Lost a metal lms against a fleetway with 4 hp because earlier he somehow managed to use fateful drain while i was dragging him, which made me slam him into an wall and deal less damage

Lost a metal lms against a fleetway with 4 hp because earlier he somehow managed to use fateful drain while i was dragging him, which made me slam him into an wall and deal less damage

Thank you OM devs for decreasing the drag damage from 50 down to 40 despite metal getting absolutely cucked by his iframes and burst. Metal loses 40 hp during drag in order to inflict 40 dmg, but with wall slam, he loses 39 in order to inflict 20, what the fuck is this logic????

"Ooooh because metal would be able to deal too much damage" under normal circumstances, metal can only deal at max 40. If he somehow wants to exceed that limit, he would need to lose half his hp first and be at a risk of getting hit with an unavoidable burst. I do not care about losing despite skill-diffing the killer, what i do care is when they nerf the damage dealt by characters that are already on the ropes against fleetway, but refused to fix issues like fateful drain being used mid stun or metal getting hit with an unavoidable move that bypasses his damage resistance.

I dont want to hear any excuses from people that never played ranked nor watched more than a single video of OMR, trying to explain to me that fleetway is actually extremely weak and fragile against comp teams so he should get compensating buffs (ignore amy btw)

Do you want to know what pisses me off the most? Its the fact that tripwire, the worst executioner in the game, couldn't get full-on buffs that made her more similar to her pre-gutting state, but fleetway got reasonable mobility nerfs that got reverted almost instantly.

u/Number_3_Cicada_king — 15 hours ago

"Kolossos should keep his comically big m1 because he is a large guy" people when you ask them why blaze can be set on fire (a character's theme suddenly stops being relevant)

Its insane how much spectral fades kolossos stomps his OM variant when it comes to balancing and gameplay design

This guy is what kolossos should've been from the start, and i would go as far as saying that this adaptation of outlaik's original vision has improved so many things when compared to TD

He is so fucking fun to play as because you gotta actually think. He is big, stupid, and genuinely menacing up-close to the point where he can easily overpower group of survivors.

Charge has so much depth to it while restraining itself into being a proper mobility that helps him isolate people, rather than being a combo setup, cheap way to dodge stuns, and an unavoidable thing that lets him drag you away to the other side of the map. He gets the proper punishment for missing or crashing into a wall BECAUSE THE DEVS WERENT SCARED OF HIS ORIGINAL PLAYSTYLE OF BEING A BRUTE.

I also love how slow this guy is, he is just barely faster than a survivor, which is such a good translation from TD. You are forced to rely on charge if you want to close the gap rapidly, but you will need to position yourself properly if you want to hit a survivor with it since his turning is really restricted.

And block. oh my god block is so GOOD, FINALLY A TOOL THAT LETS HIM DISH OUT STUNS WITHOUT INSTANTLY KILLING A SURVIVOR WITH SOME STUPID COMBO WHILST REMAINING EXTREMELY PUNISHING IF HE MISSES IT. Block is so well designed because there is an equal amount of thought that is required for both parties, and if one of them messes up, the other will get a meningful lead off that interaction.

This guy is perfect. Slow, extremely punishing if you do things without thinking, high burst damage, and properly conveys the feeling of being the powerhouse

u/Number_3_Cicada_king — 3 days ago

I dont think the grab hitbox linger is something healthy for the game

This is quite easy to do once you get the proper timing on grab

(I also learned that kolossos can climb while blocking)

u/Number_3_Cicada_king — 19 days ago

If kolossos whiffs his charge by hitting an wall, his next charge won't get cancelled by it

(ignore my awful typing)

I used no cd's but this also happens with normal cooldowns

If you werent able to understand the title, let me explain:

**Lets say kolossos uses his charge 3 times in a row. If he hits an wall without any survivors in his grasp during his first charge, it will get cancelled. However, if he proceeds the same thing again a second time, it won't be cancelled no matter what and how he hits an wall. The third one will function in the same way as the first one.

