlyInterested_ that's a really cool solution.
It's important to remember that the whole point of the flash bomb is to help people push compounds. When you've got a crown/slugs, or Rival watching the door, it's basically suicide to push.
The flash breaks up the stalemate, and your solution would be a great way to preserve its benefit, while also making it less of a cheesy game ender.
@@GrindSultan Flashes are getting nerfed sooner or later like it or not!
The fact that it explodes on impact makes it so strong. In every other shooter I've played, flashes are used to make the enemy drop the angle, not take them completely out of combat for 5 seconds. They should aim towards that, and greatly reduce or remove the "flash = kill" situation that we have now.
I think if they removed the hit marker feedback that you get when you successfuly flash someone it could change the item quite a bit without adjusting too many other variables.
For those of you want it like a CS:GO style were if you turn away and it doesn't flash or flashed for only a second, Hunt had that when the flash bomb was introduced.
It was so unreliable and useless that people would throw it when ever they found a tool box to get something else. So they stealth buffed it to where it is now.
A reduction in flash duration based on distance would be good, or add a longer cooking time to give players more time to react.
no hunt never had that it was just a bug nothing more...... you the throver got the marker and the person you hit wasn't blinded just for like 1 second or less.... and for something saying it was useless y spyglass.... i never use flash and never used if you need that to win a fight than it is sad..... i hate it i just want it to be completely removed, and y if i loot it from anywhere i instantly get ride of it......
This is a weird and random idea to balance the flash. What if when you get flashed you can use your dark sight to be able to completely see but turning it off will put you back to being blind? A use to get out, or memorize your surroundings to blindly fight. Sounds weird but thats what i had in mind xD
that would help newer players for sure, but it would still leave the main criticism of the flash which is that you cannot fight back while flashed.
@@MildlyInterested_it'd still be an improvement for higher tier play since the change atleast allows you to run away
Makes sense
Pretty creative idea. Would be interesting to test it out at least and see how it feels. Bet it wouldn't be worse than what we have.
Being able to still use dark sight while being flashed seems like good balance, because its very short range vision and it's only helpful for escaping.
It's hard to balance it for me mostly because of how it'd affect some people IRL. Example:
The first second of being flashed is a blank screen(preferably gray instead of white). Every following second it diminishes and you get a 'counter strike' screenshot overlapping with less and less transparency for each second. Each second is a new screenshot. And said screenshot might rotate or move in a random direction to still keep it disorienting. However, therein lies the issue that it'd potentially trigger motion sickness and similar in some players.
More realistic changes would be to just lower the brightness of the flash and reduce the(maximum) time of it. Maybe increase the 'activation' animation a bit. Like you have to twist a nob or pull a string to activate it making it less useful in an active close range encounter. Not a long longer, just a little.
I made a Reddit thread recently where I detailed the problems with the Flash Bomb and some solutions, many which are similar to what you've suggested here. I won't link it because UA-cam doesn't like links in the comments but it's there if you search.
I does need changed. It's not fun.
It does only seem to affect higher MMR though, lots of people said they never really have to deal with them in low MMR.
True, i feel like it really starts at high 5-6 stars. Whenever i get there the flash usage goes up by alot, you pretty much dont see anything but frag and flash which is a shame.
Same for me. I play in the three or four stars MMR most of the time and Flash Bombs aren't so used as on higher ranks. It's more a high MMR or endgame issue than a low MMR problem.
I've seen it and I agree!
Well, they could add the possibility to look away from it and only get deaf. It would be a lot more fair and reward skilled players that can recognize its fuse noise and look away
you dont need skill to recognize a flash fuse lmao
i mean it has unique sound before being throwed, just look away when hearing this sound
these flashes shouldn't do anything to your sound, since they're just a lightbulb on a stick. The bang in flashbang is there for a reason
@@j0rinyou can't always run from it
@@Pilatus_Music didnt say u could
they could make it so that you can see in darksight after being flashed, this doesn't solve the fact your vulnerable but it does mean you can run away. it could also add some tactical use to make people use their bounty seconds
the „it‘s pain“ at 1:28 got me 😂
flash bombs are necessary evil. Without them the game favors indoor shotgun campers too much.
