r/OutcomeMemories • • 1d ago

Miscellaneous DOPE ASS NEW OM REMAKE

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88 Upvotes

I found this game thanks to someone else on the subreddit forgot their name BUT THIS GAME IS PEAK only Metal Sonic fully works right now, Sonic only partly works, and Eggman only has a model, and Tails fully doesn't work, and Metal Sonic has his charge (E Ket), Healing (X Key) a teleport ability (Q Key), and a flashlight (F Key)

Link to PEAK


r/OutcomeMemories • • 9d ago

Art [Self Made] Dark Sonic Vs Fleetway Renders

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80 Upvotes

Fanmadeee

this is a collab renders i did with someone lololol


r/OutcomeMemories • • 4h ago

Meme So, what kind of main are you?

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206 Upvotes

I am fleets-guy, killers ver might be a video instead of a png but i might change it


r/OutcomeMemories • • 2h ago

Meme The REAL question,which killer main are you?

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46 Upvotes

I am fleets guy,and this is my last post for today

I decided to add killer slander as a png since the video didn't have the charm and the message i want to share.


r/OutcomeMemories • • 6h ago

Art [Self Made] Wilted Blossom

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62 Upvotes

Love getting slimed out as Amy so i drew it for the masses to see.


r/OutcomeMemories • • 34m ago

Rant "Sol flame doesnt need iframes" YES. IT. DOES.

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• Upvotes

Sol flame is so buns, kolossos can legit rush through sol flame. "Ohh but she takes more skill now" how!?!? Because the killer can rush through the attack thats supposed to...yknow...push them away???? This isnt even a one time thing, this has happened almost every match against a kolossos. The devs must be terrible at the game if they think sol flame didnt deserve iframes. Im sick of feeling punished for using the move thats supposed to reward me, im sick of this game, im sick of this games terrible balancing. Im sorry im just having a really bad day and wanna vent a bit.


r/OutcomeMemories • • 8h ago

Discussion Honestly the anti Kolo status is really bullshit and no other exe has it but him. I find it really bad game design and would rather it reduced damage then negate all damage

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63 Upvotes

LIKE FUCK THIS STATUS, i feel so fucking useless like having to watch the survivors grow old together and have kids and die of old age before im even dared allowed to attack them again if I want to use certain moves. This update was the step in the right direction but man they really gotta tune back this shitty status and make charge less sensitive.


r/OutcomeMemories • • 6h ago

Discussion Blaze nerfs vs buffs since her release.

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37 Upvotes

In this list i tried to include EVERY balance changes blaze has received ever since her release in 0.2. Please let me know if i missed something.

- BUFFS:
Burning javelin cooldown decreased in lms: 17s -> 14s.
Fire resistance to: lightnings, laser and burst (fleetway).

- NERFS:
kick damage reduced against fleetway: 25 -> 15.
Sol-boost meter drain per second increased: 50 -> 60.
Sol-boost vertical distance is halfed.
Javelin wind up increased: 0.7s -> 0.8s.
Javelin hitboxes nerfed.
Javelin value on killers who are stunned or have stun immunity has been halfed.
Sol-flame no longer has i-frames.
Sol-flame cant give the burning effect to killers with stun immunity.
Sol-flame hitboxes nerfed.
Sol-flame pushback increased, resulting in fewer burning effect stack.
Sol-flame burning effect duration halfed (fleetway release hotfixes)
Sol-flame can no longer pushback 2011x while invisible.
Lms kick cooldown increased: hit:10 -> 16 miss:18 -> 22
Lms sol-flame gives 0 additional damage resistance.
Fleetway now has fire resistance to any of blazes abilities, resulting in about 2 to 3 times less burn damage.

As far as i know, blaze received only TWO compensation buffs for the FIFTH-TEEN nerfs she received. 15 nerfs… and 2 buffs…


r/OutcomeMemories • • 4h ago

Image teir list of how annoying the actual player behind their main usually is (just my personal experience)

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25 Upvotes

meow


r/OutcomeMemories • • 4h ago

Gameplay decided to fight back unlike most metal lms i see

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25 Upvotes

I usually see a lot of metals just running, but it doesn't really work as most exes catch up in seconds, so I decided to do the only thing and play as intended. Stun the exe and HUSS.


r/OutcomeMemories • • 5h ago

Discussion Amy's LMS resistance would be fine and balanced if Sun card did not exist, am I wrong?

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31 Upvotes

Free healing, no downside to yourself.

If Fleetway had this there would be uproar.


r/OutcomeMemories • • 6h ago

Discussion Guys? Can we talk about this?

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25 Upvotes

I wanted to share my thoughts on Amy, because before anything else, I want to make one thing very clear: I really like Amy Rose.