So essentially kolossos next charge will always be non-cancellable by hitting an wall if he whiffed the first one**

u/Number_3_Cicada_king — 20 days ago

Sonic Balance Changes Concept: Even heroes need help.

Overview: Ever since 0.1 release, sonic has always been in this weird spot where he is the titular main character of the series the game is based on and was the second survivor with the most mains during 0.1, but never got the proper attettion from the devs when it came to balancing. Just like how he is characterized within the game's inspiration, sonic's kit within OM is something that has been static, never getting big changes (outside of cosmetics and LMS songs) that made him better or worse. Unlike knuckles, sonic wasn't exactly the most fair character in the world, he had pretty much every single tool at his disposal that made him an annoying pest to get rid of, forcing the killer (in this case 2011x) to always leave him for LMS due to the "guilt" debuff guaranteeing a loss to the survivor side.

However, sonic's kit was complex enough where it allowed for skill expression where the player should play their cards right and keep an eye on everyone within the match, including the killer, if they wanted to win. He wasn't untouchable like silver, relying solely on his ability to disengage with the killer would punish him HEAVILY due to the +25% damage taken during LMS, he was hard both micro-wise and macro-wise. Sonic could either be a constant headhache for 2011x, or get hit and die the moment he runs out of dodge meter.

Sonic current state in the game (as of June 15th 2026/Post kolossos and tripwire experimental changes): Sonic has been in a constant struggle to stay relevant ever since 0.2 release, with the devs clear intent of toning down stun-stacking as an whole, the character has been forced to become a mid to back-line support in which, by playing selfishly, he manages to stay alive for longer when compared to being a team player. His ONLY way to actively stop the executioner for killing his teammates somehow manages to punish him with a 35 second cooldown because he, uh, managed to hit his abilities?

This is only one of the many issues sonic currently has that were born during 0.1, but weren't addressed when 0.2 released.

My goals with the proposed balance changes: My main focus regarding these changes are making sonic be more of an active team player that puts others above himself while actually feeling like the "fastest thing alive".

(Nerfs will be represented by "-". Buffs will be represented by "+". Things that remain as they are will be represented by "=").

> • 1: Passives

(+) Sonic no longer has slippery movement

(+) Sonic rolls farther than any other survivor in the game (the small boost survivors get after jumping off great heights and touching the floor will be more effective on sonic)

(=) Sonic has a below average jump height

(-) Jump cooldown increased by 0.5 seconds. (1.5 > 2)

Goal: Just like his metallic doppelganger, sonic doesn't have a reason to walk like he has soap shoes on all the time. The current "weaknesses" given to him passively are meant to counteract the fact that he is consistently the fastest survivor, but they pretty much only exist to punish sonic for being alive.

These buffs are meant to make sonic feel smoother while also giving him something that allows him to always stay ahead while moving.

Increasing the jump cooldown will force sonic players to be more precise with their jumps while also making sure they cant abuse the roll distance buff too much.

> • 2: Drop Dash

(REWORK): The executioner is no longer sent back by the first 2 hits, after hitting them once or twice, sonic will bounce back just like he currently does, albeit a smaller distance.

(REWORK): The third hit will have increased knockback and the executioner will be sent to where sonic's camera is currently facing rather to where his back is (if sonic is facing forward, the executioner will be sent to the respective direction while sonic will be sent backwards)

(+PASSIVE) Unstoppable: Sonic drop dash stun time cannot be reduced by any means (they will count less towards 2011x rage mode "stun vulnerability" cap)

(+) Drop dash isn't slippery

(+) The first hit stun time has been increased by 1 second (1 second stun > 2 second stun)

[Overall stun time after this change: 6 seconds]

(+) If sonic hits the killer with all the 3 hits, Drop dash will go on a 23 second cooldown (35s > 23s)

(+) The third hit now gives sonic 20 dodge

(+) Sonic gets a decreased jump cooldown while using drop dash (2 > 1.05)

(+) Damage against fleetway increased (8, 8, 8 > 10, 10, 10)

(-) Both the first and second hit of drop dash only give sonic 5 dodge (10 in total)

(-) Drop dash cooldown now scales based on how many hits were landed through its duration (0 hits: 35 seconds cooldown/1 hit : 31 seconds cooldown/2 hits: 28 seconds cooldown). Phasing through a killer while they have iframes will reduce its cooldown to 29 seconds (stun immunity red outlines does not count)

(-) Drop dash can no longer stun stack

(-) Iframes on wind-up removed. If sonic is hit during it, he will "parry" the executioner attack (only applied to their m1), losing a certain amount of dodge while silencing the killer for 0.4 seconds. If sonic doesn't have any amount of dodge, he will instead receive 50% of the damage taken.

