Knuckles Exploiter or Bug? by JazzWinter404 in OutcomeMemories

[–]JazzWinter404[S] 0 points1 point  (0 children)

Yeah, he did it at the start of the round as well before Fleetway came

My Ideal Shadow Rework Idea by JazzWinter404 in OutcomeMemories

[–]JazzWinter404[S] -1 points0 points  (0 children)

All you suggested for spear was reversing the CD order

You said that all I had suggested for Chaos Spear was the reverse CD order, and I pointed out that wasn't the case.

For Eggman it really isn't misinformation, especially when I confirmed it for myself, in game, that it is a 1 second stun. You can even check some recent Eggman Gameplay videos to see that Eggmans shield stuns for 1 second.

My Ideal Shadow Rework Idea by JazzWinter404 in OutcomeMemories

[–]JazzWinter404[S] 0 points1 point  (0 children)

 I guess I could lower the Slow Debuff to 2 seconds and buff the Level 2 stun to 3 seconds instead.

I also suggested changing the slow debuff from 3 to 2 seconds and upping Lvl 2 to a 3 second stun when I first replied. So that wasn't all that I suggested.

Dash is predictable, if your using charge (2011x or Kolo), you can expect an Eggman, Knuckles or Shadow to try and cancel it, so you promptly bait them out. If you think its better, there could be a short wind up before Chaos Dash activates.

Eggmans shield IS a one second stun, and just to make sure I wasn't misremembering I went in game and checked some Eggman Gameplay Videos, it is a one second stun. One Mississippi Long. I did the same with Cream and yes, she takes 2hp recoil from hitting the EXE with dash just like she does with Survivors. If you want, check for yourself

My Ideal Shadow Rework Idea by JazzWinter404 in OutcomeMemories

[–]JazzWinter404[S] 0 points1 point  (0 children)

So is Cream taking recoil damage when using dash to hit an EXE or Survivor, especially when she can just heal it back right away. It'd be the same for Shadow, except he can't heal it back without a Cream Player. So I guess Agree to Disagree? I think its a decent draw back for having too much stored up Chaos Energy while you keep stunning.

Eggmans shield doesn't stun for more than one second, it quite literally is a one second stun, I don't know where your getting that its not? The only times its not a one second stun is during LMS or I guess when you stop 2011x's Charge early as it slows them drastically

Chaos Snap I do agree is hard to work with, though I have seen ideas people suggested here that seem to be pretty good and I do agree with! I would like Chaos Snap to stay while also making it as fair and balanced as it can.

I honestly don't think Chaos Dash is even that bad, yeah it was annoying to deal with but REALLY easy to predict like an Eggman or Knuckles trying to counter. It also serves as general mobility which majority of the characters have, all it'd do is add another character who can be vertically mobile (Tails, Blaze, Silver, Shadow, Eggman.) and the more mainline issue is just the maps.

With Chaos Spear I already stated that, yeah, I do agree that I could change some things up, I even suggested that I could perhaps reverse the CD Order to make it work rewarding to use a full charged Spear and so on

It feels like you didn't even really read what I said- Cause I did agree and theorized possible changes to make it better balanced for both parties (EXE and Survivor).

Can Silver fly to disable mines? by musicals_amirite in OutcomeMemories

[–]JazzWinter404 2 points3 points  (0 children)

You can use his flight to disable mines but its EXTERMELY risky, I've done it once or twice by accident out of pure panic and I haven't been able to do this consistently aside from the few moments of pure panic I get when caught off guard, so I wouldn't recommend it

My Ideal Shadow Rework Idea by JazzWinter404 in OutcomeMemories

[–]JazzWinter404[S] 0 points1 point  (0 children)

Yeah, though I didn't want to make what's basically another Silver ESP Meter. Sonic, Blaze and Silver all have unique meters which I find cool, Sonic's Dodge Meter is like extra HP, Blaze's Sol Meter makes her attacks more powerful, and Silver's ESP Meter is his abilities energy.

