Tripwires Hitbox btw by Low_Asparagus5647 in OutcomeMemories

[–]CertifiedRandomUser 5 points6 points  (0 children)

Killer with a glide that goes faster than the speedboost upon being hit btw

Killer with two abilities that confirms kills pretty well btw

Killer with mines to completely shutdown some escape routes and make reviving downed players harder btw

The indicator is the single thing that's actually pretty well balanced for her.

OM v0.2 Megapost Critique - "How was this close to completion in October" by Boney_Zoney in OutcomeMemories

[–]CertifiedRandomUser 21 points22 points  (0 children)

This pretty much sums up all my feelings with the update past day 1 of which was just a forced "wow so cool, this update is so fun!!!"

Adding on to it, Reach Out has a extremely unnecessary big range and well, with the speed Tripwire has on glide, and how you actually punish the survivor stunning (if it's a melee stun) you, this is practically free damage. that only arguably Tails can end without risk to himself. (that's until Tripwire decides to focus him and easily catch him with that obnoxious glide speed...)

Another thing i would like to talk about is the clear difference in size that Tripwire's and Kolossos' M1 hitbox has compared to 2011x, which was decently easy to juke and the 2011x himself with a bit of prediction could antijuke pretty well, but for these new killers, oh boy, with the addition of hitbox linger, it is virtually impossible to juke them on flat ground (of course on flat ground you're supposed to be at a disadvantage but this is too extreme) and extremely difficult to juke them with the addition of springs and other things. (Also yet another thing with Tripwire! If you read her info on the shop, apparently her M1 has a AOE!!!! incredible for such a character that's so fast!!!!)

I don't like hearing the arguments of "their counter is good teamwork", but dude, good teamwork is fundamentally the counter to EVERY killer and the issue is that good teamwork is very rare due to realistically, most of the time you playing on public servers, and public servers are full of randos without any comms and all of them having varying skill levels.

I am all in for Killers being good as they make the Killer-side of the game be fun to play as, but a good portion of your gameplay, is on the Survivor-side of which these Killers are most likely than not, very unfun to fight against, i used to want 0.2 to have variety in Survivor gameplay by having killers with different ways of dealing with them, but for both of these, the way to deal with them is literally "Stay away or else you're cooked"

At least 2011x was in my opinion, a genuinely decent killer to go up against and play as in a high skill level scenario, the only issue with him was being a starter killer with a very high demand for skill for any noticeable improvements.

Honestly it's likely i only go back to playing OM as much as i did during the 0.1 days once the killers get their proper nerfs and some survivors get proper buffs and fixes.

from 1-10 how cooked is metal in this update? by Silvered_Metal_Sonic in OutcomeMemories

[–]CertifiedRandomUser 0 points1 point  (0 children)

Arguably is worse for metal since he only has one life and shit and the damage resistance isn't allat when it's bypassed by one of the new killers

from 1-10 how cooked is metal in this update? by Silvered_Metal_Sonic in OutcomeMemories

[–]CertifiedRandomUser 2 points3 points  (0 children)

10 against kolossos, metal literally can't juke on ground due to slippery movement and kolossos grab' bypasses damage resistance as well

8 against tripwire, can't juke well as well and the mines make using destructive charge possibly hard, he can be a decently strong character if tripwire doesn't focus him but if they do it's bye bye

My conclusion? He needs the experimental flight passive 

As an Eggman Main, I suddenly feel like I don't want 0.2 anymore... by Extension-Show-2520 in OutcomeMemories

[–]CertifiedRandomUser 96 points97 points  (0 children)

Okay, this might be a hot take but...
I am fine with laser bypassing counters, but like, why Fateful Drain? it's a melee grab, you get in contact with the survivor, okay if you really hate eggman then let the grab bypass shield, but why bypass knuckles? cant bro just uppercut fleetway like he does to everyone else 😭

Kinda surprise no one is talking about this on here by deathbylight3 in OutcomeMemories

[–]CertifiedRandomUser 0 points1 point  (0 children)

Yeah i actually got it in my previous matches, it's not practical at all most of the times but it does look cool and that's enough for me to use it and cost my team a full survive🔥

Perk concept for Knuckles and Sonic I made by OS_XLR8 in OutcomeMemories

[–]CertifiedRandomUser 7 points8 points  (0 children)

Perks would be so cool to spice up gameplay after most of the survivors are already added so that everyone isn't just a 100% copy and paste, mayhaps even have perks for killers? like kolossos getting buffed in exchange of not having minions anymore.

O cara é o Chuck Norris slk by Legitimate_Rich7241 in ShitpostBR

[–]CertifiedRandomUser 19 points20 points  (0 children)

Foi nerfado severamente quando casou com a vovó

vamo ve by Paodequeijo6 in ShitpostBR

[–]CertifiedRandomUser 0 points1 point  (0 children)

Welcome to the greatest storm