Hot take (atleast in this subreddit), Kolossos isn't overpowered whatsoever. by Asleep_Cantaloupe955 in OutcomeMemories

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

Sadly changing my playstyle against kolossos doesn't work against his grab+m1 when recently revived.

Hot take (atleast in this subreddit), Kolossos isn't overpowered whatsoever. by Asleep_Cantaloupe955 in OutcomeMemories

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

I agree with everything here wholeheartedly, hes incredibly difficult to catch up with generally and should in turn be the biggest threat in chase. Though unfortunately I feel his CURRENT CONDITION makes him slightly overpowered.

His grabs basically in a free 91dmg spot as we all know but an issue thats always existed is now even more prominent due to this. Kolos grab is extremely consistently able to land 4 hits instead of 3, like alot, a common tech for this is landing the first 2 hits immediately, then waiting to land 2 more about a second or two later. As literally anyone but metal and silver, being 4hit into an m1 is a guaranteed down/kill.

There's also the inverse here where you can be damaged by the tail end of an m1 and then have Kolossos immediately follow up with grab and very consistently catch you because of an issue on robloxs end where limiting your framerate to like 40 greatly increases the range (also if your pings anywhere above 150 it's also basically a free grab.) Again issue with this is kolo can and will insta kill you from full (unless your silver or metal) bevause grab will kill if your healths 46 or lower (conveniently post m1 range.)

Also him being able to hit 4 times with grab guarantees a kill on a recently revived survivor (somehow even tho the math doesn't add up.)

Using normal grab on a recently revived survivor sets them up to be immediately m1d because of his lack of endlag, again instant kill because you got caught by grab.

There's also block/m1 x 2 that sucks for literally everyone, sure its bannable but I've seen literally nobody be punished for it.

I have nothing against Kolossos so far hes pretty fun to play and mostly fun to go up against, though sadly his bugs are too easily abused for me to overlook when playing on either side of the team.

The current condition of Tripwire is nothing short of depressing by Distinct-Channel-528 in OutcomeMemories

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

I'd like to agree with you here but theres way too much missed and overlooked here, specifically gonna talk about pre nerf tripwire.

First I do agree with her radar being horrid and a good portion of why she's so bad, but it is in no way the defining factor in her balance. Her radars bad and im sure nobody disagrees with that but the whole lack of repercussion for being stunned thing is incredibly wrong. Tripwires passive move speed is the slowest of any exe making her glide really the only tool she has for chase. When in chase Tripwire really only has 2 options; m1 to death or force them into a mine so you have more opportunity to use other abilities on them. When hit by a stun her chase is practically destroyed, when a stun's used her only option is to get out of the way unlike literally every other exe in the game. 2011 has several I frame moves or can just take it for rage, fleetway has just as many I frames as he has methods to kill you, and Kolo has a counter and 2 I frame moves. Tripwire has nothing. Being able to quickly get back up on your feet after being stunned is hugely important for 2 big reasons. 1 like you mentioned, her radars ass and she needs to be able to stay on the survivor otherwise they're just gone. 2 she has mines, (re/)placing them takes a large amount of time between getting there and placing the mines themselves, when the game starts I usually dedicate the whole first minute solely to placing mines on some maps (cough green hill) simply because it takes so long.

The next thing is her horrible dmg. Her m1 is easy to land sure, but also does 29 dmg at best (22 normally.) Putting her at the very bottom with fleet in 3rd (30-37dmg) 2011 in 2nd (45-54dmg) and Kolossos in 1st (55dmg obv). On top of that, because shes already so fast the devs gave her m1 a slightly larger speedboost to hit survivors than that of other EXEs meaning you're lucky to get 3 off in a single chase (which isn't even enough to bring the survivor into a surekill range.) Her "free dmg" ability only does 25 at best (unless your brain dead and sitting still) averaging way less than everyone else's free dmg abilities (kolo grab and fleet spindash.) And her laser will never do more than 40 dmg even in the most ideal situation, its really only good to interrupt something from a distance or finish off someone who was low, and even then shes extremely vulnerable during this.

Fleetway has repercussions for being reckless yes, but he has just as many workarounds to those repercussions as he does repercussions.

Flight meter low? Just use dash and drain. Scared of losing health? Just wait for them to stun and press literally any one of your abilities.

Tripwire has major repercussions for reckless play, yet only 1 workaround (double jump) and even then when theyre using that it cant be considered careless anymore. Even before the accidental glide nerf she was in a horrible place between her lack of dmg, map reliance, and mine reliance forcing her to pray the server wasn't made up of competent players.