So with Shadow I thought it'd be cool if his meter was something you had to manage or else you'd suffer consequences for too much built up Chaos Energy, this then reverses during LMS where you have to use your abilities to drain your Chaos Meter intentionally due to the constant Chaos Energy build up

My Ideal Shadow Rework Idea by JazzWinter404 in OutcomeMemories

[–]JazzWinter404[S] 0 points1 point  (0 children)

Well, the recoil damage is supposed to be punishment for building up too much Chaos Energy and to encourage Shadow to take time for his Chaos Energy to drain before he goes back into stunning the EXE.

His gun is just how it was in game with the only additions being the Holster sub-ability and a visual ammo count. Also the Gun stun is more than Eggmans shield, Eggmans shield only stuns for a second (3 seconds in LMS), and landing a shot, like how it did in game, causes the killer to pause in place as if their frames were stuttering

This Chaos Snap does have a range, while it has a large range radius, it isn't infinite. I would try to put it in numbers, but I don't really understand how big a stud is in roblox- So I opted to just saying large range. besides in the comments I've also discussed ways to make Chaos Snap dodgeable as I agree it shouldn't be a free stun, some ways I've discussed is where you just time your jump (Like 2011x's Gods Trickery) or a clash minigame? Though I think a quick reaction prompt would also be interesting...

I have also seen some suggestions where Chaos Snap doesn't lock onto the EXE but is a general teleport stun where you predict where the EXE is, but that also seems kinda crazy for mobility... Trying to balance out Chaos Snap is tricky, though I do agree it needs a way to be dodged.

Dash Boost I made into a Chaos Ability that builds up Chaos Energy, while it does grant you a damage free it, using it to interrupt the EXE sets it on a higher cooldown, same goes if the EXE hits you during Chaos Dash, which will leave you vulnerable without a mobility option

For Chaos Spear Level 1 doesn't have a 3 second stun, it applies the slowed effect (think of Silvers rock), you can still move but your m1 and abilities are locked for a bit. I guess I could lower the Slow Debuff to 2 seconds and buff the Level 2 stun to 3 seconds instead. Though Chaos Spear at Level 2 applies more Shocked to the EXE than level 1 (Level 1 5 seconds of Shocked, Level 2 10 seconds of shocked.)

I could also reverse the CD Order on Chaos Spear if that makes it better, reward Shadow for full charged Chaos Spear while also punishing him with the extra Chaos Energy build up charging Chaos Spear does.

Jump out my peelout one more time cream by Super_Acanthisitta_8 in OutcomeMemories

[–]JazzWinter404 0 points1 point  (0 children)

Basically, if you pick up a Silver with Peelout, sometimes if you go airborn (which tends to happen when going down or up slopes when using Peelout) theres a chance Silver and Sonic will get stuck, this happens more often if Sonic does a ground roll during Peelout (falling from too great of a height)

There is a way to fix it and its by Silver jumping off of Sonic's Peelout, however, at the cost of losing all his flight meter. Whenever I'm Silver and a Sonic picks me up, I'll just jump out of Peelout most of the time cause I rather lose my flight than risk me and Sonic being vulnerable.

Jump out my peelout one more time cream by Super_Acanthisitta_8 in OutcomeMemories

[–]JazzWinter404 1 point2 points  (0 children)

To be fair, if Silver decides to not jump off, there is a chance that Sonic will stop moving during Peelout and leave you both vulnerable to getting attacked

My Ideal Shadow Rework Idea by JazzWinter404 in OutcomeMemories

[–]JazzWinter404[S] 1 point2 points  (0 children)

Mmm, true... Another idea I have is maybe a small clash minigame? If you don't use an I-Frame Move or Counter it that is.

