2024.05.15 18:44 sunashigure1 How to perfect Kimenzan the Crusher, in-depth sumo boss guide. No damage, no items, no Martial Arts, Hard "Twilight" difficulty, solo (useful on Midnight too).
Prison guard and former sumo wrestler. Works in the prison that held Shoin Yoshida. In his sumo wrestling days, he employed a powerful charging attack to great effect in the ring, earning him the moniker of 'Kimenzan the Crusher'". submitted by sunashigure1 to riseoftheronin [link] [comments] Kimenzan the Crusher, the very last, main boss in the first chapter. His second (full "sumo" mode) phase makes him a very challenging boss to perfect with restrictions. First part is easy, though, as his moveset is the exact same as Mochisuke Kira's one (big guy with a giant club) – 3 Martial Arts (Charging Swing, Boulder Slam, Baseball Swing) to be aware of. When we deal 50% damage to him, he will go barehanded and gain 3 different Martial Arts (Sumo Hug, Sumo Stomp, Sumo Tackle). Thing is, those unblockable moves can be delayed (or not), used as counters, done twice in a row and even "inserted" into his combos. All that makes him extremely dangerous at close range (for no damage runners). That's why our plan is to gain some (mid) range and provoke his easy to read Sumo Tackle Martial Art. Deflect, punish and increase distance again. At times, the AI won't fall for this trick and shorten distance + use different moves instead. Because of that, we really need to learn and know this enemy well, if we want to beat him with no damage taken. More tips: -Kimenzan the Crusher wields the spiked metal Club (in the first phase) and goes barehanded (in the second phase), so it's best to choose the Chi and Ten styles (respectively) in this fight (better Ki management), -deals medium Ki damage. While we can be passive in the first phase and block his regular moves just fine, it's not the case in the second part. If we block for too long, he may break out guard. That forces us to deflect some moves, -let him destroy the obstacles – you'll have more space to maneuver, which is crucial in the second phase, -sprint makes a lot of sense in this fight (increase range easily), just remeber it drains a lot of Ki, so don't overdo it, -Blade Flash (R1; after attacking) to regain more Ki. |
2024.05.13 07:44 ThisMemeWontDie Old Kyoshin Rework Updated
Iaido Stance:(Default Stance) In this mode you have no guard AND your opponent can not see your guard direction in this stanceYour Shikomizue(sword) is sheathed. Moves gain special properties while in this form. When preforming an attack you exit this stance and unsheathe your sword. To switch modes from Iaido to Kenjutsu you must preform an Attack or GB (Counter GBs will not make you exit Iaido Stance). Hard Feinting Heavies in Iaido Stance will put you back into Iaido Stance. To Switch from Kenjutsu (alt stance) back to Iaido Stance, press Full Block button. 100ms to switch Stances. Must be done from neutral. Kaze Stance is removed. Iaido Lights:-Lights have superior block property from 0-200ms.-Enhanced -Have a hidden indicator of 200ms (300ms total indicator) (500ms move) -Have a parry window of 166ms. -Counts as an Opener for Kenjutsu (alt stance) Chains/Finishers. Iaido Heavies:Chargeable Heavy, different properties on charge level(Your opponent can not see your guard direction while you are holding heavy but your weapon will glow red. Also Kyoshin will crouch every so slightly down with his hand on his scabbard. Running attack animation is used for this move.) Hold Heavy while in Iaido Stance to build up damage and to gain properties. On targets at a distance will run to the target. Comes from left side only. -Can press Light or Zone whilst holding Heavy and during the run animation to preform a soft feint into Iaido Light or Zone. 100ms into holding heavy to preform soft feint light/zone. -Can