Goal: Drop dash has always been an extremely overtuned tool when it came to keeping sonic alive, but it was underwhelming as a stun, which undermined sonic's philosophy of being a heroic character. I absolutely despise how stun-stacking encourages most sonic players to be greedy and go for the biggest amount of stuns possible.

My first idea for making drop dash easier to hit while also punishing those who used it strictly to run away and never help others was by increasing the hitbox size of it. However, i remembered that OM isn't the best game when it comes to making moves with accurate hitboxes, so i chose to remove the slipperiness on it. Not only it basically punished sonic for using the move at all while also not rewarding accordingly if he landed all 3 hits, its also extremely janky in maps like mystic cave where its filled with props, by removing the slipperiness on it, sonic is able to use his stunning tool without any sort of drawbacks, but he will still need to be precise if he wants to hit the killer with it

The increased knockback on the third hit will give sonic the very much needed distance he needs after stunning the killer. Changing the way the knockback works (from where sonic's back is > where sonic is currently facing) will ensure it works more consistently while also requiring the player to think carefully to where they want to send the executioner.

The addition of the unstoppable passive guarantees that sonic doesn't get totally fucked by things like rage mode burst, and reachout. It wouldn't be fun getting a 30+ second cooldown for only a 0.0000003 second stun against john rage mode or ivan iframes.

The jump cooldown decrease during drop dash (taking in consideration that the killers will get their current jump cd reverted) will help sonic deal with targets that spend most of their time off the ground like fleetway and tripwire.

> • 3: Peelout

(+) Sonic cannot roll nor be ragdolled during peelout. If he comes in contact with kolossos without any dodge while he is charging sonic will take 35 damage (this is merely an example)

(+) The person that sonic is carrying will be completely immune to damage (this includes map hazards such as green hill's lightning and not perfect's void)

(+) Dragging a survivor that is currently being chased by the executioner and ending the chase will put peelout on a 28 second cooldown if they decide to jump out of it before its over (same goes if he revives a teammate with it)

(+) Sonic can now choose which survivor he will prioritize with peelout, meaning that he wont be able to pick anyone else except for the selected survivor. Both sonic and the chosen survivor will be highlighted to each other during peelout's wind-up and while sonic is running

(+) God's trickery no longer dazzes and deals damage to sonic while he is using peelout

(-) Not picking anyone up will put peelout on a 44 second cooldown

Goal: Peelout will now function properly as a "savior" tool.

Sonic now gets properly rewarded for reviving his teammates and ending chases by carrying the survivors away from danger without the looming fear of a 40 second cooldown if his teammates decide to jump out of it at the last frame.

Peelout protecting sonic's teammates from all sources of damage is something that should have been in the game a long time ago. Not only its completely unfair both sonic and the survivor to take damage from it, but it will also decrease the amount of deaths from things like not perfect's void.

> • 4: LMS

(+PASSIVE) Break Free: if sonic suffers from any type of movement inhibiting status during peelout wind-up or while he is running, sonic will immediately cleanse himself from it and regain his controls back (this applies to things like 2011x charge, kolossos grab, tripwire reachout etc)

(+) Guilt now only stops sonic from having damage resistance during LMS (+25% damage taken > 0% LMS damage resistance)

(+) Peelout cooldown reduced to 35 seconds

(-) Sonic takes full damage during drop dash wind-up if he doesn't have any dodge

Goal: Sonic's current LMS is extremely outdated due to just how easy it is to kill him regardless of how good the player is. Its just a matter of time until you exhaust him through the slow cooldown game where he will die once the killer catches up to him.

u/Number_3_Cicada_king — 21 days ago

With this video in mind, every single killer in OM now has a way to decrease their stun time

Yes, this includes tripwire due to reachout reduced stun duration if she is stunned while pulling someone.

