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John Doe is a Powerhouse! | John Doe Analysis | Roblox Forsaken скачать в хорошем качестве

John Doe is a Powerhouse! | John Doe Analysis | Roblox Forsaken 3 месяца назад

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John Doe is a Powerhouse! | John Doe Analysis | Roblox Forsaken
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John Doe is a Powerhouse! | John Doe Analysis | Roblox Forsaken

Squint your eyes, and maybe this video becomes a guide. I certainly love John Doe more than many other people. He's just so handsome... All songs are from Forsaken, and a good majority of them are from John Doe's chase themes, and absolutely ZERO I made myself; I'm TALENT-LESS!! GAME LINK: https://www.roblox.com/games/18687417... SONG PASTEBIN LINK: https://pastebin.com/hu9Rg8du John Doe Final thoughts: ----------------------------------------------------- John Doe is easily one of the most powerful killers in forsaken purely due to corrupt energy. Sure he had one of the roughest starts early on, but for some odd reason the developers really wanted to buff him like 4 times. Now while he's a lot more easier to manage, he still is complicated to use. Corrupt energy still needs a ton of thought to use, Digital footprint is something you need to be aware of and constantly change throughout the match, and 404 error is quite literally just a parry now. I do think he needs a nerf though, and by nerf I mean reverting him back to what he was prior to the unstoppable rework. The faster spikes just endorse an unhealthy playstyle for John Doe that's so easy to counter. Sniper John Doe is strong at certain scenarios, but not every. The faster spikes and decreased endlag also means that he isn't as punished for messing up a wall, but I certainly don't like the faster spikes. He can keep the endlag as once again, the distance survivors can make is still a lot of distance, regardless if they get hit or not. However the faster spikes just makes it easier to mess up and create gaps when turning it. Him having a ton of things on him makes him an incredibly complex killer that has so many scenarios that every match with a John Doe will never be similar. One match you could have a digital footprint here or there, or have a sniper John Doe and other things. To entirely list his abilities is to easily overwhelm any newcomer. He has a passive which punishes sentinels, a trail that damages survivors when stepped on, a wall which can be used as a sniper rifle or to cut someone off, traps which can be disabled but gives John Doe speed, and a parry that doubles as an ESP move. Compare that to someone like Coolkid who is like...press walkspeed override at a specific moment. Or 1x who is literally just spamming "good aim" anytime the mass infection randomly assassinates an Elliot crossmap. John Doe is not a weak killer, but VERY manual and requires so much more brain power than ANY other killer. Yeah, Noli also has 5 stars but not only does he have a controllable walkspeed override, but also a teleport to get him across the map, and one of the best stealth kits in the GAME. But that's for the Noli video so stay tuned for that! John Doe is the hardest killer to play, but is by far the most rewarding out of any killer currently. The ability to Instakill is such a powerhouse of an ability that it alone WILL define a good John Doe player from a bad one. Also can I see more John Doe's in my lobbies? I haven't seen one in such a long time, as a matter of fact I haven't seen one in like 2 weeks. Edit1: I found a new tech I didn't mention! Okay, so you remember the fling tech right? Where you look at a complete opposite direction from your target and then make spikes burst from underneath them with good timing? Well why not make use of the first few spikes? If the opportunity calls, you can actually block two paths off with just one corrupt energy. The first one would be right next to you, allowing for the first few spikes to block that path, and then fling to the other path and block that area off with the later spikes! This works best if you want to sorta make a death cage with you and the survivor. I just did this in the Main building in the Tempest map since that has only two doorways. While incredibly niche, it can literally guarantee a kill and allow for an easy chase reset! Maps I'm guessing that would heavily benefit from this kind of tech would be Brandons (Main Building/white buildings), Glass Houses (Main Building), Tempest (Main Building), and maybe some more! The only downside to this tech is that it's limited to two paths only, trying to block more than that is a lot harder to do, which makes it niche. ----------------------------------------------------- I started making this video 3 weeks ago, and quite honestly surprised that I got it finished as quick as I did. Maybe it's because I wasn't too heavily focused on adding jokes, and much more leaning towards actually providing input with B-roll. Also super sorry about the audio, it's still something I'm tweaking and experimenting with; My editing software sucks ASS with audio in specific 🥀 Anyways, ty for reading if u did, Hasta Manana chat 😝 TIMESTAMPS: 0:00 - Intro 2:56 - Honeypie 💖 3:21 - Pt1: At His Worst 3:57 - Pt1: At His Worst (Problem #1: Windups) 10:16 - Pt1: At His Worst (Problem #2: Chance) 14:47 - Pt2: CONTROL 22:27 - Pt3: Conclusion 28:46 - Outro

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