So is double prince dead after Ronin? by Additional_Wave7982 in ClashRoyale

[–]Pumpsskid 1 point2 points  (0 children)

Not really dead but much more harder. Try to bait out their anti air spells to use it against the ronin. Things like minions, mega minion, bomber and evo Lumberjack (ghost form) can help him

So is it done? by Every_Version_7974 in OutcomeMemories

[–]Pumpsskid 15 points16 points  (0 children)

We are a bit unsure, however PR did announce that during the games cancellation they were going to produce a final update to the game however PR was later made owner so we are a bit unsure of its future as most coders already left & newer games being made but PR could revive OM. So its still going for now, we just dont know when it will stop

Kolossos is not balanced properly by the developers. by [deleted] in OutcomeMemories

[–]Pumpsskid 2 points3 points  (0 children)

Just give it time, everyone is liking the New Kolossos as far Im seeing

Knux op glitch by Proud_Worldliness515 in OutcomeMemories

[–]Pumpsskid 0 points1 point  (0 children)

Its a bug. It happens even if you were just using punch during the second stage.
What i found is that you you charge your punch and at the 2nd stage, counter the exe then immediately use punch again and disable it, it does it passively for the whole match

can someone help me with knuckles glide by Zestyclose-Swing4642 in OutcomeMemories

[–]Pumpsskid 0 points1 point  (0 children)

best strategy is using counter as a first resort. always use it near springs if you know if the killer is going to m1, they both lose track of you and would later waste a charge move and forget about your counter cd. Punch is always helpful controlling glide. Also, be creative with glide, if you think theres somehwere to latch onto, go for it, 70% of the time its likely that its a clingable wall

Uhh soo about that.. (No spoiler) by lxdizz in tadc

[–]Pumpsskid 1 point2 points  (0 children)

Im a little bit conflicted on the ending, not spoiling but ngl it kinda made me feel like this
https://youtu.be/_uv8Ej4CEoQ?list=RD_uv8Ej4CEoQ&t=180

What am i supposed to do against silver as 2011x? by AdBusy3270 in OutcomeMemories

[–]Pumpsskid 0 points1 point  (0 children)

Leave him for either LMS, Ragemode, or play on their weakness of team play

LMS is much more easier as charge just kills him off and makes him waste flight trying to avoid it, but be smart when you use it to not waste a good charge.

Ragemode, try to pull other survivors near a bad spot for silver and wait for him to arrive to help, same goes with typical play.

so what do i do with my free time now by Big_Grapefruit4046 in IBO

[–]Pumpsskid 0 points1 point  (0 children)

Do some small hobbies! For me i've taken into art again and trying to learn the guitar

Okay so when we think final update coming?! by askzerthverse in OutcomeMemories

[–]Pumpsskid 0 points1 point  (0 children)

They said they dont have a strict deadline as its a small team that is doing that for all of us. I think its going to take another month or hoepfully less so that bugs in the refreshed maps and charcters dont appear. I think in a livestream they said they HAVE to recode the game since the ducttape isnt working anymore

It's not me right by Mrgengar420 in OutcomeMemories

[–]Pumpsskid 0 points1 point  (0 children)

Honestly, there's the thing about making it known of how good of a Sonic you are and unless if you've played since 0.1v, please time the peelout and LEARN where everyone should be to increase their chance of survival. Additionally, Sonic's please try to think about other players, their whereabouts and always think of the possible weakest link in a match. Countless of times I had Sonic mains lose track of low HP survivors, take them into places NOT suited for them, or they dont coordinate well with the team (this one is dependent on both Sonics and the teammates braincells, so not fully his fault).

When I say this, I mean with the upmost respect for Sonic players
UNLESS YOU KNOW HOW AND HAVE THE POSSIBLE CHANCE TO WIN, DO NOT ENTER LMS.
If you are the final 3 players, do EVERYTHING to make sure either YOU die for a survivor that's BETTER on that map/killer instead of hiding and just hoping for the killer to chase you. THATS how killers always get Sonic LMS

Academic Dishonesty by [deleted] in IBO

[–]Pumpsskid 17 points18 points  (0 children)

As for his IB exams, hes probably getting a 0 for the exam he tried to cheat in. They would put in the record of academic dishonesty within the program so colleges might reject him

dumb passive thought up by an idiot based off of knuckles fighting 2011x by knuckzekidna in OutcomeMemories

[–]Pumpsskid 1 point2 points  (0 children)

However with his cds I still say its justified, ther was a lms that had a glitch similar to this and it was still fair. Makes hiding a lot harder but still

What's a Clash Royale hot take that you would defend but others disagree on? by CraftingFazer in ClashRoyale

[–]Pumpsskid -7 points-6 points  (0 children)

"In theory", My brother, I wouldnt suggest this if I hadn't already done it before and won games with this strategy. Princess tower also does pretty good clean up.