be GB'ed out of the Heavy whilst charging. Can not GB the run or 100ms before the 500ms Heavy is thrown. -Can be Hard Feinted 100ms into charge/holding heavy and 100ms after releasing the Heavy button. (Remember GBs will exit the stance so feint to GB will go into Kenjustsu Stance) -Counts as an Opener into Kenjutsu (alt stance) Chains/Finishers. Red glow effect starts immediately upon pressing Heavy and Kyoshin will move his hand onto his scabbard. Heavy can be let go at 200ms- onward but can be thrown immediately after preforming an Iaido Illusion(next section) Level 1- At 200-399ms upon releasing Heavy, Kyoshin will use the Sprint Attack animation. 400ms, standard indicator. 20 damage, Blockable. Level 2- At 400ms- upon releasing Heavy, Kyoshin will use the Sprint Attack animation. 500ms move, standard indicator. 22 damage, Unblockable. Shikomizue scabbard glows red like this when holding Heavy. Iaido Heavies use the Sprint Attack animation. At 400ms into Heavy a couple (not just 1) black swirly things will appear around Kyoshin like energy/the wind Iaido Illusions:(Think Flicker Tech but an actual game mechanic and not a bug)While in Iaido Stance, press Full Block to preform Fake Outs. Once you press Full Block Kyoshin will preform a Fake Out that will, in the direction of your guard(that your opponent can't see), display a 400ms indicator as if an attack was coming. \The Animation will be Kyoshin super fast slightly unsheathe his sword and quickly sheathing it back into the scabbard.** While preforming Iaido Heavy, whilst charging/holding heavy, you can preform Iaido Illusion. This will cancel any amount of charge you had but will put you back to 200ms mark immediately so you can release the Heavy immediately after using the Fake Out. -Can chain Iaido Stance Lights after preforming an Iaido Illusion at 0ms Iaido Zone:Mujounokaze (Kaze Stance Zone) animation used for this. Trajectory adjusted to better match the weapon visuals. 360 zone attack basically as it should be according to the weapon visuals in game.-This is just a zone that comes from the left side and has no special properties. -500ms attack, 200ms hidden, 300ms total indicator. -Counts as an Opener into Kenjutsu Chains/Finishers. Kenjutsu Stance:After preforming any attack or GB from Iaido Stance you enter Kenjutsu Stance. This Stance preforms similar to how Kyoshin is now. To go back to Iaido Stance press Full Block button (100ms to switch stances and must be done from neutral)-Your opponent can see your guard and you have guard/can block. -Opener Lights in Kenjutsu Stance no longer have CC/Superior Block. Kaze Stance is removed. Kenjutsu Opener:Opener Heavies can be Soft Feinted into Aoarashi(Bash) by pressing GB.Forward Dodge Kick Removed Aoarashi Bash/Aoarashi Follow Up:Aoarashi Bash can not be GB'ed on whiff.Both the Bash and the Follow Up are 400ms down from 500ms. 400ms Follow Up is nice cause it can be swapped to another person when out numbered and they won't be able to react to it like they could if it was 500ms. Kenjutsu Chains ((Any(Iaido Openers Count), Any)):(Opener Lights and Heavies are just what Kyoshin has now minus Superior Block/CC lights.)Aoarashi: Chain/Finisher Bash, 400ms down from 500ms and confirms Aoarashi follow up. Bash can not be GB'ed on whiff. Finisher Light: UD, 15 damage. Finisher Top Heavy: UB, (Tengukaze Kaze Stance UB Animation) 15 damage. Confirms Fujin Cuts 10 damage. Total 25. Finisher Side Heavy: 700ms. 30 damage. No properties. Kenjutsu Zone:Mujounokaze (Kaze Stance Zone) animation used for this. Trajectory adjusted to better match the weapon visuals. 360 zone attack basically as it should be according to the weapon visuals in game.