u/TheTrollman-
The only consistent roblox asyms that really feel like horror
Outcome Memories killers in double trouble gamemode predictions
D Tier: Twin Gods (2011x and 2011x)
I feel like this would be the worst duo as both will suffer from the same weaknesses which is a lack of teamwork unless there's strict communication. Not being able to capitalize on each other that much will be very detrimental. I could maybe see one 2011x tanking a blow while the other holds a survivor in charge, and maybe they could be a constant pressure in lms, but they will struggle to get rage mode unless they both agree on who should be tanking hits. There's just too much rng in their kits that teamwork will be the most inconsistent. They don’t compliment each other at all.
C Tier: Classic Friends (2011x and Tripwire)
This can go either way, but both being the worst killers isn't helping much. I can see Tripwire trapping down escape routes as 2011x holds a survivor down, or 2011x tanking a blow to stop survivors from interrupting. Gods Trickery can also disorient survivors and have them potentially walk into traps. They'll both be map dependent though as 2011x needs springs to jump with invisibility and Tripwire needs enclosed areas to effectively trap down. They'll also likely be separated and both struggle to catch survivors as 2011x's teleportation is random and Tripwire is rather slow.
C Tier: Trap Masters (Tripwire and Tripwire)
With both having up to 20 mines map control will be much easier as they will be able to lock up most of the map. However they lack the damage and protection to fully capitalize on the end result of this or the ability to protect each other as effectively. They're most likely guaranteed to win in lms if they make it there, but getting there is 50/50 on whether they have good teamwork or not.
B Tier: Disastrous Duo (Kolossos and Kolossos)
The most balanced duo with 2 powerhouses who can defend each other well and hurt survivors a lot. I can see charge and grab being devastating combos and block being used to shield each other or protect the whiffed block of the other. They have the advantage of applying pressure together or on 2 fronts, but are a threat on both. However, they have no gimmicks like traps, flight, a rage mode staller, teleportation, or any major ranged abilities. They will likely be very predictable and have to go out of their way for everything.
A Tier: Brains and Brawns (2011x and Kolossos)
2011x's weakness of small damage is nullified by Kolossos acting as the powerhouse. 2011x can whittle down individual survivors as Kolossos protects him and badly hurts survivors trying to move in. Kolossos can also negate the weakness of 2011x not doing well vertically, and continue a chase as 2011x moves in later or focuses on other survivors. It's not perfect though, and 2011x might not always want Kolossos to shield him, but I think it's still a solid duo overall.
A Tier: Father and Daughter (Kolossos and Tripwire)
There’s a lot of potential for great synergy. Kolossos can protect Tripwire if a survivor attempts to attack them as they’re placing a mine, and Tripwire can trap down areas in hidden areas as Kolossos distracts all the survivors. Kolossos could also potentially charge survivors into a specific region and allow Tripwire to instantly shut off an escape route as they then both finish off the survivor. Charge can also be used to bring the survivor back to Tripwire to make up for Tripwire’s lack of speed. The teamwork potential is great, and combined with their decent vertical mobility makes it so they can both chase a survivor and prevent escape. The only way I can see this not working well is if the map does not favor either survivor, like angel island having poor geometry that makes wall climbing hard, while also not allowing for much places to cut off with mines for Tripwire.
S Tier: Rage Demons (2011x and Fleetway)
When you combine a killer who can confuse survivors, tank hits for Fleetway, and extend the timer with rage mode with a killer who is fast, can fly, and hits hard, and you have an extremely dangerous combo. Stunning is practically useless as Fleetway can recover easily, and 2011x will get rage mode from being stunned. Fleetway can also flank survivors when 2011x is chasing someone, instantly negating the ability to out maneuver 2011x. The killers don’t even have to synergize that much, and in some cases outright benefit more if they separate. Without a full team Fleetway will demolish survivors, and 2011x has that low, but sufficient pressure to keep them apart and confused.
S Tier: Top Tier Killers (Kolossos and Fleetway)
Fleetway can occasionally struggle with landing certain moves like fateful drain or laser of destruction, but Kolossos can keep survivors in favorable open areas by blocking off escape routes and pressuring survivors. Plus with 2 killers who can traverse the map quite well and both the ground and air no longer become safe areas. Both Kolossos and Fleetway can cover for each other as Kolossos can keep melee survivors at bay while Fleetway can keep ranged survivors at bay. Plus Kolossos’s biggest weakness Silver is hard countered by Fleetway, and Fleetway’s biggest weakness Blaze and Knuckles is hard countered by Kolossos.
