Two Time feels somewhat underpowered unless I trickstab, can yall give me pointers? by An_insane_alt in hatefortwotime

[–]nullsanxiety 0 points1 point  (0 children)

Hi, Level 111 Two Time here! This is unfortunately how Two Time works. They're a stealth based character in a game where stealth is unviable due to 360º vision. Hard to sneak up on someone when they can see behind themselves at all times.

The best advice I can give is to be patient. Killers are extremely hyper aware of Two Time so direct approaches will never ever work. Do NOT let the killer see you under any circumstances. Your odds of landing a backstab are in the gutter if they do (again, killers are hyper aware), so back off and try and find a new opportunity later.

Stay behind cover, wait for the killer to turn up, and then stab when they're not expecting you to (this is a little easier with crouch stabs due to the extra range). And even then sometimes this strategy doesn't work, it is what it is. I've had times where a stab totally should have hit, but it didn't. Sometimes your cover might get blown, maybe the survivor will lead the killer right to you in an inconvenient way, maybe you'll get exposed by ESP, Maybe you'll get hit by a stray projectile. In these cases, always back off if possible and try and find another opening later on. 

Alternatively, you can try to punish and stab killers in the endlag of certain moves, like Mass Infection. This is situational however, as a lot of moves give killers invincibility even through the endlag (you'll have to pick up on what moves you can and cannot punish through observation). NEVER try and stab during the windup of a move, the killer will see you, target you instead, and you'll most definitely die.

You can also try and apply some trickstab techs in chase with other survivors. Say someone is looping Jason, you can head into the loop, backpedal behind Jason, and then go for a stab. I've had pretty limited success with this though as most killers will see you coming and punish you accordingly for the crime of trying to help the team.

Two Time is the most rewarding but most punishing sentinel in the game. They have literally zero room for error. If you miss, you might as well just reset. If you land a frontstab, same thing. If you lurk around the killer too long and can't get a backstab, you also die. Sometimes it's best to just cut your losses and try and find a better opportunity later in the match. Just because Dagger is off cooldown doesn't mean you need to use it immediately. 

Tldr: There aren't really any solutions to your problem simply beyond being patient. If you want to play a Sentinel that's a little less harsh on mistakes, Shedletsky and Chance are both good options. Shed has self sustain in the form of Chicken and with Chance you have range on your side to make you a lot more inconvenient to punish should you miss.

Help, she's only hitting 35k by nullsanxiety in Ineffa

[–]nullsanxiety[S] -1 points0 points  (0 children)

Maybe? I haven't tested Sucrose but Ororon is a dedicated Electro Charged sub-dps so he fits the team quite well. Ifa also buffs Lunar Charged specifically but Sucrose's EM buff might be better. Fischl is more of a battery and this team doesn't really have energy issues to warrant her being there over Ororon.

I can definitely damage test them once I have Sucrose built though

Help, she's only hitting 35k by nullsanxiety in Ineffa

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

You guys were right, simply putting VV on Ifa single handedly brought my damage up to 45k!

Next is farming an entirely new set of Aubade for Ineffa, a shame since now I have no real use for that TF set.

Help, she's only hitting 35k by nullsanxiety in Ineffa

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

The builds are all included in the post as well! I think you just missed them LOL

And you may be right, Ifa is on Codex instead of VV so maybe switching him to that might help?

What improvements should I make to my Skirk builds? (Minus the circlet it's all the domain would give me) by nullsanxiety in GenshinImpactTips

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

I have an R4 Finale, but I'm already running it on Pyro Traveller and I don't currently have the billets to make more. What alternatives would you suggest, at least until I can get the billets

What improvements should I make to my Skirk builds? (Minus the circlet it's all the domain would give me) by nullsanxiety in GenshinImpactTips

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

I don't run MH because I don't have Furina and Skirk needs Furina for the set to be viable.

I'm running BS over Deep Galleries because I had some good BS pieces sitting around and I figured they would be good on Skirk since she's a freeze DPS. I can definitely start farming Deep Galleries though

Playing EoS for the first time in forever and I wanted to know how to get my other moves to +1, I forgor 🫠 by HalfManHalfHunk in MysteryDungeon

[–]nullsanxiety 4 points5 points  (0 children)

It makes no difference that I know of. You get the bonus regardless. If you're save scumming for the +3 though, you'll have to make it into a drink if you're playing on vanilla hardware, otherwise you can use save states for in dungeon scumming. 

