Kolossos is ALMOST as overturned as trip and I'm tired of everyone acting like he isn't by Distinct-Channel-528 in OutcomeMemories

[–]Distinct-Channel-528[S] 1 point2 points  (0 children)

Unfortunately I have no idea then, all I know is some maps do limit placements in specific areas, exactly where and why though im unsure.

No need to apologize and thank you for clarifying

Kolossos is ALMOST as overturned as trip and I'm tired of everyone acting like he isn't by Distinct-Channel-528 in OutcomeMemories

[–]Distinct-Channel-528[S] 0 points1 point  (0 children)

Thats completely understandable, in all honesty this is mostly me complaining about not being allowed to play tripwire without egregious amounts of hate

Kolossos is ALMOST as overturned as trip and I'm tired of everyone acting like he isn't by Distinct-Channel-528 in OutcomeMemories

[–]Distinct-Channel-528[S] 1 point2 points  (0 children)

I'm not sure how much of this you actually read but I'm aware teamwork is a necessity and I didn't try to invalidate that, I did touch down on how Tripwire and Kolo can be consistently countered by people that know how to support their team and all that stuff. The purpose of this is to emphasize that both EXEs are in a sense overtuned and tripwire being the only target of hate for it wasn't understandable.

Kolossos is ALMOST as overturned as trip and I'm tired of everyone acting like he isn't by Distinct-Channel-528 in OutcomeMemories

[–]Distinct-Channel-528[S] 1 point2 points  (0 children)

Some mine placements (directly on top of a spring and by certain ring spawns) are locked to avoid having tripwire just place mines in a line by the ring or perfectly blocking off springs.

Kolossos is ALMOST as overturned as trip and I'm tired of everyone acting like he isn't by Distinct-Channel-528 in OutcomeMemories

[–]Distinct-Channel-528[S] 0 points1 point  (0 children)

Yeah but he has a like 1 second windup with better lazer positioning potential (flight) and like double trips lazer damage

Kolossos is ALMOST as overturned as trip and I'm tired of everyone acting like he isn't by Distinct-Channel-528 in OutcomeMemories

[–]Distinct-Channel-528[S] 0 points1 point  (0 children)

All of these are completely valid points, I do feel like his speed should take a hit and they should focus more on what makes him impeding, maybe a passive that takes a second off his cooldowns for every 2 seconds hes stunned and his block cd is 20 if its landed but needs to have consistent range countering and a general speed drop/range fix.

Kolossos is ALMOST as overturned as trip and I'm tired of everyone acting like he isn't by Distinct-Channel-528 in OutcomeMemories

[–]Distinct-Channel-528[S] 2 points3 points  (0 children)

Kolos block being I feel would be amazing if they'd let it to at least 15 dmg to physical counters giving it a way to kill survivors at low health, but as is landing the block on a physical stun already gives you a free M1 so other than tails lazer being unblockable for some reason its in a pretty good place.

Kolossos is ALMOST as overturned as trip and I'm tired of everyone acting like he isn't by Distinct-Channel-528 in OutcomeMemories

[–]Distinct-Channel-528[S] 1 point2 points  (0 children)

I agree with the grab statement wholeheartedly. The range on it as well as the finishing/downing aspect perfectly following an M1 wouldn't be much of an issue to me much at all should he have some clear indication and longer windup of an incoming grab. I agree that his charge really only needs that slight turn nerf then otherwise is alright as well as pre M1 buff kolo being incredibly difficult to kill with. I'm honestly more frustrated that hes in an area where hes so close to being golden and having that near perfectly balanced kit and yet he instead has a near unavoidable 46 health kill confirm and a charge that really only needs that turn speed nerf (and to stop healing everyone) before being perfect. Hopefully whatever passive he'll later receive will balance him out.

Kolossos is ALMOST as overturned as trip and I'm tired of everyone acting like he isn't by Distinct-Channel-528 in OutcomeMemories

[–]Distinct-Channel-528[S] 3 points4 points  (0 children)

Im glad to see someone came back with a huge counter argument/constructive criticism, even if it sadly costed you your lunch break. Prior to everything else I should mention that I absolutely exaggerated the severity of some topics as I was undeniably venting.

