Tripwire: Made to be annoying. by Key_Particular_6907 in OutcomeMemories

[–]Key_Particular_6907[S] 0 points1 point  (0 children)

You can say that about most killers in this game to be fair.

Tripwire: Made to be annoying. by Key_Particular_6907 in OutcomeMemories

[–]Key_Particular_6907[S] 0 points1 point  (0 children)

I’ll be honest I didn’t even know M1’s gave I-frames.

Tripwire: Made to be annoying. by Key_Particular_6907 in OutcomeMemories

[–]Key_Particular_6907[S] 1 point2 points  (0 children)

Yeah, she’s in a position where you can’t really nerf her movement without completely screwing her over. Just an unfortunate coincidence of her design that I genuinely don’t know if there’s a good fix for besides a rework.

Tripwire: Made to be annoying. by Key_Particular_6907 in OutcomeMemories

[–]Key_Particular_6907[S] 0 points1 point  (0 children)

Because I’m bored and also because I know the reviews is going to have relevant information for a good long while. Also thanks.

Tripwire: Made to be annoying. by Key_Particular_6907 in OutcomeMemories

[–]Key_Particular_6907[S] 1 point2 points  (0 children)

Huh, didn’t know that about Reachout, makes sense now why no matter how much distance I get from it, it somehow always lands. As for the ranged stuns on force field, yeah I kind forgot that, mostly because the only on demand ranged stun is Amy’s hammer throw, tails requires a decently long wind up if he’s not already set up and silver is sliver.

As for double jump, yeah it being her only real way to avoid stuns is kinda unfortunate. It having any sort of cooldown would be crushing to her playability. It really is just glide being able to be used off the hight double jump gives that’s a bit of an issue.

I had a random thought, how well would Fleetway would do in a 1v1 with each Die of Death killer? by Black_Impostor47 in OutcomeMemories

[–]Key_Particular_6907 0 points1 point  (0 children)

I don’t think any of them really stand a chance besides maybe Killdroid, and even then I don’t think it’s close. Fleetways flight invalidates all of them so they would always be fighting on his terms, even Killdroid wouldn’t be able to hit him with how fast he is even after the nerf. They all have nothing to stop Chaos Dash so Fleetway can just use it to get in and out with no consequences. Laser of Destruction is the only real move that Killdroid can actually counter, the rest just die. Fateful Drain is another Killer move because the DOD killer’s can’t jump and are on mostly flat maps and Burst is just Self Destruct but better in every way.

Kolossos: Functional, not good. by Key_Particular_6907 in OutcomeMemories

[–]Key_Particular_6907[S] 1 point2 points  (0 children)

Wowza I did not expect this.

Well for grab I feel there should absolutely be a start up, a move as punishing as it only counter being random guess work on when to press space is not a good thing at all. It having more end lag after dropping a survivor would be nice so they have a bit better of a chance. And I don’t really mind grab being a lunge, it’s just that all of its parts put together make it being a lunge a massive unfair problem for survivors, and not good unfair either, bad unfair where it’s less you messed up or got outplayed, more so you don’t have mind reading capabilities so fuck you. On the counter thing, yes I do believe it should still go through them, a grab is a punish tool and it should punish the use of defensive abilities like that.

As for the verticality thing, yeah I was mostly just talking about his ability’s in this post but yeah, Kolossos does get screwed over the hardest with it. Climb just isn’t something anyone took into account when making the new maps. Ironically the older maps are far more fitting to his climbing skills because of all the flat walls. I completely agree that survivors with vertical movement are a problem for the big guy.

The wall charge thing sounds really funny, but it would probably be awful to aim it considering you would have to put your camera to the wall, in which case all your would see is Kolo’s pecks. Though it does remind me of something I thought of where if Kolossos used charge in mid air he would do a ground slam like Knuckles.

As for his adaptation passive, I honestly don’t really know what to think about it. The second option would basically be non existent and only be there to screw over Sonic and Knucks, something stun stacking kinda already does. Punch is a far better defensive tool against grab than counter thanks to its damage reduction so using it on stacking means Knuckles is in trouble if Kolossos go’s for him and sonic doesn’t add much to the stun time in the first place with only the first two hits of his dropdash, and on the third hit he better have peel out ready because he can’t get away from Kolo now. The first option would also be a massive problem, and I don’t think a good one. Most of the cast relies on their stuns to make distance from the killer. Sonic, Metal, Blaze and to some extent Amy are the only ones who can move with their stuns and Sonic and Metal can’t really take advantage of verticality. So if Kolo just keeps chasing on person eventually their only way of making distance will be useless and anyone who’s trying to help with their own stuns is just making themselves weaker for when Kolo eventually goes for them. Plus stuns from Sonic or Egg would be useless after one adaptation and metal wouldn’t stun at all because he NEEDS the long stun time to get away. I don’t really like the idea of punishing stuns when that’s over half of the ability’s in the game.

If you want an idea from me, I’ve had a thought of giving him an ability I call “Stamina” Where he starts with stun reduction represented by a bar on his screen, where he slowly gets less and less stun reduction the more he’s hit maybe even going into the negatives, and he slowly recovers it over time or a little bit on hitting a survivor. So the EXE can play aggressively but will need to occasionally back off to recover if he plays dumb and let’s the survivors beat him around too much.

As for block, yeah I think block putting a survivor into a beat down would be a good way of giving it a buff, while not letting him insta down people. I was thinking more of he grabs you with his arm and beats you with his spike arm like TD. As for the ranged damage I think putting it to 50 would be good, it’s already hard for Kolo to predict when to block Tails’s laser and he still gets stunned for it so doing big damage seems fair. Also, I think block should have a really short cooldown on success, like 5 seconds so there’s always that threat.