Long ammo users will start complaining more about shotguns in lairs because their explosives don't work on people with good movement.
I think a simple counter is to give it a normal fuse like other throwables so its not the instant blind around corners
i've been hesitant to use it but lately as i've become better and seeing more 6 star players i almost can't take anything else but flashbang. Since they carry almost always like two flashbangs. I think it's not even so much for it's blinding abilities but it's 0 fuse time that really makes the difference. I get rekt so often trying to light dynamite and stuff that really i'm forced to take whatever has immediate effect.
Maybe something cool to do with flashbangs would be for it to interfere with your gameplay while still giving you a chance to fight back. Something like preventing ads, messing with sensitivity or crosshairs, or maybe even changing binds. This would keep the flash as a pain in the ass to get hit by while still allowing the victim to hold an angle / defend themselves.
I would like the idea that your vision gets blurred out after a short white flash and then gets back to normal after ten seconds, because even tho your blind, you can still see your surroundings, but you need to focus more to really see what you're looking at.
Effective range can also be lowered if it seems a bit extreme.
Great video as always!
6:50 ....cracked.
My suggestion for a fix would be
1. Since it's got to have some downsides, how about we don't nerf it into irrelevance but CHANGE it?
2. make it do more damage but lower the time of the flashed effect by 2 seconds. 3 seconds is plenty of time. if you're within the 8 meters, 10 damage. if you're within 5 meters, 20 damage (to not make it automatically take a bar down)
on top of this change, make the blind effect only in the middle of the screen so you have a limited peripheral to see around you and let you react more, like to path another route.
3. I'd say make it so that you're able to turn around to avoid the flash, but I think that would possibly nerf it into irrelevance. It's way too easy to turn around on pc and snap back around. I think a perk to allow you to bring up dark sight to negate the effect would be a neat addition and salveskin could negate the damage entirely from the flash bomb.
4. Also, maybe being able to bring up dark sight to negate the flash (also not giving them a hit marker for it in the process) would be a smart change. a 1 or 2 second detonation time from impact would allow this
I started taking flash bomb because of you and I agree it is way too overpowered, the second time I used it I melee'd a duo to death, and I'm constantly getting free kills in 1v1's. Flashbang just has everything going for it, throws so fast, activates on impact, large radius which can't be dodged, really long blinding effect. There is literally no outplay to it no matter what the enemy does which makes it the strongest flashbang in any game I've seen. The two best changes to make it balanced in my opinion are first making the throwing animation longer so people hear the flashbang fuse, and secondly if you put your back to the flash you shouldn't get blinded. That way it punishes people who don't react, and rewards people who do react, which is what a flashbang should do really.
Its awesome to see the greatest player in Hunt address this, I really dont get how anyone can defend the flashbomb, hopefully it gets changed as its a plague almost every game 😥
I like flash bombs because it allows rifle players to interact with shotgun players, otherwise youre forced to stay 50m away and hope theyre dumb enough to peek a corner. but in my experience usually games reach a stalemate because shotgun users camp the inside of a layer, use traps and crouch around, completely avoiding peeking, while rifle players cant play because they're one shot if they try to interact. flash bombs fix that and they're a necessary toxic bandaid to poor gameplay design
I think a sufficient change would be to add an audio warning like the fuse on grenades while increasing the deploy-time. I think the flash should be harder to counter than a grenade because the effect is weaker. Therefore I dont think that looking away or Dountless should be an option, because its just to easy. Hives can be countered simply by melee and nobody uses them.
it's much easier to dodge a dynamite/frag than it is a flash, if a skilled player throws a flash, you're pretty much dead, there's little-to-no counter-play. The point of the video is that it is unfun to go against. Removing someone's ability to play/respond is always an unfun mechanic, that's why going against snipers is usually unfun, same with shotguns with slugs at night inside compounds. EDIT: spelling
@@sneakydragon2352 Thats my point. A warning and more time to respond should be more than enough in terms of counterplay. And we are still talking about Hunt. Hate it as much as you like, if you want to play like a rat, the devs have and had you covered since release. Frustrating mechanics are part of the game.