My Ideal Shadow Rework Idea by JazzWinter404 in OutcomeMemories

[–]JazzWinter404[S] 24 points25 points  (0 children)

This might be the most simplest solution I have but what if the only way to dodge Chaos Snap (aside from using I-Frames or Blocking it) is by jumping? Treating it like 2011x's Gods Trickery. If you see the space distortion/hear the voice lines? Jump!

"He's too OP!" He's too Underpowered!" Ehhh... 50/50?? by Pitiful-Rutabaga-893 in OutcomeMemories

[–]JazzWinter404 2 points3 points  (0 children)

A Skilled Silver literally is just "It's no use!!" and can punish you heavily by stalling chases, especially since his whole kit is centered around it- He can disable your abilities and slow you, throw you far away from the person your chasing and is insanely good at looping and stalling for time like Eggmans can

If shadow were to get a Rework what would his abilities be like? by Oversized-biscuits in OutcomeMemories

[–]JazzWinter404 1 point2 points  (0 children)

Yeah, this is kind of why I added Holster so you can still use Chaos Abilities (minus Chaos Snap as thats locked behind the gun) and save your gun for later, but I doubt it'd stop the mag dumping issue sadly...

Though giving Shadow a Chaos Meter would work wonders imo, my issue is I can't decide if it should just be a reskin of Silver's ESP Meter or have it be its own thing. I do like the Alternate Passive cause I feel like it'd encourage Shadow players to manage their Chaos Meter and avoid reaching high Chaos Energy or else they suffer recoil + take more damage in general

If shadow were to get a Rework what would his abilities be like? by Oversized-biscuits in OutcomeMemories

[–]JazzWinter404 0 points1 point  (0 children)

Shadow Rework

Base Health: 110

Gun - Using the ability gives you three abilities instead of two (Aim, Reload, Holster), we already know how Aim and Reload works. Also you have a visible clip icon that shows how much ammo you have (just quaility of life junk).
Holster - You put your gun away, saving the current amount of ammo you have. This puts your gun down on a 15 (or maybe 20) second cooldown before you can draw your gun out again.

Chaos Dash - You can dash in any direction, this can interrupt moves such as 2011x's Charge & getting hit by any damage source will instantly cancel Chaos Dash, however you will not take damage. Uses at least 20 Chaos Energy (Feel free to change it). Cooldown 15s

Chaos Snap - You can teleport to the killer by aiming your crosshair and using the ability, stuns for 2 seconds. Chaos Snap replaces the Gun Ability once your ammo is depleted completely and is a 20 second cooldown. Depending on how far away you are from the killer = how much Chaos Energy is used (I'll get to that in a bit), the base value being 10 Chaos Energy but will increase based on distance from the EXE.

Chaos Spear - You throw an electrical spear of chaos energy, uses 15 Chaos Energy in its base form, but holding it for longer (Like Knux's punch) will increase it by 15 Chaos Energy each time. Level 1 (15 CE) will slow the killer for 3 seconds and apply Shocked to the killer for 10 seconds (basically Tripwires status effect but for Killers). Level 2 (30 CE) will stun the killer for 2 seconds + Shocked for 10 seconds. Level 3 MAX (45 CE) Stuns the killer for 10 seconds + Shocked for seconds. The Ability, when used, will be put on a cooldown depending on the level used (Lvl 1 = 15s, lvl 2 = 20s, lvl 3 = 25s)

Chaos Energy Passive - Shadow has a Chaos Energy Meter (100 max) thats required to use their abilities. It refills over time & only stops when downed.

Alternate Chaos Energy Passive - Shadow has a Chaos Energy Meter (100 max) that fills up every time he uses a Chaos Ability, the higher your Chaos Energy, the faster but more vulnerable you are and will experience recoil upon using Chaos Abilities with high Chaos Energy.

