If Jagged Compass stays the way it is right now Hens, with EVERY UNHOOK you do trigger floods of rage & Gift of Pain which is kinda neat. Because the order of operations is Hook -> Jagged Compass -> Become a Sourge -> Unhook -> Trigger both of the mentioned sourges.
Why, what? Some new bug? There's nothing in the patchnotes saying that scourge effects activate on unhook, only that after someone's unhooked it turns scourge for the next hooked on it person to trigger effects, although with "spagheti code TRADEMARKED" wouldn't be suprised this bug actually exists right now.
Honestly that's a pretty good combo effect, and it should really stay, it takes 2 killer perks to even use it so that's two perks gone for just hooks, maybe even 3 with both flood and gift, which leaves very little room for other generator perks or chase, or tracking
@@alpha-tomahawk532he’s saying if you have multiple scourge hooks equipped, jagged compass activates first. This supposedly lets you activate gift of pain and floods of rage on every hook if you have them equipped alongside it. So like his flow chart said: Unhook survivor -> Jagged Compass activates and it becomes a scourge hook -> this triggers the two other aforementioned scourge hooks if they’re also equipped.
I love the Evil Within gain multiplier being increased when stalking from afar. Evil Within as a power was already thematically perfect for Myers, and now it’s even better as it encourages you to stalk from afar (which is what Michael does for most of Halloween) before going in for the kill when you’re ready. The nerfs to Tombstone Myers are also nice. As funny as it is, it’s incredibly annoying and very unfair.
Pharmacy also had the Injury requirement removed. Every time you search a chest, you will get an Emergency Medkit. The 100% speed boost to opening chests plus a guaranteed Emergency Medkit makes Pharmacy a reliable perk in Solo Queue.
The real question is, does being injured always guarantee green medkits, or was that effect removed for the first chest being green no matter what, because If the old effect of being injured always gives green medkits, combined with new ace you can more likely get big med kits, or bottles time or syringe which would be a huge buff to the perks combo potential because before, it was only bottled time but now syringes can be given too
Before it's initial change I liked using it with plunders to insta search chests but now that it always guarantees a medkit its probably still not gonna be a good combo with plunders anymore unfortunately
I don't think so because at the beginning it was way more often you find killer on it after a bit the whole time I play the event no killer brain them because it's a waste of two perk slots and generators are flying so no reason to bring aura reading perks there is more beneficial overall perks like zhen Chen tactic or predator or I'm all ears one perk slot easy to get
I don’t understand how that perk became so popular. Don’t bring an item and it’s a wasted perk slot if you suspect it just drop the item in the corner of the map. Seems perks with counterplay get more hate than perks with none
@@simpletora7313 real funny because you really need t ouse 2 entire perk slots to have teh entire potential of weave attunament, yet they act like killers had this base kit
@@simpletora7313 the issue is that solo q exists, and if ur teammate drops an item when hit, there is literally zero way to find that item, so its just uncounterable infinite aura if that solo q teammate doesnt go pick it up.
The Vecna changes are hilarious from a DnD Mechanics standpoint. Dispel Magic and Fly are third Level Spells that require a Long Rest to recover, while Mage Hand is a Cantrip that you can basically use infinitely without cooldown. Flight of the Damned continues to be weirdly accurate, with a Cooldown that is almost exactly what it would be in-universe (The spell recharges if you roll 5 or 6, so statistically after ~6 rounds, each round takes 6 seconds ingame approximately so it comes out to roughly 30-36 seconds of cooldown) Edit: Minor Correction: A recharge of 5-6 gives you a 33% chance to get it back every round, but if every roll happens without repeats it is still reasonable to have to wait 5 rounds before you get it
Consider the fact that Mage Hand however is also tiny and can't lift more than five pounds, so it seems to me he's actually using a Bigby's Hand variant in DBD.
I'll be honest, I was really disappointed in the Ghostface changes, I was hoping for more. Some consistency changes on his stalk/reveal mechanics preferably, or at LEAST getting rid of that stupid thing where survivors on hook can reveal you.
