
95% of all Roblox I have played with this account is OM…
Uh how much OM is too much OM?

Uh how much OM is too much OM?
Yeah so the context is last game I was Kolo on mystical cavern and I cooked the lobby and left Sonic for LMS and killed him. No issues there. But the Tails player proceeded to accuse me and whine about “targeting” despite the fact I killed his second and downed everyone else let atleast once by that point. So this round I played Sonic and this guy makes it a Sonic LMS because I said “Sonic LMS is easier” in my reasons for killing him over Sonic. Which didn’t go so well for him. Don’t send any hate obviously I just found it funny and honestly a bit corny.
Mainly saying this as I see killers (including myself when I want to) score for easy LMS’s by simply whittling down the teams best player and then killing off lesser skilled ones so by the time of LMS rolls around they simply don’t have enough HP to stand a fair chance. Albeit you can say this is smart killer strategy and I would agree however I find it still completely demoralising if someone makes it to LMS and was intentionally ignored and left on a scrap of HP just to be then eviscerated in LMS with little to no chance.
Disclaimer all my opinion.
Tackling the overtuned survivor tactics.
Nerf the fuck out of the Eggman and Metal sonic heal speed so it’s Tails heal speed and make Tails give a lesser version of that. (Seriously he gains most HP back in seconds it’s ridiculous and just encourages hard tunneling with how punishing it is to ever let go of his chase.)
Removal of abilities hitting through I frames IE Sol flame hitting through invis or rock hitting through invis
Map issues
complete overhaul of Not perfect (I’m aware it’s being made and I’m thankful for it)
Overhaul of Mystical cavern the killers worst nightmare.
Add spring back on area just below top of YCR PLEASE
Flatten shut out so Kolo can actually climb and Knuckles can actually cling.
Removal of spots that require killer to be a rock climber to reach a tails or silver or make scaling abusable spots more convenient for killer.
Survivor and killer balance issues (rant warning)
The survivors when they get around 6-7 point (don’t make the joke) get ridiculous on how much teamplay can happen and really shows how survivor balanced the game gets when each survivor is designed to be self sufficient but also be great at team play too. Meanwhile the killers are just as strong as they are against a full team as they would against a trio with the only diff being a few minutes of time.
The only argument against this is just “but Fleetway” I for one think that’s a stupid ass argument as that’s essentially cherry picking as he’s the odd one out and everyone and their mom knows that he’s got some bullshit but guess what. I prefer Fleetway from a concept standpoint as he possesses just as much bullshit as a full team of survivors so his only real issue is he has BS hitboxes and his flight is too fast and his laser shouldn’t have I frames and shouldn’t hit after revive but that’s the type of BS survivors can do to killer so I’m divided when I’m saying this but good on Fleetway for not being a victim of a killer! 2011X is praised as a bastion of balance when he and Kolo and TW get dogged on ESPECIALLY on full servers with competent teammates. As 2011X is turned into a punching bag and if he doesn’t play absolutely perfectly he ain’t winning as ragemode lasts the same as it does on a 5 survivor team as it does 7 meaning 2011X has to rely on the base kit which is extremely flawed (mr “please don’t use vertical tools!”) when teams play like teams. Kolo has a loss by a thousand tidbits of bullshit like his block being an insult of an option as it only effects stun stacking so that’s 2 survivors, 3 if you include Tails burst. Yeah REAL useful. It’s just a crap change all round. His climb is horrendously clunky, his grab is incredibly polarising as it hits whenever it feels like it which is on a blue moon. (I’m being dramatic but you get the point it’s extremely weird to hit now).
Tripwire is dead. And we killed her.
TLDR
Want to get a win against 2011X? Silver!
Want to get a win against Kolossos? Silver!
Want to get a win against Tripwire? Silver!
Want to be hard countered but still somehow be one of the better survivors against Fleetway? That’s right! Silver!
Hi there! I usually main X but each time I try Kolossos there always seems to be large issues that come up from playing him now.
He feels clunky, slow, messy and inconvenient and inconsistent.
These issues coming up after his nerf and just to say I am COMPLETELY against grab combo now to start.
His grab functionality.
I notice when grabbing it is incredibly polarising and essentially gives up halfway through the lunge on whether it hits or not and leaves 0 room for the killer to be imperfect. It’s been gutted as his combo just doesn’t land.
His block is pathetic.
I have noticed now his block just DOESN’T WORK. Tails won’t get countered. Sonic won’t be either. Punches phase through. It’s ridiculous when he’s already a killer who struggles against the tremendous amount of options survivors really have.
Even if it works in stun now I don’t think that’s a reasonable trade off as it only affects 2 survivors really and only reduces stun time but only really matters to metals stun so a straight gutting of it.
His charge is cumbersome.