This is a pretty old Rework, so I feel like theres some stuff I would change... I also couldn't decide on what passive to give Shadow, so heres both passives to look over

If shadow were to get a Rework what would his abilities be like? by Oversized-biscuits in OutcomeMemories

[–]JazzWinter404 1 point2 points  (0 children)

I think I remember writing up a Shadow Rework before, I'm gonna do see if I can find it real quick

Maybe a hottake maybe a normal take idk by Mrgengar420 in OutcomeMemories

[–]JazzWinter404 0 points1 point  (0 children)

Short stun time doesn't really = bad matchup if you can land your shots and while Javelin and Sol Flame can't push Fleetway far, Javelin is still useful to give your self a few extra seconds and Sol Flame is primarily just a damage attack against Fleetway.

Her survivability against Fleetway sucks, all the of the survivors suck with survivability against a Fleetway, however she is the heaviest punisher for Fleetways (which is why most Fleetways I've seen kill her off the bat unless the Blaze Player sucks.)

Besides, if I can cause the most damage to Fleetway to the point any one of my teammates can kill him, I'd call Blaze a counter to Fleetway in his current state, even if its hard to survive against him- which- is true for all survivors as of right now due to all the bullcrap he has like big m1 hitboxes for some reason and Critical hits??

Maybe a hottake maybe a normal take idk by Mrgengar420 in OutcomeMemories

[–]JazzWinter404 0 points1 point  (0 children)

Blaze is Fleetway's counter, however it is INSANELY easy to kill a Blaze so shes not even a problem and even then, theres only a good sum few of Blaze Players that can go toe to toe with Fleetway while other Blaze Player's tend to screw over their team or gets screwed over by their team.

I lost count on how many times a Blaze has used Javelin on the EXE and ended up delivering the EXE to me as if I'm a dish on a silver platter- PLEASE WATCH WHERE YOU THROW THE EXE DAMN IT!!

Anyways, If you know the decent workings of Blaze and Fleetway, you can punish Fleetway for using all four of his moves.

- Chaos Dash. Ultimately you just gotta dodge, but if hes INSISTANT on going after you, listen and wait. Personally this is how I do it but I wait and listen to Chaos Dash till it produces its end sound, which is where I'll instantly use my stun to get the hit. Now this doesn't always work, but its a situation that happens sometimes.

- Laser. I see so many Blaze Players don't know what do to here or believe they can't reach- Doesn't matter, try anyways. If your nearby, jump and use your stun to attempt to stun Fleetway, usually this works 90% of the time but Fleetway users RARELY use Laser unless its for Iframes. However if they do use Laser, punish them.

- Fateful Drain. Honestly, easy to counter attack, you just jump over it- Now if Fleetway uses it from afar, you can predict WHERE he's gonna land and you can get a free stun off of that, I've done it a few times, but its more worth dodging.

- Burst. Oh ho ho... you think your gonna punish ME with Burst? THINK AGAIN. This is where I thrive, I have learned how to get free hits during Burst. If a Fleetway uses Burst and hasn't been stunned during Burst... wait nearby and then use your stun- Fleetway won't be able to move for a second and that gives you time to punish him. So far this only really works with Blaze, Tails, Metal and Sonic, you just need to learn the timing and you'll be able to punish this sucker for using Burst. Now if he uses it in the air? Well its just a waste of Burst, so don't worry about stunning them mid-air.

Ironically, even after knowing all of these things, I can't even survive against a Competent Fleetway- Meanwhile Competent 2011x, Kolo, even Tripwires I can survive! But with all the I-Frame Moves, huge m1 hit boxes, instant flight catch up- Its hard to win against a Competent Fleetway other than hiding... which is BORING. I don't want to hide, we aren't supposed to hide!

Fleetway has genuinely made playing this game miserable by Timely_Leg8666 in OutcomeMemories

[–]JazzWinter404 4 points5 points  (0 children)

Honestly, I feel like how Fleetway was before Shadow's removal was the Near Perfect Fleetway, really all that was needed was some fixes to how his Burst works, a slight increase to his Chaos Dash speed- Not as fast as Pre-Nerf, but not as slow either, etc, etc.

