For people who wanna be like βHow about you balence him!β You canβt π You cannot physically balence fleetway without making one side angry or unfair.
Honestly, i like the mere concept of fleetway and a bit kolossos. Fleetway is the only killer you take 100% seriously all the time, you genuinely don't want to just go stun him just because he is actually powerful and has few weakness, and honestly, thats exactly how i think a killer in an asymmetrical HORROR Game should feel, it should be intimidatong and it should be better than you in every way without being directly unfair. The closest to that besides fleetway is pre-anniversary update kolossos.
my problem when going aginst fleetway is that my team is nowhere in sight when hes on me and hes hella fast like i usd a speedy like ability and he will still be behind me, my fix would be to give the survivors a 3d ability, like movesthat are super easy to land on the killer in the air or far away, like a homing attack and to balance it out make the other killers cooldowns less
Not only do i think this stems from a map problem, but also just how vastly the survivors are overtuned compared to your standard asym. Knux is a stunner but can have the same mobility of cream. Tails is a long range stunner but is allowed to have iframes during laser AND have a close range stun too. Amy is meant to be a jack of all trades but now after her buffs essentially has now downsides besides having a skillshot stun. Shadow was.....yeah we dont talk about him.
Survivors have always had it good when it came to stunning kol and 11X, but now since there's a killer that can just say "lol no." to whatever stun you want to throw out cause you can, people get upset.
Ive seen so many try to stun a fleetway once they have their stun up just because they can, not realizing that its probably better to save it for later, and thus they get their team killed for it, or even themself.
Not to say their arent survivors smart enough to play around fleetways abilities, ive been hit by so many blazes or amys when I use laser of destruction im left with some kind of respect for them after.
Honestly, the last thing to kill Big K off is getting countered with grab works, because since it's first and foremost a shield, grabs should beat shields.
as someone who has mained cream since 0.1 and is decently proficient with both X and fleetway, the problem a lot of people have is that they're too quick to split up. outcome is a game where if you're by yourself, it's very easy to get picked off, but most people don't understand the concept of needing to move as a unit and they let fleetway get easy pickings. outcome is a team game. you shouldn't have to run halfway across the map to get someone out of chase. you should already be near them. i've seen fleetways get bullied before, it's possible
imo, none of the killers need to be balanced. there shouldn't be an equal skill level for both survivors and killers because the power role in asym games are supposed to always have the advantage which is something that doesn't happen in om because they're so focused on making them "balanced" (which will never happen) Ofc this is not to say they should just make them absolutely overpowered or anything though.
the thing about fleetway to me that has always made him completely ridiculous, no matter the state of his moveset, is flight + m1. Even though they tried to tone it down, the simple truth is that fleetway has a method to get impossible to juke m1 dmg out on someone multiple times in a row, and can follow up with multiple unavoidable finishers afterwards. That has always been his main problem. Every other killer at least needs to work to land an m1, but fleetway removes juking entirely, more or less. You can be awful at aiming and still win solely from flight + m1.
this isnt to say fleet is THAT strong, right now, I think heβs manageable. I just think flight m1s always feels terrible to try to do literally anything against, because how do you dodge someone moving more than double your speed with full 360 degree, precise air control? itβs similar to invis tech from 2011x, to me, but even more rampantly unfun to play against. It just feels bad to get hit by something like that, because you can do literally nothing about it. Any fleetway worth their salt is not going to miss a flight m1, and stunning a flying fleetway is more or less impossible, unless they stay still and close to the ground.
feel like Eggman has been getting power creeped every update. this update he lost so many loops and DJ spots, and let's not forget how every single exe can keep up even when eggman does DJ and a boost
im a tripwire player that occasionally plays 2011x and sometimes plays fleetway, i think fleetway is in the best spot as he could possibly be with how strong survivors are when coordinating, he has enough tools to burst a team apart but also has some pretty glaring weaknesses you have to play around, especially since they nerfed how much damage blaze was capable of by herself with sol flame
hot take as a fleetway main I think its better he stays as he is, any team with teamwork can still effectively kill/escape fleetway, he's what all killers should be: forcing the survivors to work together to win but.. they did get rid of his I frames, speed, HP, so I really hope they dont nerf him again, i dont want him to become kolossos 2.0 edit: forgot that without flight he's HELLA slow
My thoughts for fix, Decrease his flight speed and maybe even stamina regen only when there are nearby survivors, it shouldn't be abused as an m1 magnet when the other killers have to deal with m1 connecting by running speed alone. Alongside increasing his ability cooldowns are enough since he has 5 abilities (including flight) with 4 of them offensive and 3 traversal.
I think that his over-reliance on flight is basically just a recreation of Silvers problem prior to nerfs. Flight is way too good of an ability and no character should be able to do it as constantly and long as Fleetway Super Sonic and pre-nerf Silver, because OM survivors and executioners don't HAVE tools to deal with stuff like that. This is probably why Silvers flight was nerfed to work like that in recent updates. I have some nerfs in mind for Super Sonic that I think should balance the character overall:
Flight should be changed from about 150>30-50 realistically with its regeneration nerfed again (Cause it was buffed this update for SOME reason). That way, flight just isn't a core part of his moveset and actually works like just a passive.
Fateful Drain should gain an automatic cooldown if you havent used the 2nd or 3rd parts after about 5-10 seconds. Currently, Fateful Drain is way too powerful of a move and if just preserved correctly, can catch up to Sonic's Dropdash and sometimes even peelout. Most survivors in OM don't even reach speeds like that in the first place, so this is just plain ridiculous.
Roll should be removed from Super Sonic entirely. He's literally already the fastest executioner in the game in runspeed, and just generally the fastest if we count moves like Fateful Drain, Flight, and Chaos Dash.
Why Fleetway can Never be Balanced - Outcome Memories
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