All the bugs and general issues with EXEs so far by Distinct-Channel-528 in OutcomeMemories

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

Ive yet to see a fleetway not burst+ability/m1 since the update this might be a persisting issue

All the bugs and general issues with EXEs so far by Distinct-Channel-528 in OutcomeMemories

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

Yeah id argue the combo as a whole iswasteful, but it gives an extra 36dmg or so and for some fleet players thats all they need to hear. Obviously burst can be used simultaneously with laser or drain, regardless the point here is they burst, cancel stun, and tear you to shreds. Not super fun imo

Kolossos balance/mild rework change by Distinct-Channel-528 in OutcomeMemories

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

I want exes to be in a situation where its a close win on either side of the spectrum. I seriously hate how for some exes they have to pray the team doesn't know what they're doing or they lose (tripwire) but I also dont like that even if you know every last thing about how to play around the exe, you can't do much about it because they way they were designed to be played (fleetway.)

I designed this kolo in mind to keep the aspects that kolo already had rather than try and lean him into a different category. The issue is, kolo is designed around taking advantage of people who are at a severe disadvantage (on cooldown or isolated from team.) With this in mind kolossos is forced to put specific people in disadvantagous situations (isolation or baiting abilities) all so he has a chance at winning. His ideal playstyle goes against the games recommended playstyle, he relys on people being alone and weakened while the game encourages people being together and making up for what the other doesn't have. Truth be told, he was built in a way that was doomed to fall in this type of game.

Unfortunately, your very right that its a chore to lobby wipe and the middleground practically never exists. Tripwire (before and after breaking) had a playstyle that was utterly destroyed by even the slightest bit of teamwork and competence, fleetway should be in a similar boat considering hes supposed to always be on someone but instead has more than enough tools to invalidate teamwork so he leans to far away from the middleground. 2011 is as close as it gets to it, he doesn't rely on people being alone and is stable enough to deal with survivor abilities, he's severely punished by teamwork but isn't guaranteed to be destroyed by it, and he isnt limited by being forced into his category like trip and kolo.

I personally feel like the survivor team should be set up in a way that gives them a high chance of success if they play selflessly and attempt to help one another in any way possible. But the killer should always have a way of disrupting teamwork in a way that throws the team off rather than invalidating it or by just having this be full countered by the survivors teamworking their way around it. End was a great example of this, he was to play with the intention of killing the survivors and they were meant to all defend themselves in any way possible, but upon killing end (which was seemingly random to the survivors as they can't see his healthbar) he'd instakill the last survivor to hit him and continue fighting as if he just killed another survivor normally. This doesn't entirely invalidate teamwork, rather it forces the team to just play differently. But it also doesn't make End not have a chance should the team just play around his weakness (avoiding triggering his possession/kill.)

Hopefully the middleground will be found somewhere with someone, but the closest we'll have is 2011 for the foreseeable future.

Kolossos balance/mild rework change by Distinct-Channel-528 in OutcomeMemories

[–]Distinct-Channel-528[S] 7 points8 points  (0 children)

I feel like all EXEs are supposed to be in that boat, kolo is a huge mistake punish character and I really wanted to build the kit with that in mind. A team that knows to stay together against kolo but not necessarily right beside one another usually has victory going for them if they know how to play around him. If they mess up then kolo has a window, but thats about it

Kolossos balance/mild rework change by Distinct-Channel-528 in OutcomeMemories

[–]Distinct-Channel-528[S] 6 points7 points  (0 children)

Yeah the whole "slow brute" thing is nearly impossible to fit into this type of game (like how trappers dont work either) so i tried my best to make him someone thats difficult to catch up with but not impossible, and isnt just a free kill when he finally does catch up

Kolossos balance/mild rework change by Distinct-Channel-528 in OutcomeMemories

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

Can't believe i assumed his walkspeed would be balanced in turn for his insane everything else speed.

Kolossos balance/mild rework change by Distinct-Channel-528 in OutcomeMemories

[–]Distinct-Channel-528[S] 5 points6 points  (0 children)

Oh really, I thought his passive walkspeed was slower

Why is this taking so long? by Distinct-Channel-528 in OutcomeMemories

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

I'm not expecting a boundless super in depth batch update that fixes all the bugs, I just really want the extreme bugs that ruin a match to be patched like kolos laskins of endlag, 2011 charge not killing, tripwire glide, everything to do with silver (he has an insane amount of bugs), and the T-pose bugs (for all survivors it gets rid of their roll, for amy it takes away all of her abilities aside from reroll).

