u/Number_3_Cicada_king

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

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 — 9 days 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 — 12 days 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 — 15 days 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 — 20 days ago

I despise you, but not because of what you *are*, i hate what you *represent*. Kolossos is *simple*, everything about him is barebones and basic, from the lore to the gameplay, even the design isn't hard to understand, there is no "nuance" or "depth" within kolossos, he is one intentionally blank canvas.

He is not boring by any means, him being simple in nature has nothing to do with it being an uninteresting experience. By all accounts, kolossos is the band-aid fix made to silence the cries of OM not having a starter killer, 2011x required too much thought sometimes? Here is the solution, a guy that only does one thing, but his tools are overwhelmingly strong to the point where their simplicity does not matter when it comes to counterplay.

The constant whining of 2011x being way too hard while being the only option to play as was always something weird. Yes, releasing OM with one killer was a mistake, but genuinely taking his skill ceiling as a problem was just baffling. Call it the goomba fallacy, but back in 0.1 people refused to play the only killer not because he was weak, but because he was hard, he required a strategy in order to suceed, he needed to pick his targets wisely while finding an way to separate them, thats why most people were excited for kolossos, he was easy, arguably strong than 2011x, he displayed a more exciting power fantasy, he was the answer to the constant killer "bullying".

As a result, kolossos release was a complete mess of incoeherent ideas. His now removed passive was the biggest problem of trying to implement a character like him in a game like OM, taking away his intended weakness of being slow by giving him a speed boost after a stun was just fucking stupid, he already got the best horizontal mobility in the game, why would he need more ways to go faster? They changed him beyond recognition, now he was a combo killer that could force survivors to being isolated rather than punishing their mistakes, he got an unjukable m1 despite it contradicting what kept his original two shot potential in check. Kolossos was a failure when it came to adapting TD core design.

Kolossos is everything wrong with the "rushdown" archetype that every asym likes to put in their game. An archetype focused on overwhelming force, mobility, and abilities to just shred through people is an interesting idea that is poorly executed most of the time. They become frustrating to balance and fight against, they pander to those players who refused to get better and just a free win button against those who they consider sweats, they hate the concept of their no-brainer character having counters because they think the power role should be invincible.

My biggest critique towards kolossos is not the grab, or the broken hitboxes, and neither the jank, its simply how he fails to be interesting in any regard. His kit is the most boring thing i've had the displeasure to experience, everything about it is too safe, there is no punishment and the reward will always be given for free without the need to strategize. You either get lucky that the map design unintentionally screw him over or watch as he does the bare minimum and win. None of his moves have variants or techs, they are one note things designed to be extremely unfun to go against, there is no room for improvement or outplay as or against kolossos, he boils down the game state to a slug-like pace where any mistake gets you killed against him.

u/Number_3_Cicada_king — 22 days ago