S Tier: Possession Horror (Tripwire and Fleetway)
When you have a killer who can apply constant pressure but can’t focus multiple survivors at once with a killer who can chokehold all survivors at once but can’t apply pressure and you negate both weaknesses instantly. Tripwire’s mines acting as an indicator paired with Fleetways 2 tracker moves makes hiding impossible, and trying to fight Fleetway with Tripwire present providing chip damage support and mines makes fighting practically pointless. Plus survivors will not try to stun Tripwire except in rare cases when Fleetway is a much bigger threat.
S Tier: Hellish Dogfighters (Fleetway and Fleetway)
Yeah gg, genuinely accept your fate.
More Outcome Memories hot takes again but hotter this time so you're more likely to disagree, but still see where they're coming from
Day 54 of in depth asym reviews: Baldi Frenzy (C Tier)
Balancing: 7/10
For the most part it is fair. Survivors are outpaced by Baldi, Baldi is stunned for every notebook the students get right, survivors get tools and items they can use and Baldi can break open windows to get around much faster and cut off survivors. Some items are overpowered though with no counterplay like the Bsoda in hallways. This item has no counterplay, it slowly pushes you away when it hits and you can’t break out. Meanwhile you’re slowly being pushed all the way down the hall and the survivor gets free distance. This needs a major change to either run out after some time or go much faster because the game itself is very fast paced, and possibly the fastest paced asym game. Baldi also being unable to move at the start for a solid 40 seconds while competent survivors can get half the notebooks and reduce time feels unfair. While it does give you a huge speed boost it still leaves you with less time. The LMS enabling tracking and allowing both the survivor and killer to move fast is nice though.Gameplay: 7/10
The game is fun and it functions well for the most part, and the game has a lot to offer from. The tasks aren’t just boring questions like the original game that this is based on and it actually has diversity in it. Some maps even have unique tasks that all stand out from each other. The gamemodes are mostly good, with only a few misses like the camping mode. Rounds even have modifiers that have a 25% chance of appearing in the game which help spice up the gameplay and make it more unique. This game doesn’t have traditional gamemodes but some modifiers feel like their own gamemodes entirely and it’s some of the most fun you will have in this game. Troublesome modifier by far has to be the best modifier as it turns the entire game into an actual horror game and forces you to hide from an amped up and shadowy killer. It does not control the best in my opinion though and encourages an extremely high skill ceiling in terms of movement. You move faster via jumping than just running so gameplay eventually becomes sweaty and chaotic. The movement also feels rough at times with you struggling to move around in cluttered maps at times. It also feels tedious trying to click certain items, and the game as far as I know does not explain anything that the items do so you often have to discover it via trial and error even though some items are less obvious than others. It’s not game ruining but it can hold the game back at times.Music: 3/10
The music in the game isn’t really anything to get excited over as it’s almost all kind of plain, boring, or simple. The last man standing music is the only soundtrack I found myself actively listening to and enjoying when listening to, but the rest is just simplistic background noise. You won’t be complaining hearing any of the music in the game, but you won’t be excited either.Map/Art Design: 4/10
Yeah I’m sorry but to be honest the maps aren’t my cup of tea. A lot of them feel too similar to each other and some of the maps have horrible invisible walls like the campfire map. The vents and ladders on the maps in particular are the worst part because trying to climb them and climb into them are the worst. It is tedious trying to go back and forth clipping in and out trying to get the right angle. The vent in front of the ladder is genuinely the worst vent in the game and I hate that vent so much when a survivor is sitting right there and I have to struggle getting into it. Maps need heavy overhauls in terms of layouts and functionality. There are some maps with really cool unique mechanics like the farm map requiring you to feed animals or the wild west map requiring you to hit targets with plungers while the killer has a gun instead of a melee kit.
Overall, the game has potential, but I feel like its issues are prevalent. It’s still a great game that’s fun to play and you’ll probably get used to these issues but they’re still something that should be addressed. The game could use some balancing, better map design, some items tweaked, and some other stuff. It’s still got more good aspects than bad about it like its wide variety of modifiers, maps, and items. Would I recommend this? Sure, it’s got a charm, and Baldi fans might really love it in particular. Give it a quick try if you want a silly random experience.