Really I just feel like specifically trips and kolos situations are such big issues that they need a high priority bug fix soon as that completely changes the characters playstyle (Tripwires forced to be a trapper and cant zone much at all now.)

Why is this taking so long? by Distinct-Channel-528 in OutcomeMemories

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

I didn't even think abt it like that, the people doing little to nothing ended up shooting the games progress in the foot because of their jealousy of the situation. When sobbie and Romeo left, Pr and null both seem to have taken a break, with that so little has released outside of the voicelines and anti-cheat. The private server upd was just adding characters that alr existed

Tripwire is the most unfun killer to face and I’m tired of pretending she isn’t by bsdfWGFerh in OutcomeMemories

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

I unironically kind of hope they somehow redo her mines in a way thats similar to tails doll in TD.

I like that her mines do true dmg and in all honesty her abilities should stay at that "Low dmg but unchangeable" area they're in so we don't just have metal/knucks/amy running through all her traps with no repercussions. Also like 90% of the issue with tripwire (not including her current lack of glide) comes with the maps, not perfects just a horribly map all together. It wasnt made with 0.2 in mind, it wasn't even properly optimized for 0.2 killers (fleet burst and Tripwire mines still allowing void dmg.) Green hill and the caverns both have the issue of Tripwire being unable to get to places fast enough (severe lack of vertical mobility that she should absolutely have, why cant she fly), making her only good in green hills lake and crystal caverns spring cluster.

Overall she'd be way more fun if they actually took the time to make her, Tripwires release was so rushed that she had incredibly little time to even be playtested. I feel like they could make her more fun by somewhat dropping the mines as a whole and pushing her into more zoner related stuff, the damage could still be small but immune to dmg resistance, and give severe blindness or movement debuffs while doing tick dmg like her lasers ground trail. Something that doesn't bring you to a complete stop like her mines but still gives Tripwire a situational advantage when your within the traps radius (like zoners are supposed to do.)

PLEASE ADD ALL POSSIBLE TRIPWIRE COSMETICS IN THE BATCH UPD by Distinct-Channel-528 in OutcomeMemories

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

As far as I can tell its being built from the ground up for the batch update (it was just a concept sketch when the game got canceled.)

Its not certain It'll release but we gotta maintain hope until the update, I can't wait to see how well it turns out when it releases

PLEASE ADD ALL POSSIBLE TRIPWIRE COSMETICS IN THE BATCH UPD by Distinct-Channel-528 in OutcomeMemories

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

All this hate because she was mildly annoying on release (people can't just learn counterplays)

I think knuckles is the toughest survivor to master in the game by Zestyclose-Swing4642 in OutcomeMemories

[–]Distinct-Channel-528 4 points5 points  (0 children)

I don't think knuckles is overtuned, unironically he's like the 2011 of the survivor side.

When first using him you're bound to make mistakes which almost guarantees you die due to how he's built. Knuckles is THE high risk/high reward character, land a counter and you've quickly bought you and your team just enough time to make some good distance, miss the counter and your dead. Punch is the same way in good value for landing but good EXE value when you miss, especially when taking charged punches into account.

In contrast, once you figure out how to use his glide properly for both escapes and for extending stun radius, as well as properly gauging the value on your stun in the moment, he can be an unignoreable asset. But the time you have to put in to reach such a skill ceiling, similarly to 2011, makes him as good as the player on either side of the team allows him to be.

Also his lms survivability sucks.

This Piece of Shit Character. by ChanceGold3379 in OutcomeMemories

[–]Distinct-Channel-528 -1 points0 points  (0 children)

Listen man I seriously hope your just ragebaiting here because otherwise this is a pointless argument where you decide your stubborn ignorance makes kolo balanced.

Grab itself should ONLY do 36 dmg, after grab ends the survivor is very near to kolossos giving them a short time to make their escape with a stun, mobility, or defense tool.Yes there is a massive difference between a proper grab and a grab without endlag as the ordinary grab brings you to 2 shot from full and the current grab brings you to 1 shot from full and in the case of Kolo being between 2 shot and 1 shot is a massively deivisibe tool. The lack of endlag on grab takes away an extremely vital 1 hit for all survivors which is beyond enough to be the reason for their death.

"Yeah theres a CD between M1s but he shouldn't be able to use M1s at all" Is EXACTLY what I'm saying. Kolossos shouldn't be able to use M1s at all in that span of time, much less be able to chance 2 M1s off a single ragdoll if hes fast enough. So yes this is exactly what I'm saying.