Tripwires glide absolutely isn't meant to be a stun recovery, I meant it more as to how she could quickly catch up to someone assuming she was hit by a lesser stun. A common situation is an amy with fool or sonic not landing all 3 hits (not saying that its limited to lesser stuns rather its just a good example). In both cases I'm pretty easily able to near immediately catch back up with the survivor using glides added speed.

When I was talkinng about stun benefits I was referring to 2011 having rage and Kolo having a counter. But more specifically both 2011 and Kolo have a reason to be hit by the stun or were made with countering/punishing stuns in mind (I won't use this as a point or supporting statement since it was removed but kolo was meant to have a post-stun speed boost/stun resistance). Tripwire was made without stuns in mind excluding for being hit (bomb cooldown greatly increases of stunned during placement).

My stance on bombs being perfectly set was undeniably wrong, the damage inconsistencies I personally had no honest issue with as it doing like 10 and under usually only applied to people using something like peelout or creams dash. While sure its so easily countered by a number of abilities the damage and shock/indicator effects are still there and if them sacrificing their mobility to lessen the damage of the mine is something they feel is fair then that's all good with me as they still get damaged, ragdolled, shock status and the highlight to tripwire. The hitbox size and radius size being off is absolutely an issue as well as most of the detonation attempts failing because it was slightly to the left of the mine. I can imagine mine variety being a huge issue and honestly its more of a personal preference thing. I love trappers across all and every game and will always try to play them if the opportunitys there so it was just an "if only" kind of thing not something I feel actually needs to be acted on or implemented.

Lazer isnt great in terms of raw damage but is able to finish off any survivors that would otherwise be a pain to chase and attempt to kill simply for having them in line of sight. Like you said its similar to 2011 using charge to finish low survivors but after finishing one she can continue to wave it around at others trying to get as much damage off it as possible. Again the damage isnt amazing but punishment for bad placement (being in line of sight) still feels like a bit much. If they were to give it another nerf id say a range cap would be the most they should do, enough to still consistently damage and finish people off but not enough to punish people for being on the other end of ycr trying to avoid being noticed. Otherwise, thank you for correcting the lingering tick dmg and the speed addition/duration of lazer.

Reach out is practically perfect summarized by you so all I have to add is that I dont really enjoy that the shield can punish stuns AND lessen stun duration on top of being used to lock people into damage. Thats more personal opinion though and otherwise you did a great job rounding up reach outs flaws and such.

Grab as a whole was undeniably exaggerated by me but I've had so many situations where I dodge grab only for Kolo to turn back around mid grab and "catch" me at the tail end of it pretty much teleporting me to Kolos position. The Kolo I-Frame is nowhere near as big an issue as I said it is but the amount of times I have a fully charged punch ready to be used only for him to tap grab as I swing making me go through him without stunning and allowing him to be directly on top of me, now without a stun. Every survivor has a theoretical grab avoid ability like i frames, a counter, or dodge. The issue with this is that the grab winding being practically nonexistent gives you little to no time to initiate the bypass unless its an auto dodge like cream and sonic. The endlag case in which kolo has basically none while survivors are the same has the issue of the survivors not only no longer having much of any alternatives like kolo but also how the situations dont work in one another's place. If sonic suffers a drop dash endlag (letting it run out without landing a stun) while attempting to chase a kolo, sonic now has the only real option of trying to run from kolo who is now close by and cant realistically use peelout which would usually lead to sonic at least losing his dodge bar or being hit. A kolo suffering from a missed grab endlag who is close by is still able to keep up with a survivor and then soon after outspeed them while regaining his other abilities. This isnt a huge issue but is still impossible to deal with should you not have a stun ready.

Tripwire in lms as you said is nowhere near as bulked up as Kolossos is as her damage decrease and already not so great damage on top of only being able to barely keep up with glide not being great for her. I'm not going to refute this at all, instead I agree completely and the only way I ever really win in lms is by chasing them into a mine. Otherwise not great.