I think flash bomb should work in a simillar fashion to EFT just drastically shortened and adapted to Hunt.
10:50 - 11:10 demonstrates the most broken thing in Hunt as far as I'm concerned.
Its the only fps where flailing around like a lunatic can actually dodge bullets...
It's so goddamn annoying
Make entering darksight before it goes off reduce the duration. Also i think if they took away the hit marker and audio confirm, that could help too
Then remove hitmarker from all throwables. Why make an exception? It's counterintuitive
Then remove it, hit markers are stupid @@BashfulRoy
@@AlbertoGustavo-bj3ftnot in hunt. It would make playing at long ranges super unenjoyable. You'd never truly know if you got the guy, and good luck finding the body since they tend to clip underground mostly.
To nerf the flashbomb there an other way : at the instant u're flashed the last frame u see will fade over time during the flash time to let place to what u should see without being flashed and roughly 75% of ur screen (from middle to edge) is almost fully burn by lightning and will recover over time ( that mean a white light screen followed by a dark stain in the middle of the screen).
Gameplay impact :
- 1st u're still " flashed " but it will just stay for a few frame and not for ages and that would be REALLY appreciated
-2nd it give more possibility to run away by guiding ourself with the edge of the screen and still requiered skills and map knowledge to try to escape while being blind
-3rd and finaly since u're still blind by the dark stain it should still be "extremly hard" to aim at enemy while being "blind"
i'm not gonna lie i'm never beeing flashed IRL and have no idea about how it feels but sometime it hapen to me to put my eyes directly to some way to strong light source and got a dark stain for few sec before recovering is it accurate i don't know but i'm pretty sure that would feat hunt gameplay perfectly (plus to be flashed for 5 sec, like it's actually working, it would mean that the light source is emiting for 5 consecutive second. but that kind of device is supposed to emite a really strong light source that blind and instant decay)
Of course, they will be unbalanced if, after being blinded, you stand still so that you can get a headshot (UA-camr forgot what it means to play with people and not with actors). You ask what could be done in these situations? obviously start running and dodge as soon as you hear that a flashbomb is being loaded or throw a second one at your feet after a couple of seconds to blind both yourself and the enemy
I use flash bombs really often, but I flash myself occasionally. I wish I could throw one, turn around and not get falsified, that would be a huge plus for this tool.
The laziest way to fix it is to remove the 1 damage. You don't have the hitmarker assuring that the player is blind and you can't hear where the player is by the hurting sound. Those effects alone allow the flashing player to throw in the general direction of the enemy and know if he's there, flashed, or away and dangerous. Without those you'd need more awareness and judgement to know if the flash has hit or not.
and that tracks with crytek's consistent laziness
i like that
Or add a perk that does this, would be a super easy thing to add. A 1 point perk that removes the flash effect ques.
I even thought about having silent killer remove flash grunt
@@benjaminnapoli1834 we don't need more bandaid solutions
A suggestion I've seen on the official Hunt discord was a trait called 'Veteran', to reduce the duration of"non-damaging effects" (being flashed, being deaf from gunshots, coughing frok chokes) by 50%
All of that for 6 trait points.
It would reduce the time you're full-flashed to 2,5 seconds
I don't know if you're gonna read this Rachta, but if you do, what do you think of that trait Idea ? ^^
I like that a lot. Very cool, but for ALL of that benefit it probably needs to be 8 or 9 points.
@@tulipallllet alone it's still broken. It's just a band-aid on an open wound that needs surgery and stitches.
i have to say it seems like an extremely good way to approach it, best solution ive heard so far but it still seems kinda niche maybe a solo and team effect like magpie works kinda better for solos i just feel like the time a flash is upsetting is solo otherwise oh well i lost a team fight it happens
@RandomLombax37 we can't forget that the flash was brought in to help break compound stalemates. When you've got a crown/slugs or Rival holding a door angle, it's basically suicide to push. The flash does a great job of breaking that stalemate. We need a fix that allows it to do its primary job effectively while also keeping it from being a cheesy game ender.
@sactowndizzle I saw another solution from a commenter who suggested the flash time could be equivalent to the wind up time. An insta toss will flash you for a second or less. A wind up toss will increase the flash blind time proportionally so you can hear a 5 second blind flash coming.