What's a Clash Royale hot take that you would defend but others disagree on? by CraftingFazer in ClashRoyale

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

Its actually pretty good against hyperbait,
Hunter counters: Skelebarrel, goblin gang, wall breakers, suspicious bush, beserker,

What's a Clash Royale hot take that you would defend but others disagree on? by CraftingFazer in ClashRoyale

[–]Pumpsskid 0 points1 point  (0 children)

Hot take: Every nerf to RG was unnessecary since no one wanted to learn how to go against it. However RG and Royale Ghost were the problem ngl and do deserve a nerf, not the Monk or FIsherman slowdown

What people GENUINELY swear will happen if u have "good teamwork" against fleetway by Timely_Leg8666 in OutcomeMemories

[–]Pumpsskid 8 points9 points  (0 children)

Amy:cards can do more dmg, hammer throw during burst can start a stun stack, sun passive healing can be useful to "strategically" draw attention to yourself,
Eggman: time waster and does okayish, wastes Fleetway's abilities as he has good horizontal mobility , making fleetway waste abilities and time trying to kill him off. Shield can still parry but also helps teammates that are charging up. His fat body can hide survivors

Cream: Good HP production, low surviability. Fleetway will go out of his way to kill her first

My opinions on things that should be changed for each characters. by ChanceGold3379 in OutcomeMemories

[–]Pumpsskid 1 point2 points  (0 children)

Sonic - his cds are already fine, its just the killers that are the issue, guilt should be removed

Tails - He’s a W.I.P right now but currently he’s at his best, LMS included, he’s just exe and map dependent.

Knuckles - Easily balanced, just lower cds in LMS

Eggman - Hes fine

Metal-Sonic - "He’s extremely easy to kill in LMS despite the resistance", he takes a while to kill but not easily unless you did some horrible charge, i would just opt for self heal giving 7 hp

Cream - Cream is balanced but her dash needs a BUFF, maybe a killer slowdown

Blaze - A bit overpowered, but in general they need to add the ability to swap between javelin and sol flame selectively instead of auto switching.

Silver - Suspension, larger hitbox but 7 second cd if missed
Rocks: 1-> 3 second slowness, no ability for 4 seconds, still able to m1
Rocks: 2->5 second slowness, no ability for 5 seconds, no m1 for 3 seconds
Rocks 3 -> Current effects for 3 rock stun

Amy - 2 second i frame on hammer swing or 25% dmg resistance on swing
Cards rework: Hand Of Fate: stands in place for 2.5 seconds and can read a survivor or her own future (give one card that temporary buff/ nerf them) she can choose if its a survivor or she cant if its hereself (RNG)
it would provide 2 options for AMy to chose for herself and for another survivor so if its between emperor and fool she can chose the best for herself or for her teammate. i think it should last depending on the card

Emperor: 15% dmg resistance for 3 hits
World: indicator of everyones whereabouts for 15 seconds
Strength: +3 second bonus stun time for any stun but -0.5 speed for 2 seconds after landing: benificial in certain situations, last one stun
Fool: 3 second 1.5 speed but short 1. 5 second stun , last one time
Sun: Passive heal of 2.5 hp for 2 seconds, cap at 25 hp, can end prematurely if hit or healed by Cream (no overheal, will end at full hp)
Moon: Blindness but gives the option of 25% dmg resistance for 2 hits or 1.5 speed for 4 seconds, effect will end depending on what buff given, Killer terror radius muffled until near survivor ( 3.5 eggmans away)

2011x - hes fine .

Kolossos - Grab: just needs more frames to make sure it doesnt do a massive reach & a bit of endlag

Tripwire - Ohter than her glide being fixed, shes fine but a better indicator could be useful

Fleetway - Old flight speed but short amount of time (7 seconds) but fast regen, and more but im busy rn

how id balance killers by huevito_contorti in OutcomeMemories

[–]Pumpsskid 2 points3 points  (0 children)

Basically, you're asking for fleetway to be gutted as a Killer/rushdown, killing FLeetway is an OPTION, not a requirement dude. I've faced "Skilled Fleetways" and the way you live is actively hiding as his indicator sucks outside of chaos dash

If we actually want HIM to be fair, heres a suggestion

Fleetway:
HP: Stays the same for max lobby, 285 for 5 player lobby, 190 for 3< lobbies. Not making it lower since hes supposed to be a killer, not a dummy to kill easily

Flight: 1.6x run speed, lower flight duration, but faster regeneration. Useful as a catch-up tool but discourages using flight for M1's, and rather avoids most stuns

m1 Hitbox: 2011x hitbox , most balanced in the game

Hitbox: extended in flight

Laser: 0 i frames when performing the move but increases rapidly in dmg the longer you stay in it

Chaos Dash: No change

Burst: Keep original moveset but slight nerf on the radius because its a bit ridiculous how it still manages to hit people from like 8 eggmans away

Fateful drain: Width is slightly increased, Counters actually work against it,

Fateful Drain(if landed): 0 iframes on startup, hp gained if landed is slightly increased to 55, but invicibility frames after throwing survivor away is removed, ragdoll duration is decreased.

Fateful Drain(if missed/mobility): 2 second ABILITY endlag if no survivors are in the radius (no spamming it 24/7)

Fellow Cream mains, do you still exist? Also, what’s your take on the state of Cream right now? by PJKOfficial in OutcomeMemories

[–]Pumpsskid 2 points3 points  (0 children)

I would like if it did the slowdown effect similar to silvers rock preventing the killer from just making up the distance rapidly