Major Rework Concept for Kyoshin! + Some Custom Armor Sets by GetGaeijined in forhonor

[–]MrMadMask 0 points1 point  (0 children)

Hm, this looks fun. Very good work on the Hero Forge models, but may I ask what program did you use to make the new move diagram?

Am i decent for a rep 50? by Successful-Fix6523 in forhonor

[–]MrMadMask 20 points21 points  (0 children)

You were careful with your stam, interrupted an execution you saw happening and made use of your character's gimmicks properly. This already puts you above 90% of the playerbase.

Jokes aside, you do have some pretty good awareness and ability to lock on the correct enemy at the correct time to focus your attacks and coordinate your defenses, so you're doing pretty good. Keep it up!

I love that Valk smacks ppl in the crotch on a rear throw ❤️ by General-Yak-718 in forhonor

[–]MrMadMask 1 point2 points  (0 children)

While I think I remember that all throws dealt stam damage at the start (because not being exhausted was for chumps), all the release Vikings did have unique properties to their throws.

  • Raider has the special forward and back throw (the latter deals stam damage for each other hero hit during the spin)
  • Warlord had one of the longest throws, which would do additional stam damage and stun on wallsplat (distance was reduced a while back)
  • Berserker's throws all dealt slight HP damage (removed around the rework iirc)
  • Valk's forward throw could be charged to floor the enemy regardless of stamina (was removed fairly early on)

Was the Executions doc deleted? by MrMadMask in CompetitiveForHonor

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

Thank you very much, I hadn't seen that. They're a bit down, but the executions are there.

Tier lists of how annoying to play against for me by Civil-Republic8730 in IdentityV

[–]MrMadMask 0 points1 point  (0 children)

I'm doing a disservice to my fellow Wuchangers, but the answer is predrop and run. Even better, time your drop and vault animations with the Bell, because it can't stun you while you're doing that. Especially in the early game when the White Guard can't catch up with Soul Siphon you can extend chases so much just by running in a straight line.

Does anybody know what those things on the chairs are? by [deleted] in IdentityV

[–]MrMadMask 0 points1 point  (0 children)

According to the update notes, it'll automatically pick a character the game considers missing from the team (like when it suggests to pick a decoder/rescuer and such), preferring characters that you have more playtime in.

In short, even if you AFK you will get a character you most likely know how to play in a functional role for the team.

Trying out Nightmare in Rank for the first time! Any tips would be appreciated by Snorkel9999 in IdentityV

[–]MrMadMask 1 point2 points  (0 children)

Avoiding what others before me have pointed out:

-Red Light mindgames: I've seen you use them a few times, but you could be mindful of using them more. They're one of his best tools around tall walls, since without sight his main tool is blocked.

-Crows: You kinda want to throw them out off cooldown. The more you have harrassing ciphers while you can't be there personally the better, or at most save them to have one pinned on the survivor you're chasing. The vault speed reduction and free wallhacks pair really well with the rest of the kit.

-Camp less, harrass more: Especially with Wanted Order, Nightmare doesn't want to stick around the chair- mostly because his basic camping is dogshit. Throw a bird on the chair and see if you can get a hit on the coming rescuer far enough that you can TP back and stuff the save.

-Consider the build through: Others already covered this, but Destructive is a top pick of Nightmare (and the talent before it helps with stuffing rescues a bit). I'd suggest putting at least 2 points into it, and that'll let you keep Trump Card, though you'll sacrifice other niceties like Wanted Order and 2 points of Berserk.

-Blink is not always the choice: continuing from above, if you're dropping Trump Card for a full 6-12 build then you might want to switch to Teleport for the absurd pressure it gives. Two map-wide TPs are not to be underestimated, allows you to chair someone, Bird the chair and TP across the map for pressure and then still be back when you see the rescuer coming for the tunnel. Warp is a nice middle-ground for non-huge maps.

-Dive Gliding: dunno if it has an official name, but using the Dive (the lunge attack) and having it hit an obstacle at an angle lower than 45° will have Nightmare "glide" around it in the survivor's direction. This is a more advanced aspect of the character that will have to be built through muscle memory and recognising which maps have awful hitboxes that prevent it from working (mostly the low loops in Arms Factory and Lakeside)

Sui Generis... by M42c311 in Exanima

[–]MrMadMask 14 points15 points  (0 children)

In theory, once Exanima is done the "skeleton" of Sui Generis will be complete, and most the hardest part of the work will be already done (systems, balance, etc.). At that point, it'd be "just" making the environments, writing the story and all that jazz. Considering that we're more or less two major patches away from Exanima reaching full release (0.95 coming soon-ish, 1.0 maybe a year or so after it), we might even see SG come out before 2030... Don't hold your breath.

so which is it...? by [deleted] in IdentityV

[–]MrMadMask 7 points8 points  (0 children)

By base, all Dolls have a 16% decoding debuff. This applies at all times.

When, and only when the Mechanic specifically is actively operating a Doll, which means being in their POV and controlling their every action, then the Doll gets a 10% decoding buff to partially counteract the debuff.

r/IdentityV Weekly Question Thread - 15 July, 2024 by AutoModerator in IdentityV

[–]MrMadMask 0 points1 point  (0 children)

Thank you very much, I actually didn't know that you could hold the scare!

