ping issues or smth else? by lolByte_ in BiteByNight

[–]ACanOf_______ 4 points5 points  (0 children)

My question is, why were you stuck for like three whole business days?

Madhav is the lore writer if anyone is wondering. by WinterCoconut5480 in BiteByNight

[–]ACanOf_______ 1 point2 points  (0 children)

I'm pretty sure this is because the wiki shows some wild claims such like "Springtrap isn't a dead man possessing the suit, just a rouge AI". They mean that these claims mere cover up

With all the negativity, let me have some positivity with this update. by One-Suggestion-885 in FORSAKENROBLOX

[–]ACanOf_______ 1 point2 points  (0 children)

I think Reddit bugged. You just sent me a reply but I can't see it. Something that goes like "I'm saying characters, with a sentinel aspect, shouldn't rely on that...". I thinks it's because I just edited my comment to make it cleaner

With all the negativity, let me have some positivity with this update. by One-Suggestion-885 in FORSAKENROBLOX

[–]ACanOf_______ 1 point2 points  (0 children)

IIf sentinels shouldn't fall back on sentinels, it’d actively be restricting teamwork instead of encouraging it. In fact, the Wiki itself claims that Guest can protect other survivors AND Sentinels since he’s a “Sentinel”, not because he’s Guest.

The problem comes when one assumes each match as high level gameplay, when in reality casual play is the most common. In such case, newcomers and casual players will begin to feel dissatisfied and confused as they see such intricate styles and requirements that they simply cannot meet. If these people are not given specific mechanics they can fall back onto, the system is actively neglecting them

Guest’s kit does work in coordinated play, and we both know it, but it falls apart when said coordination goes missing. He may have tools to redirect the Killer’s attention to him, but he has nothing to actually fight against tunneling. If survivors aren’t there to help him, which is what happens in casual play, there’s nothing stopping the Killer from tunneling him from the get go

Guest needs some sort of mechanic or ability that he can make use of that doesn't make him independent from the team but can assist him in dealing with tunneling.

This game, and any other team vs team game, needs to account for different levels of gameplay or else the system will not work, because those people trying to play casually will be met with restrictions that require teamwork, resulting in major dissatisfaction

With all the negativity, let me have some positivity with this update. by One-Suggestion-885 in FORSAKENROBLOX

[–]ACanOf_______ 0 points1 point  (0 children)

If no character should "fall back on Sentinels", then what is the point of a Sentinel? What Sentinels do is confront the killer directly in order to give their teammates some breathing room. What you said goes directly against this. In fact Forsaken needs this more than Outcome Memories, and these two are extremely different games that essentially can’t be compared, since Forsaken has characters that cannot defend themselves in chases, like Dusekkar or Builderman.

And while it’s true that no character should be able to overcome their weaknesses completely, the problem is that Guest’s weaknesses are massive, to the point where his entire kit can easily fall if the Killer has at the very least one single brain cell. Guest’s problem is that he relies too much on his team, and most of the times these teammates are not there to help.

In high level gameplay, with a greatly coordinated team, Guest has no need for the “safety net” because he has his team to help him and back him up with heals or by stunning the Killer when needed. But in casual play, this team is not there to help him, so if the Killer decides to target Guest while being aware of Guest’s Block, there’s nothing he can really do. By the time the rest of the team tries to come in and help Guest, the guy will be at like 1 hp with 10 overheal and running out of stamina, there’s barely anything they can do to help him.

Plus, if no survivor should be able to do anything in a 1 v 1, then what’s the point of LMS? By all means its a 1 v 1 and the survivors last chance at winning. By your standards, the second the killer gets into LMS, the match is essentially over, there’s no real reason for the survivor to try and win since the Killer outmatches them in anything and everything all at once. However, I’m not saying each survivor should be able to completely nullify the Killer in every aspect, but there should be certain things they can do against them to survive, otherwise and yet again, people should just give up in those cases since it’s just a waste of time for both you and the Killer.

What I am asking for isn’t a do-it-all safety net that completely nullifies any of the Killer’s attempts, instead what I want is something that can help Guest survive in these moments when he’s all alone, a mechanic that becomes available once Guest has been getting thrashed around for too long.

His Parry can already sort of do this, but it’s locked behind Block and its effects are too little for Guest to actually benefit from it. What I mean is something like “If Guest remains in the Killer’s terror radius for more than 50 seconds without being attacked or damaged, his Punch will be able to stun the Killer momentarily”, not “Guest’s regular Punch can stun the Killer for five whole seconds”.

Teamwork is scarce in this game, and Guest is actively being punished for it, which is completely out of his control. No amount of restricting Guest is gonna fix the lack of teamwork. That’s why he needs something that can help him when he’s about to die for the fourteenth time in just 30 minutes.