-500ms and counts as an opener. Comes from Left Side and has no special properties. Recovery Cancel/Chain Fujin Force Zone (Kenjutsu Stance Only):Can Cancel Recovery of Finisher Lights (Non Fujin Cuts), Finisher Side Heavies or Aoarashi Follow UP with Finisher Top Heavy Tengukaze at 100-200ms into recoveryCan cancel the recovery of an non bash attack with Zone. Can also cancel recovery of landed Bashes though. Can not use this move back to back. -Recovery Cancel can be done at 100ms into recovery. (Strict Timing to be used as self peel) -Uses Fujin Force Animation. Has Superior Block on all sides. -500ms, 0-400ms of Superior Block window. Kenjutsu/Iaido Dodge Attacks:Forward Dodge Attack 500ms. While in Iaido Stance Forward Dodge Attack gain Superior Block from 0-400ms.Side Dodge attacks now have a wider hit box to better match Orochi dodge attack. They are the same animation yet one manages to be shittier. (Better Hitbox). While in Iaido Stance Side Dodge Attacks gain Superior Block from 100-400ms. Kenjutsu/Iaido Sprint Attack:500ms (same animation that is used for current Kyoshin)Parry Riposte (Any Stance):Upon parrying press light 3 times preform Fujin Cuts-If in Iaido Stance you will enter Kenjutsu Stance -Recovery Cancel Zone can be used during the Fujin Cuts Feats Reworked:Kagerou: Passive Upon dealing damage, each of your attacks(damaging attack) does an additional 2 bleed damage. Lasts for 10 seconds. During that 10 seconds Superior Blocks reset the timer. \Cooldown of 30 seconds\ \Superior Blocking a move while the feat is on 30 sec cooldown refreshes the Feat and proc the feat to activate****Hikarimore: Passive Upon taking damage, heal 2 HP per attack(damaging attack) you land on an opponent. Lasts 10 seconds. During that 10 seconds Superior Blocks reset the timer. \Cooldown of 30 seconds* *Superior Blocking a move while the feat is on 30 sec cooldown refreshes the Feat\** Hikari To Kage: For 20 seconds, each of your attacks that lands does an additional 2 bleed damage, heals you 2 HP, and regenerate X stamina (nukekubi regen amount whatever that is). Upon superior blocking an incoming attack the feat's active duration is reset. Mugen Houyou: 140 seconds cooldown down from 180. Spikes deal 30 damage up from 25. Takes 1200ms to hit down from 1366ms. Activation Time now 900ms down from 1100ms. Same pin duration of 2200ms. |
2024.05.13 07:41 ThisMemeWontDie Old Kyoshin Rework Updated
Iaido Stance:(Default Stance) In this mode you have no guard AND your opponent can not see your guard direction in this stanceYour Shikomizue(sword) is sheathed. Moves gain special properties while in this form. When preforming an attack you exit this stance and unsheathe your sword. To switch modes from Iaido to Kenjutsu you must preform an Attack or GB (Counter GBs will not make you exit Iaido Stance). Hard Feinting Heavies in Iaido Stance will put you back into Iaido Stance. To Switch from Kenjutsu (alt stance) back to Iaido Stance, press Full Block button. 100ms to switch Stances. Must be done from neutral. Kaze Stance is removed. Iaido Lights:-Lights have superior block property from 0-200ms.-Enhanced -Have a hidden indicator of 200ms (300ms total indicator) (500ms move) -Have a parry window of 166ms. -Counts as an Opener for Kenjutsu (alt stance) Chains/Finishers. Iaido Heavies:Chargeable Heavy, different properties on charge level(Your opponent can not see your guard direction while you are holding heavy but your weapon will glow red. Also Kyoshin will crouch every so slightly down with his hand on his scabbard. Running attack animation is used for this move.) Hold Heavy while in Iaido Stance to build up damage and to gain properties. On targets at a distance will run to the target. Comes from left side only. -Can press Light or Zone whilst holding Heavy and during the run animation to preform a soft feint into Iaido Light or Zone. 100ms into holding heavy to preform soft feint light/zone. -Can be GB'ed out of the Heavy whilst charging. Can not GB the