Hot take: Noli should have stun immunity upon downtime of re-rush

Hot take: Noli should have stun immunity upon downtime of re-rush

Level 300 Noli here, with hot take that really shouldn't be a hot take.

Let me explain my position from a gameplay standpoint. Noli's whole kit revolves around void rush. It's his bread and butter. As such, a majority of the benefit with void rush is the damage you get out of it. This damage is earned through re-rushing. Landing void rush to begin with should be a reward. Locking the killer in place and giving survivors an easy stun isn't a reward.

Now some survivors Noli can dodge. ie. Shed. But most, he can't ie. Jane, Chance.

In additon, c00lkidd recieves stun immunity after landing walkspeed overide, why doesn't Noli?

I'm not saying Noli should get a guaranteed re-rush everytime, but the survivors already have a separate oppurtunity to dodge the re-rush ie. hiding behind an inaccessible wall. Letting them stun Noli while re-rushing as well is unfair. Void rush already has counterplay, and Noli shouldn't be punished for landing an ability simply because they dared to use it in the vicinity of a sentinel.

u/Entire-Surprise2713 — 5 days ago

My thoughts on the update

So, the update. Contrary to what some would have you believe, the update did not kill your entire family and was in fact a net positive for the game. But there are still many things that could have been better and things the devs should change and take to heart. So let's first start with the positives that came with this update:

Pos:

  1. The balance changes: All of them are good. They fixed John Doe and made him a more reliant trapper killer while nerfing his sniper damage output but buffing its range. These changes genuinely fixed Doe. Azure's new aura reading helps a lot, and cuts down his issues with tracking a bit. They also finally nerfed Guest 1337, hitler is dead. Thank the fucking lord.

  2. Economy rebalances: Good overall, nerfing gen rewards while also making them longer to complete both helped with killer gameplay and dealt with camping survivor players. The one thing that could be altered is making proper ability use make more money in order to make up for gen nerfs.

  3. Lms: Good lms changes, making lms feel like an actual punishment and not an easy off the hook win is something this game has needed for a very long time, and giving a constant tracker to the killer helps quite a bit and motivates survivors to not just camp on the other side of the map for a free lms win. Plus the new skies are quite beautiful. I hope that when the cosmetic update with stalker comes out they also add custom lighting that can be toggled on or off along with the cutscenes that are coming out.

  4. The event: Despite it being flawed in certain capacities it is in fact much better than the prior ones, but the issues arise not in the structure, but in what's missing. I will get into that very soon.

  5. The skins: Holy shit the skins this update are very good overall. Contrary to a lot of previous event skins, the ones here all seem like a lot of effort was put into them, including the survivor ones, so that is a huge net positive in my book.

Neg:

  1. The delays: Very rough and bad. It's alright and understandable on its own, but stuff like this has already happened in the past and the fact the devs didn't learn from the Slasher update is a really bad sign. Community outrage was a bit much, but the devs did fuck up and they need to learn from this type shyt. Additionally, when the update did release it came with bad bugs, like a lack of xp and tix for a win, and mobile was fucked as well despite these delays. These bugs are all issues that could’ve been prevented if proper testing had been conducted beforehand before the hasty release. 

  2. The transactions: No the transactions aren't an issue and aren't even a sign of the dev team being greedy, the issue is the way its advertised is very overt and clutters the lobby. Even though there is an option to turn it off, there's gotta be another way to advertise it without making the lobby look so sloppy. Perhaps it's time to finally turn the area that already exists directly behind the lobbies spawn point into a proper shop?

  3. The 'new' gamemode: Randomizer is cool and all forsaken, but it would be much better if the devs just gave us the random option for survivor or killer by default like the devs gave us with skins and simply make that gamemode into random abilities with random survivors. Or random abilities with random killers. Now that would be fun.

  4. The event: Now we get to the bad parts of this event, to which the only thing I can say is that it's just lacking. It's good. Compared to the other events, it's great even. But it's lacking. Lacking content. Now skins can be content, but if they are locked behind the battlepass then they aren't. In the halloween event this was made up for by the inclusion of Sixer, a whole new killer, which made gameplay much less stale. However, this update added nothing aside from quests, which are basically just the base game but with another objective slapped onto the top right of the screen. This issue of staleness could be fixed by simply adding seasonal game modes that reward the player with more tokens and xp for a win than regular game modes.

 

For instance, maybe summer sun, a mode where the sky shines very bright ever so often and lights both killer and survivor on fire. You can counter it by standing beneath an object until the sun disappears. Along with this, they could decrease killer hp significantly, so the burn damage could actually put the killers in the hp danger zone. This will spice up gameplay, and I highly doubt ANYONE will complain if they add fun game modes that are engaging for both killer and survivor along with the battlepass and quests.

Overall, as was stated above, this update achieved all it needed too, and was healthy for the game. But there are issues that need to be addressed and things that must be learned in the future.

u/Entire-Surprise2713 — 1 month ago

Whoever the fuck gave m1's in dbf a whole 2 second cd burning in hell for all eternity

Don't mind me just upset after having to wait a whole 2 seconds to do damage cause I missed one m1 with the most easy to juke killers in asym history

u/Entire-Surprise2713 — 2 months ago

Mastery Titles

Along with the achievement and emote, you now receive a title once you reach level 100 on a single character. This title can be added to your profile if you choose.