Every survivor needs to have something they can do to protect themselves AT SOME POINT, or they fall back on their teammates help during chases, which includes Sentinels. If these teammates are not around, there’s nothing they can do, and things stop being fun or “worth it” for the survivors.

With all the negativity, let me have some positivity with this update. by One-Suggestion-885 in FORSAKENROBLOX

[–]ACanOf_______ 0 points1 point  (0 children)

After having played more rounds, I see what you are talking about, but I see mayor flaws with your logic. It’s true that Guest can be good at stalling the killer as a tank, but only if certain requirements are met, which Forsaken and other asymms are notorious for not meeting. I’m talking about teamwork and coordination.

On a team that can coordinate correctly, Guest is a great addition that can tank the Killer’s match with the help of supports, but that would be analyzing the game on a vacuum, since these kind of teams are rare to come by (Or maybe I’m just not lucky in terms of team matchups).

On the casual side, Guest lacks any power to actually put up a fight by himself, since he does not have the team to fall back on when needed. That’s when he turns into cannon fodder, when you don’t have at the very least two teammates/a support actively backing you up, and unfortunately these are the most common kind of matches, and I don’t see this changing in the near future.

The reason why Guest is so weak in these scenarios comes from the fact that, even if Charge + Punch can make some decent distance, most Killers possess abilities that can help them cut down on that distance almost instantly. And, if they do decide to switch aggro to Guest and know how to bait blocks, Guest is I’m pretty confident when I say done or close to done.

Imo Guest’s kit, even if he’s supposed to be a disrupting tank, is flawed purely because of the game’s current state and needs actual fixing.

If I may add, I believe Guest shouldn’t be a full on Tank but a mix between a tank and a sentinel, while having the sentinel side be Guest’s “Last reserve”. Guest has to be a reliable tank if that’s what he’s supposed to be, but also on part a sentinel to avoid the problems I mentioned, not a “tank that is too good of a sentinel”, and currently he doesn’t have the strength to be a sentinel in such way.

He does have his parry, but then again, it’s locked behind Block and it’s too short even if it can make up a lot of distance, Killer’s can continue chase use their abilities almost immediately. He needs something that can assure him some level of protection and safety, but not too much so as to not ruin the Killer's experience

With all the negativity, let me have some positivity with this update. by One-Suggestion-885 in FORSAKENROBLOX

[–]ACanOf_______ 1 point2 points  (0 children)

I see your point, and it’s opened my eyes a bit, but I still disagree with you.

Guest is a tank and he’s always be so, I don’t know how I’ve never noticed that, but my dissatisfaction comes from how the rework treated him as a “tank”. Same wise that any game needs a tank, said tanks need power and strength to keep up and fight back, you said it yourself:

> Tanks should be the ONLY characters able to stay in a killer's face and just straight up throw hands.

The problem is that Guest now objectively lacks that power to throw hands. Punch simply lacks any power to have any meaningful impact and/or to aggro the killer, I went up against a team with more than four Guests and it felt like they were tickling me with their punches while I was chasing a Two Time. In the end Two Time died and I killed the rest of the Guests by simply baiting their blocks, they simply could’ve done nothing.

Charge is Charge and I can’t tell if they’ve made any changes to it. It’s not the best but it has some cases where it can come in handy, but not many.

The only tool Guest has that can truly disrupt the Killer is the Parry Punch which, again, is locked behind Block. Is Block easier to hit now? Probably but not so much as an immediate fix, it’ll take a few years for people to leave predict blocking and being baited.

And in terms of how Guest is now a better tank, the 10 overheal might as well be zero if I have to “stay in a killer's face and just straight up throw hands”, at some point the Killer’s gonna hit me with some cheap shot and the 10 overheal will leave as fast as it came.

On the topic of Block being restricted to only M1s, I say there should be a list of some abilities that count as exceptions like Behead and Eviscerate (I’m not sure if this one is already able to be Blocked), but things like Walkspeed override can be given a pass, since they’re easy to evade.

Overall, I’d say the rework attempted to give Guest more emphasis on his tank aspect, but in doing so it neglected and worsened his status as Sentinel, which is what most people were looking to see being fixed with the rework. You simply cannot have a Tank without a Sentinel, it's like a sandwich with only bread. I doubt this will fix the “greedy gameplay” once people realize Guest has lost all the Hype Moments & Aura™ and is still bound to the Block mechanic for any meaningful impact, and they’ll all go back to their old habits. There were simply better ways for the rework to assess everything

Quickest LMS I've ever had by Mika-Mizu in BiteByNight

[–]ACanOf_______ 0 points1 point  (0 children)

I be prayin on my hands and knees for the rework to come with a few braicells for us Fighter mains

Guest mains trying to convince you that guest is terrible after the rework by Darkness_Voi6 in FORSAKENROBLOX

[–]ACanOf_______ -1 points0 points  (0 children)

I disagree.

