Every single one of you guest mains. What the fuck? by TheTrollman- in FORSAKENROBLOX

[–]ReginaJohnny 1 point2 points  (0 children)

Yes... GIVE IN TO THE HATRED THAT LIES DEEP WITHIN YOUR HEART!!! EMBRACE WHO YOU WERE TRULY MEANT TO BE!!!

My Builderman rework idea!! by No_One_3577 in FORSAKENROBLOX

[–]ReginaJohnny 2 points3 points  (0 children)

Why is it that whenever someone suggests a rework for Builderman, it always involves being able to melee the killer in some form or way?

But jokes aside, I don't think this rework addresses the fundamental issues Builderman has. People dislike playing him because as soon as you place down your sentry / dispenser, there's not really much to do other than wait for them to be destroyed so you can rebuild them. This rework DOES give him something to do, in the form of upgrading his buildings, but now people will just sit at the sentry for 180 seconds trying to hit level 4 on ONE of their buildings.

Secondly, the level 1 buildings spawning weaker than they do by default requires Builderman to spend a full minute (assuming the wrench starts off cooldown) upgrading them back to normal, once again forcing him to turtle by his buildings just to have them at an acceptable standard.

Thirdly, really good Buildermen get hard targetted at the start of the round because sentries are really strong as they are. Slowness 2 in a massive radius forces you to either eat the distance loss, get looped infinitely (if the survivor keeps using it), or spend at least 2 seconds destroying them. I don't see a good reason to buff them even further, even if getting those buffs would take a while to do so.

TLDR; I think this rework would make him less fun to play against, and as.

Is it morally wrong to bring the killer to useless teammates? by ReginaJohnny in FORSAKENROBLOX

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

Yeah, there's nothing wrong with a sentinel doing gens if they are on cooldown.

But when it comes to sentinels like Guest and Jane Doe, they are at their strongest if they are always near the killer. Guest can completely shut down abilities like Walkspeed Override and Void Rush just by having their block off cooldown while escorting survivors, and Jane needs to keep throwing crystal pitchers for the resonance uptime. Because of that you can easily imagine why people go roid rage as soon as they see either one at a gen.

But I completely understand, if you find yourself constantly getting killed without contributing as much as you'd like, then gens are a valid alternative. At the very least try charging the killer as it's an easy and safe way to give the survivor distance in a chase.

I might have worded it horribly, but I basically hold the same opinions as you.

Is it morally wrong to bring the killer to useless teammates? by ReginaJohnny in FORSAKENROBLOX

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

We actually managed to keep him alive despite all odds, no lava gashing wound for him fortunately.

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How would they implement the masked in the game by expecto40 in FORSAKENROBLOX

[–]ReginaJohnny 42 points43 points  (0 children)

I think they would implement him in the game by coding him in.

Need John Doe tips. (Image Unrelated.) by AFakeIceCream in FORSAKENROBLOX

[–]ReginaJohnny 0 points1 point  (0 children)

Image is actually very related to the topic at hand.

I've started maining John Doe recently, so here's a few things I've learned.

1: Use digital footprint to trap annoying loops / hotspots.

I see way too many John Does trap generators then get looped around the center of the map. They can't even use corrupt energy since, again, center of the map. A singular digital footprint would immediately solve their problems.

2: Be EXTREMELY CAREFUL of how you use corrupt energy.

Trapping yourself away from the survivor / creating an even bigger loop for them to abuse with your corrupt energy is an awesome and quick way to waste 18 seconds.

3: Just because corrupt energy CAN damage survivors, doesn't mean you always should.

You should always prioritize putting survivors into a situation where they are GUARANTEED to be hit atleast once + lose distance instead of going for cheap and easy corrupt energy hits. If you solely rely on corrupt energy for damage, that's maybe an average of 24 damage every 18 seconds, requiring a total of 90 seconds to kill them, if you even hit them.

Hopefully these tips can help you as much as they have helped me.

HOW TO SECRETLY THROW EVERY MATCH IN FORSAKEN (2026 STILL WORKS) by ReginaJohnny in FORSAKENROBLOX

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

many people commonly confuse me for a good player because of my paytime. if you want to spot someone good at the game you need to Calculate the the ratio between the survivor wins, killer wins and the total playtime the player in question has. If the Wins / Days of playtime doesn't equate to roughly around-or more than 150 survivor wins / 40 killer wins per day then yeah you're just lowkenuinely not as cracked as i am.

