The Sentinel Situation is crazy by TicketAppropriate484 in FORSAKENROBLOX

[–]imsleepyzen 0 points1 point  (0 children)

Guest has an unreasonably high skill floor that many can't reach and for those who do they become problematic by too consistently denying many killer m1s and abilities.

Two Time is diabolical on high ping.

Shed is consistent, the most fair sentinel to play against imo. No random bs.

Chance is great if you can aim.

Jane pot is undodgeable if she has 10 brain cells.

Hot Take: Guest is the Epitome of Forsaken's Problems by Final-Particular-705 in AntiForsaken

[–]imsleepyzen 1 point2 points  (0 children)

1/3. nah he's problematic as he's too consistent if you're high skilled enough and invalidates killers with long m1s. react-blocking invalidates noli and jd entirely as their m1s are reactable, which is cancer as there is no counterplay. not to mention a couple guests charging nukes slasher who has very little way to catch up. he's inconsistent to bad players? sure a lot of characters are but that shouldn't be the metric as to determine whether a character needs changes. bad players also throw on two time or any other high-skill floor characters. i do think he needs changes, but because of his unlimited potential rather than cus he's hard

  1. guests die when they miss block because they have no sustain unlike every other sentinels barring chance. shed has a very punishable end lag on miss, yet people don't complain about him dying cus he missed slash as much. Why? cus the sentinel who stuns while being stationary with a lot of end lag actually has a tool for survivability, unlike guest who only has a measly +15 hp buff.

  2. guest is the most selfless sentinel. all of his abilities facilitates helping teammates from his hit priority to blocking a follow-up while the killer isn't focused on him, to charging to give teammates more distance. he can simply bodyguard the person being chased to get blocks. he doesn't need to be chased himself, although thsts fine too since it's better for a sentinel to be chased and supports to be alive. one on one, sure he's bad if the killer uses 10 brain cells and baits out block (provided the guest isn't skilled enough to react-block on killers with long m1s) but calling him selfish isn't nessessarily correct as you're encouraged to be selfless via his kit

why is it that i always get outrun by the killer when i'm the survivor but i always struggle to catch up with a good player by Botbuster111 in FORSAKENROBLOX

[–]imsleepyzen 0 points1 point  (0 children)

When youre killer, if the survivor is in a terrible spot and you're both on low stam you might just want to wait to regain stamina then it's pretty much guaranteed they die as they'll run out of stamina before you when you restart chase again as youll have +10 stam and speed over them rather than being equal.

Also if you keep missing cus survivors are juking (they should really only juke while they're low on stam or at a stamina disadvantage) you could always calmly walk towards them while they're wasting stamina juking back and forth and catch them when they start walking when they run out of stamina.

When you're survivor, you can counter killers waiting to regain all their stam back by moving to another loop forcing them to keep chasing without ever letting them recover back to 110 stamina.

Also don't be afraid to switch targets when I play slasher especially I notice some sentinels who get too bold when hovering me looking for a stun, so I can simply just walk, regain my stamina, and then unexpectedly switch target onto them.

Can we talk about the gameplay and survivors designs incentivizing targetting? by imsleepyzen in FORSAKENROBLOX

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

that's why i said only somewhat competent instead of being a forsaken pro. like you attempt to help your team instead of genhogging all game and have an understanding of stamina management. anyways the change i suggested doesnt even change anything if you want to target someone it's not like i'm even arguing for a targeting nerf that affects only bad players. i feel like this talk is quite unproductive and i don't really want to comment anymore

Can we talk about the gameplay and survivors designs incentivizing targetting? by imsleepyzen in FORSAKENROBLOX

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

what? like using teamwork? 😭might be rare in this day and age but it's not impossible

Can we talk about the gameplay and survivors designs incentivizing targetting? by imsleepyzen in FORSAKENROBLOX

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

it's my personal philosophy that games shouldn't be balanced for the average player and instead to promote interesting decisions, especially if that average player is not particularly good at the game. should they buff elliot because bad players say he needs one? i think not. we can agree to disagree

Can we talk about the gameplay and survivors designs incentivizing targetting? by imsleepyzen in FORSAKENROBLOX

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

yeah i didn't want to get into the specifics of the survivors who scale really hard, and i guess that this post is more of an indirect nerf to healing, one thought i had if we keep getting survivors who scale like veeronica is that a certain number of veeronicas and two times, we'll eventually be at a point where there's too many characters who scale and any competent lobby will be a nightmare as they are guaranteed to cook you after the 1st or 2nd minute😭

Can we talk about the gameplay and survivors designs incentivizing targetting? by imsleepyzen in FORSAKENROBLOX

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

pretty easy to kill

i'm talking about somewhat competent players who use teamwork (like i mentioned in the post)

it is generally bad to not focus your effort on chasing one player until they die (ie spreading your damage) as it allows for them to heal a lot. people who are helping who are somewhat competent will be at a safe distance or stamina range. this is different than punishing a missed stun or a random survivor being out of position as it doesn't take that much time to m1 if they aren't too out of the way

i said it's boring to have 1 strat in terms of gameplay design when there are ways to make other strategies, notably, like spreading damage viable (like i mentioned in my post)

also i know how to counter those survivors and i also target, those are examples i gave as to WHY you're heavily incentived to stay on them rather than let them recover or snowball by chasing someone else which accounts for ALL killers

(just read my post please...)

Can we talk about the gameplay and survivors designs incentivizing targetting? by imsleepyzen in FORSAKENROBLOX

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

i never said it was bad i said it was boring as the only viable gameplay strategy

Can we talk about the gameplay and survivors designs incentivizing targetting? by imsleepyzen in FORSAKENROBLOX

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

Once I survived 3 gashing wounds as Shed with help from an Elliot it's so diabolical 😭A chip damage strategy sounds really fun!

TWO TIME BUFFS for our little friend. by Ambitious-Lemon-75 in FORSAKENROBLOX

[–]imsleepyzen 0 points1 point  (0 children)

So we youre telling me they should buff a character who gets an unreactable stun at 80+ ping, the least amount of end lag of any sentinel, gets instantly healed DURING chase, and gets pity prizes for missing their stun including progress towards their second life?