run or 100ms before the 500ms Heavy is thrown. -Can be Hard Feinted 100ms into charge/holding heavy and 100ms after releasing the Heavy button. (Remember GBs will exit the stance so feint to GB will go into Kenjustsu Stance) -Counts as an Opener into Kenjutsu (alt stance) Chains/Finishers. Red glow effect starts immediately upon pressing Heavy and Kyoshin will move his hand onto his scabbard. Heavy can be let go at 200ms- onward but can be thrown immediately after preforming an Iaido Illusion(next section) Level 1- At 200-399ms upon releasing Heavy, Kyoshin will use the Sprint Attack animation. 400ms, standard indicator. 20 damage, Blockable. Level 2- At 400ms- upon releasing Heavy, Kyoshin will use the Sprint Attack animation. 500ms move, standard indicator. 22 damage, Unblockable. Shikomizue scabbard glows red like this when holding Heavy. Iaido Heavies use the Sprint Attack animation. At 400ms into Heavy a couple (not just 1) black swirly things will appear around Kyoshin like energy/the wind Iaido Illusions:(Think Flicker Tech but an actual game mechanic and not a bug)While in Iaido Stance, press Full Block to preform Fake Outs. Once you press Full Block Kyoshin will preform a Fake Out that will, in the direction of your guard(that your opponent can't see), display a 400ms indicator as if an attack was coming. \The Animation will be Kyoshin super fast slightly unsheathe his sword and quickly sheathing it back into the scabbard.** While preforming Iaido Heavy, whilst charging/holding heavy, you can preform Iaido Illusion. This will cancel any amount of charge you had but will put you back to 200ms mark immediately so you can release the Heavy immediately after using the Fake Out. -Can chain Iaido Stance Lights after preforming an Iaido Illusion at 0ms Iaido Zone:Mujounokaze (Kaze Stance Zone) animation used for this. Trajectory adjusted to better match the weapon visuals. 360 zone attack basically as it should be according to the weapon visuals in game.-This is just a zone that comes from the left side and has no special properties. -500ms attack, 200ms hidden, 300ms total indicator. -Counts as an Opener into Kenjutsu Chains/Finishers. Kenjutsu Stance:After preforming any attack or GB from Iaido Stance you enter Kenjutsu Stance. This Stance preforms similar to how Kyoshin is now. To go back to Iaido Stance press Full Block button (100ms to switch stances and must be done from neutral)-Your opponent can see your guard and you have guard/can block. -Opener Lights in Kenjutsu Stance no longer have CC/Superior Block. Kaze Stance is removed. Kenjutsu Opener:Opener Heavies can be Soft Feinted into Aoarashi(Bash) by pressing GB.Forward Dodge Kick Removed Aoarashi Bash/Aoarashi Follow Up:Aoarashi Bash can not be GB'ed on whiff.Both the Bash and the Follow Up are 400ms down from 500ms. 400ms Follow Up is nice cause it can be swapped to another person when out numbered and they won't be able to react to it like they could if it was 500ms. Kenjutsu Chains ((Any(Iaido Openers Count), Any)):(Opener Lights and Heavies are just what Kyoshin has now minus Superior Block/CC lights.)Aoarashi: Chain/Finisher Bash, 400ms down from 500ms and confirms Aoarashi follow up. Bash can not be GB'ed on whiff. Finisher Light: UD, 15 damage. Finisher Top Heavy: UB, (Tengukaze Kaze Stance UB Animation) 15 damage. Confirms Fujin Cuts 10 damage. Total 25. Finisher Side Heavy: 700ms. 30 damage. No properties. Kenjutsu Zone:Mujounokaze (Kaze Stance Zone) animation used for this. Trajectory adjusted to better match the weapon visuals. 360 zone attack basically as it should be according to the weapon visuals in game.