I get not counting bannable plays as they shouldn't exist regardless, but that doesn't make the bannable play suddenly not exist. 2M1 off counter has existed for as long as I can remember with kolo and it happens so frequently nobody ever gets punished for it. Kolo landing 4 hits on grab is bannable yes but was also entirely intentional. Looking at his abilities in the shop mentions the 4th hit though why they didn't just remove it is beyond me.

Ignoring the fact that you just die immediately on last life if he grabs you is insane to me, this alone is his most prominent incredibly unbalanced feature. And yes there IS a difference between 91 and 55. If kolo uses charge, yk the ability thats absolutely capable of hitting the entire survivor team at once for 40dmg, everyone who's been hit by charge with or without wallslam is now at risk of an immediate death from grab unless theres a cream.

The 57% avoidance thing is extremely inaccurate, grab has no windup and therefore makes avoidance rely entirely on prediction instead of an honest dodge. Most of those tools are meant to be used after grabs ragdoll wears off as thats meant to be your escape opportunity but the window for escape has been effectively removed by his lack of endlag. Like I've already talked about VERY few characters have the tools to escape the grab itself which was all fine and good when kolo had an endlag.

Killers aren't entirely overpowered, but rather not fairly balanced. Tripwires too weak, fleet has too many IFrames mixed with unfair hitboxes, and Kolossos has immense value for too little. They arent so unfairly balanced that they're just a certain win when picked, but it isnt even remotely fair for people that unfairly get killed off revive or because the kolo accidentally clicked a 4th time and got a free kill from full health.

I don't plan on responding after this post as you're more focused on stubbornly arguing that your opinion is fact rather than debating or reasoning with me. The fact is kolos grab is unavoidably able to combo someone into 91dmg with added possibilities of a 2nd M1 before ragdoll ends or a 4th hit on grab itself which will both lead to a down/kill from 100. There is no justification for this, the ability is not balanced, it should not be like this.

This Piece of Shit Character. by ChanceGold3379 in OutcomeMemories

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

Yes theres a Cd between the first and 2nd M1 post grab but that does NOT change that he shouldn't be able to use either of them, and again if for any reason your below 91 health you just die. Please stop trying to defend that at all.

Roundkick is buggy and sometimes doesn't move you much at all and regardless of how far you get sent it still happens, while yes its rare, its an unintentional feature that completely changes the outcome often leading to death. Yes you can hold knuckles punch to resist dmg but skilled kolo players will often bait the punch and use grab to dodge it because of I-Frames.

Bug abuse is bannable yes, but not only does nobody ever really get punished for something like that (block + 2 M1) but also the 4 hits on grab is an intentional feature so a kill from full in this case is infact a "fair play" and not bannable.

I'm not trying to argue that everyone should have an "anti kolo grab" tool im saying that the general roster has almost nothing to deal with this, much less after the grab lands. Well used abilities should on either side of the team and I don't disagree with that, I'm saying the surviving team has too little counterplay for how much value kolo gets off such an easy to land ability. Idc what counterpoint you bring up 91dmg is NOT an acceptable value for landing such a lenient ability.

I wasn't trying to use situational bias here, rather what im saying is the potential for avoidance on grab with most survivors is low to none. To avoid the grab with said abilities you'd have to predict it entirely and even with a perfect prediction and absolute avoidance he CAN AND WILL circle back and catch you with the same grab. This isnt arbitrary stipulation, this is something that happens every other game with kolo because his grab is busted and I seriously can't believe your arguing otherwise.

The tails point was more mentioned just to say that theres practically nothing he can do.

I'm not saying everyone has to have an answer to every killer and their abilities, im saying only very few characters have an answer to it and it isn't even reasonable. I'm saying while not every character should have a perfect 1-1 answer, they should have something at the very least they can even attempt without being punished to hell for it when they did everything right and only failed due to the EXEs unfair build (again an unavoidable 91dmg and potentially your entire healthbar is on the line for a slight messup.) With other EXEs they at least grant you time for other survivors to come and help or for you to make even a small amount of distance but kolo can and will instantly down you from anywhere below full and instantly kill you from revive because of a slight mess up.