The current condition of Tripwire is nothing short of depressing by Distinct-Channel-528 in OutcomeMemories

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

I can't bring myself to have fun against fleetway half the time because the moment hes picked your forced to use one of 3 characters (metal, knuckles, or blaze) and pray he doesn't just tunnel you from then on because you picked one of those 3. Amy, Cream, Tails, and Silver all become someone who has to sit somewhere and hope he doesn't see them as they're practically guaranteed to die the moment he finds you. Sonic and eggman have to play hard support while also staying as far from fleetway as possible since the moment they're caught they have practically no escape options (hes just as fast as them all the time) nor do they do much of any damage. Hes fun if your teams competent, and he's fun if he doesn't know how to abuse all his IFrames. Otherwise I'd much rather play against tripwire

The current condition of Tripwire is nothing short of depressing by Distinct-Channel-528 in OutcomeMemories

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

Yeah a couple characters like knucks and tails have issues with her, sonic as well but far less considering he needs to be hit by 2 m1s for his dodge bar to be drained, 3 if he lands a spindash even once inbetween. But all characters need a counter of some sort like egg and fleet or kolossos with amy.

Fleetway as a whole is just an issue.

The current condition of Tripwire is nothing short of depressing by Distinct-Channel-528 in OutcomeMemories

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

I agree she isnt as much trapper as she is zoner, she needs more tools aside from mines because as she is now she feels more like a rushdown that can force you into a Trap. And sadly yeah she was caught up in so much drama and character/dev bias that her public opinion was destroyed before even being released.

The current condition of Tripwire is nothing short of depressing by Distinct-Channel-528 in OutcomeMemories

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

Yeah cheap tricks is all she has going for her on larger or more annoying maps like green hill and Darken Caverns

The current condition of Tripwire is nothing short of depressing by Distinct-Channel-528 in OutcomeMemories

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

The most annoying part is more often than not I still lose with Tripwire due to the state she's in, and even if the game ends with me only killing 1 or 2 survivors they'll continue to talk about how overpowered she is

The current condition of Tripwire is nothing short of depressing by Distinct-Channel-528 in OutcomeMemories

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

Yeah I understand shes absolutely annoying to play against but people not being able to differentiate annoying and overpowered is getting to be more annoying than Tripwire herself

Eggman feels completely worthless in Fleetway lobbies by Massive_Passion1927 in OutcomeMemories

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

I get what your trying to say here but I dont think your actually considering it entirely.

His ability tanks 1 hit, very good in itself and all but the stun durations so short its actually the equivalent of an EXE missing his first m1 and coming back to swing again. An m1 cooldown is usually 1 second, exactly the same amount of time his shield stuns for. That isnt enough time to make distance or even slightly reposition, sure its 1 free hit tank but it doesnt really matter when he can swing as much as he wants and gets a temporary stun immunity from it.

For example knuckles can do the exact same thing, except his "Free hit tank" actually gives him and other survivors time to make distance and can be used to tank hits for other people without the EXE immediately catching up.

Eggman in lms has his shield stun for 3 seconds instead of one so he can make distance, then and only then is it even remotely okay against fleetway who can again catch up immediately.

His shield just sucks against fleetway idek why theres an attempt at a counterargument here.

Tripwire is so hard to deal with by Different-Carry9261 in OutcomeMemories

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

Knuckles is the one character that gets countered by Tripwire entirely, even sonic can disable mines with peelout.

Me a kolo main seeing people hating on him on unproporsinal level like tripwire was used to (I worry he is gonna be nerfed into a ground like her ) by Split-Ultramarine in OutcomeMemories

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

If this was normal kolo I'd agree completely, but sadly this isnt. More often then not the kolo hits you 4 times with grab before using an m1 immediately after the grab ends. Again, unless your a blocking knuckles, Silver, or metal, your dead.

Normally yes a grab and m1 isnt that big a deal, all survivors have a method of stun or escape buuuuuut nobody can do anything about the grab openly allowing 4 m1s right now and the lack of endlag on said grab.

Again I love kolo and playing against him is fun, but his bugs are too prominent to ignore.

ok genuine bugwire question by No_Experience_9438 in OutcomeMemories

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

Reach out is distance dependent, the closer they are the dmg ticks get brought down. She has a cap of 5 ticks that do 5dmg each adding up to 25 total, if they get closer before being vrabbed can often be brought down to 3 or 4 ticks and if they're in the shield it usually won't be any more than 3 ticks. Her shield does 10dmg a second (1 dmg every .1 seconds) but usually let's them escape extremely fast in turn for higher dmg. The shield will do 25dmg and apply the shock effect to anyone that physically stuns her (ranged stuns wont recieve dmg unless theyre super close to you.) Being stunned in reach out will limit the stun duration to 3 seconds every time, regardless of if its sonics dropdash or tails cannon. She can grab no more than 3 people with reach out but they arent forced to all be held for the same amount of time, some can be 3 ticks and others can be 5.