I feel like that would solve the cheesyness while also keeping its primary utility intact.
i think a timer thing would be nice just like a 1/2 second and look away to nullify just a tiny bit of the flash depending on how far and how close a wall is to you since super bright light should reflect off from walls. and the harder work to add would be depending on how natural bright the room you are in/the light outside you are located should determine how hard you are flashed since it shouldnt be too long of a flash if you are in a fully lit area vs in a dark room
As a solo player i appreciate the flash as it saves my ass almost every game when im getting rushed after they find out im solo
The easiest way to help counter a flash is to have some warning it's coming, I thought about maybe adding a charge to it, where the fuse is loud when you prime it, but throwing it immediately only gives about a second stun. As you hold it longer, the bulb brightens and gets louder, until it gives the full 5 second stun after about a 5 second stun. Still strong, but now it makes you have to play it more like a regular grenade and makes you vulnerable while you're trying to get the maximum value.
As others stated, you can change the effect of being flashed from 100% white screen to fading away with time making you see more and more what's going on around you. Another solution would be to allow looking away from the flash to avoid it's effect, but what would be an interesting solution to me is to make a flashbomb explode like it does now with a 100% white screen for a split second or some longer time as you wish and instead of the plain fading away effect, your hunter gets confused from the bang and has blurry vision with sort of hallucinating effects, so that your vision is not clear, but you can partially see and react to what's happening. Sort of modern games flash/nade mechanic to spice things up a little bit.
Regardless of what's gonna happen, it's clear that flashes are just boring, unavoidable pieces of gear right now, that don't really make the game more fun and crytek should at least tweak the numbers a little bit, so it's not "flash, aim, ez shot, win" scenario most of the time.
Usually I am loathe to propose such drastic measures, but honestly I could see the flashbomb dropped completly or until it gets a rework. If it were to be reworked, I would make the flash very short, 1 - 2 seconds, but would instead impair the players hearing for like 5 seconds or so. Not hearing well is also very debilitating, but it does not make you helpless, unlike being 100% blind.
I think i have once brought up in steam forums that flash-bangs are kind of OP and a lot people just said you are bad and they are easy to counter.
the counter is to just install reshade and remove the flashbang blind effect with it, easy!
What if they changed it to where for the start you were fully flashed and a circle ⭕️ opens up from the middle towards the outside. That way you can somewhat see what’s in front of you, but not able to really shoot or fight back effectively until halfway through its effect. I’ve learned to use my compass and sound, but then again I’m just a 4-Star Pleb so we don’t see them as much as High ELO Players do.
thing for me is that compass and sound combined with map knowledge is only a tool for survival, you then also need to hope that your enemie chokes and doesnt kill you within 5 seconds. That is pretty much enough to fire a fkn romero twice. The chance of you killing your enemie fully blinded is very slim even for insane players.
@@MildlyInterested_ - Yeah, totally agree man. Regardless, I hope they balance it in a way that doesn’t make it useless. I feel that some things are making the game easier and even though I get rolled on a lot as a Solo I love this game because it’s hard and merciless.
"6 star moment" is not the flash bomb usage, "6 star moment" is 6 star parties with expensive loadout (nitro, mosin, dolch, crown) which I come across at 5 stars when I play with random people.
What the hell can I do with randomness against a party of RachtaZ, Hornet and Delaney? Nothing. I believe that for such 6-star parties there should be a penalty on experience/dollars if they are launched against 4-5 mmr random (in Hunt Showdown it must be informed by warning message, if it is impossible to find other 6mmr lobby game).
The problem is that 6 star players complained that they are only facing other 6 star try hards and didn't find it that fun. So devs loosened up with matchmaking. Now you can be solid 4 star and get matched with full 6 star team. It's so unbalanced sometimes.
You can't be serious 😂
problem is that most Hunt players who are really good at the game like in your example Rachta or Hornet, they dont give a fk about Hunt dollars, both of them have like a few mil each i think. They can probably play hunt for months every day without getting a single dollar and still have money.