His charge is great on paper and works as it should most of the time but the amount of little things that harm it are wild. The many, many small obstacles which halt it completely.
His climb.
By far the most cumbersome mobility tool as it’s riddled with faults be it cancelling itself or several map locations that require climb is ineffective as the maps are usually entire organic shapes that simply can’t be climbed.
In general use.
His m1 size is smaller and cooldown longer I believe and as he’s large and cumbersome enough to get caught on various ledges and other things. These being a cherry on top of his struggles
Overall it’s more of a death by a thousand cuts as several survivors are just simply able to avoid the combo now of m1-grab and his defence against stuns being gutted and even his movement abilities cant make up for it.
Fuck that overtuned rodent who’s “skill ceiling” is being able to use and abuse his kit
Okay first of all Outcome memories is my favourite Roblox game and I have been playing it so absurdly much (maining my goatX) that I whole heartedly can say this and would happily debate this. Though admittedly this is more of a rant than anything and this is all just my opinion.
The main reason I am specifically saying maps are the issue because for the complaints made of the balancing here are very few extreme cases of “OP” in the game that don’t revolve around maps.
The issues that aren’t talked about nearly as much is…
- Sonic peelout CD is crazy short when picking someone up.
- Cream heal is overtuned
- Stun times having a degree of randomness
- Eggman Metal heal is overtuned
- The game being in general survivor sided as it’s designed for specifically casuals
- Fleetway in all aspects pretty much.
- Invis CD to uncloak being unnecessary
Those are the only ones I can name off the top of my head though I believe that’s most.
The reason that maps are a worse issue is because they easily make “balanced” characters immensely better and “Strong” survivors flat out OP.
Case and point Mystical caverns.
This map is the worst map design I have EVER seen no hate to the devs but this shit is so diabolically bad that I pity whoever has to be executioner as this map has so many pros for survivor and zero for the exe.
First of all.
- Vertical focus with many layers of vertical heights which current executioner beside from Fleetway struggle immensely with making less vertically strong killers IE 2011X and Tripwire far weaker and as a last resort you get a few roles by jumping down.
- Open areas so horizontal focus characters are also great.
- Narrow halls (on upper level) which makes exe have scarce options of teamates with an ability can help and due to the restrictiveness Exe CAN’T dodge or else immense progress in chase is lost. IE metal sonic charge, Suspension, punch, kick, hammer, hammer throw, javelin,drop dash.
- lines of sight. The map noticeably has immensely more routes or alternating paths with little opportunities to be able to spot someone using these routes with how accessible and abundant they are adding another layer of difficulty in chase.
- Darkness. The map is very dark and it adds ANOTHER layer of difficulty in chase due to the poor visibility.
All of those combined allows all teamates easy access to both see and then assist teamates with little coordination and making Exes life tedious and difficult with numerous “little” things cascading up into a shitstorm of a map which gives vertically oriented characters IE Silver, Knuckles, Eggman and Cream absurdly strong loops of high makes exes life hell.
I don’t think I need to tear like this into each map but Not perfect is also in my opinion a wretched map.
Not perfect is better than MC for some reasons though as though it’s survivor sided still the bright visuals allow clear visibility and lack of dark spots make landing hits far less of a challenge than on MC. Most killers though like myself struggle for more on this map due to its own glaring issues.
- Again vertical focus with this map having very obvious and easy loops and roll spots that can seamlessly lead into a spring leading to more rolls making chases against survivors long and dragged out. Especially with characters that have vertically focused abilities or passives IE Silver, Eggman, Cream and Tails being all incredibly strong on this map.
- The MOST open map. The openess is a double edged sword mostly edged into the side of the exe as at really no point you can’t spot your teammate if you simply use a spring to get high ground to look. This working wonders for Tails.
The other maps all except Hillgym (for the most part) have these issues or equivalent.
(Was gonna complain bout Greenhill but this rant is long enough)
The most awful of the issues is how characters interact with these maps as Silver is meta and absurdly powerful in general and so on these maps become borderline godlike. Creams players who bind behind “b-but she’s defenceless in chase!” Now have overwhelming loops, Eggmans have spots that take the exe a whole day to reach, Knuckles having glide spots with punch stance making chases with him slogs when his whole drawback if being slow is negated almost entirely and Tails who’s glide is slept on for its range and low cooldown regarding how long it can actually stall though less egregious.
Well my proposal to fix these issues is to simply take a step back and look at how mobile these characters are. Of course vertical movement abilities should stay as I find it fun to find work arounds as killer but on maps like these it’s simply ridiculous.
So in my opinion I’d flat out remove MC and NP for now and rework them to be far more visible and far less vertically focused and removing flight passives as they’re straight up unhealthy game design and give a more balanced option. MAYBE Fleetway can keep it for future ref but he still needs to be balanced in a LOT of aspects.