So, if you are playing metal, you are losing around 40~ hp for an 1-2 seconds stun against 3 out of the 4 killers in the game. With fleetway burst working as intended again, you can lose more than 100+ hp for basically no reward.

Metal's has basically no upsides now because his positive gimmicks get countered by every single executioner

youtu.be
u/Number_3_Cicada_king — 29 days ago

I have been maining tails for almost an entire year and i am slowly losing my mind, so here is an analysis of OMR gold match 2 second round, and why kolossos requires more than just coordination to be beaten

Almost everyone here is familiar with OMR as an whole. The best of the best face off each other in order to climb ranks and win uh something i guess? The gameplay is inpecable, the mistakes are few on both sides, and its worth watching it if you want to improve in OM.

Their latest video is a compilation of multiple instances of high-level comp play amongst the gold rank. However, something seemed a bit off to me, aside from the lack of fleetway for obvious reasons, the second and third round were interesting to say the least. Both rounds were played in xcastle and ycr, respectively, with the executioner being kolossos on both of them. Nothing out of the usual until you rewatch those rounds and realize that most survivors only got out alive through sheer luck even when playing the killer's "hard-counters"

The second round was mostly fine when taking in consideration that both knuckles and tails were banned for obvious reasons, however, its obvious that the survivors were hard-carried by god's strongest silver and cream. Now, of course kolossos was struggling for the most part, but from time to time, his usual "noob-stomping" shenanigans managed to blend in highlander lobbies. There were 4 total different instances where he managed to pull off his dreadful 91 damage combo on multiple survivors that didn't die because of cream. Mind you, one of the biggest counterplays against this guy is sticking together all the time so he cant pull this shit off, which he ended up doing so anyway. Even after missing block multiple times (which is fine, nobody is perfect), kolossos still had the tools to keep avoiding stuns with ease while putting up constant pressure with both charge and grab.

Even after whiffing charge after charge, the executioner was able to constantly m1 the survivors due to the lack of endlag, like, this isn't your average pub lobby, these are pros that are still struggling with kolossos bullshit despite playing near-perfectly.

(Also metal got 100-0 to death because of block, and yeah the executioner abused the m1 during block animation bug. Dont ask me why is it allowed even tho it goes against their established rules)

Performance of each survivor

> Silver

By far the backbone of the whole team. Being able to intercept kolossos charge with suspension multiple times and landing a clean suspension + burning javelin at the start was beautiful to watch. However, it was clear that even with flight, he was struggling to shake kolossos off him due to the map not offering any verticality benefit.

Nothing much else to say, everything he did was exceptional, and i doubt most of the survivors would've lived if the pick was banned

> Cream

I mean, its cream, cant say much. Of course the player's micro and game sense were top notch, the constant m1 parries by abusing the healing iframes were incredible to see. Her whole job is being a "reset the executioner progress" type character, so when paired up with a good team, she will be a headhache to deal with

> Metal

Well, everyone has their bad games. In no way i am saying that this metal player was bad, quite the contrary, despite whiffing DC multiple times, (because of kolossos being an annoying piece of shit) his constant pressure and resource wasting capabilities were a key to the survivors victory. Although its worth mentioning that he clearly struggled to do anything meaningful even when paired up with a good eggman.

Ended up dying in the end in order to save amy, but the struggle was clear due to kolossos constant bullshit.

> Eggman

He is there i guess? His denial of kolossos charge alongside silver's suspension were one of the highlights of this match (even tho he still managed to land a m1). His job as a dollar store fusion of tails and knuckles was done pretty well all things considered

Most of the skill expression here was showcased through his positioning with shield in order to block kolossos charge,

> Blaze

Made me almost drop the "potential woman" charges on her ngl. But yeah she was consistent.