-500ms and counts as an opener. Comes from Left Side and has no special properties. Recovery Cancel/Chain Fujin Force Zone (Kenjutsu Stance Only):Can Cancel Recovery of Finisher Lights (Non Fujin Cuts), Finisher Side Heavies or Aoarashi Follow UP with Finisher Top Heavy Tengukaze at 100-200ms into recoveryCan cancel the recovery of an non bash attack with Zone. Can also cancel recovery of landed Bashes though. Can not use this move back to back. -Recovery Cancel can be done at 100ms into recovery. (Strict Timing to be used as self peel) -Uses Fujin Force Animation. Has Superior Block on all sides. -500ms, 0-400ms of Superior Block window. Kenjutsu/Iaido Dodge Attacks:Forward Dodge Attack 500ms. While in Iaido Stance Forward Dodge Attack gain Superior Block from 0-400ms.Side Dodge attacks now have a wider hit box to better match Orochi dodge attack. They are the same animation yet one manages to be shittier. (Better Hitbox). While in Iaido Stance Side Dodge Attacks gain Superior Block from 100-400ms. Kenjutsu/Iaido Sprint Attack:500ms (same animation that is used for current Kyoshin)Parry Riposte (Any Stance):Upon parrying press light 3 times preform Fujin Cuts-If in Iaido Stance you will enter Kenjutsu Stance -Recovery Cancel Zone can be used during the Fujin Cuts Feats Reworked:Kagerou: Passive Upon dealing damage, each of your attacks(damaging attack) does an additional 2 bleed damage. Lasts for 10 seconds. During that 10 seconds Superior Blocks reset the timer. \Cooldown of 30 seconds\** \Superior Blocking a move while the feat is on 30 sec cooldown refreshes the Feat and proc the feat to activate\**Hikarimore: Passive Upon taking damage, heal 2 HP per attack(damaging attack) you land on an opponent. Lasts 10 seconds. During that 10 seconds Superior Blocks reset the timer. \Cooldown of 30 seconds* *Superior Blocking a move while the feat is on 30 sec cooldown refreshes the Feat\** Hikari To Kage: For 20 seconds, each of your attacks that lands does an additional 2 bleed damage, heals you 2 HP, and regenerate X stamina (nukekubi regen amount whatever that is). Upon superior blocking an incoming attack the feat's active duration is reset. Mugen Houyou: 140 seconds cooldown down from 180. Spikes deal 30 damage up from 25. Takes 1200ms to hit down from 1366ms. Activation Time now 900ms down from 1100ms. Same pin duration of 2200ms. |
2024.05.12 17:50 playersed Esbern and skytemple issues (multiple)
2024.04.29 14:11 Refrigerator-Gloomy Reviewing the Patch Notes note by note. TLDR Chill the fuck out guys
2024.04.29 11:30 Waelder 🛠️ Patch 01.000.300 ⚙️
🌎 OverviewFor this patch, we have made improvements and changes to the following areas:
⚖️ BalancingGeneral
EnemiesBalancing adjustments have been made to:
We unintendedly had non-linear scaling of the patrol spawns so they didn't spawn as often as they should have when less than 4 players. The intention is that 1 player has 1/4th of the patrols compared to 4 players, but it used to be that they had 1/6th.
🎮Gameplay
🔧 Fixes
🧠 Known IssuesThese are issues that were either introduced by this patch and are being worked on, or are from a previous version and have not yet been fixed.
Some addendums from Arrowhead:https://www.reddit.com/Helldivers/comments/1cguou0/update_from_ahgs_on_ricochets_and_shrapnel_changes/https://preview.redd.it/j5pvtj1z7vxc1.png?width=776&format=png&auto=webp&s=84024e71c6ceaf4bc12ef54c18b22cc65c2e3637 https://www.reddit.com/Helldivers/comments/1cfzem7/update_from_worlds_team_on_increased_patrols_fo https://preview.redd.it/h882am438vxc1.png?width=778&format=png&auto=webp&s=f4b7b75444157f11b8ecb1fc85e443fee153370c |
2024.04.29 11:08 KermitTheFrogo01 🛠️ PATCH 01.000.300 ⚙️
2024.04.28 14:14 Dear-Potential2625 My first steps in creating a Chrome Extension , CodeRevX
2024.04.27 16:57 Dear-Potential2625 My first steps in creating a Chrome Extension , CodeRevX
2024.04.27 13:45 Dear-Potential2625 My first steps in creating a Chrome Extension , CodeRevX
2024.04.27 07:40 Rooshirum Game developer & software engineer resume, would appreciate a look over!