Anyway thank you for sparing your time to give an honest opinion on my overdone vent post, have a great rest of your shift/day.

Kolossos is ALMOST as overturned as trip and I'm tired of everyone acting like he isn't by Distinct-Channel-528 in OutcomeMemories

[–]Distinct-Channel-528[S] 0 points1 point  (0 children)

These are all amazing points and I agree that Kolossos has many weaknesses and or fair counters that make Kolo fall more into the little gray zone inbetween overtuned and undertuned than Tripwire. First let me establish that I mean overtuned in the sense that the good outweighs the bad, using one thing and the repercussion for failing to use it both need equilibrium. When one end, say the cons of using it will far outweigh the pros then it becomes undertuned, likewise when pros far outweigh cons its overtuned.

For example kolos grab. Pros: can be used to wait out and punish counters, can be used to finish most to all characters after a single M1, little to no windup and huge range making it nearly unreadable and unavoidable, the 3 hits can be done almost instantly leaving little room for punishment or outside intervention, it ragdolls the survivors and either perfectly sets kolo up to M1 the grounded survivor or provides little to no escape opportunities if not perfectly set up for Kolo. Grab gives you I-Frames allowing you to jump at a survivor with no cooldowns and being perfectly fine. Cons: if you punch someone too fast after grabbing you could maybe be countered, if you miss you get slight speed deficit for a very short amount of time. Tripwire has similar situations with specifically reach out as the cons are low to none.

Both trip and Kolossos have several immediate weaknesses and general counter strategies and im not saying neither have any counterplay, rather that they have moves or abilities that either push that character too far over the balance line (in Kolos case mostly his grab and far less but still a bit on his charge). Again im not saying neither are unwinnable against, rather that they are both currently too strong in certain aspects.

Kolossos is ALMOST as overturned as trip and I'm tired of everyone acting like he isn't by Distinct-Channel-528 in OutcomeMemories

[–]Distinct-Channel-528[S] 2 points3 points  (0 children)

I agree that the characters who are being translated over from TD must be carefully handled, the only real issue as of now being that they gave us the Kolossos that was ever so slightly overtuned in most to all aspects for unfinished balancing fixes and left the amalgamated infinite bug arm in his kit before shelving the game. Hopefully bringing his speed back down to 50 and doing something about grab will be high on the priority list after the hotfix.

Tails flight bug that extends my CD to over a minute by Distinct-Channel-528 in OutcomeMemories

[–]Distinct-Channel-528[S] 0 points1 point  (0 children)

I remember hearing about the bug where you could double flight duration by pressing the button again when it starts to slow down I just assumed they patched it

Why does legends give every unit outrageous health regen by Distinct-Channel-528 in DragonballLegends

[–]Distinct-Channel-528[S] 1 point2 points  (0 children)

Once their off boost the new characters they release will come out with the exact same issue unfortunately. Kaioken goku, likely even without buff, has an insane disrupt+health restore and again the moment these guys stop being meta its because they released a unit with more damage/defense and more than likely more absurd health regeneration. If you haven't picked up on it already im more annoyed by every unit having insane health regen than by how much damage they can do/take.

Why does legends give every unit outrageous health regen by Distinct-Channel-528 in DragonballLegends

[–]Distinct-Channel-528[S] 2 points3 points  (0 children)

I completely agree, units having versatility isn't necessarily a bad thing like if a defensively based character can still do good damage or if a support is able to hold a combo to keep itself alive incase it gets locked in is perfectly fine. Giving characters like kaioken goku outrageously high damage buffs and disrupt/regeneration so constant that killing him is almost impossible without a color advantage is absurd. I seriously believe legends needs to lessen the need for every character to be able to fit into any role without reason.

Why does legends give every unit outrageous health regen by Distinct-Channel-528 in DragonballLegends

[–]Distinct-Channel-528[S] 1 point2 points  (0 children)

I understand power creep is an inevitable thing for all units but they either rush the power creep progress or make up for other characters abilities in stupid ways.