Full title list:

Survivors:

Shed - The Despised
Elliot - The Resilient
Noob - The Regular
7n7 - The Redeemed
Jane - The Widow
Dusk - The pumpkn :)
Builderman - The Cause
Chance - The One-trick
Two Time - The Traitor
Vee - The Vandal
Guest - The Veteran
Taph - The Unstable
Ringmaster - The Tragic

Killers:

Slasher - The Bio-Weapon
Ck - The Crimson
John - The Widower
Sixer - The Myth
Noli - The Idol
Nos - The Glutton
1x - The Favored
Azure - The Wrath
Stalker - The Alpha

u/Entire-Surprise2713 — 2 months ago

Ringmaster Kit Concept:

For every survivor that dies with Dazzled or from Dazzled, Ringmaster receives the same amount of xp and money that a killer would from directly killing them. (Stud radius on abilities is subject to change)

Description:

A negligent narcissist with a hero complex, Ringmaster sabotaged his own show in an effort to dial up attention. However, his sabotage worked all too well, and he not only killed himself, but his entire audience. Now forced to perform for Robloxia’s sinners, Ringmaster wants to prove himself, no matter how many Robloxian lives it takes.

Passives: 

Grand Finale:
“One last bow, before the curtain closes.”

Upon Ringmaster being killed, after a 1 second windup, the lightning rod that rests on the top of his hat calls down a massive bolt of lightning. This lightning affects a 40 stud radius and each survivor within the radius receives 10 damage and the Dazzled status effect for 15 seconds. If the killer is hit by this bolt, 100 damage is dealt to them and they are stunned for 3 seconds. This stun pierces through the killer's stun immunity.

Dazzled: (Whenever a survivor with this status effect is damaged, a bolt of lightning is shot towards the nearest survivor in a 50 stud radius. The bolt is able to pass through walls and is practically undodgeable. When it makes contact, that survivor receives half the damage the initially hit survivor receives and an additional bolt is shot towards from them to the nearest survivor within a 50 stud radius, dealing a quarter of the damage. If any bolt hits a survivor who has the Dazzled status effect, the duration of the Dazzled status effect is refreshed. Each bolt cannot be sent to the same survivor more than once.) 

Touch of a Star:
“Ah, my greatest fans.”

The aura of any survivor who doesn’t currently have the Dazzled status effect is revealed to him.

Abilities: 

Showstopper:
“Don’t be scared, sometimes my genius frightens even myself.”

Ringmaster uses his trusty whip named Showstopper and lashes forward 60 studs. 

Upon colliding with a wall, Ringmaster pulls himself towards said wall in an instant. The same amount of stamina it would take for Ringmaster to sprint to the wall is drained. If Ringmaster hits 0 before reaching the wall, he stops short and receives Slowness for 2 seconds. Upon hitting a wall, a short hitbox surrounds the point of contact. Every survivor within the hitbox receives Dazzled for 10 seconds. 

Upon the whip hitting the killer, Ringmaster pulls them close to him, granting them Helpless for the entirety of the pull. After the pull is completed, the killer receives Helpless and Slowness as well for 3 seconds after the pull is completed. Additionally, Ringmaster is shocked by his own brilliance and receives Dazzled for 15 seconds.

Upon hitting an individual survivor, Ringmaster pulls himself to them. After contact, Ringmaster knocks them back a couple of studs and inflicts them with 20 seconds of Dazzled and 15 damage.

Burst:
“Get behind me, I know what to do.”

After a 0.5 second windup, Ringmaster calls down a massive burst of lightning on himself over a 40 stud radius. Any killer caught within is stunned for 5 seconds and any survivor receives Dazzled for 30. Ringmaster takes 45 damage after use and Dazzled for 20 seconds.

Stealing the Spotlight:
“This will be my greatest act yet!”

Ringmaster starts the game with one charge on this ability. For every survivor Ringmaster inflicts Dazzled on, or every time Dazzled’s duration is refreshed, one charge is added to this ability. After a 1 second windup, Ringmaster reenacts his final performance. Every 2 seconds, 1 charge is consumed. Once the ability runs out of charges, Ringmaster’s show ends. During the performance, the killer is inflicted with Blindness I with an additional level of Blindness granted corresponding to the initial amount of charges multiplied by 2. Along with this, the entire map is significantly darkened and a spotlight is set on Ringmaster. Ringmaster’s aura is revealed to survivors and killers for the abilities' entire duration. While he is performing, Ringmaster leaves himself open, granting Weakness I. After being damaged, Ringmaster ends his performance. If Ringmaster is damaged prematurely to his performance ending, his lightning rod inflicts all other survivors with Dazzled for 20 seconds. This doesn’t count towards the charges on this ability.

u/Entire-Surprise2713 — 3 months ago

Hot take: 7n7 is fine in his current state

Before we start this post, I want to preface this by stating that I am very biased as I have mained 7n7 for a very long time. And in that time I have learned just about all there is to know regarding him. If you have a differing opinion than me please explain why. Now I won't go to far into analysis as if I were to go into that this post would go on for several paragraphs, so let me just start with this posts main point: 7n7 is fine as he is and doesn't need to be touched. The only thing I could see that would be a suitable buff would be making it so using certain types of clones results in lower cd, namely pathfind and aimless, which would encourage other 7n7 players to try tricking the killer more.

