The issue with Clashing mechanics

The issue with Clashing mechanics

I see a lot of people asking for clashing in the game, like 2011 against Metal Sonic. But I have some issues with this being WILDLY survivor sided, and for some reason nobody speaks about it.

In a clash, both a survivor and killer use an ability and collide, starting a minigame. Whoever wins the minigame gets some sort of bonus. The idea is good, but I don't see how it'd be able to be implemented at all.

Let's say 2011 is chasing Amy, right about to take her down, so they charge to confirm the kill. And suddenly, metal sonic interrupts them. Charge is supposed to have IFRAMES but... it's a clash. They both take 7s to clash and 2011 wins, but in the end Cream already healed Amy near to full and they just wasted 7s of the clock with Charge on cd. Even if you win the clash you lose time and the survivor you were chasing.

I do think it can work, it'll just be really hard to do. Heres my personal opinion on how Clashes should work so the game doesn't become even more survivor sided.
• During the clash, the timer stops, including survivor cooldowns.
• The killer gets their cooldown 67% refunded, 100% if they win the clash.
• Every completed minigame the killer gets 1.2 points, and the survivor gets 1 point. The one with the most points at the end of the minigame wins. If there's a tie, the killer wins.
• Clashes end early if the killer gets 2.5x the survivor's points, If not the clash lasts 5s max.
• All healing while the clash is going on is halved.

Of course, different killers and survivor clashes might have slightly different mechanics, but this is how I think it should work in general. What's everyone's opinions?

u/Adorable_Recipe8085 — 7 hours ago

Attempting to rebalance OM: Blaze

(If you just want to see the changes, skip all This yapping.) I know this will be a very controversial change. Most people, me included, see Blaze as the most balanced survivor, so why would there be nerfs here? Well, you see, I'll be nerfing every survivor slightly, but I'll also be giving some buffs to compensate.

Also, for this rework, I want you all to assume the maps have been changed to be more balanced than they already are.

The main idea behind this rework is keeping Blaze's core identity, which is an Ambush survivor. Her goal is to buy her teammates time by catching the killer off guard. Her stuns are short, but in exchange more frequent and hard to avoid. However this means she struggles to keep herself alive, as her main strength is catching the killer off guard, something that can't be done as easily during chase.

The actual changes:

SOL METER:
Blaze's sol meter is now dynamic, meaning she will gain more or less depending on the moment:
Sol meter gain during LMS/50% or below HP: +15%
Sol from Sol kick — 15
Sol from Sol dash — 20
Sol from Sol Boost — 65% of sol used during the boost.
Sol from javelin during a stun — 10
Sol from javelin not during stun — 20
Sol lost from missing Javelin — 10
Blaze now has two states, Base and Burning (not the super form,) Base Blaze uses Javelin and Sol Kick & Dash. Burning uses Sol Flame and Sol Boost. To enter Burning state, use Switch or reach 100 Sol. You are forced into burning state when at 100.

Sol Kick/Dash/Boost
Buffs:
• For every 1 sol meter after 50, apply 0.12s of burn to the killer, capping out at 5s. Burn slows the killer down.
• Speed of Blaze's kick/dash increased by 17.5%. (NOT the boost.)
The first buff is so that the amount of sol meter blaze has makes her stuns more valuable, the second is so she's a bit better at ambushing from a greater range.
Nerfs:
• Windup of Sol Kick increased. 0.33s -> 0.55s
• IFRAMES are only granted during the kick/dash/boost, not the startup.
• Sol boost drains meter 15% faster.
• Sol boost is harder to turn.
An issue with Blaze's stun is that it's near impossible to react to up close, the average reaction time is 250ms, and her stun is only slightly longer than that. The IFRAMES are a given, I think her kit has too many. Sol boost is near impossible for the EXE to dodge unless they have iframes cause you can just flick your camera.