6 Star is an mmr where there arent that many people, so in order to make the ques not 10 mins long they have to whiden the range. Look at Challanger League players and watch how fkn long they are in que, if you are in silver/gold elo you get like 1/10 of their que.
@@ps9501 Lol. Didn't know it. Am I right, that "good boy" Rachta z doesn't see anything wrong in it?) May be he was the one of 6-star players who ask devs to fix old matchmaking to the current retarded one?)
@@skyhawk8354 You aren't exactly wrong with it. Rachta has made couple of videos abaut matchmaking both sides actually. In other video he explained exactly that 6 stars shouldn't only face other 6 stars cuz he is forced to run meta loadouts to have a chance against other great players and he would like to experience goofy loadouts sometimes and not just play tryhard.
He did make a video though when devs nerfed matchmaking too much that he was then getting too easy opponents like 3 and even 2 stars and it wasn't fun either.
Devs did some things to matchmaking months or so ago as now i'm regularly getting full 6 star teams in the lobby, and i've never been 6 star myself. It doesn't help either that they always run most meta stuff to gain even further advantage.
One thing I think flash needs is to have reduced time if you're farther away from it. If you land the flashbomb right on their feet, I feel the current flash is a decent punishment. If it lands 20 feet from you, it should be much shorter blinded duration. That way you can't just throw a flash over a hill and charge as soon as you see a hit marker, because you won't know if you hit them dead on or just barely (except for the pros, they could probably tell by the location of the flash and where the sound of the hunter was).
Also agree with gradually reducing the blindness by a percentage over time. That would work great with distance based duration as well.
Imo map should be divided in dark and lighted areas, just like on rain maps it was divided in wet and dry areas.
Flashbombs can still blind as usual in dark areas (maybe still nerfed by numbers or sth) but are heavily nerfed in lighted areas since your eyes are more used to the light.
Maybe giving people more reason to stay in well lighted areas instead of dark ones. They are kinda important to push bosslairs as much as I hate to say it.
Also more gameplay differences on night maps instead of only different visibility.
Rain maps aren't divided. It's a cycle
@@Trenz0 ofc it is divided. The map is divided into areas where the rain is affecting fire and areas where that doesn't happen regardless of heavy rain or light rain.
What do you guys think about a strategy of throwing a flashbomb at your feet right after getting flashed, so you can't see the enemy, and they cannot see you?
Doesn't always work, as he mentioned in the video
not only does it not work if the enemie takes a bit too long to go around the object, if there is a bit of rough ground and it goes into a mini ditch or behind some object it wont flash the enemie.
Also a consumable that is only even vaguely countered by itself is like the most obvious balance issue i have ever seen, and i play League
Me and my friend one did a full flash loadout, we found a solo and kept flashing him over and over, after that we just ran away.
At this point it may need a full rework. Flash reduced on turnaway and add a movement slowing effect to those who are within a short distance of it even if they aren't flashed. This will stop the, turnaway OP, meta that will happen if a change is made.
You can also add the CoD effect where seeing a flash explode even far away will blur a small part of your screen. Won't have much of an effect but I thought was a neat detail.
I remember when I first started I played with some guys on discord and one of them was like "flash" is the most useless item in the game and always threw it away for other loot. Back then I was already like "wtf, this item blinds you super long and you cant do anything basically" and deemed it very strong.
Yea the enemy can't do anything when you hit but chances are you'll flash yourself too.
I think this is part of the reason Crytek hasn't bothered changing it. It's oppressive in 2900+ MMR lobbies but some of my 3/4 star friends have trouble taking advantage of them. Crytek seems to mostly listen to the opinions of players in that range.
I think the counter is another flash bomb. Though there could like welders goggles, glasses etc. equipping makes it darker, but flash bomb gets hit sound but no effect. You have to unequip the glasses, etc. make them an item.
Crytek should make the flash effect a semi transparent after image that's only induced when facing the flash bombs impact.
Shouldn't be an area effect, so you can turn away from it
the biggest contributing factor to the flash bomb problem for me is that they enable to beat guns in the game to perform even better without any opportunity for counter. You can't know 100% of the time when they guy you're pushing has Crown or Dolch or Nitro, but if he has a flash, you'll always know when you're laying on the ground.