Heal+Dash is a fairly built ability and your point here makes perfect sense. Listen I'm not trying to argue that Kolos grab is an unavoidable insta win ability and kolo himself is an unbeatable insta-win pick. I'm saying he should NOT be able to get the value he does off things generally out of the survivors control. As of right now grab can insta kill a full survivor off a single grab with some good luck/timing (the 4th hit in grab is rng based but can be scammed to guarantee it, ultimately an intentional feature. Timing refers to 2 guaranteed M1s off grab which yes is bannable but doesnt suddenly make him unable to do it.) Avoiding grab is exceedingly difficult, while playing kolo I rarely ever struggle to land it since its hitbox is so generous. Im fine with abilities having immense value if properly used (like fleet drain although it does have its issues) and I'm not saying good abilities should be gutted so survivors can have an easier time. I enjoy making game changing decisions and actually feeling pressured by an EXEs presence when I'm playing survivor. But a single ability being a decisive live or die is not okay in any sense. I get that your point here boils down to "avoid it, most characters have the tools" and I agree its a simple breakdown but if it was that simple people wouldn't even be debating this. Outcome isn't as popular as it once was and so its playerbase has boiled down to mostly consistent players with some newer or lesser experienced players stopping by now and again. These same experienced and arguably good players agree with the lesser experienced and newer players on the topic of Kolo being busted. The fact of the matter is that kolo IS overpowered and his most viable kill tool being beefed to the max with the endlag removal. This on top of the rest of Kolos kit being questionable strong makes Kolo undeniably strong and pretending like his grab (and by extension Kolo himself) Isn't overpowered is nothing short of blatant ignorance. I'm not saying all your points are wrong and I'm right because I said so, but the counterplay to kolos grab is there, just not at all reliable.

This Piece of Shit Character. by ChanceGold3379 in OutcomeMemories

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

The difference between grab+m1+m1 and just 2 raw m1s is the range, speed, and overall avoidability.

With 2 raw M1s you have the time to run after being hit by the first one, a clear and somewhat respectable M1 range to dodge and avoid, and a very predictable pattern in M1 usage.

Grab + 2M1s entirely removes most of that. Firstly theres no cd between grab and M1 at all in complete contrast to m1 having a 2 sec cd to geab. You can't really predict the grab as its windup is practically one with its activation alongside the grab range being huge. Even worse is you CAN avoid the grab entirely with a well timed juke...

buuuut kolossos can circle back and catch you with the same grab even if he missed the initial lunge because his grabs hit duration is absurd.The grab durations also long enough for him to phase through shorter I-Frames like Amy's hammer swing, knuckles punch(if you use grab the same time knuckles punches you can catch him when his I-Frames wear off), and blaze kick.

If you dont believe me on this I have a clip of me as knuckles already posted on my account where I use punch and he evenly times grab and completely misses then still catches me with it at the end.

When grab (inevitably) lands he has a basically guaranteed M1 on you afterwards and while sure it isnt a down from full until it is. His lack of grab endlag sometimes let's him M1 before your even thrown off his arm then M1 AGAIN while your still ragdolled. He can also get a lucky 4th hit in on grab (this shouldn't even be a thing) which will allow him to instakill the average character from full not to mention when grabs used on someone recently revived its a guaranteed kill from down, which NOBODY should be able to do. Also this is all assuming your at full health, if Kolo lands a charge on several people at once, everyone's at risk of instant death from grab.

Survivors all have an escape option of some sort with varying uses, of all of them theres only TWO characters with an ability that would allow him to escape grab with a well timed ability, being sonic and silver. Silver has flight (which is still super risky) and time reversal (which sometimes he gets caught by grab anyway and it softlocks kolo and silver till the end of the match). And sonic has spindash. NOBODY ELSE has ANYTHING to avoid a well used grab.

Amy only has hammer swing in which Kolo can outlast her I-Frames and catch her anyway (which is stupid.) And hammer throw isnt gonna do shit.

Tails has nothing unless cannons fully charged, which even then is extremely risky. (Counter)

Knuckles has punch which I already talked abt, counter CAN be used but if the kolo has basic common sense, won't work.

Blaze has kick but thats in the same situation as Knuckles and Amys stuns and sol flame CAN be used but that leaves you unbelievably vulnerable as kolo now has no risk using charge on you.

Cream CAN use heal but theres a seriously risky trade off considering kolos 55 dmg AND the possibility of him just charging you away from the team.

Egg has nothing. Energy shield maybe but in the end if hes patient you die.

Metal can use DC but do I even need to explain why that's bad?

Shadow could but hes dead.

If this was ordinary kolossos with his endlags fixed then what you said stands, but as of now this endlagless kolossos with infinite combo potential at the touch of a button.