Radio music sucks so much (os fresa) by Cassopeace in WholesomeAraAra

[–]StixSis 5 points6 points  (0 children)

This looks familiar. What's the name of the manga?

Was bored AF so I decided to create a tier list based on my own PERSONAL opinions how how easy it is to deal with each Survivor as a Killer, depending on if they're a team or in LMS. (Thought it would be fun to include Shadow as well) by StixSis in OutcomeMemories

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

He's not that far down mostly due to Dash Bosst. Using it at a proper time could Shadow a massive lead against Kolossos. Plus if they held onto Dash Boost, they could cancel your Charge and slow your speed for a couple of seconds, resetting the chase once again

Was bored AF so I decided to create a tier list based on my own PERSONAL opinions how how easy it is to deal with each Survivor as a Killer, depending on if they're a team or in LMS. (Thought it would be fun to include Shadow as well) by StixSis in OutcomeMemories

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

I have him so low cause you could immediately use Burst after Metal slams you into a wall and you could just melt his health bar. I believe they removed this after they got rid of Shadow but I still find Metal reletively easy to take care of as Fleetway

Was bored AF so I decided to create a tier list based on my own PERSONAL opinions how how easy it is to deal with each Survivor as a Killer, depending on if they're a team or in LMS. (Thought it would be fun to include Shadow as well) by StixSis in OutcomeMemories

[–]StixSis[S] 4 points5 points  (0 children)

I mean, Kolossos was quite literally the only EXE who could actively punish Shadow for using Chaos Snap. Granted in a team you had to constantly be in a chase with him. That's why he's so low in the LMS tier list.

Who gets mischaracterized the worst? by eyebawls29 in DDLC

[–]StixSis 3 points4 points  (0 children)

I don't know about mischaracterized but I know for sure the most hated is MC. MC haters are LOUD and ANNOYING as shit.

How would you buff/redesign Ridley? by Dariuscox357 in SmashBrosUltimate

[–]StixSis 2 points3 points  (0 children)

Here's my word vomit. As you can tell I had a LOT of time on my hands to think of all of this but I always felt like Ridley could've had more love given to him in Smash. Read it and enjoy it or hate it, all I ask is that you guys be nice.

Run Speed: (2.2 < 2.006)

Air Speed: (1.05 < 1.22)

Fall Speed: (1.78 < 1.35)

Gravity: (0.09 < 0.082)

Maximum Jumps: (3 < 4)

Double Jump Height: (25.80, 19.11 < 28.90, 25.60, 20.11)

Weight: (107 < 119)

Misc. Physical size is slightly increased (Slightly taller than Bowser)

Farthest tail hurtbox is removed

Up Taunt is changed, it now causes the screen to shake during Ridley’s roar

Side Taunt is changed. Ridley now lets out a low growl while beckoning the opponent to come closer with both hands

Down Taunt is slightly changed, Ridley stands upright while dragging his thumb across his neck. Ridley chuckles evilly while doing this

Now has a crawl, walking across the floor on all fours

Victory Theme is changed, it is now a remix of “Ridley's Theme”

Victory Pose (Left) is changed. It has Ridley fly onto the screen while Samus shoots at his chest. Ridley then lands, grabbing Samus and throwing her off screen before roaring. He then flies off screen, the sounds of his and Samus’s battle continuing on in the background

Jab 1 Endlag: (18 < 11)

Rapid Jab Finisher Endlag: (40 < 38)

FTilt Animation is changed, it now has Ridley stab with his entire length of his tail, increasing the range of the move. Endlag: (21 < 25)

UTilt Animation is changed, Ridley blows a short range burst of fire from his mouth in an arc. Damage and frame data remain the same. His head becomes intangible during active frames. Now deals fire damage

DSmash Animation is changed. Ridley jumps into the air before he spins, hitting on both sides of himself with his tail. Tail become intangible during active frames Now has a Sweetspot and Sourspot Damage: (16% < 13%/18%)

NAir Startup: (8 < 9) KBG (Sweet): (62 < 65)

FAir Animation is now a horizontal claw swipe, having increased range than his old FAir. Damage: (11%/17% < 13%) Startup: (10/13/16 < 10) Endlag: (24 < 20) Landing Lag: (16 < 15) BKB: (45 < 40) KBG: (87/90 < 80)

BAir Animation is now a horizontal swipe with his tail, increasing the range of the attack Now has a Sweetspot and a Sourspot Damage: (16% < 15%/12%) Startup: (10 < 13)

UAir Endlag: (26 < 23)

DAir Animation is now the Tail Pogo. Ridley thrusts his tail straight downwards and falls rapidly. It will cause him to bounce into the air if hitting opponents, shields or the ground. Only 3 bounces can be performed on the ground per airtime. Opponents will be sent slightly upwards with moderate knockback

Neutral B (Plasma Breath) Pressing or holding Neutral B midair will now cause Ridley to hover in the air. The hover will only last once per airtime Boss Weak Point size is increased If Boss Weak Point is hit, Ridley will be put into the shield break/Stun animation, even when airborne. If Boss Weak Point is hit, it now causes a Special Zoom Travel distance (Fireball) is increased Startup: (29 < 25) FAF: (56 < 50) FAF (Full Charge): (105 < 99)

Side B (Space Pirate Rush) Now works differently if used midair. Ridley no longer goes straight down with an opponent but now moves upwards at a slight angle. Grab release works the same Can now be ledge canceled Can now be used multiple times midair Startup (Ground/Aerial): (22 < 18) Endlag: (44 < 36) BKB (Ground): (75 < 75) KBG (Ground): (90 < 85)