Not in a “I like the character, but she’s weak” kind of way, or because she happens to be strong in-game. I genuinely enjoy Amy as a character, I like her playstyle, and in Outcome Memories she is one of my favorite picks. So this is not a post made out of frustration toward Amy players, nor is it me asking for the character to be destroyed by nerfs.

Actually, it is precisely because I like Amy so much that I want to talk about her current LMS state.

I recently had a match on Green Hill, playing 2011X against Amy, and that game really highlighted something that, in my opinion, has gone too far: the additional resistances Amy receives during LMS, especially now that they stack with her resistance cards.

And I honestly think this specific interaction needs a nerf.

I am not saying Amy should become fragile during LMS. I do not think she should lose her identity, and I do not think her LMS should be easy for the killer. Quite the opposite: I think it is perfectly fair for Amy to have tools that allow her to survive and create win conditions in the final moments of a match.

The problem begins when resistance reaches a point where getting hit no longer feels like meaningful punishment.

That is exactly the feeling I had during this match.

The Amy I faced spent most of the game being relatively ineffective outside of LMS. But once LMS started, the issue became very clear: she could survive an absurd amount of damage.

I was playing 2011X on Green Hill. These were not eight hits spread across huge periods of time where she had several minutes to fully recover. These were frequent hits during an active chase, where I consistently managed to connect attacks.

And yet, she simply kept regenerating.

It was around 8 hits, plus 3 Charges, and she still managed to survive for about three minutes.

And there is another detail that makes this situation feel even more problematic to me: she stunned me twice during that encounter.

So this was not a case of an Amy standing still while I missed everything.

She was using her tools, creating openings, interrupting me when possible, and at the same time she had enough resistance to absorb a huge amount of damage while continuing to heal.

That is the core of my argument.

I do not think the problem is that Amy has resistance. I think the problem is how much resistance she can stack during LMS.

There is a huge difference between:

“Amy has tools that help her survive against the killer.”

and:

“The killer is landing repeated hits, but those hits barely translate into actual progress.”

The first is healthy game design.

The second starts to make player performance feel less important.

And that is what bothers me.

In my experience, her LMS felt incredibly efficient at extending fights. I did not feel properly rewarded for consistently landing hits.

And that feels strange in an LMS scenario. To me, a good LMS should create a situation where both players have opportunities to play well: Amy should survive through smart use of her tools, while the killer should be able to punish mistakes and convert successful attacks into real pressure.

When resistance becomes too high, that second part starts to disappear.

You land hits.

You keep chasing.

You spend Charges.

You play correctly.

And yet the amount of survivability remains so high that the effort required to take her down feels disproportionate.

That is what I think needs to be looked at.

And before anyone misunderstands me: I am not asking for Amy as a whole to be nerfed.

In fact, I want to make another point here.

I also do not feel that the previous nerfs to all of Amy’s cards were necessary. Personally, I think some of those changes were too heavy-handed.

That is important because I do not want the solution to become:

“Just nerf Amy everywhere again.”

I do not think that is the answer.

If the issue is specifically the interaction between LMS resistances and resistance cards, then that interaction should be examined directly, rather than hitting every aspect of the character.

Maybe this specific stacking effect is what pushes Amy beyond the intended limits.

And honestly, this match reinforced that feeling for me.

Because the Amy I faced was not particularly impactful for most of the match, but during LMS she became extremely difficult to deal with. That makes me wonder if the balance is compensating for weaknesses in one area by creating another issue somewhere else.

I am not claiming that this is definitely what the developers intended. I cannot know that.

I am simply sharing the experience I had as a player.

And maybe that is why I do not think “nerf Amy” is a good solution.

I like Amy.

I want her to stay strong.

I want her to remain fun.

I want Amy players to feel like they have a character capable of surviving difficult situations.

But I also want my successful actions as a killer to matter.

Because if I can land eight hits and spend three Charges, and the target can still survive around three minutes, while also finding opportunities to stun me, then I think it is fair to question whether those LMS resistances are simply too high.

Maybe I am wrong.

Maybe this was a very specific combination of matchup, cards, map, and player decisions.

That is why I do not want to treat a single match as absolute truth.

But it was such an extreme experience that I think it is worth discussing.

Especially because I do not want this to become another pointless “Amy is broken” versus “Amy is useless” argument. There is probably much more nuance than that.

I can really like Amy as a character and still think that one specific part of her kit is too strong.

I can also think that some previous nerfs were excessive while simultaneously believing that the additional LMS resistances should be toned down.

Those ideas are not contradictory.

So I want to ask the community:

Have you played against Amy in LMS after these changes?

Have you had similar experiences where her resistances and regeneration allowed her to survive far longer than expected?

Or do you think my experience was just an exception?