I was concerned that the Dark Lord shapeshift changes would make him too clunky, but the PTB changes for Drac felt really fair and well balanced in conjunction with the Wolf Form buffs. Super surprised to see no changes to Medusa's Hair or Lapis Lazuli, but perhaps the changes to Wolf Form will make the orb add-ons more competitive by proxy? I'm excited to see.
I'm not surprised these are the ghostface changes with those being his most used addons I think, little disappointed he didnt get more but at least he got something! thank you behavior
I already read through the entire notes, but I definitely want to here the opinion of others on it, since I thought it was looking pretty good. Like the idea of buffing killers and nerfing add-ons, makes them more beginner friendly
tombstone piece is going to be absolutely insane now, since you can stalk unsuspecting survivors from afar faster and if theres a survivor like an obsession you dont want to kill for play with your food that survivor has double the stalk points now so you can get your kill even faster now
The speed of the stalk will drain points faster. Sure, the point value got increased too, but being able to stalk faster means the points will drain faster as well. I think the speed and points per survivor increase will even itself out. I think the add-on will be pretty much the same as it is now, although I could be wrong. We'll have to wait and see. I would have preferred them completely rework it rather than potentially make it better by accident, but I'm not so sure it is with these changes.
@@WutTheDeuceGamingyeah and they never removed the stalk limit. Nothing in the notes said that. So he got a huge buff in terms of tier 3 insta kill, but a huge nerf base kit in my opinion with no removed stalk limit. Personally I’d have removed the stalk limit and given it as a downside for both tombstones.
@@Crispy_DAWG The stalk limit is now so high that you can't pretty much run out of it. Before the update, you could get 6 Tier 3s if you were able to fully stalk the survivors without addons. Now the amount of stalk exists is doubled and Myers needs 40% less stalk to reach Tier 3. You will get 4 or 5 Tier 3s out of just one survivor now, which should be more than enough even if a survivor with a lot of stalk points dies early. Even if you get only half of the possible stalk, you will get like 8 minutes of Tier 3 with base kit.
I still don't like how Myers Technically can still run out of his power, idc if they quadruple the number a killer no matter how long should have their power. I think they should make it so that after Myers goes back to tier 2 from tier 3 all surviors Stalk reset, so he'll never run out but still max out on individual survivors.
The amount he can stalk a single survivor has doubled, and the amount he needs to stalk to tier up has lowered. I think it'll be rare for a survivor to get fully stalked during a match now unless you're using add-ons that make you need to stalk a lot more (which are usually pretty op add-ons anyway)
@@RedNayl I get that but I am saying despite that change Myers can under very rare circumstances still lose his power enitrely if he stalks enough for a very long game which is completely outdated and not thematic at all.
@@pimpsterpidgeon4502 I don't think that's a problem as long as his op add-ons exist. Obviously yes, this is a problem with the add-ons themselves and not the power, but until the add-ons get fixed, I don't think this aspect of the power should be fixed.
I still think myers should need to max out his power bar before he can activate it (like oni), and maybe with map wide sound effect and visual indicator so survivors know he has tier 3 ready to pop at any moment.
I love how most content creators have the generic reaction to the insignificant ghostface buffs that can be summed up to, "Aw that's a neat buff, anyways moving on to the next killer..." Meanwhile ACTUAL ghostface mains are wondering when they'll nerf hooked survivors so they can't reveal you while on a hook, and nerf survivor BOTs to not reveal you at maximum range with perfect accuracy...
Not sure I agree with hooked survivors not being able to reveal you anymore for the sake of gameplay quality, but the bots are really annoying and he certainly needs more help. Non the less its a great step for addon diversity and the character overall that is purely positive. I play quite a lot of Ghostface myself, not sure how much you would need to count as a "Ghostface" main
@@notHens The anti-camping mechanism already greatly discourages camping. At the very least, they should reduce the range survivors can reveal you from 32 meters to 20 meters or something like that. I agree about the bots obviously. Giving ghostface a faster cooldown and stalking speed increase does almost nothing to improve his gameplay experience on outdoor maps, and just makes him an even more challenging to play against him on indoor maps where he already has a huge advantage. Obviously anybody can call themselves a ghostface main, but I think a "real" main knows how to effectively play their killer on every single map. I'm pretty sure you said you're a hillbilly main anyways, so it's not surprising that you would breeze over any ghostface changes
I disagree, less cool down is a significant improvement especially on maps that don't suit him very well where you just can't avoid taking a risk and stepping out in the open. You are effectively opening yourself up to other add-on slots and not feeling like half a killer without the 2 brown add-ons which are just boring number increase addons. I don't disagree that he needs more changes but I don't think changing how revealing works for hooked survivors is a good idea. A hooked survivor is stationary and honestly not that hard to avoid getting revealed by.
