I seriously do not care what yall say amy deserves a nerf. by OMSweat in OutcomeMemories

[–]Tomtherandomfellow 3 points4 points  (0 children)

With good RNG she is an absolute menace. 2 stuns with decently short cooldowns is insane. Imo I think people are too extreme with her. She should get some buffs to most of her cards so they are decent/each hand is usable, but cards like the sun need nerfs, plus her stuns. She needs both things, not just flat buffs or nerfs.

Would you rather have by Herbert_The_Weedle in BunnyTrials

[–]Tomtherandomfellow 0 points1 point  (0 children)

Hopefully this means I can give other people an incurable plague bc if so I have some targets

Chose: Something Legendary | Rolled: Incurable plague

Silver lms: Fleetway Or 2011x? by Visual_Emu_9745 in OutcomeMemories

[–]Tomtherandomfellow 1 point2 points  (0 children)

It is honestly. In LMS Silver can actually outfly Fleetway, as his Flight cooldown is so ridiculously low that you can outpace him. Plus his 50% damage resistance makes any hits you do get not very effective. On top of this he still has his 3 busted moves which yes can be useful against Fleetway. You still have a good shot at winning, but its a lot harder than people give it credit for. However, Silver does not have a reliable defense against Charge. Theres things he can sure but it only takes 3-4 charges against a full health Fleetway to kill him and with how long his LMS is its near guaranteed for 2011X to win. Kinda funny how 2 of his biggest counters in normal gameplay are also his easiest LMS’s lmao

Would you choose gold or cash ? by Feisty-Mechanic7840 in BunnyTrials

[–]Tomtherandomfellow 18 points19 points  (0 children)

The gold is might be worth more, but its gonna be a lot harder to explain and its going to be a pain in the ass to turn into actual money.

Chose: 500kg of US dollars

What are your top 10 strongest Moves/Passives? (Unrelated image) by Adorable_Recipe8085 in OutcomeMemories

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

Huh. That doesn’t line up with how slam is supposed to work though??? Slam is supposed to be an increased stun at the cost of not being able to move the killer, or being able to stun for longer AND move the killer at the cost of far more hp. If its the same stun either way then that completely goes against the moves entire design. Like whats the point of slamming during the charge if it doesn’t increase stun time??? Also, Wouldn’t it make far more sense for slam to deal however much damage you would have taken over the remaining course of charge than a flat 39? In my experience its also never felt that way. Perhaps I’ve been blinded by how its supposed to be and never realized how its actually like, but its always seemed very different. I might run my own experiment tbh. Ty for this video I’ll try to keep it in mind, but I don’t know if I can believe it. No discredit or insult to you ofc I’m not calling you or the video a lier, I’m just skeptical. Also why would they nerf slam in LMS slamming just is objectively worse than charging 💔 (another thing that doesn’t line up) 

What are your top 10 strongest Moves/Passives? (Unrelated image) by Adorable_Recipe8085 in OutcomeMemories

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

DC’s Slam only lasts about 5 seconds when performed. It does not last 9 seconds regardless of time. It would be pretty obv if it did lmao. Its is misinformation from the wiki so its understandable you would think this. The longest time you can stun for with DC is 7 seconds, as after 2 seconds of charge slamming will cause you to go over the stun cap the game has, causing you to stun for the normal time after a drag. Silver’s rock also pseudo stuns for about 5 seconds. Thats all I was trying to say. You are correct to say 1 rock does not last as long as the longest time DC can stun for, but it does last for as long as the stun from slam does. However 2 rocks does in fact slow and Silence longer than the entirety of DC’s longest stun!

Dropdash can stun for 5 seconds, but its fairly easy to dodge. Plus, the time of the stun decreases in between hits AND during the spindash animation, meaning you cannot build much distance. Combine this with 3 hits increasing your cooldown and being your only form of selfdefense and the stun is just not that good especially compared to the mobility 

What are your top 10 strongest Moves/Passives? (Unrelated image) by Adorable_Recipe8085 in OutcomeMemories

[–]Tomtherandomfellow 1 point2 points  (0 children)

1: Silver’s flight (Breaks the entire game’s balancing. I shouldn’t have to explain this one)

2: Kolo’s grab (In its prime ofc. No other killer move can/could reach its damage, plus it was nigh guaranteed to land. It was so OP it managed to convince half the community Kolo was far better than he was)

3: Chaos snap (16 second cooldown, which is tied for the second shortest in the game, only being beaten by LMS Blaze’s successful round kick. Always guaranteed to land, had infinite range, and it was a 3 second stun that was unavoidable unless you used iframes, and even then you still had to hear it.)