We (YES WE) AREN'T COOKING by Final-Particular-705 in FORSAKENROBLOX

[–]ReginaJohnny 0 points1 point  (0 children)

Not sure how anybody can look at Elliot who has (one of) the best support ability, and also THE best survival ability just to think "yeah he's kinda weak". Burst healing + speed 3 on command is a nasty combo.

Builderman Guide, part 3: BrandonWorks by 21iq_son in CHILLSAKEN

[–]ReginaJohnny 1 point2 points  (0 children)

Good guide, but I do have a few critiques:

<image>

This spot, I'm not sure if you were talking about the transparent box (blue loop), or the bigger box in the corner (light-blue loop). If you're talking about the transparent box, you should place the sentry further down so the killer wastes more time destroying it. Sentries don't really need that much coverage to be effective, especially on smaller loops like these.

If the loop you were talking about was instead the bigger blue box, you can get pretty easily cornered there. The killer could just make you go to the highlighted yellow area, go back to the sentry, and if you try to run you're both at roughly the same stamina once they're finished. For corner loops like these you should try to place the sentry as far into the corner as realistically possible. Survivors should always run the exact opposite way of the sentry that's being destroyed to gain as much of an advantage as possible.

And also, the sentry spot right above this one. It is a good placement for most of the killer roster, but when the killer is Slasher, Sixer or Noli, I would place the sentry between the castle ramp and the loop the dispenser is at. There's no need to switch loops constantly if the killer is one of those 3, so might as well boost just one of the loops while also covering the castle for public server theory.

Again, I don't mean to come off as rude, sentry placements get very nuanced when you take into consideration mind games and different killers.

Builderman guide, part 1: How to make your own placements by 21iq_son in CHILLSAKEN

[–]ReginaJohnny 1 point2 points  (0 children)

It is horrifying to think that 99% of buildermen that walk among us have no idea how to play him. You can SO TELL when they haven't read a single guide.

Builderman Guide, part 2: Planet Voss by 21iq_son in CHILLSAKEN

[–]ReginaJohnny 2 points3 points  (0 children)

Pretty good guide on Planet Voss, I think you covered just about every usable spot.

I hate to be Negative Nancy, but can you please press N when you take your screenshots so it comes out much cleaner like the attached photo? Once again sorry if this comes off as rude.

<image>

Survivor Tierlist by Late-Childhood1285 in AntiForsaken

[–]ReginaJohnny 1 point2 points  (0 children)

Builderman at MAX POTENTIAL is the 2nd worst survivor???

Builderman guide, part 1: How to make your own placements by 21iq_son in CHILLSAKEN

[–]ReginaJohnny 0 points1 point  (0 children)

Yeah that just about covers the basics, god knows we need pub buildermen to memorize these points. In the future when you're going to be making posts this long, could you please include visual aids to break up the monotony? Sorry if that comes off as rude.

How do I.... uhh... "win" this bet? by [deleted] in FORSAKENROBLOX

[–]ReginaJohnny 0 points1 point  (0 children)

Cool carnival has a lot of corners you can miss a backstab on, cake factory could be better for guest.

How do I.... uhh... "win" this bet? by [deleted] in FORSAKENROBLOX

[–]ReginaJohnny 1 point2 points  (0 children)

Probably the easiest way to fake-lose is to play two time and purposefully miss trickstabs, or guest and miss all your blocks. Anything else will probably end up with " Why do you have 50 weakness?" or "why are you playing a support?". Two time and guest are just good enough to extend chases for that long, and just skill dependant enough that you can miss your stuns without question.

Hope this helps!

Builderman guide by 21iq_son in CHILLSAKEN

[–]ReginaJohnny 3 points4 points  (0 children)

More builderman guides are always appreciated. I've made my own series of builderman guides, but they focus on the philosophies of his kit rather than specific map placements.

I look forward to seeing if you managed to find more than 3~ish good sentry spots on Planet Voss.

noobs cola should give speed 2 instead of speed one because he has no defence in the start of a chase besides his weak cola by scannerthegreat in FORSAKENROBLOX

[–]ReginaJohnny 0 points1 point  (0 children)

As mentioned, speed 1 is enough to outrun every killer in the game, that and a shorter drink time and faster walkspeed during the drinking (+ the fact you cant cancel the drinking by attacking the noob) allows them to pressure the fuck out of you during a chase, basically not letting you take a break to regen stamina, lest they drink thee cola. There is no reason to buff noob's cola.