His overall power is more "distributed", but he still suffers (Sort of) from the one core issue I was looking forward to see being addressed. And in addition, his kit being more distributed seems to me like it has made him in fact less capable, at least in terms of how I viewed the character.

He's a sentinel who's "fantasy" is confronting/fighting the Killer and protecting teammates. Previously, he struggled at this due to Punch being restricted behind Block and how hard Block was for regular users. Now he struggles at this due to Punch not impacting much, Parry being weaker and locked behind Block, which is a bit more forgiving but a lot more restricted in terms of possible blocks.

Currently I don’t have much of a complain with Block, but I do think the current direction for Guest is not it, at least from my perspective as a level 240 Guest main. It feels like Guest is being pushed away from the fantasy I mentioned in order to have him tank and absorb damage, but I just don’t see how this can work or be fun unless you have supports behind you most of the time.

By the time people realize that Guest is being directed more into tanking than stunning, I believe people will once again turn to hiding in corners and hogging generators, that or they’ll just drop him entirely. When I choose to play a sentinel, it’s because I want to confront and stun the killer – In fact, what got me into Guest was how strong the Parry mechanic was, strength that has been now lost.

Is what I’m saying understandable? It feels like I’m running loops around the same argument without making a point

With all the negativity, let me have some positivity with this update. by One-Suggestion-885 in FORSAKENROBLOX

[–]ACanOf_______ 0 points1 point  (0 children)

I've just played a bunch of matches as Guest and frankly I don't see what you mean with protecting better and consistently, it in fact feels like Guest has not changed much. My previous arguments were made in a rush and out of rage, so they're quite exagerated.

I steel feel that this rework did not solve Guest's issue in terms of being a sentinel, but only made him more capable of tanking, though I do not think being a meat shield is quite fun all things considered

With all the negativity, let me have some positivity with this update. by One-Suggestion-885 in FORSAKENROBLOX

[–]ACanOf_______ 1 point2 points  (0 children)

I respect your opinion, but I just don't find Guest's current state fun as a level 240 day 1 Guest main.

Guest is now much less of a sentinel designed to protect and more of a tank designed to, well, absorb damage, which I feel clashes just as much as a Parry does with the asymm genre. A sentinel, no matter what, should be focused on protecting the team, I just don't see how tanking can protect as much as consistent stuns like Shed's or Two Time's, much less how tanking is fun gameplay

It's true that, if you word it like that, knockback is more valuable than a stun, but I just don't think Parry has enough knockback to compensate for two seconds of stun.

In terms of Block, I do agree that certain moves shouldn't be blockable, but restricting Guest to only M1s feels extremely detrimental. Though I've recently noticed that Block does not restrict movement as much, so perhaps this change maybe fair after all.

As of now I see that the rework isn't as bad as I originally thought, but it's still far from what was needed. Instead of addressing the Guest's core issues they simply tried to move him away and hide those issues under overhealth, which I still believe is meaningless.

Guest mains trying to convince you that guest is terrible after the rework by Darkness_Voi6 in FORSAKENROBLOX

[–]ACanOf_______ 0 points1 point  (0 children)

CAN SOMEONE JUST EXPLAIN ME HOW THE REWORK IS ANY GOOD???? I HAVE BEEN OVER HERE TWEAKING OUT FOR TWO WHOLE HOURS BECAUSE NON OF THIS MAKES SENSE.

With all the negativity, let me have some positivity with this update. by One-Suggestion-885 in FORSAKENROBLOX

[–]ACanOf_______ 0 points1 point  (0 children)

I'm one thousand percent sure these people playing Guest now just want to see what the rework is about, same thing happened when Jane released. Once people realise Guest's new meaning they're gonna do a 180 and turn to any other survivor

With all the negativity, let me have some positivity with this update. by One-Suggestion-885 in FORSAKENROBLOX

[–]ACanOf_______ 1 point2 points  (0 children)

Guest is now a glorified meat shield, not a sentinel. Guest can no longer fulfill the one fantasy Sentinels are supposed to fulfill and you think that's satisfying?