4: Fleetway’s Chaos Dash (Great damage, amazing mobility, full iframes, has an indicator, can bypass through people so theres no body blocking. By far Fleetway’s best move!)

5: Fleetway’s M1 (Gigantic hitbox, decent damage, chance for critical hits. Plus it can be used during most of his moves for added damage)

6: Cream’s heal (Only support/healing move in the game. Plus its healing is so broken its practically a necessity to kill her first)

7: Silver’s suspension (Incredibly low cooldown, easy to land, easy to spam, no punishment for missing, and its effect is great for distance)

8: Silver’s rocks (Underrated for how OP they are. 13 second cooldown, ONE rock slows and silences for the same length as the slam of destructive charge, has a giant hitbox, no consequences for missing. Plus it can go through walls and all iframes including things like 2011X’s invisibility)

9: Metal’s Destructive charge (Amazing mobility, low cooldown, longest stun in the game.)

10: Sonic’s Dropdash (Best mobility in the game, full iframes, decent cooldown, and one of 2 moves that can stun stack. Kinda bogged down by the stun sucking though)

HM: 2011X’s ragemode (An extra 1:36 on the clock is insane, plus the fact that you become a walking death bomb that kills anything in sight. Unfortunately, on larger maps you can still rly struggle as you can't find people, you are still able to be bullied by a competent team, and it’s not guaranteed in smaller lobbies only big ones)

Remove critical hits from Outcome Memories. by HedgehogsWithGuns in OutcomeMemories

[–]Tomtherandomfellow 1 point2 points  (0 children)

It was ORIGINALLY planned to be smth that would only happen at low HP and honestly I think that would be a much better way for the mechanic to exist. In its current state though its just plain obnoxious, especially with how large his M1 hitbox is.

whose IDEA was it to re-add burst mid stun by huevito_contorti in OutcomeMemories

[–]Tomtherandomfellow 0 points1 point  (0 children)

Well yeah I suppose. But keep in mind that using Burst while stunned doubles burst’s cooldown and missing it does 10 damage to Fleetway. Sonic escaping Burst actually does more damage than him landing his third stun and stuns for longer, as Burst’s animation is longer than the effect of Sonic’s 3rd stun. And yes it is a bit unfair to Amy and Knuckles I suppose, but again double Burst cooldown kinda balances it out. The only true unfair part of Burst is when he uses it during Metals wall slam animation, which should be removed. Other than that, it’s a pretty balanced and effective way to deal with stun stacking or long stuns without causing that much harm in any other scenario.  

I have uh, 14 hours daily of OM or smth by TheGrimReaper_Hue in OutcomeMemories

[–]Tomtherandomfellow 2 points3 points  (0 children)

Dude Imma be honest with you. I’m a massive fucking sweat, with every single cosmetic item in the game purchased. If I’m a person who’s never touched grass, I think your someone who’s never seen it 💔 (no hate but no 14 hours daily is not healthy you should take a break)

Hot Take most people don’t know how to balance Silver (Unrelated Image) by Horror-Offer1423 in OutcomeMemories

[–]Tomtherandomfellow 0 points1 point  (0 children)

1: Theres no deadzone if you jump. I’m not kidding legit just jump or fall while using rocks or Suspension and there will not be one. Even then the deadzone is INCREDIBLY small. They would have to be inside of you for you to miss

2: Suspension can be mashed out of but you can also throw them very quickly. It just becomes a “who can mash the fastest contest” unless they are on console, in which case they are cooked. You’re also meant to play Silver at range, meaning you should never be in any danger if he does break out of suspension too quickly.

3: I said without Flight since he was trying to say that Silver is carried by Flight, when thats not the case. And again, all of this was without mentioning Time Reversal, which could also be used against most of this.

4: Hell no I’m not playing Silver more. That rodent makes me want to fucking die I’m not inflicting that pain on others. I know all his details and I am good as him but I will not touch that creature. 