Sol Flame
• Burn duration nerf reverted, but damage to Fleetway is lowered to post-nerf damage.
• Instead of IFRAMES grants immunity to stuns (2011's charge, Kolo grab and charge for example) and 25% Damage resistance.
Again, I don't think Blaze needs too many iframes. She can still block charges now, but she can also be M1'd if she isn't pushing the killer back properly.

New Ability, Switch. 15s CD
Similar to Tail's Switch, she can change how her abilities work by going into Burning or Base form. This can only be used when she is below 100 Sol meter and costs 10 meter.

LMS:
Probably the one 'unbalanced' part of Blaze is how her LMS is far better than others, so I'll just give her slight nerfs.
• Sol Kick CD when landed increased by 2.5s (10s -> 12.5s)
Damage resistance reduced from 50% to 30%

What survivor should I do next, and what critiques do you all have for these changes? Hopefully this'll make up for my mid Fleetway rework

u/Adorable_Recipe8085 — 2 days ago

Hot take I hate doing LMS against sonic, it's so irritating

Silver too. Both characters are super good with mobility but instantly die when they lose their mobility and it's so BORING.

I've had sonic LMS' where I've just been chasing bro the entire round and I almost never see him, and whenever I get close he just pops dropdash again.

Entire minutes just holding fucking W. Even if I win (which I usually do cause guilt) it's so fucking annoying and ruins the gameplay experience.

People who say to remove Sonic's guilt have genuinely never played against a good sonic player. Without guilt, a good sonic has near guaranteed wins against Kolossos and fleetway (YES, FLEETWAY. I've seen it when playing with master sonic's.)

His entire LMS needs a rework to not be so unengaging and boring for both sides

Heres a representation of Sonic's LMS:

"Oh, I finally reached sonic! Let me chase him—and he used dropdash again with its 18s cooldown." Repeat 20 times

or

"Oh, sonic made a single mistake. Now I do his entire health bar instantly and he dies."

How does ANYONE think this is fun bruh. It can sometimes be fun against 2011x but that's it

reddit.com
u/Adorable_Recipe8085 — 17 days ago

Blaze vs Fleetway clutch (i was blaze)

small rant this team was SHITTT

tails kept trying to use laser when fleetway was already stunned AND out of los?? didnt deal a single point of damage

eggman was at the corner of the map doing jackshit for most of the game and died instantly when fleet targetted him. and i know "eggman's a survivalist hes supposed to be selfish!11!" NO HE ISNT. YOURE SUPPOSED TO HELP UR TEAM BY PARRYING CHARGES AND M1S and even then survivalists are supposed to stall but bro was fucking horrid at it

silver tried his best but.. why tf would you pick silver into fleetway with 4 survivors

ALL the damage done to fleetway was from me. MID FUCKING TEAM

u/Adorable_Recipe8085 — 19 days ago
▲ 29 r/dragons

Drew a dragon called Dolerite

He's used to be silly, but got a little more serious as he got older. My art is very messy because I'm lazy, although I did like the expression a lot. There's probably some mistakes you can notice, especially with the shading. (Also, this is a mudwing)

If anyone has tips or criticism I don't rlly mind :3, I just drew this at like 3am.

u/Adorable_Recipe8085 — 1 month ago

Drew a Mudwing called Dolerite 💚

My art is very messy because I'm lazy, although I did like the expression a lot. There's probably some mistakes you can notice, especially with the shading

u/Adorable_Recipe8085 — 1 month ago

Not Perfect is worse than Mystic caves and EVERY MAP EVER

Rant.

Just had an entire LMS against fleetway where I died right at the end cause he bursted me into the void.

Yes let's make the map deal half of your health, so you instantly lose if you make a single mistake (even worse for metal since it deals 90 damage and he has a single life)

Then let's ALSO make a bunch of springs that fling you into said void OR allow you to juke the killers for free with no counterplay.

Oh if you're the killer and you fall into the void you lose multiple seconds of time and allow all the survivors to heal or get their cooldowns back (both blaze and silver can push you into the void with short cooldowms btw!

