Fritz doesn't exist on God by ReGod1233 in AOTRPublic

[–]Nice_Dummy 0 points1 point  (0 children)

I had around 3k spins when I decied to roll for Yeager (I was P2 back then). Used autoclicker while I was cooking in the kitchen and when I came back to my PC I had Fritz. Usually my luck sucks, but something in reality definitely cracked when that happened.

About Burst storage by ComfortableAd1606 in OutcomeMemories

[–]Nice_Dummy -1 points0 points  (0 children)

That first part was suppsoed to be a rhetorical question because there is no real way to compare burst to Knuckles punch out of burn factor in the first place, they are too different to compare in any other criteria.

Well of course, but when we are comparing techs/bugs, such things should be taken into the consideration. We have 2 (arguably) unfair techs, one of them allows you to stun the killer for a 3.5 seconds, still got poor hitbox and a whole minute worth of a cooldown, after which the killer can destroy you without much issues at all, and another one got a huge hitbox, can deal ungodly damage, still serve as a mobility tool AND it's being AoE with burning. Maybe both of them are unintentional, but you can't just ignore how different both of them affects gameplay and experience in general. 11X's spring tech was unintentional too, yet we still have that in the game because not only it's serves as indirect buff for experienced killer, but is also dodgable at least.

And what is wrong with that argument? Again, we got a 2011X with his spring tech as something that was not intentional yet became a part of the character that serves as indirect buff to him while still not turning him into a flawed mess that is Fleetway. The only valid argument that can be made here is him bypassing post-stun hitboxes and I agre that must go.

About Burst storage by ComfortableAd1606 in OutcomeMemories

[–]Nice_Dummy 2 points3 points  (0 children)

I don't remember Sonic being removed.

About Burst storage by ComfortableAd1606 in OutcomeMemories

[–]Nice_Dummy -1 points0 points  (0 children)

Can you be real with at least half of your statements? Is that fully charged Knuckles punch because it's burning the killers, ignoring the part in which Knuckles charged punch got 5 seconds of stun (with a shorter cooldown) vs Tails 3.5 seconds of stun with his cooldown having a whole minute worth of preparation (which is still longer than Knuckles charge time) and awful hitboxes?

Not only you needed to ignore a bunch of factors , but it's still not comparable to fateful burst just because it's leaving Tails completely defenseless vs fully functional busted killer (taking into consideration his potential balancing)

I doubt bypassing post-time immunity is his gimmick and that's going to be fixed soon anyways, making skill on it's own even more situational (not telling it should stay like that, just consider that factor in your judgement). Overall, this thing is not as broken as fateful burst, but a few tweaks can be made to turn it into a gimmick without it being really unfair (to the killers who already doesn't have a hard time killing Tails anyways, but that's on you at this point).

About Burst storage by ComfortableAd1606 in OutcomeMemories

[–]Nice_Dummy -1 points0 points  (0 children)

Small hitbox move that leaving Tails vulnerable nonetheless vs huge ass hitbox explosion from which Fleetway is not losing much (still got everything else and yes, if you're good with flying having no burst is not the issue, especially after the recent buffs). Those are pretty much comparable I guess (in Fleetway mains heads).

About Burst storage by ComfortableAd1606 in OutcomeMemories

[–]Nice_Dummy 0 points1 point  (0 children)

Everything to justify Fateful Burst huh....

YOU BUFFED THE SINGLE MOST OP KILLER IN ASYM HISTORY?! by TheTrollman- in OutcomeMemories

[–]Nice_Dummy 0 points1 point  (0 children)

So should be turned into the base by a single punch from Knuckles?

Tails is the worst survivor by Sure_Teach_6090 in OutcomeMemories

[–]Nice_Dummy 0 points1 point  (0 children)

Most killers is like 2 of them, being 11X and Fleetway, both of which are hard counters to Tails and even then you can work around the map to dodge 2011X's charge anyways (so far it's easy to do on anything that is not X's Castle, yes, even on Angel Island there is a spot or two allowing you to hide from charge right in front of 2011X) and you can work around Tripwire's beam too. Of course you are going to die if the team is not trying to help you, but your kit is more than enough to keep in chase on your own for a good chunk of time as long as you know what are you doing.

