u/AAVolta

So it turns out you lot don't know what looping even is

So it turns out you lot don't know what looping even is

Yesterday I made a post asking people what they thought looping was, good looping spots and times where they looped the killer well since I generally see people call looping unskilled and boring, which I completely disagree with. So I'm going to go over them now.

One person mentioned how they thought that the rocks on glasshouses are good loops. This is completely false, since they are absolutely tiny objects, the killer can consistently catch up via a simple chase reset (which is when the killer stands still till their stamina regenerates to max while

Another person mentioned how they found looping unfair after looping one pre-hitbox change sixer. Prior to the hitbox change sixer was obnoxiously prone to looping, don't blame looping for being unfair after doing it ONE time to the killer who (at the time atleast sixer is considered top tier in comp rn) can't do shit to stop it.

The last response I got was someone saying that what looping was to them was a survivor trying to stay on the opposite side of a structure to the killer. This is not fully incorrect but generally you will be spending most of your time while looping not perfectly that far away from the killer, and that if the killer decides to chase reset and try again (say, after a stun), you're going to want to stay at a good checkspot on said loop, which will almost never be opposite to the killer. The same person also said that good players will chain loops to create one big loop which is incorrect. The only time when a player should be leaving a loop is to either avoid getting zoned by, say John's spikes or to create distance via interacting with abilities. Elliot's rush hour is a good example of this, its short burst of speed can be used to exit a loop, forcing the killer to chase reset at another loop which you can safely run to also thanks to said speed boost, stalling an extra few seconds for free. Generally you would want to do this after a killer uses an ability to make distance in order to cancel out and punish said distance. For example, in the slasher elliot set, which is the most commonly played set in 1v1s, elliot will often save rush hour to negate a raging pace and take the loop elsewhere temporarily to stall a little extra time. (Holy yap of a paragraph)

So what is looping then, and where are good spots for it? Looping, atleast as I've known it, is when a survivor uses footsteps and checkspots on a large structure to keep chases consistent to make it difficult for the killer to catch up. It can be countered by the killer via cancelling their footsteps to get as close to a checkspot as possible without being seen before starting chase. From there, as long as the killer hugs the wall close to as well as the survivor does and plays it smart with their abilities, catching up should be pretty easy. If you want to learn how to counter looping or loop yourself I would recommend hoodedpenguin's video on it, he's a very good comp player who is very highly ranked on the 1v1 ladder, which is the most loop-heavy part of competetive forsaken.

I'm also curious on other people's opinions since I only got a couple of responses, so please tell me yours if you're interested.

u/AAVolta — 5 days ago