2024.04.27 03:54 KirkHammettJigsaw Here You Go Hefty
2024.04.26 15:44 ya-boi-benny Respect Ajna (Indivisible)
2024.04.25 01:10 Love-Long Kensei changes
2024.04.24 00:06 XaviJon_ Assassin's Creed Hero - Hero Concept (OC)
2024.04.23 01:54 Wahter585 I’m new to the format, does this deck seem decent?
2024.03.25 16:55 Silly-Elderberry8751 Working on a fun Wizard deck, could use some advice for the final version!
2024.03.25 16:19 irodov4030 Sheer incompetence! Linkedin apply link leads to the job positng on different platform. Requirements are different between both job postings.
submitted by irodov4030 to recruitinghell [link] [comments] |
2024.03.14 12:19 Affectionate-Lack974 Master Agile Leadership Skills With Professional Training
2024.03.10 09:11 UnboxTheCat A Comprehensive Guide to T-Bagging in Dead By Daylight V1.0
Hello to the survivors in the fog, whether you are a SOLOQ specialist or SWF player. Today, I am writing a tutorial on how to t-bag as a survivor properly in Dead by Daylight without ending as a video with “Karma” tag on Reddit. submitted by UnboxTheCat to deadbydaylight [link] [comments] A bit of introduction about myself: I am a try-hard survivor main who primarily plays SWF in high MMR games (according to the database). I sincerely enjoy playing DBD to the point where I went to work for BHVR (not anymore) to fix a bug related to Dead Hard activation timing. Anyway, that’s about me, now let’s talk about t-bagging. Crouch Keybind (PC only):https://preview.redd.it/khyajidypgnc1.png?width=602&format=png&auto=webp&s=ee03a45271c0a8978f7cfdc1a655d9a241514657 Using the default “crouch” key is a common mistake that I see often among the t-bag newbies. I dislike the design decision of binding the crouch key to “Ctrl” in action-heavy games. https://preview.redd.it/qag2ogvzpgnc1.png?width=602&format=png&auto=webp&s=b9649fc2399128fe980ae084055c879b96d97e8f WHY? You may ask. This is because in Dead By Daylight, the “sprint” key SHIFT is next to the “crouch” key CTRL. You want the maximum control over your character’s movement, which means your ring, middle, and index fingers should be placed on “AWD” the majority of the time. This left us only the pinky finger to control both the SHIFT key and CTRL key, which is awful. https://preview.redd.it/agckiia1qgnc1.png?width=606&format=png&auto=webp&s=9689cd0672ffdf8aead1dfc8be6faa6ab8db2699 Consider the scenario where you are looping a Nemesis (or Huntress, Trickster) in a loop with a safe pallet. The Nemesis can try to cheese you by pulling up his tentacle mid-chase, and you would naturally try to dodge it by pressing the crouch key. During the time when you switch your pinky finger from “SHIFT” to “CTRL”, your character starts walking instead of sprinting, which means you lose some distance. However, if you bind the “crouch” key to other keys that your thumb can control(for example, “C”), then you don’t have to interrupt the pinky finger and result in no distance loss due to mechanical issues. The same concept goes to “E” when activating Dead Hard, I binded it to the mousewheel for the minimum mechanical delay. T-Bag positionhttps://preview.redd.it/p7cin1q3qgnc1.png?width=828&format=png&auto=webp&s=71037937f1c56e53706a8b266268d867e2098fd7 First of all, you want to find the best position for t-bagging. Any enclosed red area is NOT a safe place to t-bag. The killers can have NOED and hit you from the left/right sides, causing your character to fall onto the sideway instead of forward, and being picked up before can crawl out. One way to prevent this is to use gesture animation to cancel the ragdoll effect, but it requires precise timing. The enclosed green area is the recommended t-bag area as none of the things above can happen to you. The purple circle is the best position to t-bag as the pillars limit the space