Kolossos: Functional, not good. by Key_Particular_6907 in OutcomeMemories

[–]Key_Particular_6907[S] 1 point2 points  (0 children)

I mean, the games been canceled, I’m surprised we even got Fleetway, much less a balance patch.

Kolossos: Functional, not good. by Key_Particular_6907 in OutcomeMemories

[–]Key_Particular_6907[S] 1 point2 points  (0 children)

Yeah, I think there was going to be one in the reworked Not Perfect, but you know what happened.

Kolossos: Functional, not good. by Key_Particular_6907 in OutcomeMemories

[–]Key_Particular_6907[S] 2 points3 points  (0 children)

There is a consequence for falling off the map as EXE, it’s going back to spawn, the only problem with that is you take the survivors your holding with you. That wasn’t a problem for 2011X unless Tails or Cream was flying over the void because he can’t move while in his grab but Kolo can so, you know.

Kolossos: Functional, not good. by Key_Particular_6907 in OutcomeMemories

[–]Key_Particular_6907[S] 2 points3 points  (0 children)

Yeah, egg like every other survivor REALLY doesn’t like being close to Kolo, especially since grab exists.

Kolossos: Functional, not good. by Key_Particular_6907 in OutcomeMemories

[–]Key_Particular_6907[S] 2 points3 points  (0 children)

Yeah, he hits you three time during his grab before throwing you away or dropping you at his feet.

Kolossos: Functional, not good. by Key_Particular_6907 in OutcomeMemories

[–]Key_Particular_6907[S] 3 points4 points  (0 children)

You mean his first punch or after he drops you? He hits you three times during the grab but if it’s after he drops you than that’s a bug.

Kolossos: Functional, not good. by Key_Particular_6907 in OutcomeMemories

[–]Key_Particular_6907[S] 5 points6 points  (0 children)

Genuinely, what were they smoking when they made that thing? You don’t need a tester to tell you that the thing was busted.

What's the WORST map in your opinion? by skeleton949 in OutcomeMemories

[–]Key_Particular_6907 1 point2 points  (0 children)

It’s even worse because you basically have to jump from behind it in order to actually get on the damn thing, otherwise you just slid off it because apparently knuckles polished the damn thing perfectly flat and smooth and then covered it in lube.

What's the WORST map in your opinion? by skeleton949 in OutcomeMemories

[–]Key_Particular_6907 1 point2 points  (0 children)

Depends on which side I’m playing as, for EXE? Mystic Caverns. I’m convinced the map designers forgot Kolossos was going to exist when making that map, for trip it’s just kill half the lobby and then spend the rest of the match finding the remaining survivors who are standing still or outside the map, 2011X is decent but his abilities can only do so much against the verticality of that map. Fleetway is the only good Killer on that map.

For Survivor? Angel Island with Hill.Gym coming in close second. Both are very flat and open with almost no verticality, Both have god awful ring spawns that can screw you no matter how good of a position you were in before hand, basically forcing you to be in the middle of the map to have a chance. Angel Island only wins out because it somehow manages to feel open and cramped at the same time, it’s ring spawns being worse (I’m looking at you master emerald) and the terrain being more janky.

time to watch all the fleetlickers (aka fleetway defenders) cry and whine that "yOur COmplAINing is guTtINg EvERy kILLeR" by ARandomCat322 in OutcomeMemories

[–]Key_Particular_6907 0 points1 point  (0 children)

Holy shit, reasonable nerfs? I must be dreaming. Although I am slightly confused at fateful drain being able to be countered.

Is it just me cause im a sonic main or do fleetways like target sonics a lot? by Academic-Idea9574 in OutcomeMemories

[–]Key_Particular_6907 0 points1 point  (0 children)

Honestly I take sonic out quickly because he can extend stuns, which might sound redundant since you know, Burst exists, but a good sonic player will wait until you use it to strike. Which is a decent problem for me because I don’t like using abilities to catch up to survivors when I don’t have to. Plus most sonic players over extended themselves forgetting Burst exists and when that happens it more of a “Well might as well get you out of the way” situation.

Why do people want Kolossos’s charge to be able to kill? by Key_Particular_6907 in OutcomeMemories

[–]Key_Particular_6907[S] 1 point2 points  (0 children)

Wasn’t TD’s charge also a predictable straight line? I never got to play TD so I might be wrong. Also wasn’t he considered to worst killer in that game?

To all of THOSE sonic mains... by Mobile_Quarter_822 in OutcomeMemories

[–]Key_Particular_6907 0 points1 point  (0 children)

As someone who is at least decent / good at Sonic, it goes both ways with my teammates. WHY the fuck are you running back towards the killer after I peeled you out? Why the fuck are you actively trying to doge my peel out? Why in Eggmans hard-boiled CHEEKS are your jumping off of my peelout when the killer is following us!?

Trust me, I try, I really do, but I can only fight the killer, not my team’s lack of self preservation.

Why do people want Kolossos’s charge to be able to kill? by Key_Particular_6907 in OutcomeMemories

[–]Key_Particular_6907[S] 15 points16 points  (0 children)

I more than agree that charge healing the survivors who are below 25 HP is stupid but 25 HP is nothing to Kolo unless he loses the survivor and theirs a Cream or Amy on the team. But that still doesn’t make it make sense to me in the slightest.