@@ProfHens I think you're missing the point. Most Ghostface players can EASILY avoid getting revealed by hooked survivors on INDOOR maps, but on outdoor maps, hooked survivors become obstacles to avoid. You're ultimately forced to change your pathing while traversing an outdoor map in Night Shroud because of the reveal risk that hooked survivors present to you. So basically there's almost no risk of a hook reveal when playing on an indoor map (and ghostface is already stronger on indoor maps), but on outdoor maps ghostface has the extra added disadvantage of changing the way he moves around the map to avoid accidentally revealed by a hooked survivor. Why not just nerf the hook reveal all together since it just makes him a less effective and more difficult to play stealth killer on outdoor maps?? I guess we'll have to agree to disagree though. It was interesting to hear your thoughts
One last buff I would've loved to see for Myers is gaining undetectable upon entering tier 3 until he swings his knife at someone. That way it wouldn't be clear who he stalked to Tier 3 and everyone would be looking over their shoulder until the first down.
My opinion on Ghostface is they should really be looking into consistency and stability with his reveal mechanic as priority 1. Also the philly changes aren't exactly halfway to base kit--if you're someone who runs philly and walleye's every game, if these changes are implemented you'll play exactly the same but with an additional .15s to stalk someone because Philly is a % buff instead of flat. 20% of 5 = 1s, 10% of 4.5 = .45s. If you do something like Philly and Drop Leg which is popular enough, you'll only feel the 3s CDR on his power in exchange for the super tiny nerf to stalking. This is a buff if you move onto other addons entirely, but his other addons are rewards for stalking which was always considered less worth than taking addons to make the stalking itself easier. I'm being a stickler but I was hoping for some slightly larger tweaks :/
the ghostface changes just arent enough phillie and walleyes shoudve been FULLY basekit together with drop leg sheath as he needed something to help him get that down after marking but i guess bhvr doesnt see that issue.
If they did that they would need to fully rework those addons most likely, which they might not want to do at the moment. They still made GF a little less addon reliant with minor buffs so i'm happy
Exactly i think his stalk ability cool down should be 15 seconds at the most. I think their should also be a buff where ghost face is harder to reveal at a specific distance. And I'm still waiting for them to give trapper all his traps at the start of the trail instead of 2.
5:50 - Rat Poison needed a nerf so damn bad. It was way too powerful for a green add-on and for weeks in a row going against Chucky killers, they'd always have that add-on and another yellow that would increase Slice & Dice range (Power Drill I think it's called). If anything that add-on should be purple and much rarer to get in the blood web.
Not too keen on these changes. Most of them are just so tame. You could easily double the value for the demo and ghostface buffs and it wouldn't be too much. Wolf form buffs are a but weird i much rather would have liked to see the ability to cancel the second dash or be able to delay the second dash. The Chucky nerf just isn't enough, 14 seconds would be a much better place to start, it'd be like nerfing hillbilly by making his overdrive take 2 less seconds to end. Myers changes are fine but the addons are underwhelming and i still wanted to see more lethality in tier 3 such as reduced stuns, faster breaking or a little bit of haste.
I agree. Everyone is excited for small buffs that don’t help these killers jump tiers. They’re so lame and predictable. In some cases like Myers, he’s probably worse now with these changes because you have to stalk far, then pop tier 3 insta kill and then move away. I get it’s thematically fitting, but it’s not fun in practice.
I’m glad I have the evil within trophy already. It sounds like that will be near impossible now. Other than that, the rest of the changes sound good! Thanks for covering this Hens
I know Treacherous Crows will likely never be meta, but I don't care in the slightest. As a big time stealth and support enjoyer, I'll 100% be trying out this perk to see if the awareness of the killer's position can help my teammates coordinate better!