Her kicks were some frame perfect shit and her block bait after getting charged was also really cool to see. Blaze was clearly being carried by sol flame here despite the player being extremely good at playing her, of course i am not trying to downplay the importance of her kicks, but the mvp here was clearly sol flame

> Amy

Remember the part where i mentioned "sheer luck"? Yeah, this is the reason i wrote that. Amy was getting constantly dogwalked by kolossos and only managed to live due to the grab + m1 somehow not connecting and the charge fling sending her 12000 meters away from kolossos, which arent consistent things that arent up to the survivor to pull off.

In all due honesty, this was more of case study of OM volatile nature (and code) giving one of the sides an advantage in order to win

Executioner performance

> Kolossos

Top 1 EU in 0.1 was somehow falling for oldest block baits ever made (jk jk please dont humble me kolossosgod). Its really hard to say anything interesting about the gameplay because everyone knows what happenned

-He charges and drags you away to a random corner

-Grab and m1s you

-M1 during block animation

-Shitty hitboxes

This was more mind-numbing to watch than a silver vs 2011x matchup in mystic cave. Using climb to dodge metal's destructive charge was cool, but that was the only thing the killer did that actually differentiates him from the average pub executioner. Didn't get more kills due grab weird hitbox and charge flinging the survivors to the other side of the map, but despite all this, he was clearly making silver and metal sweat bullets.

"What about round 1?"

It was 2011x in green hill. Do i really need to explain this one?

Fun fact:

-I lied about the lack of fleetway. Round 7 had the current top EU player playing as him, and it was a really big contrast to all the other rounds.

He mauled everyone, thats it. Even against comp survivors, fleetway won with mid-diff at best, most optimal character comp and all the good damage dealers were pulverized.

Yeah, just a get good team and he becomes a fraud lmao

u/Number_3_Cicada_king — 1 month ago

Why is the belief that killers are op due to the survivors in this game being strong so common? Where did it even come from?

An argument that i've seen being used to justify OM poor killer design and balancing is the "survivors are strong, therefore the killers should be op", which doesn't make much sense to me. First of all, where even this idea come from? I know this will sound hilarious, but my guess its due to silver's release. Like, he is the patient zero for this discussion, fleetway existance as a fucking mess can be easily connected to silver's day 1 state and current balancing, he is a frustrating survivor to go against, he isn't the problem per say, he is the consequence of a lack of testing and bad map design.

Furthermore, the oldest survivors we have info about are tails, eggman, and knuckles. 1 of these was a 2011x victim, the other was genuinely problematic medias, and the last one was perfectly balanced, so why would they need to make an overtuned killers for a survivor roster that only had like 2 op survivors? An asym is a killer game first, its literally what makes the genre different from other multiplayer games. There is the power-house and there are the survivors, the survivors should be balanced around the killer, not the other way around.

Also, what are the metrics being imposed here to determine if a survivor is strong or not? Do we take map design into the equation? Stun stacking? Like, whats the culmination of things that justify kolossos having a 91hp kill threshold outside of silver on mystic cave? Why dont just remove the things that are clearly unbalanced within the survivor gameplay instead of adding killers that arent fun to go against?

I personally think that the abundance of iframes is also a factor that reinforces this idea. Instead of expanding their game mechanics pool or making abilities have different status effects outside of insane speed and long periods of iframes, they just shove a band-aid fix on a character's kit by making them [that one comic book written by kirkman] after pressing a single button, this isn't fun for anyone playing the match since its pretty much a "please dont interact with me" card.

reddit.com
u/Number_3_Cicada_king — 1 month ago

What if curveball was implemented in spike's base kit albeit in a nerfed manner (and also they reverted the fertilizer rework while giving it some buffs)?

I hate curveball. I genuinely despise this thing and everything it made spike go through, i hate using it, i hate playing against it, and i absolutely hate the fact that its spike's best star power 99.99% of times.

Its so fucking lazy and cheap most of the time, but there is a part of me that considers it as something "necessary" to spike because his normal projectile pattern is really easy to dodge to the point where eventually he would be unplayable because everyone would know how to counter his main gimmick. It feels clunky to use but also doesn't make that much of a difference if you are able to hit the ball + 2 spikes (like me cuz i am the goat!1!!11!), so its just something that makes everyone involved just not have fun at all.

