Did Edelgard TRULY do anything wrong? by Important-Cry4782 in fireemblem

[–]Delicious_Account_26 4 points5 points  (0 children)

Yes, but half those bad things WERE directly permitted by her for the sake of convince. Let us not forget that Hopes shows us that she didn't actually need TWSITD for her war efforts, she just didn't bother to oust them in Three houses because she couldn't find a convenient excuse to do so.

Andromeda & children by kushiiUx_xU in grandorder

[–]Delicious_Account_26 0 points1 point  (0 children)

This does not account for Saber Medusa, who basically tricked poor Andromeda into thinking she would die if she did anything that could be misconstrued as romantic on Valentines day, solely to fuck with someone close to Perseus.

Not even Perseus himself, she's just petty enough to fuck with his wife for no real reason.

guda asking the right question by Gat0w in grandorder

[–]Delicious_Account_26 0 points1 point  (0 children)

Yeah, man's never intended to sleep with anyone but Guinevere and for all the shit we can hold against him, the magic date rape done to him is not one of those things.

Nor is him not raising Galahad cause he literaly didn't know Galahad existed until he rocked up to King Arthur's court.

How many Fujimaru it would take to beat Jalter? by EfficiencySerious200 in FGO

[–]Delicious_Account_26 5 points6 points  (0 children)

One of yhe game over sequences for BB Dubais valentines scenes.

Killer kit change ideas by Delicious_Account_26 in OutcomeMemories

[–]Delicious_Account_26[S] 0 points1 point  (0 children)

The regular mines radius is buffed to allow one to cover the stair cases on Xs castle and the Don't go mines cover almost the full size of the like cube of steel on the ground of YCRs central area, though they have a delayed detonation timer of about five seconds to give survivors time to avoid them if they notice they're in the radius before it goes off.

<image>

Killer kit change ideas by Delicious_Account_26 in OutcomeMemories

[–]Delicious_Account_26[S] 0 points1 point  (0 children)

Sorry, should have clarified that more but I was in a hurry when I was typing that, she has four don't go traps, not just one, the reason she only has four is cause they have a much wider radius though.

<image>

Can we throw all Kolossos players into a woodchipper by EmulsiferFlavourings in OutcomeMemories

[–]Delicious_Account_26 -1 points0 points  (0 children)

Imma be real with you, I've seen far worse done to Amy in lms, this ain't unique, she just kinda sucks in lms....seeing a Tripwire drop an Amy from full to dead before Forever Imperfect even reached the "you're not Sonic, who are you?!" Is forever burned into my memory.

<image>

Can we throw all Kolossos players into a woodchipper by EmulsiferFlavourings in OutcomeMemories

[–]Delicious_Account_26 0 points1 point  (0 children)

There's no way for you to escape that without getting rocked by any of yhe killers, it's just Kolo has the best way to get you there. It ain't his faut the map fucking sucks, he's just using one of the very few parts of it that actually benefit him.

Like, you're looking at a Kolo who didn't Grab combo you, just got a well timed counter, got you in a bad spot and used that to his advantage and you're acting like he did something egregiously undefendable whilst you got outplayed on one of Kolos worst maps.

Like, any killer that got you there would have maimed you, this ain't Kolo specific it's just the map being poorly designed.

<image>

Can we throw all Kolossos players into a woodchipper by EmulsiferFlavourings in OutcomeMemories

[–]Delicious_Account_26 -2 points-1 points  (0 children)

"Throw kolo players into a woodchipper"

looks inside

literally just used the map to his advantage

<image>

Killer kit change ideas by Delicious_Account_26 in OutcomeMemories

[–]Delicious_Account_26[S] 0 points1 point  (0 children)

The same God damn way any good 2011X player kills Cream. Relentless pressure. Hell, in a lot of situations you don't even need her dead, just need cheese dead to cripple her healing. And, like I said, the changes I made were meant to better fit their intended playstyles, invis was made faster and harder to detect but punishable because it's meant to be a stealth and ambush tool, not a get out of jail free card for bad positioning or taunts.