Barely fucking won an lms against a Two Time with 30 days playtime (I'm 23 days playtime)
Genuinely so fucking annoying. Guest 1337 and Two Time were 2 sides of the same coin. Guest 1337 punished you for being far away, which was bullshit. Two Time punishes you for getting up close in a chase, which is bullshit. I barely won an lms because I managed to drain their stamina at the end and a minion hit them, and that allowed me to use the minion to get a speed boost. Still though, this mf was trickstabbing me like crazy and making it impossible to get the last guy.
This mf would have never needed to be nerfed in the first place if their players used them as intended, but nOOOOOO "I HAVE TO BE ABLE TO LAND A BS UNREACTABLE STUN THAT USED TO GIVE ME FREE HP!"
Outcome Memories takes but they get progressively hotter and hotter
If any of these confuse you, I am more than happy to go more in-depth on them in replies :>
Day 51 of in depth asym reviews: Urban Education V3 (BIAST TIER)
Balancing: 0/10
The game is survivor sided and it does not even come close. Survivors are able to fully avoid damage by using an ability while running at the same time. They’re also able to just push you around and shake your camera to the point they lose track, and survivors having 100 hp is a lie, they actually have 200, sometimes even more, but when you get them from 100 HP to 0 they automatically get 100 more… SO WHAT’S THE POINT OF GETTING THEM TO 0, IF THEY DON’T NEED TEAMMATES TO REVIVE THEM, GET ALL THEIR HP BACK RIGHT AWAY, AND CAN STILL RUN AND HIT YOU?! Survivor abilities are absurdly overpowered and busted… 1 survivor is able to teleport away right away, and meanwhile the killer has a randomized chance on who they teleport to… It’s 2011x all over again with how badly the killers are designed. Survivors are able to hit you so frequently and straight up do more damage than you. YOU CAN DIE, TO THE SURVIVORS. IF THE TIMER RUNS OUT, YOU LOSE, EVEN IF THEY DON’T MAKE IT TO THE ESCAPE DOOR, SO WHAT’S THE POINT IF EVERYTHING IN THE GAME IS ACTIVELY AGAINST YOU AS THE KILLER? Survivors have everything going for them but the killer has nothing. The only grace the killers have, is that they can break through brick walls for shortcuts, and killing survivors gives time, but these are practically useless when killing in the first place is impossible and brick walls being broken means survivors can use them too now.Gameplay: 0/10
The gameplay sucks. It isn’t fun or engaging in the slightest, and at times just feels confusing and cluttered. There seems to be 2 gamemodes where there’s regular, and a infection mode? Reverse? Survivors become killers basically but not really, IT DOES NOT EXPLAIN ANY OF THIS, NOR SIGNAL IF THERE’S A SPECIAL GAMEMODE. THE ONLY INDICATOR OF WHAT THE NEXT GAMEMODE IS IN THE LOBBY ON A SMALL SIGN. The controls suck. You don’t have a shift lock to properly turn your camera around, and pair that with the fact the camera just has SO MUCH SHAKE AND WOBBLE and it becomes infuriating to play the game. The camera is genuinely so terrible that I cannot express enough how bad it truly is to play this game with the camera. It is worse than a shaky camera recording a fight and I mean that with 100% sincerity. The controls are also sloppy and survivor attacks constantly push you away and make your camera clip through the map. Moves aren’t even clear at what they do, and the descriptions for how they function are vague. Moves don’t even feel like they register, and sfx aren’t even existent at times. The tasks are also boring and horrible. All you do is hold still, and hold a button for 10 seconds and if you look away or misclick at any time then you have to RESTART IT ALL OVER AGAIN. The doors are also boring, uninteresting, and unlike the doors in Bite By Night only serve to delay and can’t be held to help your teammates. They are boring, uninspiring, and useless. The killers aren’t fun, the survivors are boring or overpowered, and the overall gameplay loop is terrible.Music: 2/10
There is very few songs in the game, and the songs aren’t really anything special. They’re not bad, but very uninteresting and they have very little diversity in their melodies that they get repetitive and annoying to listen to quite fast. It feels like listening to a 8 second loop of the same song over and over again. The LMS is meh with the same prevalent issues. You can’t just repeat the same drum patterns over and over, you need to change it up every once in a while.Map/Art Design: 2/10
Again, like every FPE asymmetrical game the survivors all look too similar to each other and it makes it confusing. It’s a bit better than Fundamental as there’s no survivor stacking here but it still does not do a good job at distinguishing every survivor due to the limited color palette the characters have. The models look good though, and I think they’re alright in themselves but do not look good together. The maps… The maps are all terrible. There is 1 map, and it’s a very dark map with horrible collisions, uninspiring layouts, and many places to fall and get looped in. The ui and shop and overall menu design is atrocious. It’s confusing, indirect, and trying to find anything and click anything is a pain to figure out. You are better off brute forcing it and trying to eventually find a way to the shop or character descriptions. The icons do not give a clear indication as to where you’re even meant to go so everything feels overwhelming. Survivor and killers don’t even have icons for their abilities, it’s all just placeholders that portray nothing, BUT WHY WOULD YOU RELEASE THE GAME IF YOU DON’T EVEN HAVE ICONS OR PLACEHOLDER ICONS?!