where your character can fall on the ground. WARNING: Some maps’ escaping lines are 1–2 meters behind the pillars, for example, the RPD and Dead Dwag. The pillar is not always a reliable way to estimate the green line. https://preview.redd.it/3scrgyo4qgnc1.png?width=616&format=png&auto=webp&s=7b5bcb08527a4224bfe5151d519ae3cdfbed4a3c T-Baggable Killer Tier ListTiny risk. Pyramid head's range attack may cause the survivor to fall toward unexpected direction.fest for survivors.. After he grabs you with the ability for the first time, the exit gate will be temporarily blocked. Do not panic, the exit gate will unblock itself before Wesker can recover from his power again. Stay calm walk to the purple circle area, and hold W, then you are good to go.S-tier: The survivors have no risks of t-bagging these killers.https://preview.redd.it/h5ostpxzqgnc1.png?width=1274&format=png&auto=webp&s=53929772247c4934be5216dbb2deb00f8949746eThe Wraith: No risk. Just watch out for his body block + NOED. The Hillbilly: S tier No risk. The Nurse: S tier No risk. The Hag: S Tier No risk, as proven by Mathieu. Note: Mathieu is a wholesome person in real life, but the clip is just too funny. The Doctor: S tier No risk, but watch out for NOED. The Huntress: S tier No risk, but watch out for Iridescent Head. The Pig: S tier No risk as long as your Reverse Bear Trap is NOT activated. The Clown: S tier No risk. The Spirit: S tier No risk. The Legion: S tier No risk. The Plaque: S tier No risk. The Ghostface: S tier No risk. But if you get caught, he will t-bag you instead. The Demogorgon: S tier No risk. The Oni: S tier No risk. The Blight: S tier No risk. The Nemesis: S tier No risk. The Artist: S tier No risk. The Onryo: S tier No risk. The Dredge: S tier No risk. The Skullmerchant: S tier No risk, and you should t-bag harder. The Singularity: S tier No risk. The Xenomorph: S tier No risk. The Good Guy: S tier No risk. The Unknown: S tier No risk. A-tier: These killers have very tiny risks of t-bagging.https://preview.redd.it/p23wde0gqgnc1.png?width=112&format=png&auto=webp&s=5f8e7bbe838281e6b3c7e1d39a2219c675e44c5c The Trapper: A tier Tiny risk. Just pay attention to the trap near the exit gate, then you are good. However, many Trapper players like bringing No Way Out + Blood Warden + NOED, so watch out if The Trapper is trying to kill time with a down teammate after the EGT has started. https://preview.redd.it/fpmim86iqgnc1.png?width=98&format=png&auto=webp&s=34a9354a10678f6140edf53f43641e484164ebe0 The Cannibal: A tier Tiny risk. Same as The Trapper, watch out for the Blood Warden + NOED. https://preview.redd.it/swfips23rgnc1.png?width=96&format=png&auto=webp&s=0c916b2a22c32570d45b7c1030ed17193523fae4 The Executioner: A tier Tiny risk. Pyramid head's range attack may cause the survivor to fall down toward unexpected direction. https://preview.redd.it/ymyl27ddrgnc1.png?width=96&format=png&auto=webp&s=12170ff9e417c5c5ebe0afb7dbc882c76272e9b2 The Trickster: A tier Tiny risk. If a survivor goes down due to the blade damage, the player model WILL NOT lean forward but rather perform the dying animation that would take around 2 seconds to complete. Just pay attention to your laceration meter in case going down by accident. B-tier: These killers have moderate risks of t-bagging, and have abilities to block the exit gate for the survivors.https://preview.redd.it/a1ktsy2zrgnc1.png?width=101&format=png&auto=webp&s=837920083a033f207f5e732149b3216960e6ba9c The Nightmare: B tier Moderate risk. Freddy has an iridescent addon: Black Box that can block the exit gate for 15s after opening the exit gate. The killer itself also comes with the perk Blood Warden. Otherwise, you are good to t-bag. https://preview.redd.it/l8bhv2x0sgnc1.png?width=115&format=png&auto=webp&s=628124895d4431e6737f9c3fa872266be4499d3b