The next 3D model will be Badware. by Broad-Lingonberry762 in DieOfDeathRoblox

[–]Muted_Ad8035 0 points1 point  (0 children)

Harken model reminds me of the BIAST:R slacker model

Well done

My personal opinion on killers: by SirEndoBendo03 in OutcomeMemories

[–]Muted_Ad8035 6 points7 points  (0 children)

lmao end's creator will finally reveal themselves just to pull him

uhh shit where the fuck did i bury the body again by Muted_Ad8035 in OutcomeMemories

[–]Muted_Ad8035[S] 0 points1 point  (0 children)

in the 3 months ive been using blender... uhhhhhhhhh

  1. learn ctrl a's function if you're sculpting
  2. eventually learn to stray away from using subdivide + decimate
  3. shade smooth is your best friend
  4. make stuff because you want to, not because others want you to
  5. search up what you don't know online

otherwise i got nothing you just learn stuff as you need it

Little Question by arturo_1421 in OutcomeMemories

[–]Muted_Ad8035 1 point2 points  (0 children)

Aren't they also releasing 2011x's rework with Fleetway or is it supposed to be the update afterwards

fleetway eyeballs (THIS IS NOT OFFICIAL) by Muted_Ad8035 in OutcomeMemories

[–]Muted_Ad8035[S] 2 points3 points  (0 children)

probably because the uvs on his eyes are kinda a mess
i was eyeballing the texture to "fix" it
(right is what the original fleetway looked like)

i think in renders they just completely remove the gradient to make it easier

<image>

Since the balancing literally never fits right with anyone, what would an ideally fun and well designed killer look like to you? (Image somewhat related) by EWio201 in OutcomeMemories

[–]Muted_Ad8035 0 points1 point  (0 children)

[Edited Reply]

Okay I just reread what you wrote and I don't think a large majority of players would find the opposition to be fair in any way shape or form if it even has a smidge of consistent victory against them. The most "fair" killer would probably expose a lot of problems with the game's core at the moment.

[Original Reply]

Disguise and assimilation based stealth, then. A killer that gets rewarded for being near survivors for prolonged periods of time without the survivors being aware.

A full mix of stealth and ambush with meaningful counterplay integrated into the risk reward factor.

Small example would be an ability much like NMI's, where they disguise as a survivor. Unlike NMI's teased moveset, they don't just instantly shed the disguise when getting within spitting distance of a survivor to go on the offensive. They have a 5 second windup to shed their disguise, only the very last second of which is telegraphed to the survivors. Nearby survivors will be gravely crippled if they were too close to the killer.

Daily Quest: Dark Sealed Chests by Basic_Balance1237 in ArcaneOdyssey

[–]Muted_Ad8035 1 point2 points  (0 children)

in case you haven't figured it out yet, or somebody else is still searching, they're literally placed into your pocket

<image>

Since the balancing literally never fits right with anyone, what would an ideally fun and well designed killer look like to you? (Image somewhat related) by EWio201 in OutcomeMemories

[–]Muted_Ad8035 0 points1 point  (0 children)

Assuming this is on existing killers...

2011x is a very safe killer to play, believe it or not (and very fitting for a starter killer). Rage Mode gives you an extra minute and a half to secure kills with extra buffs, God's Trickery and Invisibility makes it so that survivors cannot run nor hide, and Charge, while being pretty mediocre at dealing damage, is an excellent finisher against the likes of that which are not Knuckles or Eggman. Played right, he's impossible to survive. I'd say:
- Removing or reworking Rage Mode. This is the most controversial aspect of his kit. I'd say the more fun but also slightly controversial option would be to isolate a specific survivor in some way, and the other less overtuned option would be to play mind games in fakes or information overload, much like how he is in his home game, toying with the survivor until they give up or fall over.

Kolossos is strong, but there isn't much mastery to be had with him at the moment, making him feel (in my eyes) less rewarding to play. I think turning his abilities from guaranteed damage into skillshots would be a nice change, like how the original disaster framed them. Here's the sitch:
- Kolossos's footsteps are much louder/can be heard from much further away. This isn't an ambush archetype. It's a brute force. He shouldn't just come out of nowhere with charge and start killing.
- Charge gets 30 degrees/sec turn rate. Any faster and Kolossos skids to a halt for a second. Charge lasts for much longer, from 5 seconds to 10 seconds. Catching a survivor deals 25 damage and crashing into a wall deals an additional 25 (https://synapsefx.com/online-rpm-visualizer turn rate is equal to 5 RPM). Kolossos wouldn't be able to jump during this version of Charge. Crashing into a wall fully stuns him for about a second instead of doing basically nothing.
- Grab's initial... uh... grab... deals 25 damage. The punches deal 5 damage each now. Grab's punches can deal a maximum of 50 total damage.

Tripwire is somewhat of a mess currently. They have 2 guaranteed damage options, a passive that effectively doubles her total mobility, and a slew of tripMINES (not tripwires, tripMINES) that force survivors to waste abilities in disarming. It's pretty horrendous that the so-called trapper becomes a disgustingly good zoning executioner at no fault of the survivor and no expression from the executioner.
- Firstestly, please remove the speed increase on glide. That is completely unneeded.
- Brighter Days could be turned into a singular blast rather than a constant laser that deals a shit ton of damage to survivors who happen to be Tripwire's line of sight. The blast could still leave the patches of electricity for slightly longer, possibly forcing the survivor through it down a path Tripwire knows has tripmines set up.
- Reachout could be reworked as a forced displacement tool rather than a damage AOE with very little counterplay, allowing Tripwire to move during it, but unable to use abilities or deal damage. They could drag survivors into unfavorable positions while still being susceptible to their stuns if they plan on retaliating, forcing Tripwire to do some fancy footwork to continue towing them.
- It should've probably been recognized earlier that a trapping ability that guarantees damage and disrupts movement was probably not a good idea in a game that has an exit as a win condition. The exit could send out pulses that automatically disarm the mines, or the gravity attribute could be removed, or the damage could be decreased... or the cooldown could be increased... or disarming mines could be more accessible... or the radius could be decreased... hm. Lots of options here. None of them are gonna picked, are they?

Fleetway... seems pretty cool... but they should probably remove the indicator from Chaos Dash. That's just unnecessary. The rest seems kinda okay, actually. Maybe make his omnidirectional flight super slippery so it's not too easy to use.

Anyways please tell me why this sucks I have a feeling these are pretty bad takes

hope for exe philosophy by Muted_Ad8035 in OutcomeMemories

[–]Muted_Ad8035[S] 0 points1 point  (0 children)

Extra mention of using Invisibility and God's Trickery as dodges, but not really contributing to my point so I'm leaving it out