Overall, it’s a bad game. How did you think this was polished enough or finished? The balancing is bad and heavily in the survivor's favor, and it makes killers have to play 10 times harder. You can’t find anything anywhere in the lobby due to the confusing and clunky menu. The camera movements were nausea inducing and had far more sway than what was needed. The designs are all confusing when trying to tell apart the characters, and the tasks and gameplay loop is frustrating and not fun to play around. The hitboxes are bad and the abilities are bad, and there is no real synergy or counterplay to anything. No, I would not recommend this game. It’s the worst FPE asymmetrical yet. I hope better for the dev in the future, but this game was not well made at all.
Why I think you will want Tripwire as a ally in double trouble (If they add this gamemode)
Now we all know Tripwire sucks because of her low damage, lack of catch up tools and speed, lack of i-frames, and the fact she has to waste time putting down mines.
However, in double trouble most of those problems are solved. A strong killer like Kolossos or Fleetway can keep survivors at bay and distracted while she gets to work trapping the area down on exits and springs. This will be extremely useful and arguably more useful than per say, 2 Kolossos's attacking survivors as they do not synergize well and mostly just group up and attack, or separate and attack. There's no real strategy or assistance from the other as their entire moveset either grabs survivors, or only works on singular survivors. Mines might also indicate for both killers, giving away the location of the survivor.
Ironically I can also see 2011x also being an extremely valuable killer to have as an ally as not only can they potentially confuse the survivors via gods trickery, but they can also stop the timer to give them and their ally more time. I can also see charge being more boldly used as 1 killer can guard 2011x as he deals damage over time on an isolated survivor, which negates a HEAVY weakness for 2011x.
Fun fact: Pursuitcore is reworking Dotx to have more consistency in his playstyle, and overall, more fun for both survivors and killers. This is because unlike Outcome Memories, they improve killers instead of nerfing them and catering to dumbasses
Mind you 2011x never got the rework but its okay because its "balanced" even though some survivors are blatantly stronger and his kit falls flat on small lobbies. And he just sucks.
Outcome Memories community has the lowest IQ of any asym community. What do you mean you want cosmetics over nerfs/balancing?
Every Survivor and Killer ranked from an objective design standpoint
I can't help but notice how Cream and Blaze are the least picked survivors because the thought of actually supporting your team instead of always being self-reliant for every situation is foreign to most Outcome Memories players.
"Oh, what's that? I can heal my team or keep the killer away with projectiles? BORING!! GIVE ME 10 SECOND STUNS INSTEAD AND GET OUT OF JAIL FREE CARDS!"
Day 49 of in depth asym reviews: Frogge (F Tier)
Balancing: 0/10
The game’s balancing is so bad that the Frogge killing half of the lobby is considered an A-. You do not get any way to track survivors, you’re barely faster while playing as the killer, you have 1 attack, you don’t get extra time for downing people, and survivors get multiple lives. Who even had an idea like this? It’s clearly not made to allow you to win no matter how hard you try.Gameplay: 1/10
Boring. The sprint is slow, you can only run as the killer, and it’s just mind numbingly boring. There’s no substance, tasks, or anything genuinely appealing. If you’re going to make an asym game, give the survivor tasks to do, or if there’s no tasks then make hiding actually suspenseful and not boring. The game is slow, tedious, and uninspiring. It’s not scary at all, especially with this stupid fart ability you can do. Yeah, an asym horror needs a fart button. Can you tell this game was marketed to appeal to brainrot? Also the controls are clearly geared to mobile and function horribly on pc, and just does not feel fun to play.Music: 2/10
It’s just kind of there. You won’t notice anything besides maybe the halloween map, but that’s kind of it really. There’s no chase themes or nothing.Map/Art Design: 3/10
Boring, uninspiring, and does not fit the asym horror vibe. It’s genuinely just a bunch of random stuff like a map with cake and donuts and another that’s in some random valley. You want to know how bad it fails at horror when the lobby has a better atmosphere than the actual maps?