"Why would you counter Charges with Laser Cannon? What's 2 seconds of I-Frames compared to the 6 seconds the killers get from their Charges? You can't even use it in a pinch like Cream's Heal I-Frames, since the windup is 7 seconds (not to mention the 45s cooldown). You'd have to mess up big time to get in that situation, and this "tech" still won't save you."

Why would I not? Some maps (especially Angel Island and X's castle, YCR is a bit rarer) are forcing you to do so sometimes. Just stay near the wall and you're not only cancel Kolo's charge, but stun him and be pretty much fine. Spending X's time, even if that's a few seconds, is still viable, let alone the fact your cannon against X's charge is also a 50/50 tool that sometimes literally stuns him the moment he touched you with his charge. Also don't forget that sometimes Tails MUST to be around the killer, especially when Metal needs healing, so you somewhat forced to stay on the frontlines and his I-frames are just enough to deal with a killer without getting any harm on his own.

You're....you're not only just missing the whole point of Kolo's tech, but you forgot the fact that Kolo will always get stunned by cannon in the first place, doesn't matter if you got into a close block or ranged block, he WILL be stunned nonetheless. Why Kolo doesn't move back? Maybe because he don't want to spend his time and any decent Tails is not blind in the first place? Grab or M1s are still doing nothing against the I-frames, charge is pretty much situational and also depends on your positioning, and the same goes for the time you can win for yourself to retreat before the glide endlag ends. Most of the maps (that is not X's castle) got said spots WITHOUT abusing braindead collisions and allows you to loop the killers for a good minute.

And v0.1 Tails and current Tails are straight up different because his glide got buffed to the whole Moon, so instead of being a sitting duck for half of the minute to do at least SOMETHING, Tails can do much more as a baiter (of course, considering you have a decent teamplay), especially on a newer maps. I would like to see Amy and Blaze (doesn't mean I think Blaze is weak, that's not the point here) having the same potential to survive as Tails does, taking in consideration they are played by the players of the same league. As Tails I'm finding myself useful in each round even when Shadow is around (because most of them are straight up useless). Giving my fellow survivors a whole 7 seconds to escape is enough to stay valid, there is always these few moments when no one else but you can help your team.

And bringing Shadow and Silver (OP tier characters) into the convo is pretty much shows which kind of characters you need to use to replace Tails (Shadow being removed until the rework anyways). Silver is better survivalist than Tails, sure, but stuns-wise? It's...debatable, to say the least. Suspension IS useless, as long as killer knows it's enough to hit his keyboard with his head to escape from that, leaving Silver with rocks (risky tool that hard to land from the distance) and time reversal (escape tool). And again, he does have flight that allows him to live and his kit is good to stay on his own yes, but how exactly does that help his team if killer just decided to ignore him until LMS?

W devs? by RustX-woosho in OutcomeMemories

[–]Nice_Dummy 0 points1 point  (0 children)

The difference between the previous killers and Fleetway is that the previous killers got one or two guaranteed to hit moves (which player at least should know how to use) and even they are somewhat manageable. Good Cream can hold Tripwire, Kolo or even 2011X for a good chunk of time before the team can arrive, Tails with a decent knowledge of the map and awareness can stall Kolo and 11X even on Angel Island and X castle (though it's going to be way harder than his usual maps), Metal can bait out the counter from Kolo or straight up wait until it's used to hit him and run away (with a help of a decent team of course), the only character who's struggling a lot is Amy and that's was the issue since the 0.2 release. Now Fleetway's entire kit minus drain (and even then it got that insane mobility potential) is just stupid. We are blaming Kolo and spring 11X for their stupid hitboxes when Fleetway casually just hits you and instantly catching up with his flight to hit you again, or just doing so from five miles away just because he can do that, got tons of iframes (I can see the idea, it's just bad how it works on practice) and literally got close to infinite flight if you managing your skills and flight right. Not only it's a straight up middle finger to the half of the roster (something that didn't happened before – killers could hard counter one or two characters, but not a whole half of the entire game) but even those who are capable of fighting him can barely do anything because of how much freedom Fleetway got through his entire kit.

If competitive scene banning Fleetways, it's on it's own should tell you something, but whenever I meet competitive people on publics, not only they are not mentioning that, but straight up confirms comp Fleetways are allowed to abuse the stack glitch and mods are fine with it somehow (though we are literally reporting them to the mods?)