Spike isn't even a fucking damage dealer anymore because of this thing. The buffie is probably the biggest offender because they didn't even care about changing it or inserting any type of skill expression, they just took its annoying aspect and cranked it up to 11

reddit.com
u/Number_3_Cicada_king — 2 months ago

They should really fix destructive charge when the final batch gets released

Its currently top 5 most buggy abilities in the game. One of the most infuriating bugs is the one where metal is unable to stun the killer if destructive charge came in contact with the executioner while they had iframes (basically: if metal phased through a killer while they were using an ability that gives them iframes or had the red outline indicating they are immune to stuns, destructive charge will simply not be able to connect even if you touched them after the iframes/stun immunity is over).

Metal, even after the buffs, is in a rough spot because of the glaring issues he had ever since 0.1 that weren't addressed when 0.2 came in. For fuck's sake, the devs were aware of this bug and instead of fixing it, they released kolossos and fleetway without even bothering to fix metal

reddit.com
u/Number_3_Cicada_king — 2 months ago

What the fuck is visor supposed to do against fogborn

Straight to the point: what am i supposed to do against fogborn while playing as visor? Do i genuinely accept my fate or try to do the most insane corner peeking flicks against that stupid dumb fish?

reddit.com
u/Number_3_Cicada_king — 2 months ago

The headline is self-explanatory, when are you ever supposed to pick ollie in ranked if the current meta completely shuts down his playstyle and the other options are just so much more competent at doing his job?

With ms. tank destroyer 5000 and timmy tuff knuckles being very persistent picks through ranked in general, why are you supposed to pick up ollie at all? Now, you could just say: "oh just pick him when those options are banned", however, ollie's problems go beyond the very aggressive meta towards his kit. His base stats are extremely underwhelming even for a tank, he is forced to rely on his hypercharge and second star power to even fullfill the purpose of a tank, and considering his extremely slow super charge rate, he becomes vulnerable and not really impactful most of the time

reddit.com
u/Number_3_Cicada_king — 2 months ago

Fleetway, fraudway, bumway, ivan iframes, israelway, adolf hitler's reincarnation, stupid blonde fuck, the guy from the fnf mod, it doesn't matter what you call this rodent, i believe with certainty that being on the receiving end of his shenanigans makes you feel like absolute shit.

Outcome memories is a game that always encouraged survivors fighthing back against the executioner. A fast-paced game where killers can be at your face 24/7 and prolong chases for god knows how long, demands the survivor roster to have tools that allows them to keep up and/or get away, this is what make OM shine when compared to other asyms, its a game where chases are more about fighthing/stunning rather than get away from the killer. However, with the release of 0.2, the gameplay aspect of hyper-aggression given to the survivors started to slowly fade away due to the new characters release. Now we had to killers that actively discourage engagement and forced survivors to pick their interactions wisely, any mistake would get you killed due to the sheer amount of damage kolossos and tripwire could dish out in mere seconds. On the same note, the two new survivors also contrasted with the aggressive aspect of other characters, silver was a back-lane support that had the tools to displace the killer and knockback them away from him or his peers, blaze was a snowballing character that required timing, precision, and resource management, she wouldn't engage with the killer if her sol meter wasn't enough to make sure she would get out alive. Both of them were characters that would rather disengage or debuff the killer from long ranges rather than stunning.

The contrast beetwen 0.1 and 0.2 gameplay loop was crystal clear. Whereas the older version focused more on horizontal mobility and stunning, the newer one revolved around verticality and disengagement from the executioner. It was **interesting** to say the least, some characters had be given new chances to shine while others were absolutely destroyed by the executioner's kit or the extremely punishing scoring system, the sudden gameplay loop change was something controversial amongst the community. The newer releases were overwhelmingly strong while older characters completely lost their identities and purpose in a team, the lack of polishing also didn't help when it came to discussing balancing.