Oh and tripwire and fleetway can push you into the void but not Kolossos. Why? I don't know!!!

Oh the map is also SUPER tiny so any character that can fly or glide can cross the entire map instantly, while characters that rely on horizontal mobility are nearly useless.

Worst map design I've EVER seen. IN ANY VIDEO GAME. EVER.

reddit.com
u/Adorable_Recipe8085 — 1 month ago

Average lobby with killer off

Unrelated, I just got downvoted for saying cream had a bigger impact on the killer than silver when the team is competent and working together

Yes let's just ignore the 14s cooldown on the 70HP AOE heal

u/Adorable_Recipe8085 — 1 month ago

Ranking every survivor's pressure on the killer

First of all, when I say 'pressure' I'm referring to the character's ability to distract the killer or dissuade the killer from doing beneficial things for their team.

For example, let's say you're 2011 and chasing a cream, the cream jumps into the middle of the map where a tails charging their laser. What do you do? Of course you can't run in... you could try invis tech to catch them off guard, or use charge, but then you'd be missing out on getting cream. And every second you take deciding what to do is more time for cream to heal or run away. That's what I'm talking about. Even if tails misses his laser, he still bought multiple seconds for cream. Now, I'll rank. This ranking is based on the knowledge that all players are playing optimally, and are good at the game, and of course is based on my opinion, it isn't fact.

  1. Metal Sonic
    People were probably expecting tails, but I believe metal sonic BARELY scrapes 1st place. I'll explain why. Metal Sonic's charge stuns for 9.2~ seconds when it lands, and they can also drag you a good distance away from the other survivors. Additionally, it has a cooldown of 20 seconds. Only 20. That is crazy for such a strong ability, and the best part is it doesn't even have to hit. If you played 2011 in 0.1 you know what I'm talking about. Back in the day you'd have to be dodging metal's stun back and forth if you didn't have invis, and it burns so much time. Even if they miss, they still waste your time like crazy. And they can purposefully block your path. Let's say you're following a survivor on a bridge, metal simply charging onto the bridge FORCES you to jump off or use iframes. That buys maybe even more time than 9s.

Metal's second form of pressure is his HP bar. Metal can heal (obviously) so any moment the killer spends not focusing a low HP metal is time for them to heal. Obviously this distracts and wastes their time. It's even better since metal can run away while at low HP, and you're nearly forced to tunnel them, especially if EGGMAN is there to heal them faster. Even at his lowest, metal is consistently pressuring the killer and forcing them to burn time.

  1. Cream
    This and first place are interchangeable. Cream's pressure on the killer comes from her stupidly low cooldown on her absurdly strong AOE heal. Every second spend in chase is a second all of your chip damage vanishes. That minute you spend chasing down knuckles who kept spamming glide while in punch stance? Gone instantly. Even if you kill cheese 35 HP heal is nothing to scoff at. For trip and fleet that's an entire m1. And it only takes 40~ to heal 70HP without cheese, which is essentially back to full.

  2. Knuckles
    Knuckles has two forms of pressure, his punch and counter. When you charge punch you get 60% DMG RESIST. Making a Kolossos m1 equivalent to a tripwire m1. This seems really good, but it's not just that. A fully charged punch stuns for 6.25s and has knockback. (It's even worse for fleetway as it deals around 60 damage,) even standing still essentially creates a bubble that the killer cannot enter without iframes, lest they get stunned. This is so strong a knuckles could sit right next to a cream actively healing, and the killer can do very little without being stunned. The only killer who can really punish this effectively is fleetway, and that requires using burst or laser, using burst opens him up to combos, so he's wasting defense.

Next is counter. Even if you have a charge ready to punish a charging knuckles, they can just counter. They can counter ANY charge. If a knucks is near you, you pretty much can't charge at all, unless you try to bait the counter out, but even that wastes a couple seconds.