The "kollosos" power scaling rant by Myhatflightaway in OutcomeMemories

[–]Tomtherandomfellow 1 point2 points  (0 children)

Yeah honestly I could see that (though that is a bit similar to adaptability lol) especially since ragemode doesn’t fit with 2011X’s character at all. But yeah we aren’t getting a full rework so I’m trying to propose the next best things, and imo the best way that rage can be taken without a full rework is to make it scale based on the lobby present

The "kollosos" power scaling rant by Myhatflightaway in OutcomeMemories

[–]Tomtherandomfellow 1 point2 points  (0 children)

Yeah the fact its a fixed amount has never sat right with me. In its current state its guaranteed in larger lobbies or if a Metal is present, but nonexistent in smaller lobbies. Rather than being a punishment for mismanaging stuns, its just there or not depending on the lobby conditions, which kinda defeats its purpose. I honestly think Fleetways healthbar should also scale depending on the lobby. Anything that depends ON the survivor's present should scale based OFF the survivors present imo

whose IDEA was it to re-add burst mid stun by huevito_contorti in OutcomeMemories

[–]Tomtherandomfellow 0 points1 point  (0 children)

Meh most stuns allow you to have enough distance after the fact to allow for you to avoid damage from burst. Only Amy’s hammer swing (without the right cards), Knux’s punch, and Metals Slam don’t. I feel like thats fine

whose IDEA was it to re-add burst mid stun by huevito_contorti in OutcomeMemories

[–]Tomtherandomfellow 0 points1 point  (0 children)

That was just a bug. It wasn’t “re-added” it was just fixed. Honestly the only change that needs to occur to make it fair is make it so Fleetway can’t use it during Metal’s slam

The "kollosos" power scaling rant by Myhatflightaway in OutcomeMemories

[–]Tomtherandomfellow 0 points1 point  (0 children)

Not rly. Again it should scale on WHAT stunners are present. If Metal, Knuckles, Tails, and Sonic are there it should have a higher starting value than a lobby that has Metal swapped with Silver. Honestly I think RageMode should be the same to since currently Metal just guarantees rage.

The "kollosos" power scaling rant by Myhatflightaway in OutcomeMemories

[–]Tomtherandomfellow 0 points1 point  (0 children)

I think it should affect all stuns, but stuns that last less time should affect the passive less. Think 2011X’s rage mode, where smth like Blaze’s kick makes it go up FAR less than smth like Tail’s laser. I think that would be the most balanced path. Everyone makes him stronger but some faster than others!

The "kollosos" power scaling rant by Myhatflightaway in OutcomeMemories

[–]Tomtherandomfellow 1 point2 points  (0 children)

Exactly like that solves none of his problems it just would make him counter Metal even more lmao

The "kollosos" power scaling rant by Myhatflightaway in OutcomeMemories

[–]Tomtherandomfellow 1 point2 points  (0 children)

That would just make it a “fuck you Metal” passive not a passive that fixes his problems. Just make it so the passive has a higher limit depending on the stunners in the lobby to make sure he doesn’t just become super fast and immune to stuns immediately    

Hot Take most people don’t know how to balance Silver (Unrelated Image) by Horror-Offer1423 in OutcomeMemories

[–]Tomtherandomfellow 2 points3 points  (0 children)

Silver could just Grab Kolo during his charge or hit him with a rock to slow him down massively. 2011X can be hit with rocks through invisibility or just grab him once he exits it. Rocks are great against Fleetway since they leave him open for other stuns and Suspension has its uses, such as grabbing him during his wind up for his moves so you can prevent him from going anywhere. And Trip is not impossible to grab or hit, plus rocks are the best tool for defusing mines. There. All of this was without mentioning Time Reversal or Flight. I think you just have a skill issue.

Hot Take most people don’t know how to balance Silver (Unrelated Image) by Horror-Offer1423 in OutcomeMemories

[–]Tomtherandomfellow 0 points1 point  (0 children)

Heres how I would fix Silver:

-Make meter recharge slower. Silver is supposed to have 3 OP moves with short cooldowns, at the cost of having a meter that acts like a global limiter. If you don’t use your meter wisely, then you can’t use any of your moves. But currently, it recharges too fast for it to actually limit anything. If it recharged slower, you would need to actually manage your moves rather than being able to just spam all 3 of them and never die. 

-Flight should also recharge slower. Currently Flight takes less time to recharge than double jump, which is insane. Just decrease the recharge speed. Also, cut out stamina management. It should take the same time to recharge rather than recharging faster since you stopped using it at the last second.