Simply make the charge up longer and louder: like an old camera flash. And then let it seer and blur your vision like EFT rather than throwing a white sheet over Ur head
I think they could put a simple fix on it by making it where you can't be flashed while in dark sight. This makes countering flash bombs a skill check. You have to counter it quickly, but a player may also just hold on to it while his teammates push you and you are in dark sight unable to defend yourself. I also want this because dark sight doesn't get a lot of love outside of bounty tracking and scanning with bounty. If it blocks flashes, then it is a utility that you have to be ready to use at any moment.
I think the only viable nerf would be to add a fuse timer that makes the strength of the flash time dependent
so like if you hold and prime(like a concertinabomb) the flash for say 3 seconds you get the full effect but if you just flash instantly you only get a small effect.
and overall I would lower the effect it gives you to be more like the CS flash.
It supposed yo force someone holding an angle to move not be an instant kill if you connect
Flashes are hands down the most frustrating tool or consumable to fight. Literally no counter play besides awareness of self and others audio which takes a lot to master. They need to be changed because they completely win fights with little risk and almost no audio queue for the opponent and time for them to react like all other tools. Even the hive bomb once landing still has a target time you can break line of sight on to prevent it from targeting you.
"... Literally no counter play besides awareness of self and others audio which takes a lot to master. They need to be changed because they completely win fights with little risk and almost no audio queue for the opponent and time for them to react ..." This is so true, and it's funny because it also applies to snipers, yet people defend snipers with their life.
@@sneakydragon2352 i agree. We need scope glint and the removal of steady aim. Maybe more.
I still think death traps are still more annoying to both deal with and die to. Its just so safe and little effort to set them up.
I dislike being punished so severly for playing fast and aggressive, which is already a more risky playstyle.
Now, death traps arent consumables, and i think flashes are a bit overtuned aswell, so the video is not wrong, but i personally would rather remove death traps than fix flashes any day of the week.
It's called "Antidote shot", i don't use death traps but i always bring an antidote shot, the big one, literal life saver
They should make the flash effectiveness based on how long the flash bomb is cooked by the user. That would give the user the choice between going for a quickly prepared flash with a short duration, or cooking the flash bomb for a few seconds in order to achieve the same duration as it is now. It would allow players atleast to go for a counter push when the enemy is using a flash bomb. This would result in pressure for the user of the flash bomb - the current implementation has no risk for the user.
We also need to acknowledge how broken the code is for the flashbomb. It can go off right next to someone and not flash them at all, you can flash yourself through walls, and sometimes you do flash someone but it doesn't last for the full duration no matter how close they were.
As boring as it would be, it should act like a normal flash bang from other fps games. A short wind up time before you an throw, it only blinds for a few moments before the world slowly fades back in, and you can turn away from the grenade to avoid the flash.
As of right now you need to bring one atleast per person in your squad, and getting a teammate downed means running to get distance before you get flashed to death by superior numbers
Make it scream for 2s before it explodes instead of on impact and if you look away, it makes like >8m effect. Increase flash range to 10-12m, reduce duration. Still viable to flash around corners but less reliable, avoidable and overall balanced.
I still think they could do a "Dark sight flashbomb", or like some kind of hallucination.
Does not completly blind you but make makes you see crazy shit or double but still with some kind of visibility.
Make it look like a mix of the flashbomb and a soggy mushroom?
The flash effect time is definitely the worst offending aspect of them. At close range, 5 seconds of blindness is an eternity, there's just no getting around it. The trait idea would help, but I think if such a trait comes into the game, it should be alongside a nerf to the duration of the effect. Maybe 3 seconds, cut in half with a trait. At least then it'd still have a strong utility without being so outrageous.
I'm glad you put this video out. There are some streamers out there, namely Psychoghost, who will argue and say flashbombs aren't OP. I find this type of rhetoric bad for the game because these streamers so many eyes watching them, and a lot players aren't very experienced with the game. Also, to those experienced with the game, it feels utterly dishonest when things like that are said.