When I see discussions regarding 7n7's current state, I see a lot of people saying that he is weak, or that his clone blocking should be removed as it isn't his intended playstyle. I disagree heavily with both of these notions for reasons I will now get into.

  1. 7n7 is weak:

This belief mainly stems from players experience with chases as 7n7, and too a degree, I agree. 7n7 for a survivalist has the lowest chase potential. But thats the entire point. 7n7 makes up for this in his stealth, which is genuinely incredible. Due his clones low cd, 7n7 can dodge a variety of aura reading abilities, which can lead to him being able to hide from the killer for a very long time. For example: Noli and 1x. Noli's only aura reading is from hallucinations, which if 7n7 is smart will never happen unless Noli uses observant. However, Noli's observant cd exceeds 7n7's clone cd, which means Noli will have to look around the entire map just to find 7n7. Now onto 1x. 1x's aura reading cd is only a couple of seconds faster than 7n7's clone, which means that 1x will eventually get a read on 7n7, but by perfectly timing his tele (at 6.5 seconds before his clone is of cd) 7n7 can just teleport away as soon as he's aura read without giving away his new position. This means 7n7 can dodge 3 aura reads easily and drag the game on for very long periods of time. This usually means that the killer will either have to give up and let him go into lms, (which is nearly always a guaranteed win for 7n7) or will simply waste a huge potion of their time searching for him.

  1. Clone Blocking shouldn't exist:

I disagree with this notion simply because every survivalist in the game has a way to help their team, no matter how niche it may be. Vee has bumper, Noob has slateskin, and 7n7 has Clone Blocking. The only real complaint that I can agree with is that it demotivates 7n7's from tricking the killer, as clone blocking is more likely to give value, but like I said earlier that could be fixed by simply giving clone a custom cd based on what type of clone was used last.

u/Entire-Surprise2713 — 3 months ago

Current Guest is all reward and no Punishment

Now I know the title is worded harsh, but let me first explain.

Of course Guest can be punished, as every survivor can be punished, but compared to every other survivor guest has by far the best recovery in the game despite being a character who is supposed to be high risk and high reward. His charge and punch if used together act as a free chase reset and if used on a slope he can reset chase with a single charge. He also has 110 hp, more hp than any other survivor. This means he is very durable, and has high loop potential while also being able to help other survivors in chase very effectively without much risk to himself.

In the past, his block was the main aspect of his kit and was what made him high risk, and in return, he got one of the best stuns in the game. Now, its a secondary aspect of his kit. Now that would be ok if block wasn’t so oppressive as well. Against longer windup killers, it’s frankly pretty easy to react block, and since the devs also shortened the cd of block as well, it makes killing guest with m1’s nearly impossible, and lets guest body block for other teammates, pressuring the killer to not use m1's while trying to get the kill on the survivor their chasing. Now you could bait it out, and punish Guest in return. And in the past that worked, but now due to charge and punch, Guest can time his abilities up to fully negate the damage he would’ve received after being faked, and STILL have another recovery ability if the killer were to ever have any hope of gaining a stam advantage due to playing well. This leads to guest not being punished for missing block, an ability that‘s only balancing factor was its risk.

If you disagree with me, please share why. This is just my personal experience. I understand there is a big difference between good Guests and bad, and that a lot of the people who play Guest aren’t that good at playing him, but I feel like the devs should’ve just entirely reworked Guest instead of making him even more oppressive than he already was when used by more experienced players.

u/Entire-Surprise2713 — 4 months ago

Theory: Coolkid’s m4 still has him under the influence of the Specter, it just manifests in a different way

So based on the voicelines, most people assume that Coolkid is fully under control, he’s just started liking the carnage. But there is a major detail on his milestone that a lot of people seem to ignore. He’s engulfed by the specter‘s red mist/influence.

We know from lore that the specter has influenced robloxians outside of the forsaken realm to kill eachother, which means that even if the survivors were to escape, there wouldn’t be anything to return to. However, this tells us that the spectre is able to influence many people all at the same time. And we can assume these people aren’t as gullible as base ck, so there should be some other way the specter is controlling them. We also know based on the kill animation between 7n7 and ck, that ck regains a bit of control upon seeing him, which falls in line with what we already know regarding the specters power. He can’t fully control love, which is why the spectre is the one who kills 7n7, not ck, and why ck’s tone suddenly changes dramatically upon hugging him, compared to all his other voicelines where he sounds inhumanly sadistic and cruel.

u/Entire-Surprise2713 — 4 months ago

Do some of y'all even play the game?

No but genuinely, why are some people acting like Guest is weak while two mediocre Guests now can pretty much hold a killer game hostage ;-;

reddit.com
u/Entire-Surprise2713 — 5 months ago