
Possible hot take: Guest1337’s rework actually fixes the character!! (Yes, I'm serious)
Alrighty... HEAR ME OUT, FELLAS!
Lately there’s been A LOOOOT of hate toward this rework. A ton of people are complaining that it’s just a nerf disguised as a rework, that Guest lost his “sentinel” identity, that he no longer represents raw strength like he does in the movie, etc...
BUUUUUT nobody seems to realize that this rework actually fixes Guest as a character.
Let’s start with the basics:
Why does this rework work?
And the answer is...
Because Guest1337 was never meant to be just a simple sentinel. He was designed to be a tank, and THIS IS BETTER.
We already have 3 sentinels that can also heal themselves
(Shedletsky with his chicken)
(Two Time when stabbing)
(Jane Doe with her shield bar)
Don’t you think we don’t really need another stunner, but instead someone who can actually take hits for the team?
Let me explain why I think this rework is actually pretty good in my opinion.
(As a level 138 Guest main who has played Forsaken since its pre-alpha)
>!Yes, that stale and ugly pre-alpha when the game had no future and the Guest was the slowest character in the game "for being a tank."!<
THE BLOCK:
Blocking is pretty difficult with this character, since you completely depend on the killer actually wanting to hit you instead of faking it to bait your block.
However, this always had a huge flaw:
“Rush attacks”
(Direct and devastating attacks)
The fact that Guest could block attacks like c00lkid’s walkspeed override, Noli’s rush, Slasher’s gashing wound, Nosferatu’s bat-form drop, or Guest666’s demonic pursuit was absurdly selfish.
Your job is to BLOCK the attack FOR YOUR TEAMMATES, not phase through the attack with immunity to save yourself while the killer ends up hitting someone behind you instead.
That doesn’t make you a tank, it makes you a survivalist.
This was fixed by only allowing you to block normal attacks, because now you gain 40% damage reduction if you choose to protect someone.
Of course, I still have my complaints... like Slasher’s behead attack. But those are things that can always be adjusted later on.
(Also, the cooldown got reduced by a couple seconds and it doesn’t slow you down nearly as much anymore when using it)
HEALTH REDUCTION:
This is the weakest part of the rework.
They reduced Guest’s health by 5 HP.
I honestly don’t know why people are complaining so much, it’s literally just 5 HP.
Besides, now when you block a normal attack, you gain 10 permanent overheal HP, which lets you tank an entire extra hit or damage-over-time effects like burn, poison, bleeding, etc...
THE PUNCH:
Alright, I understand this complaint.
Reducing the punch stun to 1.5 seconds, and making parries the only way to fully stun the killer, feels pretty bad for a lot of people, especially when trying to cancel killer abilities.
Although personally, I like the fact that in exchange, your punch now recharges every 60 seconds even without blocking.
Yeah, Slowness II and Helpless II aren’t better than a stun, but they’re still pretty useful during chases, especially considering you can punch, block the killer’s hit, gain +10 HP, and then punch them again directly to stun them
(Since blocking removes your punch cooldown)
(By the way, they slightly increased the punch knockback too)
THE CHARGE:
I honestly haven’t seen much complaining about this one.
Like... yeah, pushing a killer no longer prevents them from using abilities or slows them down...
But now it also doesn’t apply those effects to Guest either, so it honestly feels pretty much the same.
In fact, I’d even find it fair if the push strength got reduced depending on how many Guests are still alive in the match...
if the killer shove cooldown bar didn’t already exist.
In conclusion:
I feel that people are only complaining about the rework because they were used to playing with the old guest1337 and haven't adapted to it yet. They were forced to play selfishly or extremely situationally when blocking attacks to help their teammates, and they still haven't grasped that they can now help by playing more like a tank than a block-and-run machine