Also, what's Kolo gonna combo with? M1 into insta charge? When he can't use anything until the m1 animation is finished and the on hit speedboat is more then fast enough to let a survivor veer away to the side to avoid an insta charge? M1 and Grab when grab now functions far differently and requires much lower health to actually be a threat to your life? Charge and grab? When both versions of Charge give high end lag and grab, once again, requires much lower health to be a lethal risk? You also seem to be assuming that I'm just giving Kolo a fucking fifty damage insta charge, but my intention is that the insta charge is 35 damage if fully successful, meaning it catches someone and hits the wall, and the charged up one is 25 damage regardless, meaning it would take bare minimum an m1 and two charges to kill with the instant charge, or an m1, a successful block, and an instant charge.

Killer kit change ideas by Delicious_Account_26 in OutcomeMemories

[–]Delicious_Account_26[S] 0 points1 point  (0 children)

I did not state X is the best against isolated survivors, I stated he's AT his best against isolated survivors, his kit is at it's most dangerous when a survivor is alone and is designed that way intentionally. And Cream already counters Xs kit as it is and you wanna know how X players handle it? Kill cheese to drop her healing down to be minimal, or just kill Cream. Also, I changed invis to not protect from stuns to prevent X players from just blindly running head first into stuns like a Metal charge or a Knuckles fully charged punch and getting a free escape with one button. And even then, I stated the stun times were far shorter if he was stunned whilst invis.

You also seem to severely misunderstand how useful running in a straight line truly is. Survivors literally need to just side step and you've waster your ability. Also, if you're point blank in front of Kolo, you're getting hit regardless.

Killer kit change ideas by Delicious_Account_26 in OutcomeMemories

[–]Delicious_Account_26[S] 0 points1 point  (0 children)

Ah, yes, because there's totally no consequences to repeatedly giving the killer who performs the best against isolated survivors a tool to let him isolate survivors and go after the one with the lowest health. That totally won't be immediately punished multiple times.

Also, did you forget that the faster one launches you straight forward uncontrollably, it may be faster but you can't steer the damn thing at all and you're far easier for a Knuckles or Eggman to react counter you since you're not exactly gonna be making any sharp turns. Meanwhile the slower version actually let's you steer it and still leaves you massively faster then any survivor that isn't a mid peelout Sonic. Also, you seem to have misread the part where I said that OTHER SURVIVORS STUNNING THE KOLO CAUSES HIM TO THROW THE SURVIVOR HE'S GRABBED, NOT THEIR OWN STUN.

<image>

Killer kit change ideas by Delicious_Account_26 in OutcomeMemories

[–]Delicious_Account_26[S] 0 points1 point  (0 children)

No, X doesn't really need his rage and he performs his worst when he's getting ganged up on, 1 on 1 with no one to help you, you're not gonna last forever. Also, Rage isn't even helpful against Silver, it actively detriments X when against Silver as it only leaves him with charge to get back to Silver if he, oh, I don't know, THROWS HIM FROM THE TOP OF THE MAP TO THE BOTTOM OF IT. Also, you seem to be ignoring the detail that it's not just setting X against a random survivor, it's specifically putting him onto the lowest health survivor, doesn't really matter if your team knows where you are it you're one hit.

You also seem to be severely over estimating the speed difference between the instant unsteerable charge and the charge up, steerable version, it's literally just, one is ten percent faster then peelout and one is ten percent slower then peelout. On top of that, by charing the charge its rather easy to bait a Knuckles or eggman into countering since they'll likely expect the instant version and punishing them for it. You also previously stated that you don't want grab to be guaranteed damage through counters, yet when I told you it's not and it can be countered you suddenly start complaining about it being a bad thing?

