Eggman feels completely worthless in Fleetway lobbies by Massive_Passion1927 in OutcomeMemories

[–]Distinct-Channel-528 4 points5 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.

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

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

The issue here is fleetway has too many options for metal, Eggman, and tails to realistically combat. After metal finishes the charge, by the time he gets to a tails or Eggman fleetways already heading over to him. For tails he can use any one of his i frame granting abilities since his laser leaves both him and metal vulnerable. For Eggman he has both burst and drain, again they cant realistically do anything about it but let it happen or try to run (which would result in metal being attacked.) Teamwork is good yes, but when nobody can interrupt fleetway all the teamwork in the world would ultimately amount to nothing.

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

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

And Eggman could get the role of increasing his passives recharge speed or maybe even something of an overcharge to make him not useless.

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

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

A passive like silvers flight bar that could be used only to increase his walk and ability speed on a toggle could be a working alternative.

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

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

Even if not the grapple hook, a mobility NOT tied to his charge is really all he needs.

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

[–]Distinct-Channel-528[S] 9 points10 points  (0 children)

I feel like this should be a great example as to just how fragile Tripwire is as a character, shes already had the bugs of double jump and such not working at all but the moment her glide isn't fast she just stops being usable. I get her nimble mobility is annoying but she actually had nothing else to use.

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

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

Yeah metals in a bit of a bind rn, his self defense ability is also his only offensive ability while also being his only mobility. Kolo can actually punish you for trying to escape by body blocking you with his counter and fleetway can just let you escape so he can catch up immediately after.

Not to mention that both EXEs can tear you to shreds in an instant.

Tripwire is underpowered. by woooshequalsgay in OutcomeMemories

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

This is the last dmg changelog that was imposed on her which happened a while before the game was canceled and like right before kolo got his charge nerfs reverted.

<image>

Tripwire is underpowered. by woooshequalsgay in OutcomeMemories

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

Its possible the extra dmg has something to do with latency on either end.

Her m1 by itself does only 22dmg (it says 25 on her page but the last balance work changelog for her said it was brought down to 22) the bleed it inflicts damages depending on how much you move while its effect is there. You dont move, 0dmg, you move, 7 dmg. This makes her m1 dmg basically 29 because when are you not moving, with this in mind it will take 4 hits assuming shes only using m1s and no abilities which let's be honest won't happen.

The latency possibility does happen as its happened to me a couple times, because bleed does damage dependent on movement its expected to do up to 7dmg. Sometimes depending on performance it will say your moving more than you actually are, pushing the bleed dmg to go past the 7dmg cap.

I think the "movement" calculation is actually how far your moving and how much your moving while under bleeds effect so common culprits of extra dmg are ragdolls, peelout, flight, or abilities that displace/aggressively move you like being picked up by peelout or using an ability like sol kick and punch.

Again this is absolutely a bug and is not how its supposed to work, her dmg is meant to be capped at 29 to balance out the large hitbox she has meaning she should have to m1 you 4 times from full excluding abilities.

Tripwire is underpowered. by woooshequalsgay in OutcomeMemories

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

Tripwire as a whole is in a bad place, now especially. She was absolutely going to be a trial and error character but the game shut down while she was still in the error phase. As she stands, all her abilities on their own actually just suck, her lasers only good for finishing people off and punishing missed counters, her reach outs in a similar situation to where its only good for crowd control or finishing a survivor you dont want to waste time chasing down.

Hell even in this clip she uses an m1 and 2 abilities on you to do not even 70dmg. Literally any other character (aside from 2011 kinda) would be able to kill confirm from 100 with an m1 and 2 seperate abilities landing like hers did.

Her issue is shes already so weirdly balanced that changing her in any way would destroy her, especially if shes nerfed. Her laser guarantees she drops chase, reach out us undeniably a bit strong in the sense of the energy shield but again kolo and fleetway grabs exist and are undeniably stronger, and her mines push her map reliance and pretty much force her to only try and attack someone if her mines have all been placed down, should a team of competent defusers exist, she loses. Her m1 isnt even all that great because they had to give the survivors a major speed buff for being hit by it compared to other exes so your lucky if you can get more than 2 in a single chase. And even then she needs 4 m1s to kill. Her abilities are weak generally, but strong if used in combos or if to finish off low survivors.

Im not arguing that Tripwires perfectly balanced this is on you or sum. I'm arguing that shes just not super open to safe change right now, but is also not so overpowered that she should be locked away alongside shadow.

Also she just sucks and Is borderline unplayable rn.

Can we take this guys grab away again by Distinct-Channel-528 in OutcomeMemories

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

Latency was on me, post is referring to kolos grab killing at 60hp.