I like how they reverted the pharmacy nerf and they also reverted the change to the bio screen not showing the teachable perks I still cant believed they they thought it was a good idea to make pharmacy only work when injured, these devs man i swear
though Myers is an m1 killer I have him prestiges the most and also 107 perks unlocked so a ton of synergy so whilst still Myers at the end of the day the stealth is excellent and also the lightbournezfranklims combo is still ridiculously useful on Myers considering every time they drop a pallet or try to do a save, it's flashlights,and the other team mates tool boxes so smacking them out of their hand and keeping an eye on the item it's great for baiting, anyway excited to see how he plays now
calling the ghostface changes "buffs" is very generous. philly and matchbook are STILL the best addons, so nothing even changes if you still run them (which you should). might as well have not changed anything at all. this approach to balance just boggles my mind, especially on a character as weak as ghostface
So new perk allows them to change hook states but killers can’t see hook states so…how are killers going to apply pressure in endgame if I team uses it a bunch of times and maybe even runs the same character so the scream is the same??? Genuinely the argument that you should be able to track your own hook states that the devs had is really I hope you know every survivor scream…not really fair for newer players at all!
That's an honestly good point, but I see this perk as something that's meant to strongly punish tunneling. If killers could see the transferred hook state they could still tunnel the person who took the hook state instead and basically nullify the benefit of this perk. It would be like altruistic suicide in solo queue. Instead this gives survivors the ability to play a shell game with their hook states to punish and disincentivize that playstyle. It makes it harder to secure kills in the endgame but I don't think the detriment outweighs the benefit survivors gain by having a way to deal with an incredibly punishing killer strategy if they really hate it. I do think that it may raise the overall skill floor of the game where better players can suddenly be a safety net for their worse teammates so it might mean they need to nerf gen repair speeds to compensate. I would prefer that to a team crumbling because of an early tunnel at 4 gens and the rest of the team giving up.
@@saine-grey Honestly you make good points and I agree. I think Otz is right though which is why I raise concerns. They have buffed the ability to get ultra rare items on chest items in match, made passive healing more viable, increased time on hook before dying, and now you can consistently force a max hook state match easily with little skill. Sure it doesn’t mean every match will be hard suddenly teams that are bad will still go down but they will have longer matches and with gens being honestly fast I think yll see a ripple effect of its being hard to get into the game as a new player and at the highest level…I don’t want to think about it… Tldr: I agree matches that instantly crumble are no fun but I think my concern is just this perk is in practice a 0 cooldown 2 use per match on any player instant hook mover that works in the end game and makes it much harder for the killer to know if he can even hook someone or if they have no hook states. I mean for gosh sake this thing works in the end game I think that should speak to how volatile and flexible this perk is. At the lowest level this will make survivor maybe a bit better but at the highest it forces out more fun builds for more “boring”(from both killer and survivor pov) builds just by its existence. If you need proof just look at the wide spread effects of the many intended anti tunnel perks and how they can be abused in unintended ways(ie. Adrenaline taking hits in the end game to secure a win, decisive locker forcing and deliberate taking chase since they are effective unhookable for 60 seconds, standing in front of the killer to take hits with borrowed time to force hits, buckle up to pick up in the killers face, and many other examples)
@@postplatmedia I agree that it's hard to balance a lot of this for the high end where survivors are more likely to use these tools aggressively but I think it's pretty hard to balance against them anyway imo. If nothing else, if this perk does become meta required like old BT, that means that survivors will dedicate one less perk slot to a gen speed perk or even something like DS. And if it gets that far, they might actually add this to the game basekit like Otz suggested in the first place and balance things from there. I honestly don't even think this hook swapping perk will be a big enough deterrent to tunneling anyway. They added reassurance which was a similar tool to this one and they still added anti-camp after that. We'll see how things shake out in the ptb, I actually can't tell how much impact this hook swapping perk will end up being.
Wait but re: Clean Break, would that still make you healthy if you were put into deep wound? I noticed the wording of the description differs slight from Second Wind in this regard. Second Wind states "you are automatically healed 1 Health State after 28/24/20 seconds" implying that if you were in deep wound you would merely mend but Clean Break states "after 80/70/60 seconds, you become healthy". Am I on to something or overthinking this lol.