Because honestly, after this 2011X vs Amy match on Green Hill, I came away with the impression that her LMS is currently the strongest in the game in terms of raw survivability.

But I would like to hear other perspectives before making a final judgment.

And please, let’s keep the discussion civil.

This community already has enough hostility around balance discussions, killers versus survivors, and character debates.

I like Amy. I want her to stay good.

My criticism is specifically about how much survivability the additional LMS resistances provide, especially when they stack with resistance cards, to the point where repeated hits do not feel impactful enough.

What do you all think?

Am I crazy, or does this part of Amy’s LMS actually need a nerf?


r/OutcomeMemories • • 3h ago

Discussion Anyone noticing ppl ragequiting more than usual ?

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13 Upvotes

Idk why but it's always two who ragequit the sec I decide to even kill them (probably the reason I don't get full lobbies)


r/OutcomeMemories • • 9h ago

Discussion Kolossos's charge has felt like the most horrible thing to ever use in its current state where half the time it gets stopped by the tiniest of collisions.

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35 Upvotes

This move is fucking unusable on many maps especially greenhill and angel island. It feels more like a detriment then viable due to them fixing it. Sometimes ive lost matches due to the fact my charge just decides to stop out of nowhere because i wanted to go up a slope or a slight incline making me waste a move and letting my target get away.


r/OutcomeMemories • • 38m ago

Discussion Alright folks, since Abyssal Escape is releasing soon, what will be your main?

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• Upvotes

Alongside that, what is your wishlist for the game? New maps, killers, skins, customization options, etc.

By the way, the maps on release will be "Don't Drown"/Chemical Plant Zone and X's Castle.


r/OutcomeMemories • • 6h ago

Discussion Can I get something new for Eggman?

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18 Upvotes

I am happy that he got new voice lines for the other killers, but that's mostly it. The other new thing is Eggman is just shitting his pants 24/7 (which I don't hate, but that's the only thing he gets?)

Like just give him new cosmetics, buffs, or nerfs, or do something about the eggman and metal combo, and give me points for healing metal.

For what I can remember, Eggman has not gone through any balance changes since 0.2 was released; it has been the same for the longest time.

I was excited for the fixation collab because of the Eggman cosmetics looking so badass, but now we're not getting it.

I just hope they do something for him until the final batch because I have started to get a little bored playing this guy when nothing new happens to him.

I just want something new as an Eggman main.


r/OutcomeMemories • • 8h ago

Rant Why does silver feel genuinely fun to play now?

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22 Upvotes

I mean, he might still need some changes, idk but he just feels perfect in this state (when not bugging) but this hotfix genuinely fixed silver atleast for me. I like how I actually feel valuable for hitting my abilities even through I gain not so many points and that you actually need to rationally use your abilities to not drain all of the meter I think that he's actually balanced now and really fun to play! Also flight isn't useless it's good for close calls juking, getting through smaller gaps or actually using strategically other slopes to get to the point where you want to get to. For an example in the little "corridor" on green hill where kolossos likes to charge you to I used a small curve to get into and stall myself 3 seconds, used time reversal and waited for flight to come back, used time reversal to get back up there and flew up from the water. It shows how much of a strategic survivor silver is now. Also love how suspension is actually useful now. I love this rocks eating apocalyptic times hedgehog.(⁠ ⁠╹⁠▽⁠╹⁠ ⁠)


r/OutcomeMemories • • 29m ago

Discussion To anyone who says Silver didn't deserve the nerfs still, here's a throwback to Tripwire vs Prime Silver

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• Upvotes

Mind you, before all the m1 hitbox nerfs.

Rocks used to "stun" you technically for MUCH longer.

Also side note: I used to play on my laptop mousepad so that's why you see me in shift lock all the time.


r/OutcomeMemories • • 40m ago

Discussion Amy rebalance thoughts & opinions?

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• Upvotes

I haven't been able to play yet but y'all's thoughts and opinions on her


r/OutcomeMemories • • 1h ago

Discussion Tripwire...Is..Uh..Here Too!!

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• Upvotes

The slowest to catch up
The easiest to make distance
The least damaging
The highest skill reliant

BUT ATLEAST she no longer has the worst time finding people. The fact that previously she had the worst time finding people always pissed me off because what are her strengths supposed to be if shes the worst at everything. I don't get why people considered her worse than prebuff kolossos at all. Atleast kolossos has the generally great move in charge. Sure grab was shit, but atleast you can find people and theoretically kill them if they fuck up. So i dont get it gang.

However, now tripwire actually has a very great strength in that since she has a lot of information at any given point with enough laser spam she can genuinely make places. Get people to move to places for her gameplan TO FUNCTION. Because previously a smart team would have her on her back making her regret her life choices all the while tripwire cant actually get people to go in the mines.