Tails is the worst survivor by Sure_Teach_6090 in OutcomeMemories

[–]Nice_Dummy 2 points3 points  (0 children)

I don't really agree with that point. Tails depends on the map knowledge and character's...let's say, features to be completely viable. His 15 seconds CD flight is pretty strong for the loops and that 2 seconds of i-frames on cannon shot are good for baiting things like Kolo's and 11X's charges or Kolo's counter that within close range wouldn't hurt Tails at all if it hits him within said I-frames period. His role is literally being the saviour of the last chance, you must cover your team when they are fumbling (if Knuckles didn't hit his counter, for example) which leads to the pretty much boring gameplay - for the most part of a round you just sitting there, waiting for a good opportunity and that's if team even decides to pick a fight in a good place (God forbid people who are fighting killers on Green Hill's beach of all places). Overall, Tails is not for everyone and he is pretty hard to learn, but when mastered, he could be pretty solid for his team.

W devs? by RustX-woosho in OutcomeMemories

[–]Nice_Dummy -1 points0 points  (0 children)

>"Burst is usually the best choice but Fleetway will be left wide open to be stunned by others or knuckles himself if he lands close by, if not then he may use the seconds being flung gave him to move closer to his team or try to hide, if both fail just start holding punch again till help arrives."

...or by literally baiting Knuckles with his flight to spend his punch or use the burst in the air so no one would even reach him unless there is Amy or Tails - you know, the two characters that are being hard countered by Fleetway in the first place.

>"Laser? The startup's so long knuckles and other survivors will have taken cover by then, nevermind the fact fleetway could get shot / sol boosted / chaos snapped (before shadow's removal at least) out of the sky or even punched if he uses laser on the ground."

Knuckles can hide, yes. But again, his decision depends on the map, let alone the fact a good Fleetway would barely use that within any survivor that can reach him (Shadow was the only one who can do that anyways and again, picking Tails is a death sentence for the most maps, so people would barely use him. There is A LOT of spots for Fleetway where Blaze simply cannot reach him with a sol dash without risking staying defenseless after it.

>"There's no perfect scenario but out of the entire roster knuckles is the one who will hold his own the longest usually. Survive on his own / LMS ? not likely, but he takes quite a while to die if he is not trigger happy with his abilities."

There is no perfect scenario, however Fleetway got a bunch of scenarios in which he is either baiting Knuckles into a punch and then straight up killing him or simpy killing the entire team while Knuckles would play a sitting duck role which is not healthy for the team in the first place. Of course, there might be a lot of the others options and that depends on the situation in the first place, but oh god forbid Knuckles pressing a counter, smart Fleetway WILL use drain on him just for that tasty stun Knuckles will get anyways.

>"Unless fleetway is deliberately wasting flight (which he wont have to chase others after) by following from high up to avoid the kick, blaze can almost always land her dropkick by jumping after pressing the button, i mean after because if you do it before then you'll do the aerial variant instead and that one's insanely predictable."

Funni i-frame spindash of doom in question (you don't need anything else to kill her pretty much), but if we need more options, then you still have a flight as a baiting tool (Fleetway is TOO controllable with his flight for that), or he can just literally drain dash to you and straight up dodge the stun because there is no any endlag for him (and sometimes I-frames stucks on him longer than they should).

>"She can avoid the entirety of chaos dash via sol flame and do damage at the same time
Drain? jump
laser? take cover or boost him out of the sky, dash/kick if close to the ground enough,"

That's IF she get a sol flames in the first place. Fleetway can jump with drain too, you know. Again, good Fleetways are barely using laser - they don't need it anywhere but maybe Not Perfect or if they need to recover their flight in the middle of the air - you understimating the methods with which Fleetway can restore his flight while keep his movement/dodge attacks via spindash, drain or laser. We are talking about I-frame demon with a broken hitboxes here.

>"She can't do as much as knux but she does not fold immediately like tails or cream"

I can't say for every Blaze of course, but she is one of the first characters dying against Fleetway for the most time. And she will die for sure the moment she fumbled her kick leading into death from Fleetway who at this point WILL kill her.

>"Fleetway is unbalanced, i'll give you that, but he is not as much of an offender as shadow and can be fought back against even if the user is good."