That's actually a good question. At first I thought it mentionned taking hit would stop the ability from activating but no, it only says it cancels when going in the dying state.
@@falbertthegnome ok right?? If it does fully heal when deep wounded it might be a good anti-tunnel perk, maybe a bit niche? You start getting healed under the hook and then when you realize the killer is coming back for the tunnel you activate Clean Break, you take chase, take a hit with Off The Record or DH, and if you last 60 seconds you heal fully.
Thank God I am glad that Myers and Johnoson are getting buffs. I am tired of stalking forever. And getting the power to full potentional only too see almost all gens were being pop up. I swear he need s it.
I think 25 second fly might be a little too much of a buff, being able to apply so much more pressure around the map while still having 3 others powers may need to be tweaked
The dracula change going from 2.5 to 3.5 is not that great since the problem isn't changing between forms that's the moat enjoyed part of the killer. The problem is that slowdown between changing from the bats to other forms it is slightly too short allowing it to be used in chase. Going into bats to prevent the survivors from running forward to a safe loop is great but rn that slowdown after exiting the bat is so short it can guarantee hits if you block a vault or sometimes just changing right on top of a survivor. The slowdown should be a bit longer to allow survivors to utilise the loops they are in which rn is very hard to do but it shouldn't be too long so they can just run to a different loop
Pretty disappointed they didn’t scrap myers most problematic add ons. Cool to see him get buffs but I guess I’ll just have to wait and see if these changes help
I find the Demo's changes weird. You slightly buff portals, but nerf all the portal add-ons drastically. Ghost face got ok changes (Why nerf Philly though?). Vecna, I'm actually so glad for all the changes. Meyers is amazing! I only wish the survivors never lose evil though instead of doubling. Wesker, Chucky and Dracula felt needed (except the shape shift speed for Dracula).
thank you for the new video hensworth! like it a lot but my only request is that you put the sound of grinding stones in the background instead of lo-fi music!
wait I literally had no idea that Myers had a maximum per-trial stalk limit... i guess right now it's max 7 tier 3's per trial (without add-on modifiers) but after the buff it'll be max 14? I don't think ive ever seen Myers get 7 tier 3's in a trial anyways but still cool
15 actually. The reason it's 7 and not 8 (aka, 2 per survivor) is because some of that stalk needs to go into getting to Tier 2 in the first place. (In other words, instead of having 40 stalk worth of Tier 3s (8 Tier 3s worth), it's 35 stalk worth, with the first 5 going into getting to Tier 2) The same applies to here. It'd be 80 total Evil, but 3 of it will go to getting to tier 2 (reduced from 5), making it 77 evil once you tier up to tier 2. Round down to 75 because you're not getting an extra T3 off of 2 points, and you have, 75/5, or, 15, possible Tier 3s.
Idk why they don't just add voice chat at this point. They're ok with swf and others running 4 second chance perks each while having 20 info perks up their ass somewhere because of coms, but not ok with doing the same for everyone else? If they say it's too opressive for killers to face - they're cooked, they admitted swf is pretty gamechanging and powerful, if they say that voicechat is just something not for the game - they're cooked again, they're admitting to be against swf despite saying the opposite. Being in this corner they must act. I see it happening as the basekit changes they did some time ago: increasing gen time, killers breaking animations, swiping blood animations and survivors speed boost from getting hit got reduced, that made something like "the game" an actually doable map for m1 killers. But now doing the similar thing to adress the "power of communication speeding up game process for survivors", although not a clue where to begin with this, but coms would certainly leave most of the killer cast in some unwinnable situations.
To be honest, I would prefer them add a better emote system than full on voice chat and make some additional improvements to the hud. It's really difficult to coordinate in solo queue with only come and point, but I also don't want whiny survivors complaining in voice. I can already imagine the people whining about not being unhooked fast enough. They could even have customizable emotes in the shop and stuff, it might be a fun thing to spend shards on for funny or helpful emotes. (Assuming some basic ones like wait, killer coming, etc. get given to everyone)
I've always wanted them to just get rid of swf. Clearly this game wasn't created to balance around a killer vs a coordinated team on comms. Either that or have two modes. Solo or swf mode, but we know they won't do that bc most killers would dodge swf lobbies.