The Twin: B tier You can not escape if the Victor is on your head, which can lead to some funny things. Certain add-ons can increase the time required to get rid of the Victor, so watch out. https://preview.redd.it/b7yj7e92sgnc1.png?width=105&format=png&auto=webp&s=71d12a3e88d5429a1d4a3b31f91ece1ff31cc600 The Knight: B tier The Knight has a Iridescent Company Banner that can block the exit gate for the hunted player during the duration of hunting. If The Knight manages to do a double hit within that period, then you will most likely die for sure. C-tier: Be very cautious when t-bagging these killers, as it can end up horribly for the survivors but only if the survivors have no idea what they are doing.https://preview.redd.it/s15zluy4sgnc1.png?width=101&format=png&auto=webp&s=a1a6408109c8069e0ac9492f60e00187de5258e6 The Cenobite: C tier The survivors bounded by chains can not escape, and The Exit-Gate-Blocker lingers for 5 seconds after the Chains are removed. If The Cenobite has STBFL, then you are doomed. It sounds easy on paper, but I have died to this killer quite many times due to t-bagging and getting chained to death. Watch out! https://preview.redd.it/c3jecs16sgnc1.png?width=96&format=png&auto=webp&s=b5cc18f6a4451b0eb64129f8063f23606c468083 The Mastermind: C tier Wesker can grab the survivor directly if: the survivor is injured OR the survivor is infected. In addition, a good Wesker player can choose to throw the survivors away from the exit gate by using some sexy Wesker daddy tech. The proper way to t-bag Wesker is by staying healthy AND not infected. After he grabs you with the ability for the first time, the exit gate will be temporarily blocked. Do not panic, the exit gate will unblock itself before Wesker can recover from his power again. Stay calm and walk to the purple circle area, and hold W, then you are good to go. D-tier: Killers that I do not recommend to t-bag. Leave early or keep enough distance if possible.https://preview.redd.it/v7zsmqvgsgnc1.png?width=108&format=png&auto=webp&s=e07edf39ebb4581060463ed98153fe890727b47a The Shape: D tier DO NOT LET HIM GET CLOSE, I REPEAT, DO NOT LET MICHAEL MYER GET CLOSE TO YOU. If Michael Myer has a tombstone, then you will instantly get murdered on the spot. Many Michael Myer will bring Play With Your Food to suppress the “moriable open left hand”. There’s no reliable way to tell if the killer has a tombstone addon. https://preview.redd.it/wb5lg9sksgnc1.png?width=100&format=png&auto=webp&s=a72a9a42e436aab6f0d48bf0fba8bfe4d46de304 The Deathslinger: D tier I do not recommend t-bagging The Deathslinger unless you absolutely know what you are doing. A good Deathslinger player with NOED, Iridescent Coin (apply exposed status), Prison Chain (increase breaking chain time), Bayshore’s Cigar+Warden’s Keys (reduce reloading time) CAN AND WILL pull your character far away from the exit gate before he can hit you again. You are not safe from a good deathslinger player even if you are healthy. I will just escape as far as I can if I am not sure about his perks/addons. https://preview.redd.it/315rjoswrgnc1.png?width=1265&format=png&auto=webp&s=77a532ac4800c0e9e17cae183904728a8a59619f Finally happy t-bagging by crouch, crouch, crouch, crouch, crouch!!! Some quick Q&A: Q: Do you t-bag every killer in every game? A: No! I don’t t-bag the killers who try to win the game with skills except 3-gen players. I don’t mind people who tunnel, slug, or camp because those are valid strategies that are necessary in some cases, and so does 3-gen. But playing against 3-gen players is just miserable and they deserve some good t-bags. Edit: Fixed some typo. Updated The Tricster and The Executioner's tier list. |
2024.02.22 22:36 EuphoriaSoul How do y'all balance IC and Manager and GM duties?
2024.02.16 14:44 tghast Deeprot Villagers