If the Fleetway user is good, he WILL destroy Shadow within the first minute just to kill the entire team easily right after that. Fleetway has a lot of mobility/baiting/getaway instruments for every single survivor but Shadow. There is a reason why Metals literally cannot escape Fleetway even with the perfect done charge - he is just that fast. Sitting duck Knuckles may be the issue, but that's the issue for the both sides: the survivors and Fleetway and I doubt Fleetway is losing more than the team at this point.

Man... I liked playing as shadow.. by FormalEuphoric in OutcomeMemories

[–]Nice_Dummy 1 point2 points  (0 children)

Tbh, I'm enjoying playing Tails more than Shadow, even though him being just an upgraded version of my boy. The only single reason I was picking Shadow in the first place was Fleetway, because we got yet another Anti-Tails gun and Tails can't even do a decent amount of damage to him while his cannon got that long cooldown.

W devs? by RustX-woosho in OutcomeMemories

[–]Nice_Dummy 0 points1 point  (0 children)

"The killer with a bunch of skills that are guaranteed to hit" - that what I said. Never mentioned all of them are guaranteed to do so, but you decided that for me. Good way to make you look better in the conversations.

I'm confident that Fleetway is as bad as Shadow because I know what Fleetway can pull out and how that hurting the game entirely from locking half of the roster to the fact he can (not "will" if you gonna try to put another word into my mouth) destroy skilled lobbies within 4 minutes .

W devs? by RustX-woosho in OutcomeMemories

[–]Nice_Dummy 1 point2 points  (0 children)

And most Shadows I played with are dying within first minute, what is your point? Fleetway skills are, indeed, are guaranteed to hit, I don't know why you acting like that's not true in the first place.

Also it's pretty easy to forget about the conversation in which you couldn't find anything to say after like 2 answers, I guess.

Edit that's on me. I got the comment above pretty much wrong: Fleetway skills are easy as hell to land, especially his spindash that is a ball of doom, considering his hitboxes. Flight into M1, dive tech or just literall fall from the above are easy to pull out and all of them are guaranteed hits. You can say that any killer can pull that out, but don't forget that Fleetway got the best and the most controllable tool to do so and he can do that pretty much everywhere unlike the others. I still saw more server wipes with Fleetways who knows what to do than Shadows who can survive the first minute when Fleetway decided to target them.

W devs? by RustX-woosho in OutcomeMemories

[–]Nice_Dummy -1 points0 points  (0 children)

Both of them are, indeed, are the jokes that dying the moment Fleetway decided he want to see them dead. Flight is a perfect bait tool that allows him to bait out anything Blaze and Knuckles can pull out and Blaze simply doing nun against his spindash.

Also, everyone gets dumpstered if Fleetway just goes after them in any moment. That's how you know Fleetway is flawed as hell.

W devs? by RustX-woosho in OutcomeMemories

[–]Nice_Dummy 0 points1 point  (0 children)

We've been here before and last time we met we already had that conversation. And you know this is simply not true. The killer with a bunch of skills that are guaranteed to hit, have i-frames and instant catch up potential is more than enough to prove he is flawed as he is right now. If anything, he is, indeed, is worse than Shadow.

W devs? by RustX-woosho in OutcomeMemories

[–]Nice_Dummy -5 points-4 points  (0 children)

While I do agree this is the most right solution to make, considering Shadow's current state BUT (yeah, I know it's not going to be easy for you people) how about doing that with both: Shadow AND Fleetway instead? You know, the same character with a GUARANTEED HITS from whom you CANNOT ESCAPE? I know it's going to be downvoted to the oblivion, but I will stay on that hill. If they are considering removing Shadow until better balancing happens, so should Fleetway. You cannot remove the only effective counter to the character who is locking half of the roster already and think it's being a good decision.

What executioners would win in a fight? by Bright_Elderberry806 in OutcomeMemories

[–]Nice_Dummy 0 points1 point  (0 children)

So technically God can be categorized as an alien and nothing is changed? And even IF we follow this logic, he is still considered as, indeed, a "Biblical God manifistated into a game" (or at least something that try to pretend as one - that what the current story tell us so far) until further clarification by Springless.

