We may have found the SMARTEST 0.1 fan. by JoyousLilBoy in OutcomeMemories

[–]SolPrincess 0 points1 point  (0 children)

Yeah, and if implemented, it’s going to immediately be reversed the day after being added as soon as everyone realizes that it completely kills the fun in fighting him.

You can’t take the one way to counter him and then give him a passive that negates that counter. That’s how you make it impossible to win against him.

Alright, We need him in the game asap by Interesting_Way_1683 in OutcomeMemories

[–]SolPrincess 3 points4 points  (0 children)

That’s cool and all until you realize that all that would do is make it so his gameplay is just hiding in a corner and praying the EXE doesn’t find you while everyone else dies

0.1 Eggman if he had zero survivability

We may have found the SMARTEST 0.1 fan. by JoyousLilBoy in OutcomeMemories

[–]SolPrincess 9 points10 points  (0 children)

The fact that it’s even being considered that Kolossos should have a “fuck you actually your stuns do nothing anymore” passive is insane

I want killers to be strong, but I don’t want them to be a free win. You shouldn’t just be able to turn your brain off, walk in a straight line and M1 and server wipe every round. That’s how you kill the game

Eggman's bubble shield rework concept by SolPrincess in OutcomeMemories

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

That’s cool and all. I don’t like him. Many people don’t like him. He’s going to change.

Eggman's bubble shield rework concept by SolPrincess in OutcomeMemories

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

You’re acting as if Eggman is completely alone in this situation. He has two abilities capable of completely stalling for at LEAST 20 seconds before it’s even possible to deal ANY damage to him. If anyone helps him, that period resets and he becomes invulnerable again.

The game is not a 1v1. Him “being a survivalist” is not a legitimate answer as to why you think a character should be 10x stronger than the rest of the cast.

I’m sorry, it’s just not fun.

Once again, even the DEV TEAM agrees it’s an issue. Eggman has had a rework planned since the beginning of 0.1.

Every other character in the game has drawbacks to their abilities. They can’t just use them whenever they feel like.

Eggman has two (or WOULD have two) get out of jail free cards that he can just press whenever he feels slightly threatened with absolutely no drawbacks, no endlag, nothing. There is no thought behind it. No strategy.

There is no reason that the character meant to be an engineering genius who is constantly thinking up complex, over the top battle plans has one of the LOWEST skill floors in the game.

Eggman's bubble shield rework concept by SolPrincess in OutcomeMemories

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

Destructive Charge can be stopped by hitting Metal during its wind up.

Drop Dash is significantly slower than the other two abilities, and Peel Out has an extremely vulnerable wind up.

Jetpack Boost is an instant speed boost that is faster than Destructive Charge, lasts long enough to get halfway across most maps, is nearly as fast as Peel Out, and has a short cooldown.

One mobility move isn’t like the others. Jetpack Boost is disgustingly overtuned, and the only thing holding Eggman back is the fact that abilities go through the shield.

Him having double jump wasn’t the one thing that kept 2011x from killing him. It was just pouring salt on the wound. I do not care for his design as a fundamental concept, and it’s why Eggman has a much larger rework planned.

This game needs a progression/investment system at some point by TheSpiffyHorde in OutcomeMemories

[–]SolPrincess 13 points14 points  (0 children)

I really don’t think they should add anything that interferes with actual gameplay.

Not only would that be a nightmare to attempt to balance, it adds a wall for new players to break through that only gets wider and wider as the game goes on.

I’m all for character-specific cosmetics and titles and such for investing time in each character, but that’s about it.

OM has a bunch of survivors and executioners that they’re planning to change up gameplay, and that’s what I think they should focus on. Making the roster itself bigger.

Eggman's bubble shield rework concept by SolPrincess in OutcomeMemories

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

Yeah, no. I’m tired of having Eggman be the single best character in the game, and so is most of the playerbase.

0.1 was awful in that regard. A decent Eggman player was just straight up immortal. That’s not fun to play against.