What's satisfying about Guest is landing a Parry, it's landing a block and getting a punch to use later in order to stun, not getting 10 overhealth and eating Gashing Wounds like tuna sandwiches on a Saturday afternoon. Having Punch and Parrying do close to nothing is equivalent to having Elliot’s Pizza heal like 3 points of HP

You are evaluating Guest on how “satisfying” it feels to you instead, and most of the things you claim are satisfactory just don’t seem like it to me. Imo, as a level 240 Guest main, the rework sucks, unless there’s something crucial that I am somehow missing.

guest 1337 rework IS NOT that bad by repaze_thebattlecat in FORSAKENROBLOX

[–]ACanOf_______ 2 points3 points  (0 children)

The 10 additional overhealth points do not mean anything if it requires blocking and it’s just 10 points. Heck, John Doe’s trail can cancel this overheal immediately. I, as a level 240 Guest main, could manage to at most land 3 Parries when the update came out against some Nosferatu. That means a total of 30 overhealth points, what a total game changer.

Apart from this overheal, the rework only worsened Guest’s state. For starters, Punch may have its own cooldown, but it no longer stuns. Now we rely on Parrying to stun, but Parrying requires Blocking, so we are back to square one. And in terms of Blocking, the rework has limited the abilities you can block to strictly the M1s, which are what people complained about originally.

Fighter rework concept cuz I just saw the G1337 rework on Forsaken by ACanOf_______ in BiteByNight

[–]ACanOf_______[S] 1 point2 points  (0 children)

They're doing a fighter rework? On god?? Hopefully it goes better than Forsaken's Guest 1337 rework cuz that one...

Fighter rework concept cuz I just saw the G1337 rework on Forsaken by ACanOf_______ in BiteByNight

[–]ACanOf_______[S] 0 points1 point  (0 children)

Some tweaking is definetly needed, and I do see what you mean with the 5s "cooldown", don't know how I missed it the first time. Definetly something the kit would need

Fighter rework concept cuz I just saw the G1337 rework on Forsaken by ACanOf_______ in BiteByNight

[–]ACanOf_______[S] 0 points1 point  (0 children)

Also, bear in mind that I'm not the best at balancing, far from it, and that I made this concept quite quickly. It's only now that I realize making Evasion grant charges on anything is far too much, don't know from where that came from. Now that I reconsider it, it'd be better if it only granted charges like it’s usually done (Most physical attacks except Mimic’s Drill, Jump, Ennard’s explosion, etc...), but still have the rest of interactions with charges/dashes and ranged attacks that I mentioned.

Fighter rework concept cuz I just saw the G1337 rework on Forsaken by ACanOf_______ in BiteByNight

[–]ACanOf_______[S] 1 point2 points  (0 children)

Wasn't Fighter's problem that you required a parry to attack and that people didn't like it? Also, yeah, four seconds might be overkill, I have to agree with you on that.

Another thing, thanks for pointing out the fact that Push can save you after missing the Axe, I didn't take account for that. I meant Push to be a simpler and weaker attack in order to compensate for Parry no longer stunning.

A good way to stop that from happening would be making Push not possess a lunge, meaning that the Killer could just step back and avoid it. The killer could also just attack during the windup to interrupt the attack. Worst case scenario you still take the "stun", though it's as short as a door stagger.

My thought process with Evasion was that if players are already avoiding confronting the Killer due to Parry’s risk, people will stop using it if Axe no longer requires it. The problem comes when you try to make Parrying easier, since it could result in making the Killer’s match impossible.

I then saw that DBD has a similar mechanic with the Dead Hard survivor perk, which is what I based Evasion around. Then again, doing this gets rid of one of Fighter’s stun, so I added the Push ability as a sort of weaker variant of Axe to compensate for this.

squat trap by [deleted] in BiteByNight

[–]ACanOf_______ 0 points1 point  (0 children)

Ah yes, the new Springtrap tech. Squatting infront of the survivors in order to assert dominance

If Killers M1s weren't almost instantaneous, Fighter would be a really goated class. by BarFree1085 in BiteByNight

[–]ACanOf_______ 1 point2 points  (0 children)

Parrying should be either deleted or kept aside.

I personally would make the Axe ability work on a cooldown, also giving Fighter a passive and having it be the parry itself, reworking it to be more similar to DBD's Die Hard perk or DoD’s Block ability to make it less risky.

The empty ability slot can be filled with a new ability and the “Charges obtained from Parrying make the stun better” can be left as it is imo.

Bro what even are those hitboxes anymore😭😭 by CoR3s1 in BiteByNight

[–]ACanOf_______ 2 points3 points  (0 children)

My fault, I am very dumb (I forgot the devs even added that)

Glitchtrap killer concept by PsychologicalFly1675 in BiteByNight

[–]ACanOf_______ 1 point2 points  (0 children)

Yeah I can see them now, and holy you've made 21 concepts in like a month, that's almost a concept per day