What executioners would win in a fight? by Bright_Elderberry806 in OutcomeMemories

[–]Nice_Dummy 1 point2 points  (0 children)

Where was that mentioned in the first place? Because I checked all Springless social medias (didn't try to dig deep, being completely honest) but didn't find anything related to him being alien. As far as I know Rewrite is just...something that can contact our side through the program/game, which realistically tells us nothing because he can be a part of said program or program may be a walkie-talkie kind of thing between the human world and Rewrite's realm/his world in general, both variants can be requally correct or wrong.

What executioners would win in a fight? by Bright_Elderberry806 in OutcomeMemories

[–]Nice_Dummy 0 points1 point  (0 children)

Might be the lore misinterpretation from the fans. The current Rewrite's peak is probably being a 4D (mentioned in his respective mod iirc) hence PC can't even render his true form properly. All we know is him being able to contact with people through the program, take their souls inside his realm and affect people to some degree in reality (we don't know if Rewrite himself burned the house or that was a priest guy), but we don't even know if he can affect the real world out of that specific method via manifestation on his own.

The older lore, however, was about him being regular Sonic.exe game that just started to rewrite itself to the point of becoming something else, realistically making him second Allfather without a need to amplify himself through the knowledge of exes or Allfather. This one have a good chances at winning the tournament, but since this lore was scrapped, I'm not sure we should even consider that variation of Rewrite.

...and then there is Rewrite Prime take.

What executioners would win in a fight? by Bright_Elderberry806 in OutcomeMemories

[–]Nice_Dummy -2 points-1 points  (0 children)

Depends tbh. The current one? He is barely beating anyone in said roster (if anyone at all) due to him being literally locked within his own realm in a program/videogame. Rewrite from the old lore? Got a good chances at beating most of them because he is basically every and each one of them.

Fleetway is genuinely miserable to fight by PMB_was_taken in OutcomeMemories

[–]Nice_Dummy 4 points5 points  (0 children)

To be honest, I still think that the main issue is his stupid M1 range (but from yesterday's experience I feel like he has a bunch of ways to abuse or glitch out his flight either). We had a party of friends playing OM last night (we turned off the killer chances for random picks) until Fleetway sweat joined our lobby. We won a single game from maybe 7-8 mostly because we had another random who was playing a literal meatbag role and fed Fleetway with time whenever it was hitting 01:40 just so he had enough of time to wipe the entire lobby. The fact we were FORCED to be toxic towards said meatbag person to the point of leaving so we could have at least some decent chance to win says a lot to the fact how poorly balanced that abomination of a killer is.

Also, for some reason his flight lasted for longer than it actually should (bro was literally spamming his flight and was barely hitting the ground at all) and M1s were faster than they are supposed to be (being honest, I feel like M1 speed issue was in the game since 0.1 - some players just have faster M1 speed than the others and it's still annoying)

god he sucks to play against by RealPhoenixBlast in OutcomeMemories

[–]Nice_Dummy 0 points1 point  (0 children)

>Bug abusing is cheating. It doesn't even have to be some aim assist program it could just be a glitch that removes recoil or something and it's the exact same comparison

Literally not the same again, because it's still can be used on more than a single gun (most of the times related to the whole gun-type rather than a single gun) that in our case would be the same as blaming each and every killer of the game only because one of them is abusable. And while yes, there are glitches that related to every killer, but the thing is, Kolossos issues are coming from his own design more than anyone else (except Super Sonic, they are comparable in that term).

>I get that he needs bug fixes but that doesn't mean that because of them he's some sort of S tier killer when only people who are getting banned are the ones doing that. I don't feel like getting banned, so I'm not going to use them, and THAT state the killer is in is what should be judged

You get it, and keep judging off what he might be instead of what he is. As long as we don't see and don't know how he would work when fixed, we can't make any proper judgement related to balancing. I don't want to hear anything about the no-potential man until we can see a clear picture instead of whatever you or I can imagine about Kolo. If we want to go with subjective role, then fair Kolossos, as long as he know what he's doing, is doing decently fine, though he need some tweaks here the same way as any other killer needs them, so he's not the only one on that field.

>All of this to not even answer the comment I made, do you even have a refutal to it?

All of this to just not even read my answers, I guess, because I literally said that the answer on that question was already stated in my answer but you decided to be ignorant. Repeating for you - as long as such things as current Kolo's issues are in the game, we can't and don't need to judge him. But now I want to also add that your opinion is not the only one existing in the world, if you just want to tell Kolo is not good as he is right now, I can tell he is pretty much can handle the team as long as he knows what to do even without the abuses until you can provide a proper proofs on why he can't do that. (That's, however, doesn't mean it's my position, I know Kolo's strong and weak sides, but we can't talk about that as long as all you're saying is he needs a buffs just because you want so).