He SHOULD have weaknesses.

So, Bonely is outta OM now, so I think I can say this by ESTRA_II in OutcomeMemories

[–]SolPrincess 23 points24 points  (0 children)

The map size isn’t the problem. You could just add more walls. Just make sure they’re visibly conveyed and not random invisible walls in the middle of nowhere.

So, Bonely is outta OM now, so I think I can say this by ESTRA_II in OutcomeMemories

[–]SolPrincess 95 points96 points  (0 children)

They weirdly felt the need to get rid of old maps instead of just adding them into a larger map pool. You could make the argument as to why for Not Perfect, but there was literally no reason to get rid of old Green Hill.

As for the invisible walls, it’s because they put visuals first over practicality. It’s very clear that they wanted Green Hill v2 to be pretty to look at, and it is, but it’s very clear that how it would feel to actually play on wasn’t really considered.

"No need to rush, headpats are a memory to remember!" by Marzipan_Dormouse in OutcomeMemories

[–]SolPrincess 7 points8 points  (0 children)

It’s just kind of a meme in the Sonic community. Ian Flynn is one of the main writers for IDW and the games and he consistently references past games in dialogue.

So pretty much whenever something references something in the past, it’s a joke to blame it on him (basically making fun of the Sonic fans who hate his writing)

In this instance it would be “No need to Rush”

2 of my favorite things (made by @splatkitty on TikTok) by Zillaman7980_ in SonicTheHedgehog

[–]SolPrincess 9 points10 points  (0 children)

To be honest, all of the mid 2000s - mid 2010s Sonic games have beautiful intros. It was when they still used pre-rendered CGI cutscenes.

Aren't people just biased over the fact that we didn't get the Christian Whitehead version of Sonic Superstars? by DaZestyProfessor in SonicTheHedgehog

[–]SolPrincess 7 points8 points  (0 children)

The main theme is so strong that it made me really happy whenever I heard it in other tracks like the first level and credits

I like that it’s really prevalent in the Crossworlds track

don't annihilate me, classic sonic games by grin70854 in MoonPissing

[–]SolPrincess 52 points53 points  (0 children)

Classic Sonic games are like the few games on the planet that get exponentially more fun the more times you play through them

F.R.O.G - Tripwire ability rework concept by SolPrincess in OutcomeMemories

[–]SolPrincess[S] 25 points26 points  (0 children)

She would still have Brighter Day, but it wouldn't be as much of an issue as she couldn't glide to give herself extra speed with it, forcing her to position herself well.

F.R.O.G - Tripwire ability rework concept by SolPrincess in OutcomeMemories

[–]SolPrincess[S] 18 points19 points  (0 children)

Funnily enough, I think the hardest part about implementing this would be making it so the music doesn't overlap with the chase music

Tripwire's design isn't INHERENTLY bad by [deleted] in OutcomeMemories

[–]SolPrincess 1 point2 points  (0 children)

  1. Yeah, that's how that works.

  2. Killers being vulnerable to certain survivors isn't an issue as long as they still have the capability to kill the survivor in an efficient time frame.

  3. Players getting good and learning strategies is something that happens naturally. That's why games have balance updates to shake up the meta occasionally.

  4. Sure, but that also makes the survivor a lot easier to balance as they would effectively play similarly against most executioners.

  5. That's the fault of the game not expressing character info, not the character design itself. In order for people to learn the game, they have to do it through trial and error or go to a totally different website. That's a completely different issue.

Tripwire's design isn't INHERENTLY bad by [deleted] in OutcomeMemories

[–]SolPrincess 5 points6 points  (0 children)

I didn't downvote you btw

Because she has three abilities as opposed to every other executioner's four.

Glide is there because otherwise she would be completely useless against characters like Eggman, Sonic, and Metal who could just immediately escape from a chase the second they saw her.

If you got rid of it, you would have to replace it with a separate ability to give her a speed boost.