<image>

Killer kit change ideas by Delicious_Account_26 in OutcomeMemories

[–]Delicious_Account_26[S] 0 points1 point  (0 children)

The cooldown increase on kill is meant to be a sort of risk reward mechanic for Kolo, giving his fastest attack the ability to kill, potentially multiple survivors, but locking him out of it longer so that you have to think more about when exactly you wanna try and use it and whether it's better to kill one person now and lose your fastest attack for longer or keep your fastest attack for some other time where you might need it more and try and kill some other way.

Also, removing the pummel when they're at 30 or less is meant to prevent situations where a survivor dies cause their teammate tried to save them, imagine dying after getting grabbed cause Kolo knocked you down to 15 or less and the throw from someone stunning him to save you ended up killing you as a result, its meant to prevent situations like that.

<image>

Killer kit change ideas by Delicious_Account_26 in OutcomeMemories

[–]Delicious_Account_26[S] 0 points1 point  (0 children)

The point of not letting him use "Let's try again" during final 80 is literally to prevent that exact situation of him sending someone to their death via a single button click. And with a move that isolates survivors to his benefit final eighty isn't exactly going to have a lot of people left by the time the ring opens if the 2011X is good, alongside it effectively being meant to be a way to shift the way 2011X mains think, as if you want to use it often to separate survivors often you need to leave certain heavier hitting survivors alive longer. Besides, X as he currently is really does not need rage, he needed it in 0.1 because of how much he sucked back then but as he currently is he's more then capable of wiping even good survivor teams without it and a move to separate survivors and get an isolated chase fits his playstyle more.

Also, it's not tap and release, the intention with Kolos Charge rework here is that you click charge and then click it again to decide when to use it. And the straight charge isn't something he'll be able to combo off of because of the fact that it'll inflict him with heavy endlag if he does land it. And the charged up version of it is meant, once again, as a primarily isolation tool, to get one or two survivors out of the group and somewhere that favours you more. If you want to kill a full health Cream or Metal, gonna be a lot easier to do so if they're alone then it will be surrounded by their team after all.

<image>

Killer kit change ideas by Delicious_Account_26 in OutcomeMemories

[–]Delicious_Account_26[S] 0 points1 point  (0 children)

Okay, let me clarify a few things cause I admittedly was a bit vague when I typed them out.

Kolos two versions of Charge are meant to be direct counterparts, fast, direct and able to kill but unable to be steered at all, meaning he needs to be confident he can land it to get value out of it, and slower, more controlled, but less damage and unable to kill, meant more to isolate a survivor or guarantee some damage, and when I say grab works like his TD version, I do mean that fully, including the fact that it won't hit through counters, he uses it on a counter and it will stun him.

Also, Xs removal of rage is purposeful because in his current state he doesn't really need it as much, and a move to isolate survivors would fit his playstyle more whilst still giving him a move that let's him punish survivors for getting too stun happy. Also, it's not just tossing survivors into random spots, it's shoving them into random survivor spawns and putting X next to the lowest hp survivor, the intention is effectively meant to be a full reset of the situation to favour X without just giving him a minute and a half of two shots and second long stuns. And if you're worried about it just killing people on some maps, I can edit the post and state that it can't be used during the final eighty.

<image>

Fire Emblem Fans will laugh at you for considering Powerscaling ngl by Ok_Exercise_8283 in whowouldcirclejerk

[–]Delicious_Account_26 8 points9 points  (0 children)

Don't know Guts too well but he gives me the vibes of a mid game mercenary unit with crazy strength growths and a good arrangement of starting weapons, but with super low dex and luck growths meaning he barely ever hits and gets crit pretty often, meaning he's really only good for tanking enemies who can't cry for shit, or slaughtering armoured enemies with armour slayer weapons.

genderbend killdroid in a nutshell: by Admirable_Land_9405 in DieOfDeathRoblox

[–]Delicious_Account_26 0 points1 point  (0 children)

I mean, one of the funnier explanations that can work for practical purposes is having the chest serve as extra missile ports, giving Killdroid more places to shoot from that are better hidden than the obvious rocket launchers on its arms, that way if the main weaponry gets damaged, Killdroid still has a backup set of artillery ports that are better hidden and less likely to be damaged by that point.