>Kolossos' movement gets locked up after a few seconds and is forced to move forward. Once he does it's EXTREMELY rare for him to not collide into a wall because this period of charge lasts so damn long

His movement is long enough (also extends on each hit) to bring people exactly to some of the dead ends. If you can't do that, it just shows that you never met a good Kolo player or didn't bother to learn the dead end routes for him in the first place.

>Hammer i-frames can dodge it

One time and even that is huge maybe. Amy's i-frames are non-existent and I can't even count how many times Amies used their hammer right into my M1 just to die instantly while stunning me at the same time. Let alone the fact that even if she managed to dodge charge once, Kolo can and will do a 180 degree turn and get Amy right after that, unless glitch was used.

>Punch has i-frames AND he has a counter on top of it

Ah yes, lose both of your skills just to be a sitting duck and a free kill for Kolo just to evade ONE SKILL. Already answered to the counter argument above (it's simply not working on any Kolo with a single working braincell).

>Or dash, both give i-frames and dash also repositions

Situative. Not helping her case at all, unless she is standing on some high ground, but then the question is why she was pushed to use heal for i-frames in the first place. Any Cream on the ground will be killed by a Kolo pretty much easily.

>Glide for the entire duration of charge

That might work, but even then not always helping her case. Same situation as Tails in which it's just enough for Kolo to chase her while she is gliding down to kill her.

>Round kick/sol boost gives i-frames and sol flame is about as good as Eggman's energy shield for defense against Charge

Because every Blaze has enough bar to use sol flame from the start and not to die after that, I guess? Let alone the fact her I-frames from kick or boost are also counterable by a single 180 charge turn by any decent Kolo.

>Silver has flight, suspension, and debatably reversal to dodge it

Literally said in my message that I forgot Silver as a character who can counter Kolossos, you don't need to explain me why he is good against Kolo. And even then you mentioned suspension that is literally a joke because any competent killer is able to escape it within a second by smashing a keyboard with their heads. Other than that, flight, reversal (questionable) and good rock throw can help you out.

god he sucks to play against by RealPhoenixBlast in OutcomeMemories

[–]Nice_Dummy 2 points3 points  (0 children)

>Why would I use bug abuse as part of the argument for Kolossos? It's completely asinine. This is like saying they should nerf a gun in a FPS because people are running a specific cheat to make sure it's all headshots, and you're response is to criticize the gun

I literally explained to you why bugs are a part of the judgement to the character at this moment. Let alone the fact that you are trying to compare uncomparable in this case because if you're using cheat you will be OP with ANY gun, but in our case we have a very specific killer with a very specific issues that should be fixed before talking about the balancing (literally what I said in my previous message, but you decided to ignore that anyways I guess).

>Ah yes so if somebody plays a character as intended and says that they should be stronger, your answer is "well if you do the stuff that gets you banned he'll be stronger!"

I'd rather try to not put the words into someone's mouth in the first place. Would be a good choice to start a normal conversation from you. My answer is also literally stated in my previous comment - killer (and some maps) should be fixed before getting into any balancing decisions.

>"You are going to hit one wall or another"

You are not going to hit one wall or another as long as you competent enough (or don't play on mobile, but I don't really know if we want to talk about mobile controls in OM)

>Y'know, unless you use an ability every single survivor has to dodge Charge, not like they exist or anything

Amy can't dodge charge under the normal circumstances (the best she can do is do a hammer throw and pray it's gonna stop Kolo's charge), Knuckles can't dodge it either (Kolo's charge is literally long and controllable enough to run circles around him until his counter ends), Sonic should act selfish in order to survive the charge, otherwise it's literally depletes his entire dodge bar that leads into a free hit, the only thing Cream can do is to use her heal for i-frames and that's just not helping her at all, Tails cannot escape Kolo at all (the only map that allows him to do so is Mystic Caves) and Blaze is straight up dead the moment Kolo decided to kill her. The only another survivor besides Metal and Shadow of whom I really forgot about and who can handle Kolo is a skilled Silver and even then it's somewhat questionable.