Somebody make this make sense, they increased the stalk points from 10 to 20 right? But then they also increased the stalk points required to achieve tier 3 tombstone from 10 to 20. So he's exactly the same as before?
Old: Each Survivor has about 10 Stalk Points (10.1, I think, but we'll say 10 for simplicity's sake). Evil Within 1 -> Evil Within 2 takes 5 Stalk Points. Evil Within 2 -> Evil Within 3 takes 5 Stalk Points. Tombstone increased the requirement for Evil Within 2 -> Evil Within 3 from 5 Stalk Points to 15 Stalk Points. To get from Evil Within 1 to Evil Within 3 with Tombstone, it takes 20 Stalk Points of the 40 Stalk Points (4 Survivors x 10 Stalk Points per Survivor) available in the trial. New: Each Survivor has about 20 Stalk Points. Evil Within 1 -> Evil Within 2 takes 3 Stalk Points. Evil Within 2 -> Evil Within 3 takes 5 Stalk Points. Tombstone increased the requirement for Evil Within 2 -> Evil Within 3 from 5 Stalk Points to 20 Stalk Points. To get from Evil Within 1 to Evil Within 3 with Tombstone, it takes 23 Stalk Points of the 80 Stalk Points (4 Survivors x 20 Stalk Points per Survivor) available in the trial. Hope this clears it up.
@@sharkbite_tv there is no problem with his huge terror radius. Only time it’s a problem is if the Wesker is using something like Starstruck, but if you’re willingly putting yourself at risk to get that flashlight save against a Wesker with Starstruck then it’s said survivor’s fault if they go down because they decided walking into his terror radius to get a flashlight save
@@Xims_Are_Sad1however i think his terror radius is a problem. In some map It is too huge and you can't predict where it is coming from. This gives the killer an enormous advantage. This killer is like a joke he is a good A tier killer most of the time too annoying to go against him and too easy to play with and they decided to buff him instead nerf :). Most of the time his hits are completely random and even if you are behind a wall or behind a pallet you are going to get grab because his hitbox is even bigger than huntress. I'm just saying to bring his terror radius to 32 meters like every killer and to rework little bit his hitbox. Honestly play wesker for me is like to play old skull merchant a brainless killer needless of attention during the game and really easy to play
@@sharkbite_tv so because of a small map that gives the killer an advantage Wesker needs his terror radius nerfed? That’s a terrible excuse of saying “I dont pay attention when I’m on a gen so I’ll just blame the map because it’s small” and as for Wesker’s hitbox I’ll admit it’s janky but nowhere near as bad as Huntress. A huntress will still get a hit on you if you were halfway from the corner of the wall, Wesker’s hitbox will collide with invisible objects mid dash and if he does grab a survivor in a way he shouldn’t have you’re either a victim of RNG or the Wesker is intentionally looking in a different direction to force you away from the loop you were attempting to go towards
Great video as always Professor. I think they have missed the mark yet again on some of the strongest (and weakest) killers. 1- Dracula needs a more severe penalty to shapeshifting after certain actions. I was on the game yesterday and stunned him with a pallet. I then ran to the next room over but before I could make it to the pallet, he had already caught up to me and gotten a free hit thanks to bat form. Shapeshift (or at least bat form) cooldown should be triggered after he gets stunned or breaks a pallet to prevent this free hit gameplay which is just miserable. (Not to mention the medusa hair is also free hit gameplay, that add on needs to be changed as well.) 2- Chuckey's hidey-ho cooldown should probably be closer to 15s considering how strong and easy to use it is. Additionally, he should have an increased movement speed cooldown after missing a dash. Right now he can get a hit for free even if you dodge his dash because he recovers quickly enough to m1 you before you can make the closest window/pallet in most cases. You should be rewarded for outplaying his power but that isn't the case since he recovers from a miss pretty quickly. 3- Demo's changes are good for QOL but they won't really make a difference since all they did was change a few numbers. How about they make it so at the start of the trial, let's say for example 3 portals are randomly placed across the map for you so that you can use them without losing pressure for using your ability. This way, people will be incentivized to actually use the killer as intended. 4- Vecna's orb should cancel if the affected survivor is on hook. Right now he can use it on survivors on the hook and considering how strong his chase powers are, this makes tunneling extremely easy and prevents any counter play since any magic item you may have is disabled. Sure he can use on you once you get off the hook but at least then, you get a few seconds to make a play while he deploys it. Additionally, buffing his fly cooldown is a very questionable decision. His chase is already super strong so why does he also need super strong mobility ALL the time? I think it should have been left at 38s just like his other abilities. 5- The new killer is just knight 2.0. Sure its "clunky" but so is knight. Once people learn to play this killer well, its going to be one of those killers you hardly see but the people that do play her will be very good and so survivors will just DC before the first gen is done. They should have learned that the whole gameplay model of zoning from a distance to get a hit from either your power or an m1 is just boring and frustrating to go against. It may not even be all that "OP" but its just unfun so people wont stick in their matches. Hopefully I'm wrong here but only time will tell.