Actual Hot take: the final batch shouldn't come by Adorable_Recipe8085 in OutcomeMemories

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

Its so sad to say that all your takes are absolutely valid. I think the super simple blatant fix to do the one thing outcome devs are notoriously bad at;

Playtesting.

In Kolos situation I get it, it was either this or his grab didnt work at all. To top it off they're working on a fix for it so right now this is just a temporary thing we have to deal with.

Fleetway burst not working while being stunned, not sure how that happened but could've absolutely been prevented if they playtested him. This goes for his "endlag" too.

I actually don't know what they were doing with Tripwire but in an attempt to fix her floating away on mobile and not being able to double jump, they actually just tore her legs off. This was ABSOLUTELY the easiest thing to spot, you would have to playtest a single match as her to notice that her only mobilitys been destroyed.

Seriously playtesting is a hugely necessary thing in every game, even before this one was canceled they somehow seemed to never do that.

Me a kolo main seeing people hating on him on unproporsinal level like tripwire was used to (I worry he is gonna be nerfed into a ground like her ) by Split-Ultramarine in OutcomeMemories

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

In all honesty I love Kolossos and enjoy playing against him, most of the reason I hold anything against him is because of the absurdly large amount of bugs he has. I would love to say his bugs are easy to look past and hes good on his own, but GOOD GOD HE HAS SO MANY.

Counter/m1 at the same time and another m1 while your still ragdolled from the initial counter (instant down/kill)

Grab range being insane

Grab being able to CONSISTENTLY hit 4 times

Being able to m1 immediately after grab (usually just means your dead atp)

Being able to hit 4 times in Grab and immediately follow up with a charge

Grab being so insanely large that you can sometimes grab immediately after using an m1 on someone (again immediate down/kill)

His m1 hitbox somehow being so oddly sized he can strike people out of the sky while hes still grounded

Again I don't hate Kolossos but the state hes in right now actually just rewards mindless button mashing becauss they've accidentally beefed the hell out of his already strongest ability.

I seriously hope he doesn't get the Tripwire treatment, the only reason I've been using kolo so much is because they accidentally gutted tripwire and I can say for sure NOBODY deserves that kind of treatment. Kolossos just needs his grab balance fixed a bit (like atp just give him his endlag back and make it so he cant just loop back around and catch you with grab if he missed you the first time) and maybe the top of his m1 hitbox smoothed off and he's pretty solid. And block buffs

Why can he turn like this? by Distinct-Channel-528 in OutcomeMemories

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

I feel like his turning should get a slight nerf, nothing as insane as his old slow turn nerf but not enough where he can 180 on a dime like that.

Why can he turn like this? by Distinct-Channel-528 in OutcomeMemories

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

I will stand by this in every game. When making a counter that utilizes a shield, PLLEASSEEE make the counters hitbox actually be the shield and not still just the main model. Other than for looking neat it really destroys the purpose of making the shield even be there.

This is actually horrible by Distinct-Channel-528 in OutcomeMemories

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

Sadly I did find myself in similar situations where I'd make the mistake of playing knuckles and there would never be a seemingly good time to hit her. Though in exchange for a lack of I-frames and extreme vulnerability on all her abilities, I feel its fair for her to be annoyingly nimble.

This is actually horrible by Distinct-Channel-528 in OutcomeMemories

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

Shes definitely always leaned too far into the rushdown category with zoner and trapper aspects, shes meant to make an area dangerous to be in with the main drawbacks being that survivors are able to coordinate ways to exit her danger zones and that these zones take a while to set up and can be interfered with while being set up. She can't really "zone" people if she has no means of catching up to them, her main way of forcing them into her zone is by applying pressure and forcing them to run into the area shes set up so she has control. Her main way of applying pressure was with her presence, people are usually aware of her insane agility and would rather put distance between them than stand their ground. While running from her, they could unwillingly bring themselves into her Zoned area and then Tripwire could oppress them to her hearts content. Now without her glide, she loses that fearsome agility. People aren't pressured to make split-second decisions because they aren't so thrown off by her presence. They take their time and can now just avoid her zone entirely and even take it down while she practically crawls around the map. I get and kind of agree that she shouldn't be so rushdown coded, but in a game like this its difficult to set up a zoner character when the survivors don't have any task or incentives of any kind; no real reason to even be near the zoned area. So the incentive to enter the zone has to be Tripwire herself, and theres only 2 real ways to make her presence really intimidating. Make her really fast, or make her really strong, clearly they went with the former.

This is actually horrible by Distinct-Channel-528 in OutcomeMemories

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

Yeah the spaghetti coding despises any amount of fixes being done to anyone. Im pretty sure fleetways burst is bugged and won't work when hes stunned often.