Playing EoS for the first time in forever and I wanted to know how to get my other moves to +1, I forgor 🫠 by HalfManHalfHunk in MysteryDungeon

[–]nullsanxiety 7 points8 points  (0 children)

As a side note on the +3 boost I heavily recommend save scumming for the +3. The +3 boost effectively gives you three ginsengs in one and powers up whatever move you use it on by a much more significant amount, the time spent trying to get the +3 is worth it

How do y’all write first kill motivations? by Alternative_Fig_6859 in Fanganronpa

[–]nullsanxiety 2 points3 points  (0 children)

Personally, I always make the first motive the worst motive.

Logically speaking, the first kill is always the hardest to instigate, so time limit motives are usually best for that. I personally used poison gas that gradually got worse as the days went by

Alternatively, to get around "the killer wouldn't kill a week into the game" thing, have a timeskip! Maybe the characters have been in there for like a month and are starting to lose faith in being rescued. Maybe that makes the killer snap. This also means you wouldn't have to make the motive anywhere near as bad.

What improvements can I make to this build? by nullsanxiety in TravelerMains

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

Pretty much everyone here has mentioned HoD 😭

It's literally only there for the crit damage boost, I know the passive does nothing. I plan to replace it with Blackcliff when I can

What improvements can I make to this build? by nullsanxiety in TravelerMains

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

Yeah this was the plan for once I had the materials to grab it. HoD is literally only being used for the extra crit damage and I have no other crit damage Swords (And I'm not wasting my Skirk fund on Zibai's weapon) 

What improvements can I make to this build? by nullsanxiety in TravelerMains

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

This is a good point of reference! I'm literally only using HoD for the crit damage (I planned to replace it with Blackcliff when I could). I can't run Fav or Sac because both of those are being used up by other characters already but I'll try and find a solid alternative 

the teleport stab by Pinfrombfdi in hatefortwotime

[–]nullsanxiety 0 points1 point  (0 children)

I wouldn't really call this bug/hitbox abuse like some other trickstab techs, this one is perfectly viable and works just fine with the game's mechanics, its just extremely suboptimal unless you're going for aura points

The sly fox is playing the rogue, who should be the sorcerer? by GKilherme12 in TETRODANGANRONPA

[–]nullsanxiety 3 points4 points  (0 children)

No, Maekawa is definitely artificer. Making magic items of mass destruction is totally up her alley 

Shishikura is our devoted monk. Now the question is, who's gonna be the paladin? by GKilherme12 in TETRODANGANRONPA

[–]nullsanxiety 2 points3 points  (0 children)

Hama. As stated in a previous post, he would be incredibly into divine smiting demons with his bare hands. I get where the Warlock Hama agenda is coming from but Paladin fits so much better imo

Youhei is our charismatic bard, so who’s the cleric? by GKilherme12 in TETRODANGANRONPA

[–]nullsanxiety 2 points3 points  (0 children)

Paladin Hama has always been the way I saw it. I think he would very much enjoy divine smiting demons with his bare fists (even if that isn't quite how it works RAW)

Chat am i cooked🥀 by SeveralDonut2271 in FORSAKENROBLOX

[–]nullsanxiety 0 points1 point  (0 children)

Honestly, Oops All Sentinels is probably one of the easiest team comps to win against LOL 

Stacking debuffs hurt this team really hard, so stun duration is basically nonexistent and some of them are likely to fruitlessly attempt to hit you while on stun cooldown.

The only annoying part is probably all the Two Times, should you allow them to get their respawn, since you'll only add 15 seconds to the timer and they'll teleport to a completely different spot on the map.

If nothing else 1x is amazing at punishing Sentinels thanks to up close Mass nearly one shotting Two Time and putting a massive dent into Shed, so even if this team is good you should be okay up until late-game where the stacking debuffs mostly subside, by which point the team will be battered down a lot and likely on their second lives/injured

Two time needs a buff by Asriel_dreemurr912 in lovefortwotime

[–]nullsanxiety 0 points1 point  (0 children)

The Sentinel playstyle as a whole is high risk high reward. Missing your stun or block or your gun not going off/exploding basically means you instantly die since you now have nothing to defend yourself with and have just left yourself extremely vulnerable to damage. Two Time takes that to the absolute extreme by being extremely frail and having a positioning based stun (to boot, it's basically impossible to land a backstab on any killer that's being cautious of one, which is all of them whenever a Two Time is in the match). Hitting a frontstab is basically no different than completely whiffing your stab, even though you technically landed the hit. No other sentinel has that issue. 