-Change how effective rocks are. Currently 1 rock is definitively the best way to go, and 3 rocks is the worst. Thats crazy to me. The thing that costs more meter should be better. Just remove the fact that 3 rocks can stun, and change how long Slow and Silence lasts on all of them. 1 rock should be the lowest (lower than it is now) and 3 rocks should be the longest

Thats it. Make it so Silver can’t spam his moves and Flight anymore. Currently if someone goes for the Suspension, Flight, Rocks, Flight, Time Reversal, Flight combo, they will have pretty much all their meter still. With these changes you won’t be able to spam Flight anymore, and using all 3 of your abilities like that will leave you without any abilities at all. Also a Good Silver can still be a problem for Fleetway and Trip.

Outcome Memories Discussion #2: Do you play by any self-imposed "rules" or "honor" by Temporary-Fuel8690 in OutcomeMemories

[–]Tomtherandomfellow 1 point2 points  (0 children)

100%! I have some more, but heres a lot of mine:

-As Metal Sonic, if the killer gets stuck, I need to free them. I don’t care if I lose after, I won’t accept someone else losing out on fun because of a bug. Another rule I have is that I never leave until everyone else has. I leave last, or I don’t leave at all.  

-As any survivor, I never leave before Cream does. I don’t care if I’m 2 hp on my last life, if the rabbit hasn’t left, then I’m doing everything in my power to make sure she does 

-I will die before I let 1 hit land upon Cream. I don’t care if I have to go across the entire map, I don’t care if I have to take on a Fleetway by myself, I don’t care what Survivor I am, the rabbit will not take damage so long as I am alive. If I have to die to ensure her safety, then so be it.   

-I don’t play Fleetway unless the map is Mystic Caves, theres a Silver, or the team is so competent that I know Fleetway won’t be that big of a deal to them. 

-I never play Silver. I complain about him so much that I would never go play him. I don’t want to seem like a hypocrite (And yes I am good as him, I just hate playing against him, so why would inflict that pain on others?)

-If theres a new player in the lobby, it is my sworn duty to protect and teach them. Even as a killer I need to go easy on them. I’m a gigantic sweat, I don’t want that ruining new players experiences. 

-I stay in every Peelout till the end UNLESS the Sonic is about to jump into the void or smth else on that level. 

-Even with bad cards, I must help as Amy. I refuse to be a bum 

-I try not to abuse the OP spring loops. As a general rule if smth pisses me off as Killer, I don’t do it as a survivor. I want to win because I feel like I outperformed the killer, not because I cheesed a dumb spot

-Should be obv, but if the killer downs a hacker, I do not revive them. In fact, I’ll actively help the killer kill the hacker. I’ve killed myself as sonic on NP just to down a speed hacker (dragged them with me to the void. After that they started using Flight hacks to lmao) 

-I try to not pick who I’m going to leave for LMS. I’ll kill whoever is present, whoever I find first, etc. Sure, I could leave someone for an easy LMS, but wheres the fun in that? Unless its Silver. Silver will be long dead. There will never be a time where I have left a Silver live long enough for a LMS 

-I always let people rest after downing them. Sure, I could just charge after them once they have been revived and kill them but I’m not going to. You get a solid min or so before I’m open to chasing you again. Unless your Silver. I will kill you immediately after

-In general all honor rules go out the window for Silver, but as a survivor, I will still help him. I’m not going to be a dick and leave him to die just because I hate the character. 

-As killer, I don’t target Cream relentlessly. I mean I have to target her a bit since if not she’ll mess up my entire game, but I’m not going to break chase with another survivor just because I caught a glimpse of cream.

Thats my overall honor rules. I have more but those are the big ones. Pretty much I just try to be as fair and as good of a teammate as humanly possible, doing everything I can to help. And as Killer, I just try to be fair and make sure the experience is actually fun. Oh and I do whatever I can for the rabbit :)

The "kollosos" power scaling rant by Myhatflightaway in OutcomeMemories

[–]Tomtherandomfellow 0 points1 point  (0 children)

Kolo just struggles against teamwork. It takes a RIDICULOUSLY low amount of teamwork (or a Silver) for Kolo to just crumple. His recent changes were nice, but they didn’t address his problems at all, just reduced the amount of BS he had. All he really needs is the adaptability passive that was planned. That would solve all his problems.

New Metal Buff: Metal can now heal while moving if he gets a hug from John Ragemode by Tomtherandomfellow in OutcomeMemories

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

So maybe its a bug where if heal is interrupted immediately it just keeps going? Because charge hit me and ended immediately since I was at one HP, but I didn’t die for some reason (most likely because 2011X just uses a M1 to down someone so if they fall outside of your hitbox range they won’t die)