Things were dire for both sides, survivors and killers both had their legs cut off and the buffs didn't help those who needed them. We needed something new to shake things up or otherwise the game would become even more stone cold. And so, they released fleetway.

It was a complete and utter mess. Fleetway was by far the worst character release in this game's history, he had every single problem people were most vocal about when it came to characters design and how interactions work. He single-handlely managed to change the public opinion about stun-stacking, the most stupid mechanic ever implemented in an asym, he was just so fucking strong that he managed to give a reason for it to exist.

I dare to go as far as calling him the strongest killer in asym history through his day 1 performance, day 1 ghoul from DBD had nothing when compared to this guy. By far, the most notorious problem about fleetway that many people seemed to brush over, was the fact that he fundamentally breaks every single rule of OM, and even when he doesn't, he cranks up to 11 all previous problems this game had.

1: Fleetway posesses an healthbar: most people tend to overlook this concept due to it creating hype moments and aura, but this isn't an juggernaut game so it wouldn't make sense for the power role to care about managing their health or. Furthermore, it creates a problem where all the previous tools given to survivors need to be given specific values to interact with the killer, creating a discrepancy where some will either do too much damage, and others will barely tickle the hp value

2: Complete shutdown of certain characters archetypes due to his volatile nature: some characters and their playstyles are straight up unable to work against this guy, it will always be an one-sided stomp 9 times out of 10. Fleetway is an extremely fast damage machine, he can go from point A to point B in mere seconds, his comically large amount of iframes make certain survivors just become dust due to their stuns having an wind-up. He is able to completely invalidate the supports efforts to assist their team or try to get on his way, tails, cream, and silver are vaporized the moment fleetway thinks about killing them

When it came to how he played, it was a combination of contradicting ideas that made the "raid boss" fantasy rapidly fade away and be replaced with the most miserable experience you could have while playing this game. A glass cannon/juggernaut killer that has iframes on every single one of his moves, a get out of jail free card against stunners, life steal, and an extremely forgiving passive that allowed him to further invalidate most stuns in the game? These things cant function together at all. Yes yes, he was an unfinished character that was released due to sheer pity, but it makes me question what were the developers thinking on the first place? They claimed that beating this guy wouldn't be easy, but it was made in an way where killing him is a necessity in order to win not a side-grade where fleetway must play around. Fleetway is inconsistent on what he is supposed to be, his biggest weakness is extremely hard to exploit because NONE of the survivors are prepared to deal with him, he was made to a game that cant handle his power fantasy.

What annoys me the most is that this character had genuine care in him down to the smallest aspects. His voicelines, mechanics, and weaknesses were top-notch, not a single character could even come close to this level of accuracy, the loud and dangerous nature he possess was executed perfectly, you could feel the imersion when playing as him. This was by far the best work of characterization this game has ever done, fleetway was simply on-point in almost everything. However, his flaws tend to stand out when compared to his good aspects, fighthing him is such a torture that you dont even get to experience his personality properly because you're going to die in 6 frames.

Fleetway was given all the dubious balancing choices other killers hard but without any of their weaknesses. He never lives you alone just like 2011x and moves at extreme high speed when under certain circumstances, he has kolossos gigantic hitboxes that seen to be sentient, an arsenal of long-ranged tools made to melt characters like sonic and knuckles just like tripwire. He is the combination of the strenghts and problems of other executioners but he can afford to not have their weaknesses. Of course i am not saying fleetway isn't original in any regard, he simply suffers from the same "character archetype syndrome" where his main goal and ways to kill arent different from other characters, he still is just a rushdown with high mobility and broken hitboxes.

Kinda of a hopeless take but fleetway would just not work in a game like OM because the devs refuse to experiment and be endearing when it comes to making characters stand out. Most characters are just allowed to circuvent any and all punishment because fuck the concept of interesting kits that require thought in order to suceed. Fleetway suffers from the simplification of skill that has been present in OM since 0.2, whereas killers just get easier and easier while doing the same thing as the other, and survivors get harder and harder while being creative and different from one another,

u/Number_3_Cicada_king — 2 months ago