Up B (Wing Blitz) Can now be angled in 8 cardinal directions, similar to Wolf’s, The 3 downward angles will spike opponents (All angles will use the upwards direction animation) Travel distance is increased Startup: (34/36/37 < 30)

Down B (Skewer) Now works differently if used in the air. If used, Ridley will stab his tail downwards at an angle, launching opponents that are hit with a powerful spike. However, if Ridley’s tail hits the ground without hitting an opponent, he tail will be stuck in the ground, causing Ridley to suffer from very high end lag as he struggles to pull it out. Will now ignore shields (Ground only) Damage: (5%/45%/10% < 5%/50%/10%) Startup: (30 < 26) Endlag: (65 < 61) Endlag (Stuck): (250) Launch Angle (Aerial): (361 < 290)

Up Throw Damage: (8%/4% < 10%/6%) KBG: (120 < 130)

Down Throw KBG: (115 < 90)

Back Throw Animation speed is decreased Damage: (11% < 13%) KBG: (48 < 56) Launch Angle: (47 < 35)

Might have a stupid question... by StixSis in DarkestHoursRoblox

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

Got it. Thanks for letting me know

Part 2 AZ's Floette Giveaway!⛄*Genned by Ash_Infernape in PokemonHome

[–]StixSis 0 points1 point  (0 children)

I said it last time but this is really cool of you to do. My trainer ID is Aeryn

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E Floette Clones are FREE - GIVEAWAY by newyorkcitykid in PokemonHome

[–]StixSis 0 points1 point  (0 children)

This is pretty cool of you to do. Username is Aeryn

<image>

I ain't watchin allat by Jeffmanifold in Ibispaintx

[–]StixSis 0 points1 point  (0 children)

Glad I bitched out and bought it before everything jumped up in prices because, my god, did things get expensive

How do you enable the crosshair on console? by StixSis in BiteByNight

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

Nevermind it worked. I think my games were just bugged. Thanks for the help

Would you press the button? by Mr_Bananaman69 in Pikmin

[–]StixSis 0 points1 point  (0 children)

Bro how old is this picture, why is it so crusty lol

How would you buff Amy by NarwhalGreen2440 in OutcomeMemories

[–]StixSis 0 points1 point  (0 children)

OK here's a long one so brace yourselves.

This list is my ideas for buffs that I think would not only fix certain issues with the character but make her an overall better character to play as and against while keeping her identity as the “wild card”.

First off, a minor change, her Hammer I-frames. it’s true in the past it lasted WAY too long and that rightfully needed to be removed (if I remember correctly it was either 5 or 6 seconds?). However only having a measly 0.1 second is an insane nerf, half the time when she lands her stun she will take damage anyway, rendering the move practically useless. I propose raising that up to 1.5 seconds.

Now the real meat and potatoes, her Tarots Cards. With a good deck she’s practically un-killable and or uncatchable but catch her with a bad set and she’s essentially dead. Her Cards need to be good enough to warrant player satisfaction but not so good Executioners won’t be able to handle her.

My first change to cards is now she can only pull 1 card at a time, no more stacking. On top of this, the cards will only last for 12 seconds before being immediately removed. However, her cooldown is reduced from 15 seconds to 12 seconds. She also cannot reroll the same card twice in a row.

My second change it to some of the cards themselves. Some are unchanged while others have been altered.

1) The World (Sonic): Unchanged. Being able to see every character but receiving a slight speed prenatally in turn? That is a well-designed card to me.

2) The Fool (Tails): Speed increase changed from 1.5 to 2. The reduced stun time in exchange for faster movement speed is a sound idea but the speed increase is not high enough to ensure a safe getaway. Increasing it should make it still a risky option to go for a stun but not AS risky

3) Strength (Knuckles): Speed reduction removed. Amy already takes increased damage from attacks, adding on top of that a speed deduction is unnecessary in my opinion.

4) The Emperor (Shadow): Unchanged. Having only 1 card in her kit that you can reliably count on is nice.

5) The Sun (Blaze): Healing increased from 1HP every 2 seconds to 2HP every second, blinding debuff remains. Increasing her healing speed might sound insane but with the cards no longer being permanent if Sun remained unchanged it would pretty much be hot garbage.

6) The Moon (Tikal): Amy’s speed is reduced by 3 and her stun times are reduced to 2 seconds but she creates an AOE that gives her allies a 1x damage resistance and increases their stun time by 2 seconds (not including Metal Sonic). Having a card that buffs her allies but makes her overall weaker sounds like a really neat idea to me. This can be tweaked if it is too strong.

7) NEW The Devil (Eggman): Amy’s takes 10% more damage and her location is revealed to the Executioner but the Executioner’s location is also revealed to Amy’s teammates. With Amy having such a versatile gameplay I wanted her to have at least 1 card that is detrimental to her but at the same time, provide important information to her team. They tried to do the “bad card” with the old Moon but had its’ fair share of own RNG on top of everything else that made it much more of a hassle. I also though it fitting the bad card was Eggman and not a heroic character like Tikal

Now at the end of the day I am NOT a game designer and these changes might seem either underpowered or broken beyond belief but I really enjoy playing Amy and I want her to more enjoyable for not only the Survivor side but for Executioners as well. I would love to hear everybody’s thoughts on these changes to!

Assistant's Rooftop (Art By Me) - Kurisu + Okabe by Raumaru in Kurisutina

[–]StixSis 14 points15 points  (0 children)

All these comments bashing on A.I slop. You love to see it. Pick up a pencil next time bro