RatchaZ is a fantastic player that has always been honest with all the things he says about the game, and isn't afraid to talk about controversial topics using his own opinion. Even after becoming partner with Crytek. Everyone should appreciate him more because he puts out content like this video that addresses current problems in the game.
Antiflash perk would also be very great like, reduced flash duration by 50% + reduced the flash radius
I think it should probably be reworked quite a bit. In real life-of course-flashbangs ARE pretty serious and would knock most people on their ass, but we're also talking about genetically enhanced super-hillbillies here... I'm thinking the flash should probably just force us into pitchblack then brighten our vision over the course of a ~second or so into a blurrier version of darksight until the effect ends, then slap some damage onto the initial flash (because that's not only realistic but helps balance the "nerf" [rework]) and nudge the player away from the initial source of the flash just to disorient the player a bit more.
This way, the flashbang becomes less of a: Hit somebody in ANY situation/location then run in like an ape for your free kill. And more of a: REDUCE somebody's vision to an area after one second (rather than no vision at all for an entire 5 seconds), that way you can secure a kill if you're out of their darksight range (or if you can get to them within the ~1 second it takes their sight to start coming back), OR just use it to manuever around more freely.
And now if you're flashed, you're not just screwed, because you can see in darksight after 1 second's time so you can run and hide a lot better (or see the enemy if they push in close)
A muuuch better, more fair, more thematically creative update on the flashbang.
I've always thought there should be a deafen bomb sort of thing which functions like the current flashbomb, and then just make the flash so you have to look at it as it hits the ground.
When used on me, they mostly succeed in blinding me without blinding whoever threw the flash. And when I do it, it always flashes me fully, even though a wall should've prevented that. In result I never use them, because I always fuck it up, but when I do, it doesn't give me any benefits. It needs a 0,5s fuse. And to blind for like 3 seconds instead of 5.
Flash is the singular counter to corner/building campers, and it's a great tool mostly only for pushers. The compass already helps a lot when you're flashed. With the amount of viable defensive tools available, without a powerful flash Hunt is going to become a much more defensive and turtle game especially for lower elos. Flash is great as is.
mmr 2 take
@@黒上悠子ちゃんネル :(
i think flashbombs should be like in cs:go, u can get flashed on every range if u were able to see it detonated but u can turn away from it and it fades away qucikly and leaves the frozen screen of last thing seen before gettin flashed
I think its a good balance
I like the idea of dark sight 'countering' flashes, in the sense that you can see but not shoot during dark sight. But the real problem is the instant arming and throwing of flash bombs. It's ridiculous how fights can end in 1 sided executions because you are flashed with a false sense of being able to do something
What if they removed the 1 dmg and hit marker so you don't know if your target is flashed or not. So you throw it and sometimes you have to gamble if your enemy is blinded or not while you rush in.
Flash bomb is genuinely the least fun consumable to use and to be on the receiving end of. Sure, it is entertaining to see how people move, or not, to try to avoid dying afterwards, but that novelty wears off extremely quick. I just end up just feeling cheated out of a more interesting resolution to a fight when flash bombs are used as a win button on either side.
I agree it's just so busted and so easy to use. If they introduced fuse time for a flash there would be line ups videos lmao
dark sight being a counter is better idea. It still gives you a slight handicap while giving you a chance to escape or even counter play.
or make it that adrenaline reduces the amount of time flashed by 75%/
For a game like Hunt where audio is most important I’m more surprised that the “flash” consumable only affects vision and not sound. A “flash-bang” consumable would be way better where your vision is affected momentarily but the audio makes you momentarily deaf too. As KenpachiSauga suggested, the effect should wear off every second so you regain your sight and audio for 5 seconds. IMO, just a plain white screen is the easy way out for the dev’s and it desperately needs to be addressed.
Dark sight should help counter it, since it reduces all light to nothing besides the very center of said light.
I agree that turning around should help as well
Maybe better idea would be something similar to stun grenade. Blur, distortion and light/short blind. You would still see surroundings but heavly distorted (poison status has similar characteristics).
It’s most unfair because I always flash myself
They're fucked and broken.
There needs to be a counter for it. Even if it was tied to a key binding. Something...