  1. Tails
    I already said why he's good, the laser means you can't stay in his line of sight whatsoever. Not much to say, it's similar to knuckles but without damage resist in exchange for infinite range. You could argue tails is above knuckles.

  2. Amy
    Amy is like a sidegrade of cream. She heals 0.5hp per second, not too fast... but it is *also* an aoe heal. (What's with this game and AOE healing?...) When the EXE is distracted, that's time for Amy to sit near her teammates and get them back to 75. In public servers, the team is usually too uncoordinated to do this consistently, but in a coordinated team Amy is almost always healing. And unlike cream, Amy's heal has no cooldown, and doesn't punish her. Catching a healing cream without good protection means a free kill or down most of the time. For Amy? She has two stuns on demand to protect herself, and can heal back the damage you deal. Essentially, less healing in exchange for more self sufficiency. She can also call out the exe's location with the world card, which makes everything you try to do harder as the survivors know what you're doing.

  3. Eggman
    Being able to use jetpack boost and shield to parry any charge from a large distance is insane. For killers that rely on charging EGGMAN is a nuisance. Kolossos' only horizontal mobility option is charge, so that being cancelled is insane. Also, eggman can help metal heal, which puts more pressure on the killer to find metal as fast as possible.

  4. Silver
    Imagine getting hit by a rock from meters away and now you can't do shit for 5.75s. Or suspension off a bridge. I will say the only reason silver is this low is that his abilities can be hard to aim or are buggy, and thus he is inconsistent. He'd be above Amy if he wasn't so inconsistent. He'll be a menace once they fix his bugs....

  5. Sonic
    PEELOUT on a cream or low HP teammate is really good but that's abt it. Dropdash stuns for 5s if you fully commit but has a crazy long cooldown and it's pretty easy to avoid getting the full stun.

  6. Blaze
    Occasionally she can be OP like I'm Not Perfect, using javelin to throw the EXE off the map, but most of the time her kick isn't too bad. Unless you're Fleetway the 2.5s stun isn't really *that* bad. It'll stop some of your momentum but in the end you can recover. Sol flame is actually really bad for the killer but it's rare as blaze needs meter for it.

u/Adorable_Recipe8085 — 1 month ago

How I'd balance Fleetway's HP Mechanic

Fleetway starts out with 30MAXHP, maxes out at 355. Every survivor in the current round gives fleetway extra MAXHP:

Metal: 70
Tails: 70
Knuckles: 70
Blaze: 60
Sonic: 40
Amy: 30
Silver: 20
EGGMAN: 10
Cream: 5

When Fleetway has a Red outline, he will be immune to stuns. When he has a Blue outline, he will get 50% Damage Resistance.

There are 4 types of damage:

TRUE: Can kill and ignores DMG RESISTANCE
Normal: Can kill
Electric: Increases Fleetway's cooldowns by 0.35s per 1s of stun time.
Flame: Stops fleetway from flying for 0.75s per 1s of stun time AFTER the stun is complete.
(In LMS all damage types can kill)

• Metal Sonic: 62DMG MAX
Slam deals 30 Normal damage, dragging deals 4 Electric damage per punch.

In LMS, electric damage increases cooldowns by 0.5s.

• Tails: 55DMG MAX
Laser deals 15DMG (Electric) on impact and an additional 5 Electric damage every 0.5s the laser is held on fleetway. Burst deals 15 Electric and 15 Flame damage.

In LMS, damage is still 55, but will be applied instantly, even if you only graze fleetway.

• Blaze: 50-60DMG MAX
Sol kick deals 20DMG. For every 1 Sol meter, sol kick will deal 0.3 more damage, Flame damage.

Sol flame deals 1 Flame damage per 1 sol meter, maxing out at 60.

• Knuckles: 62.5DMG MAX
Punch deals 10DMG for every 1s of stun time. (Stage 1 punch would deal 37.5) caps out at 50DMG. When punch is fully charged, will deal 12.5 Flame damage extra.