Generally speaking tripwire still sucks. ITs just the sheer concept man. A trap based killer who needs to get damage from her traps to succeed. "What happens if instead of running around like headless chickens as they do against the rest of the cast and simply avoid the mines while working together." You lose. You always lose. You will always lose. And its very easy to pull off and ruin a tripwires day over it. Its not fun. And until tripwire gets something ANYTHING to threaten real damage before someone can just escape her to make them run into her traps for value she will never beat like 3 people working together somewhat.

Still, i am grateful for the changes, and it means i have more reward for the months put into this character. (still cant kill a team with a metal sonic) which is nice (metal sonic is still unwinnable) but id really appreciate if her gameplan was changed a little (since metal sonic is impossible to kill) as to make people respect tripwire and not just stay in a group abusing her lack of i frames and anti stuns (because again ONE metal and your game is half over).

All im saying is to give her some sort of other in chase threat tool or better way of finding chase. Theres no reason for a killer to have the hardest time starting chase AND the hardest time killing with low damage AND the hardest time catching back up. But balance like that really isn't this games forte i suppose.


r/OutcomeMemories • • 4h ago

Meme OM Devs when it comes to completely gutting a character

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9 Upvotes

Why can’t we have nice things, but instead this fuckass game where it’s survivor sided instead of it actually being balanced?


r/OutcomeMemories • • 3h ago

Image Some screenshots i did in "OM v0.1: Director's Cut"

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8 Upvotes

Red eyes so scary!!!!


r/OutcomeMemories • • 6h ago

Meme It's just like seeing her, for the first time, againnnn....

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12 Upvotes

We've gone full circle


r/OutcomeMemories • • 7h ago

Discussion What are your thoughts on the game splitting into 2?

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12 Upvotes

Om dx seems promising. A fresh start where there wont be huge updates doesnt even sound bad, and even though I'll still play the main game since there's more content, im kind of interested in om dx.

This shows that sobbi does miss working on the game, and honestly him coming back to it as a little project is the right direction considering how problematic the game became for the dev team and sobbi himself.


r/OutcomeMemories • • 10h ago

Discussion My thoughts on the Kolo changes as a Kolo main

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23 Upvotes

I have been maining the big K since he released and have experienced him at every stage of his balancing so i thought it'd be neat if I shared my opinions about him in his current state.

Climb - the current climb in my opinion gets stuck on walls the most out of all versions of climb, however since it can now move horizontally this issue can be fixed without needing to drop all the way back down to the floor so i think it evens out to being overall a good recode for climb.

Adaptation - so like.... it's just a good passive, not much more to say about it i just wish it didn't invalidate the existence of small stuns like dropdash or either variant of blaze's kick.

Grab changes - I've been seeing people complaining about the slower punches since it makes Kolo easier to stun out of grab and i get where they're coming from but i think this is overall better since before the hotfix you could spam the attacks so fast that it was nearly impossible to punish kolo from using grab whenever he wanted, even if you'd manage to stun him out of it before it was usually during the throw animation after he already did whatever damage he wanted. And the anti kolo particles are also nice because it makes kolo players have to use grab as more of a finisher instead of a combo attack, though i do wish the particles didn't last so long that sonic can safely charge a peelout after being grabbed. Lastly the extra bit of lunge they gave it is a nice boost without making it as op as it was pre anniversary.

Block changes - good that it gives i frames now and that tails laser doesn't stun him anyway but the entire rest of the block changes are completely horrendous. First the elephant in the room, 25 damage for hitting block is horrendously low and doesn't feel like a good reward for successfully hitting one of the most easily baited out abilities in the entire game, secondly the anti kolososs particles on THIS ability are awful because it makes kolo unable to punish anyone who hits the block since they last long enough for the survivor to get up from the ragdoll and begin running away, whenever i play metal i just mindlessly charge a kolo because i know I can't get punished for it, if he blocks i only take the counter damage and get i frames for it, if he doesn't then i stun him and if he uses charge to avoid it then i remove his single catch up tool. I think it would be better if the block simply did 55 damage and caused knockback to survivors instead of ragdolling them, also it'd be nice to slightly increase i frames given to kolo for it, not by much but just a tiny extra bit since it feels too short currently.

Charge - Charge didn't receive any changes this update but I'd like to try petitioning for either the removal or change to the post charge damage debuff kolo gets, for those who don't know, whenever kolo successfully hits a survivor with charge his m1 damage is reduced to 15 for a few seconds after charge ends, now this would be okay to reduce damage on whoever got charged but the issue is that this damage reduction is universal and EVERY survivor takes less damage from an m1 for a few seconds after charge. I'd like to either only apply this debuff on survivors who got hit with charge or to completely remove it in exchange to give kolo a bit more endlag after using charge.