A fade off effect or some kind of perk, maybe something where you can see better in dark sight while flashed so you can run but cant really attack
This is the best suggestion I've seen
@@Trenz0 id be fine if they added a 1 point perk that allows you to see in Darkseid while flashed. Or like I said in other comment make silent killer remove the grunt when ur flashed so its harder to find person
What if when you're flashed you go on dark sight you can see enemies as if you had bounty tokens, obviously once you leave dark sight you're still flashed but you could get a lucky shot or at least you could run away while in dark sight
Instead of a blinding effect give the victim a “drunk” effect. Give some double vision and a blur that starts at 10 yards. If you’re up close you will still have a chance to fight back but it’s still worth the cost of buying one
I really don’t have a problem with the flash. I don’t use them that often but when I do it has helped get out of some sticky situations.
I feel like you should have to turn the little valve on the side of it and its audible it takes like 2 seconds to do it but makes a very noticeable click noise?
or just make it cookable, the longer you cook the longer the flash is. if you cook it for 4 secs like a nade its the old flash, but enemies will have time to react
I think raising the price wouldnt give any effect (especially because alot of pepole are not prestiging). I think in hunt flash should last 6 seconds if you directly look at the explosion, and if you will lose line of sight you should be either partially blinded (your screen would be bit brighter) and if you look away, you will have ~10% of blindness (if thats a word). Also adding a longer fuse after it lands (lets say 1.5seconds) would be good idea if you are running dauntless. I don't think we should have any traits for it, coz it would counter one item, that I (3 star player with ~1 KD) barley see used (in 150 hrs i got flashed maybe twice)
Imo SWAT 4 style flash is the best one - you slowly regaining vision with "ghost" image of what you saw before flash.
I agree it's too strong. The counter to flash is having a teammate cover you that is never 8m close to you.
I think the white out should only be 2 seconds, with a 5 second ring in your ears for no sound and maybe blurry vision for 2 seconds after the white out.
This gives you a chance to see a little but it's still a very strong debuff.
What if they change it so you still can se with the edges of you screen
Well if you cant beat them, join them and the flash is unbeatable.
Flash should be directional. Looking away from the source should drastically reduce the effect, looking in the direction of the impact should be full effect with duration scaling based on distance from impact of bomb.
when i first started playing hunt im surprised at how flash works in this game, because it works different than flashes in other games in the worst way possible(for the receiving end).
For me, they should remove it entirely from the game...
But i know that's not gonna happen, so for me one way of nerfing the flashbombs is:
1 - To put a preparation timing of 1 second at least before throwing flashbangs..
2 - Maybe set a fuze time of 2 seconds... so that way if you hold it and don't throw fast, you'll get blind yourself.
And also make it not white the screen... that's always painful.
How about when been flash can still using dark sight to seen where u going
Just change the flash to a poison-like effect that blurs your visibility, and on top of that make players deaf. This way it reflects how a flash should really be working...
I thought the point is for the flash bomb to be what it be considering it’s based back in day.
On my opinion flashbombs are works correctly and do not need to be changed. Change your anus casuals, dont touch flashbombs.
Been using the flash a lot recently because it's just too good not to. This video is going to increase the amount of people using flashes now. 😅
Press B to blink new mechanic if you don't blink your eyes dry out so you have to or you lose accuracy.
i think best way to rework flash bomb is to have a trait to reduce the effect of a flash bomb (like bloodless and slaveskin).
Flash bombs should force a decision in specific situations. But right now they are portable death sentences and OP in just about any situation...its really stupid😅
9:53 was that a clean as fuck transition or am i trippin?
Flashbomb imunity trait makes a lot of sense to me.
obviously the flashbomb is broken. as with everything in hunt, a simple price increase can't be the solution as this doesn't matter in high elo games and there they are the biggest problem. i think games like counter strike have the best flash mechanics where you can't completely prevent the effect but you can definitely reduce it, which requires awareness, reaction time and therefore skill. the visual effect itself could also be less of a simple full white area and more of an effect like we know from stun grenades in call of duty etc, where the image becomes very blurry and has a lot of ghosting. this would still put you at a strong enough disadvantage, but you could learn to work against it. movement should not be affected though, like stun grenades do in other games.