Counter steals HP from Fleetway. For every 1s of stun time, steals 3 HP. (11.25 for stage 1 counter.) also deals 12.5+ Flame Damage at max charge. Stage 3 punch or counter deals TRUE DMG.

In LMS, punch charges twice as fast and always deals true damage.

Sonic: 42MAX
The first two hits of dropdash deal 7.5 damage, the last deals 15.

Running through fleetway during peelout will deal 15 Electric damage. Dropdash's damage is increased by 4 for each hit during Peeldash.

Damage is increased by 4 TRUE DMG for each hit during LMS.

• Amy: 42.5 DMG MAX
Base: 15 DMG
Strength: +20 (Flame)
Moon: up to +7.5, down to -3.5
World/Emp: -3DMG
Fool: -5DMG

In LMS all normal damage is TRUE and increased by 10.

• Silver: 20 MAX
First rock deals 3, second deals 7, third deals 10.

In LMS for every 0.1s Fleetway's held in suspension deal 1 DMG (40 max,) rock damage is doubled and TRUE.

• EGGMAN:
Shield deals 10 Electric damage and reduces the healing fleetway gets from the next Fateful drain by 10% (stacks to 25%)

In LMS, shield deals 40 Electric damage and completely stops healing. Running into Fleetway with jetpack boost deals 10 DMG.

• Cream: 5DMG MAX
Dashing Fleetway or gliding into him deals 5 DMG... I guess??

• Fleetway:

• Fateful drain now gives damage resistance on start up instead of iframes.
• Fateful drain now has a larger hitbox and can only barely be jumped over, but moves slower to prevent spamming for mobility.
• Fateful drain heals 60HP.
• Healing reduces cooldowns by 0.075s per 1HP healed
• Chaos dash now gives damage resistance on start up instead of iframes.
• Fleetway gets damage resistance while currently stunned to prevent abusing stun stacking
• Burst can only be used 1.5s after being stunned.
• Chaos dash hits during Phase 2 heal 2 HP each.

Opinions?

u/Adorable_Recipe8085 — 2 months ago

Make a list of every bug

These devs or moderators need to make a list of every bug in game, or else we'll have moments where people accidentally use a bug that they think is intended (Kolossos instant m1 after block for example)

Not everyone uses twitter or Reddit. How are they supposed to know these are bugs? The slightest bit of communication with the fanbase would fix this issue instantly, but for some reason the devs refuse to.

reddit.com
u/Adorable_Recipe8085 — 2 months ago

2HP Fleetway clutch (Still my call fools)

Excuse my bad gameplay i was geeked out

this is why fleetway is so fun against good/large lobbies, you get moments like this

u/Adorable_Recipe8085 — 2 months ago

My opinion on LMS difficulty (maps included)

Some people asked for this so here you go. What'r you guys' opinions?

This list assumes both parties are putting in maximum effort and are both competent

(Also if you didn't know, tripwire can put mines in such a way where if you use certain springs you get pushed into the void, that's why shes so high in not perfect. She can also glide across the entire map)

And I know people are gonna say I ranked sonic too low for tripwire, the reason is in certain maps it's near impossible to dodge trip's mines, and sonic has no defense against them.

I forgot Angel island so lemme make a quick rundown:

2011 beats most of the cast besides like blaze and maybe egg
Kolossos beats most of the cast besides sonic
Fleetway wipes the cast
Tripwire if she has her mines placed well can do okay but will prolly lose

I was supposed to do this earlier but I was busy kissing cute dragons.

Everything is just opinions!!

OG post: https://www.reddit.com/r/OutcomeMemories/s/HPvJ9T1IPB

u/Adorable_Recipe8085 — 2 months ago

My opinion on LMS difficulty and

Opinions in comments are welcome. I made this at 3am so I might get some stuff wrong

This list is assuming all players are competent and trying their hardest to win. Also I know some survivors (cream) are INSANELY map dependent. I don't know what to do about that. I tried to incorporate it in my rankings.