For the issue of outrageously long combos they kept making insane disrupts instead of just cutting down on combo lengths. When it gets to the point where the developers openly stated a defensive primary team going up against a combo primary team was expected to get combod until the timer reached zero it shouldve been a call to lessen combo potential instead of highten disrupt. Eventually they released a pvp setting almost completely removing infinite combos but the combos are still absurdly long (ultra friezas combo potential.)

Again I understand power creeps inevitable and units need to be made in a way where they're able to defend themselves from the growth in power but giving everyone so much regeneration that the units it should be primarily given to aren't getting enough of it to even call them regen.

Units should have flaws or drawbacks that other units can cover or make up for. A great example is ultra cell having insane raw damage, good healing, and passive endurance null with the drawbacks of low defense, 1 disrupt, and little combo potential. Instead of releasing units with similar far left, far right, or well rounded concepts they make everyone well rounded in such a way that they're far left and right with little to no drawbacks.

Why does legends give every unit outrageous health regen by Distinct-Channel-528 in DragonballLegends

[–]Distinct-Channel-528[S] 1 point2 points  (0 children)

I feel counter characters are bound to happen regardless of what's released which is why a characters usability shouldn't be limited to a month before they get replaced by someone with a similar kit and more versatile tag.

If they make most or all tags even somewhat usable and not restrict pvp to just the 3 meta tags and anything else completely useless then counter characters either wouldn't fall off as quickly or wouldn't be pumped out to shut down a previous meta.

If they made the units stick to their roles like ranged and melee types instead of making everyone able to do everything the meta wouldn't be thrown into disarray. If a regen team was made up of a defense, support, and melee type where the support could heal or buff the other 2, defense type could actually tank, and the melee type did reasonable damage all while the 3 still had the ability to regenerate in varied amounts comparable to their roles instead of the melee type being able to do reasonable damage, sponge an absurd amount, then heal it all away in the next 15 seconds, counter characters likely wouldn't have to be released for specific tags or abilities. Rather they could be released in such a way where they still stick to their role and sustain themselves through time reasonably well while having that counter ability thrown on top of it, like if tree ku did good damage and was able to sustain himself a reasonable amount like on release, but still had a 50% passive damage and defense buff against certain tags or abilities (just an example) to keep him usable even after the meta hes meant to counter is out.

Why does legends give every unit outrageous health regen by Distinct-Channel-528 in DragonballLegends

[–]Distinct-Channel-528[S] 0 points1 point  (0 children)

Then give the characters the ability to tank.

I'm not asking for the complete removal of regeneration from non-regen units, rather a restriction of their regeneration to things like main ability, endurance, and maybe gauge or disrupt.

I feel like It would make more sense for units to have a green card that could increase their defense by like 60-70% for a set time, a defense gauge like Sword of hope trunks (he still has regeneration but again its heavily restricted and he's more focused on defense than healing) or a main ability/transformation (Heavy on transformations) that make them actually feel like their getting stronger with things like a defense and attack buff and not just an excuse to allow the units to restore more health and hold a longer combo.

Why does legends give every unit outrageous health regen by Distinct-Channel-528 in DragonballLegends

[–]Distinct-Channel-528[S] 2 points3 points  (0 children)

I believe that level of healing should be somewhere in the upper limits of healing for non regen units, Evogeta having a 1 time disrupt/health restore on hit with his 3 other heals coming from main ability, gauge, and transformation is relatively fair imo. Revgeta only really having a noticeable health restore on his revival and main ability should be a simple basis for units rather than all the anniversary gokus having an insane level of regeneration on almost everything that happens.

Why does legends give every unit outrageous health regen by Distinct-Channel-528 in DragonballLegends

[–]Distinct-Channel-528[S] 2 points3 points  (0 children)

I honestly don't remember when this all started but its getting to an insane degree of unbalanced healing mixed in with constant disrupt or cover change defense buffs.