Overall, just don’t play this game okay? It’s not worth your time, and it’s a product of its age. Let it be looked back on fondly if you grew up playing it because looking at it now shows that it has not aged very well.
Tripwire is the worst killer in asym history
Btw, John can use both a row of spikes and digital footprint to cut off survivors, and both give him speed and deal damage, and digital footprints can slow survivors. Digital footprints... are also bigger than tripwire's mines.
Artful can wall off areas and slow survivors with music boxes, and cut off survivors with minions, and speed himself up with music boxes.
Sweep can shoot mines on impact, use 3 rapidly, and use mines to track survivors or manually detonate mines to cut survivors off.
The Rotten (Springtrap from bite by night) has traps that take a while to remove, lock survivors in place for 6 seconds, and can be moved to more favorable positions.
Tripwire... has a small mine with a small radius, that takes forever to put down, and only deals 20-30 damage... and can be tanked, bypassed, or removed.
Day 48 of in depth asym reviews: Asym Retroslop (C Tier)
Yes. That's the name.
Balancing: 2/10
The killer does not have a high chance of winning unless the gamemode is the build one. The killer can be stunned for a long time, ragdolled at any moment to extend said stun, etc. Some killers also just do about 15 to 20 m1 damage. Are we serious? Killers need some major buffs to their overall attacks because some of their moves just put them in place and leave them vulnerable with no i-frames to compensate. Survivors can also jump off the void in certain maps to avoid more dangerous damage which is unfair.Gameplay: 6/10
Honestly I like the concept. Having the ability to choose which 2 perks you have and going around the map collecting items and weapons to assist your team with. Survivor gameplay is fine, and it’s functional for the most part, but the game does not do a good job of telling you that you also have objectives to do, and you only know this by going up to certain spots and seeing a taskbar. It’s also not very clear on how you escape at times even when you do escape. Killer’s function alright overall, but the ability to jump leads to some absurdly unfair moments and killers often struggle to catch up, but the main appeal for this game in my opinion has to be the gamemodes. I have never seen any game have a gamemode where you literally build on the map and survive like those “build to survive” games and it’s a really cool idea. The gamemodes are fun, but it needs better gameplay overall. The game also suffers from some visual bugs like your character appearing to hold an item but in reality not having that item to begin with.Music: 7/10
I actually felt the music was nice and alright, and the way they implemented it starting with visualizers and effects yet also not going overboard with them (Eternity I’m looking at you), and it’s really cool overall.Map/Art Design: 2/10
I’m sorry but I was not a fan of the maps in this game. They had many problems ranging from being overdetailed, too dark, too many ways to fall, slow moving platforms that drag on, or just favoring survivors far too much with heights and platforms. Killers can’t be barely the same speed as survivors or have the same jumping height with maps like these and these maps need to be heavily reworked.
Overall, game needs major changes, and while I did find it fun it cannot deny the fact this game is sitting at a 72% rating right now which isn’t the best for a game, but I do believe it has potential to be better and more fun. Would I recommend it? Maybe, it’s far from perfect and has issues but it is fairly functional, and I can admit it does have some appeal to it.
Day 47 of in depth asym reviews: Bite By Night (B Tier)
Let’s address the elephant in the room. The game has not been out for what, 2 months? 3 months? I cannot wait any longer to rate a game that has been in maintenance for longer than it has released. That being said, that will not affect its ranking here. I’m purely focused on ranking and reviewing the game itself as a whole functionally.