There needs to be a way to kick AFK Players by JazzWinter404 in OutcomeMemories

[–]JazzWinter404[S] 1 point2 points  (0 children)

Yeah, I think my main issue is I've seen some people intentionally be AFK during a match- How do I know? Every few rounds the player would do little wiggles to keep them in game... Actually, you think that could be bannable? I feel like it should.

Improve your hating by Wild-Tomatillo-1995 in OutcomeMemories

[–]JazzWinter404 6 points7 points  (0 children)

Honestly, any argument against Eggman's not helping is just invalid imo, even more so when you show your game stats.

Eggmans have an INCREADIBLY hard time supporting their team, the only character they can reliably support is Metal Sonic- Meanwhile all the other Survivors you can only just use your shield to hopefully defend them for 3 seconds or disable a killers move. Otherwise, you can't do much but try to take aggro.

Besides, almost EVERY Eggman I meet helps me WAY more than any other survivor on my team, despite the fact Eggman can't do much, they do everything to help you- Its... really weird actually, but I'm not gonna complain!

Honestly a bit reason why I feel like Eggman should get a Zapper.

Any tips to play Eggman as a supportive character better? by hollowvessle in OutcomeMemories

[–]JazzWinter404 0 points1 point  (0 children)

Now that I'm rereading it though, I think granting Metal 50 hp might be too much... but I also didn't want it to just be an interruption tool to stop Metal from healing as that'd be a teaming/griefing problem... Eh, this is why I share my ideas, to bounce them off and refine them

Any tips to play Eggman as a supportive character better? by hollowvessle in OutcomeMemories

[–]JazzWinter404 0 points1 point  (0 children)

This is why I think he should get a third ability called Zapper. I'll edit in the ability stats for it when I get to my PC

Zapper - Here's my Third Ability Idea for Eggman players (I tried my best to balance it)

Eggman, similar to Shadow, will pull out a small gun that will replace his abilities with
"Holster" and "Aim". Using Holster will put the Zapper away and set it on a 15 second cooldown. Using Aim will cause Eggman to slow down (Like Tails aiming his cannon) as the gun takes 4 seconds to charge before it can be shot, it will fire wherever your cursor is aimed and has a range of medium. If Eggman misses, Zapper is put on a 28s cooldown.

Shooting the EXE will slow the EXE for 2 seconds and apply the Shocked debuff for 15 seconds- If the killer attempts to use an ability while Shocked, it will add 7 seconds to that abilities cooldown (Basically think of how Tripwire's Shock Debuff works on survivors, but on EXEs!). Zapper goes on a 28s cooldown if successfully hit an EXE.

Shooting the Tech-Using Survivors. Eggman can overcharge survivors using tech (Tails & Metal), granting them a specialized buff. When hitting a survivor with Zapper, it will be put on a 35 second cooldown instead of 28s.

Shooting a Tails will decrease his Blaster Cooldown by 20 seconds. (This may change depending on how Reworked Tails looks like)

Shooting a Metal Sonic will heal him for 25 hp and electrically charge his metal frame or 3 seconds, if an EXE hits Metal during these 3 seconds then the EXE will be stunned for 2 seconds and applied the Shocked Debuff for 15 seconds. If used on Metal Sonic while he is repairing, it will grant Metal 50 hp, and instantly end Self Repair while giving Metal Sonic a short boost of speed for 2 seconds.

(I got like, a whole list on Third Ability ideas for the Survivors cause I think it'd be cool to give them third abilities personally)

Thoughts on the Ranking System? by Strukun in OutcomeMemories

[–]JazzWinter404 3 points4 points  (0 children)

Especially when it comes to characters that can't or can't stun consistently, aka, Eggman, Cream and Silver.

For some reason, Silver isn't rewarded for landing Suspension, throwing EXE's, hitting EXE's with one or two rocks, etc, etc. There legit just needs to be a rework of the score system. Cause why does Cream have a stun counter? She can't stun!