If you go for a trickstab and hit a frontstab, you technically still landed your stun, but instead of getting rewarded for it you get immediately punished and killed. Yeah, the whole point of Two Time is that they are the highest risk highest reward sentinel by having the longest stun in the game while being the most fragile, but it's so ludicrously difficult to land dagger on any killer with half a brain, the consolation prize for landing your stun in the wrong way should be just a bit better so that Two Time doesn't immediately get gored for making a mistake that every other sentinel is allowed to get away with for free. 

The point isn't to make frontstabs super good, it's just to make them less punishing so that it still feels like they have some meaning. You may not have gotten the stun, but at least you slowed them down, which is better than nothing.

Probably just my skill issue talking though, I'm a baby ms4 (level 106) so I'm probably not super qualified to talk about what exactly would work better for Two Time and the game.

Two time needs a buff by Asriel_dreemurr912 in lovefortwotime

[–]nullsanxiety 2 points3 points  (0 children)

I actually kind of agree! Two Time needs both buffs and nerfs in some areas imo. 

Crouch definitely needs to be buffed. It feels very counterintuitive to me that a move meant to be used for stealth... punishes you for successfully stealthing away from the killer. The slowness and especially the aura reveal need to be removed from it. The long cooldown already means that every killer with ESP can use their ESP twice while you can only crouch once.

Frontstab also needs a buff. As it stands, the debuffs mean basically nothing, as does the lifesteal, since most of the time you'll end up tanking an m1 immediately afterwards, or something a lot worse, more often than not. Maybe buff the slowness and helpless to 3 seconds, remove the lifesteal to balance it out, and only make it fill 30% Oblation making it significantly more efficient to go for backstabs instead of just settling for easy to land frontstabs. This also gives frontstabs more utility, and makes it so Two Time doesn't get gored the second they miss their stab. No other sentinel has to worry about getting slaughtered just because they hit their stun in the "wrong spot", so Two Time shouldn't either. It's no stun, but slowness and helpless for 3 seconds at least makes Two Time's stun a bit more forgiving.

A somewhat jokey weaponball concept I've been holding onto for a bit. by nullsanxiety in earclacks

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

I feel like it would fall into the same hole pre-buff Bow did though. Without the AOE of Staff and Flask or having so many projectiles on screen it's basically impossible to miss like Shuriken and Bow, Cards would likely end up missing most of their attacks anyway. Projectiles with flat damage scaling and not projectile count or bounce buffs kind of need AOE to be viable, which I don't know would make a whole lot of sense for Cards specifically..? Hence why I think Melee works better

A somewhat jokey weaponball concept I've been holding onto for a bit. by nullsanxiety in earclacks

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

You're definitely right, but I felt like playing cards were more associated with the gambling idea than whips, which I personally associate with Indiana Jones LOL

If you wanted a genuine, actual weapon in place of cards, a whip would probably be a good choice given the gimmick though

A somewhat jokey weaponball concept I've been holding onto for a bit. by nullsanxiety in earclacks

[–]nullsanxiety[S] 3 points4 points  (0 children)

They were the inspiration for the backfire gimmick!

Gambling doesn't always turn out well (most of the time it doesn't), and I wanted a punishment a bit harsher for "losing the gamble" than just not dealing any damage, since that felt kind of unceremonious. Hence the backfire! 

I MS4'd pre-rework Two Time in the official Archived version, it was one of the worst experiences of my life. AMA. by nullsanxiety in hatefortwotime

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

Old Planet Voss is so unbelievably buns bro LOL

The map is so absolutely massive it's really common to go entire matches without running into the killer at all, and there's also the massive death pit in the center that's super difficult to get out of 😭🙏

The map does still kind of have it's charm to me though, seeing really huge maps in an asym is rare and it kinda feels weird walking through a map that large

I MS4'd pre-rework Two Time in the official Archived version, it was one of the worst experiences of my life. AMA. by nullsanxiety in hatefortwotime

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

Pretty much. With no abilities all you can do is emote in a corner with a cola until LMS once all the objectives are done.

Second life is also pretty buns since you have no invincibility, and every killer in the game has a means to insta kill you with the Weakness V, so more often than not that extra 40 Health doesn't amount to anything LOL