Balancing: 8/10
I think the game is mostly balanced, and they do a good job of making every survivor and killer have counterplay to them. Springtrap can trap people in advance, and survivors can disable the traps if they’re not being chased. Mimic can be timed right to avoid their burrow attack, and if survivors stick together they can prevent mimic from using their grab attack. In turn killers also have ways to counter survivors like Springtrap’s charge brute forcing through security guard’s taser, or mimic being able to bypass the technician's traps and mask ability. I do have complaints about 1 survivor and 1 killer in particular though and that is the Fighter class and the killer called Ennard. Fighter is just a guest 1337 but worse, with him being way over reliant on hoping the killer actually hits him so he can parry. All this JUST so he can get a charge and use his other attack. He cannot use his swing without the charges for some reason, and is far too reliant on the killer, which is not a consistent factor. Ennard on the other hand is the exact opposite with him just being overpowered. His minions are overpowered in the sense that there is literally nothing you can do to counter them unlike with Mimic or Springtrap. They can’t be destroyed, you have to shake your screen to get them off, they’re hard to see, and they just guarantee you get killed. I hope they balance him better due to his absurd ability to spam this unlike the other killers.Gameplay: 7/10
The game is extremely fun. I like the ability to do gens as tasks and the game really did a good job of making sure the generators actually take effort and are fun to do. Killers are all diverse in their own manner, and there isn’t a singular killer that is not fun to play as. You can tell they really went all out when designing these characters and I love the details and work that went into every single one of them. The hitboxes are nice, consistent, and feel smooth and not overly unfair or aggravating for the most part, and hitting killers and survivors is really nice.
The survivor classes themselves though? Not so much. The first 3 classes are just boring to play as whether it’s the customer, the medic, or the fighter class. These classes are just rip-offs of other survivors from other games but just worse in every way. Don’t even get me started on their super long cooldowns, with cooldowns sometimes lasting up to a minute, in a game with a very long timer. The survivors are not that fun to use, and when all the generators are done you cannot really do anything anymore. Maybe there might be a door to barricade, a beartrap to disable, a killer to distract, but half the classes do not have anything going for them in terms of replayability. I am neutral on the technician as they’re alright, and I can say that the security guard class is easily my favorite one of them all. The door barricade mechanic easily has to be by far the worst mechanic I have seen in any asym game. It is so annoying to be barricaded, land 1 punch, and then the survivor stuns you by running off because somehow opening doors when the killer is in front of them STUNS THE KILLER FOR SOME REASON! Genuinely, there was 0 counterplay to this as they could loop you over and over and then go to a new door once that one got worn down and repeat it all over again. Unless you were the Mimic, specifically in speed mode with your jump available in one singular map called forest then it was impossible to counter. Doors are so prevalent in the game that you could not ignore this issue, and I hope it is fixed when the game comes back.Music: 10/10
Some of the best music ever in any asym game of all time. On par with Outcome Memories in terms of quality. There is no song in the game that’s bad, and some of the music is so good that I occasionally listen to it in my spare time. You can tell there’s so much effort and love put into every single one of the songs and it just makes you not want to stop listening to it.Map/Art Design: 6/10
I am going to be perfectly honest and say that the maps were kind of eh. Warehouse/Factory was easily the best map, and my favorite as it was arguably the most fair and balanced map. It had some places to hide, it didn’t have any clutter or annoying loops, and it offered both ways to trap survivors and also allowed survivors opportunities to run. It was the perfect map compared to Forest and Pizzeria. The Forest map was just extremely wide open with awkward turns, annoying loop areas, and you could barely see survivors at times at all, and when they updated it to give survivors 2 ways to escape and logs to hide behind it was just awful. Pizzeria is worse with so many dead ends, so much table clutter, and don’t get me to play in that ball room area either. The collisions were just not optimized and at times felt like running on thin wires. I don’t like how hard it is to throw the axe in this map, or how hard it is to chase survivors in general. The only thing I liked about this map was the security room and the doors you can close and shut. That was balanced and cool in general, but the rest is just not that fun. Maps should be made better like the first map I mentioned. I should still mention that even the maps look gorgeous and very atmospheric to look at, and the designs for their killers and skins alone are extremely well made and well animated. It’s super high quality stuff and I love looking at it all.
Overall, The game was very fun. The graphics and music were top of the top, best of the best if you wanna say that as well. Its map designs and structures could use some work along with survivor classes, some better balancing, a door mechanic rework, and other tweaks. The game is still very fun despite this, so I would still think it was a great game. WOULD I RECOMMEND IT? I COULD, IF IT WASN’T STILL IN MAINTENANCE.
Oh this game fell off HARD
This had thousands of players, now it's at just 10.
If the hundred skins that got removed were for "Nobody uses them" Why was this skin one of them?
This skin along with Y2k and The Heartbroken were very frequently used and still are, and if you don't count the milestone skins are arguably the 3 most used shed skins. So why did they get rid of this one to be in some stupid rotational shop?