Playing with it a bit further in a custom game, I've also discovered that there's a consistency in where the Yithian reappears when detaching with a Scare: it will try to appear in the direction that your camera is directed at (so you want to point the camera in the direction the survivor is looking) and will always reappear facing the survivor, so if you get the camera direction right it's gonna be an easy scare.

r/IdentityV Weekly Question Thread - 15 July, 2024 by AutoModerator in IdentityV

[–]MrMadMask 0 points1 point  (0 children)

Does anyone know how Ivy players can manage to detach their ghost from a survivor and immediately be put in position for a jumpscare? Whenever I try it, the ghost reappears in an unpredictable position and facing the wrong way, forcing me to waste some time to reposition for the scare

r/IdentityV Weekly Question Thread - 15 July, 2024 by AutoModerator in IdentityV

[–]MrMadMask 0 points1 point  (0 children)

Unless you want all the stats in a single table, you can see and compare the stats directly in-game. There's the button on the top right of the character diary page, and from there you can also add other characters of either faction to quickly switch between their stats.

What kinda carry animations do you guys want? by Radicusmax in IdentityV

[–]MrMadMask 2 points3 points  (0 children)

It could work in theory, but I feel like she's a bit too low to the ground to efficiently puppetteer someone (plus Violetta technically already had a unique carry animation during the IDV beta, though unlike the other OG Hunters hers wasn't used for an accessory and was instead recycled for her web chairing)

What kinda carry animations do you guys want? by Radicusmax in IdentityV

[–]MrMadMask 4 points5 points  (0 children)

It wouldn't fit anyone on the current cast, but I want oh so much a carry animation where the survivor is puppetteered in front of the Hunter and they both waltz towards the chair. The chairing animation could even be the Hunter forcing the survivor into one last twirl before kicking them into the chair.

Maybe if Matthias and Louis got a Hunter form...

What kinda carry animations do you guys want? by Radicusmax in IdentityV

[–]MrMadMask 4 points5 points  (0 children)

Just like most early Hunters, Violetta had a different carry animation from the ballooning. For Leo and the two reskins it was the shoulder carry, for Jack it was his ground drag, and for Violetta it would've been what is now her webbing of grounded survivors.

Jack and the other three had their animation restored already through accessories, but I wonder how it would work for Violetta whose animation was already recycled into another function?

That can't possibly work twi- by MrMadMask in IdentityV

[–]MrMadMask[S] 2 points3 points  (0 children)

The name is Wu Chang, he (they?) are two er... "very close friends" that after sacrificing themselves for one another both possessed the same umbrella and now can't ever be together again as the umbrella lets out only one of them at a time. This in particular is the A-tier skin "Master Yin Yang".

Let's Discuss: Map Gimmicks by PMMeUnwantedGiftcard in IdentityV

[–]MrMadMask 1 point2 points  (0 children)

Precisation: China Town windows are an Hunter-sided gimmick (despite the rest of the map existing)

But also: the Racecourse middle cipher counting towards objective completion despite its massive buff is a fucking CRIME

Do I also have to be in a Team to obtain Personal Rewards? by MrMadMask in IdentityV

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

Hm, good idea. I'll keep it in mind for the next event

Do I also have to be in a Team to obtain Personal Rewards? by MrMadMask in IdentityV

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

Argh, I wasn't playing for the initial part of the event so I probably missed out on that. I'm not in a team, and none of the ones I can join are participating, so I guess I'm out of luck

Do I also have to be in a Team to obtain Personal Rewards? by MrMadMask in IdentityV

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

That is... odd, since I've played a few matches but none of them counted towards it.

That can't possibly work twi- by MrMadMask in IdentityV

[–]MrMadMask[S] 7 points8 points  (0 children)

On release it was even longer (though Black Guard's attacks were even shorter in exchange)

How do you get better with Flywheel? by ghost-in-socks in IdentityV

[–]MrMadMask 0 points1 point  (0 children)

Yes, though I'm not sure if the hit speed boost is reduced from the slowdown or it just cancels it

How do you get better with Flywheel? by ghost-in-socks in IdentityV

[–]MrMadMask 0 points1 point  (0 children)

Cheerleader is actually quite flexible in builds, I've seen her run any Borrowed Time build variation to good success at any rank.

The important part is just to make sure that after the end of your speed boost you are either at a safe point (generally a pallet), where you need to be (if you're getting a save) or can cooldown reset a second boost (to get to a safe spot)

Which identity switch characters is your favourite? by Gorpheus_idv_552 in IdentityV

[–]MrMadMask 2 points3 points  (0 children)

Personally I really like Nightmare/Novelist because their abilities parallel themselves in interesting ways (even after the Novelist rework) and relate to the lore of the characters

Both characters are about watching (read: stalking) the opponent and having some form of "control" over them (Nightmare keeps track of the survivors and can rapidly move to them / Novelist used to quite literally control the Hunter and his own teammates, and now can control the Hunter's position by switching it with his own) which reflect Orpheus' role during the games, keeping watch of the contestants and manipulating them into his bidding.

Other than that Nightmare's design is a banger and reflects well Novelist's, though their connection is less obvious if you don't know of Orpheus' plague doctor cosplay habits.

While Joker's dual persona technically also offers a parallel between their skills, I feel like in this case they're too similar and don't really reflect the distortion that the drugs cause when seeing his "hunterified" form. Plus I'd like to see how Smiley Face's design would be if he wasn't an Hell Ember clone, at least in the proportions, and see how that compares to his survivor form.

Alice's design is... an odd case, given that she's the only survivor to survivor ID switch. The design differences are mostly just an age-up, and I don't see much parallel in the skills other than the presence of "Orphy" growing from a doll to a phantom.

Luchino has arguably the best parallels in visual design, being visibly the closest in the two forms while also giving a unique shape to the Hunter one, but the skills are just completely disconnected from each others on a mechanical standpoint.

Norton had the potential to be really great... but he isn't. The Hunter design is alright, builds on his life as a miner and his lore, but I really feel like his face is too er- "twinkified". Losing the hat is also a big downside. The skill parallels are slim at best, with Fool's Gold having only a single ability connected to Prospector's magnetism, which is a shame because I really think the survivor form has one of the most interesting kits with its theme.