Silver would be 'free win' in mystic caves for example, but he's also 'hard' on X's castle against most killers.

Btw I feel like Amy would go to 'hard' for 2011 with good RNG

u/Adorable_Recipe8085 — 2 months ago

Silver has the worst designed LMS (game design-wise)

You can skip this paragraph if you want, it's just me talking about why I love Silver. To make it clear, Silver is one of my favorite characters to play. Him along with Amy force extreme mindfulness and aiming skills when playing, which makes me very giddy. At first I thought he was very hard and near impossible to play, but I was wrong. His rocks used to be hard to hit but after learning how to aim them I can be much more confident with them, same with suspension. Learning to manage flight and loop is also very enjoyable. I hardly use time reversal nowadays because it's so braindead compared to the rest of his kit, it's not as fun. But of course... Silver is the strongest survivor right now. He's one of the best for stalling with Metal-Sonic and Sonic, and the best for surviving. He's unfair. How does this go into his LMS?

He has one of the hardest LMS, most of the time.

If you aren't a high skill player silver has arguably the second hardest LMS. (1st being knuckles,) your skills are hard to land, and you have so long to survive, if you get comboed by the killer once, you may just die.

And this applies to high skill players too, if you make a single mistake it can be pretty hard to recover. Most survivors have a 'safe' move that's easy to use and helps them escape (Sonic's dropdash is safe since it gives IFRAMES, eggman's shield is safe since it doesn't punish you for missing.) silver's safe move is flight, however he can't use flight if he gets hit out of it, so you can struggle.

2011 can quite literally kill you purely by spamming charge. That's how long it is. Silver has no surefire way to evade a charge (time reversal doesn't work if the 2011 has a brain and traces the path.)

Kolossos struggles a lot, but he can climb to make up for lost verticality.

Tripwire can grab you out of the air with reachout or use laser, and put mines on your high traffic areas

Fleetway is fleetway.

So if silver's LMS is so hard, is it even possible? Yes. By cheesing it.

Every map has a loop for silver to use. Some are better (Not Perfect, Green Hill, Mystic cave) and others are okay (YCR) and others aren't too good but still very useful (Hill.GYM & Angel island.)

If you abuse these loops over and over, you can almost guarantee a win against Kolossos and tripwire (tripwire is a little harder if they remove the loops with their mines but it's doable) you can almost guarantee it against 2011. Even with charge if you're swift enough and act perfectly you can escape it.

Fleetway is usually impossible since most of his kit is impossible to dodge, and he can break out of suspension with flight for some fuckin reason, but if he's low on flight it is sort of possible to loop him.

So essentially, if you decide to play Silver's LMS without abusing cheap loops, you die. If you choose to abuse loops it becomes boring and unfair for most killers.

It's really sad—I love Silver and he has I think my favorite LMS theme, so for it to nearly only be winnable with cheese is sad. That's sort of the state of OM balancing though. LMS is heavily killer sided unless you use bullshit and unfair mechanics.

In What Dream >>> every other lms btw

u/Adorable_Recipe8085 — 2 months ago

The extent of how bad silver is balanced

I saw this comment:

"Flight IS not that broken all you have to do is corner silver. No there is not always a good spot on every map. Take Xs castle and angel island silver gets absolutely cooked there usually since he only has 1 actually useful Flight spot. I've seen tons of silvers use a bunch of spots but the problem? Theres usually always a way to get up to silvers spots. Not to mention how cooked silver is in LMS its easily top 3 hardest LMS in game. Aswell Flight is basicly silvers only decent escape tool. Flight is not that broken unless its not perfect or mystic caves since there silver has nearly an endless amount of looping spots"

This video should disprove the comment. Even if it's possible to catch up to silver, he's way too fast so he'll always be gone before you can.

The video pretty much shows silvers loops

youtu.be
u/Adorable_Recipe8085 — 2 months ago