The only thing I disagree with is the new killer being the same as the knight since the dog can’t actually take a health state it just holds you unless you’re vaulting as it grabs you
I think what they are doing it's really good. They made this mistake in the past where they nerfed or buffed something and then it became broken. I think these small changes are good to see how things will go and then they can rebuff if necessary, but having a killer such as Demo becoming broken when he is one of the most loved and well designed killer would only make people angry. The same can be said in reverse with Dracula. Overnerfing him would lead away many Castlevania fans and Dracula mains. I just hoped they would do these small changes more often. Edit: and how broken will be share the burden? I think it will be instantly banned in comp settings and abused by SWF
Competely disagree with you about wolf form. I really think its the most weak form dracula has and these buffs do nothing. I mainly feel like this bc I don't like you have no control over pounce when you start it. You are forced to always use the 2nd pounce. This makes it really easy to dodge and you cant even mindgame it like you can do wesker's dash. Also the orbs barely do anything and you cant even track all that well in wolf. Sure Im sure dracula mains have figure out how to make it work but IMO that doesn't make the power good, just means those players just put in 1000s of hours in just to make the power work. The common player doesn't have that much time to put into something and will never achieve the same level of play as them. This why I find myself disagreeing with you so much...I feel your mind set is more in the player who plays the game for a living and have the time to learn all these techs while the avg player don't have that and never well learn all the small techs to make a power work for them. Either way I still think wolf needs more love and need more buffs. It still the weakest form even after the nerf to the other parts of his kit and the buffs it got.
What do you think about this idea for people giving up on hook. Make it so you can only attempt hook escape 10 seconds before hitting 2nd stage, at a 10-12% success chance. That way it prevents people from giving up immediately, and actually makes sense to use, when no’one can come for the rescue.
@@Baby-Blue-102 rework those perks. They are useless. Mostly SWFS use them, and i would rather have the idea that i proposed, to tackle an actual ongoing major issue with salty players, than a build that is just used to have a bit of fun every now and then.
@@MargeThatch ask yourself, would you rather have this idea, so that your next 80% solo games aren’t miserable from your teammates giving up on hook immediately, or what you proposed, where that situation very rarely happens, since it requires you to not have been hooked at all. Or, they could make it so that if there are only 2 survivors left in the trial, you are able to attemp unhooks even at first stage.
@ idk if the lobbies ive been getting in are insane but i rarely see teamates go next at all. I know there are many people who do not feel the same way, but i dont see it as much of an issue that affects the game. Idk tho i might just be incredibly lucky
The new killer is forgettable. Just like how BHVR pretty much had no build up for it till just a few hours ago. I am more interested in the Myers buffs. Took them 8 years but they finally made him lore accurate. Well done BHVR you can do something right.
I'm super excited for the myers changes, but i'm just a little dissapointed after watching so many fan reworks or buff suggestions. like built in enduring or brutal strength in tier 3
The Myers changes are good in terms of 4.4 T1 and the extra stalk on every survivor, tombstone piece needs to be reworked completely and them making double iri impossible to use is a step in the wrong direction. Also Scratch Mirror making you 4.2 is effectively making it only for jumpscares and not a legitimate playstyle. I think the stalk range to get to the max 1 point should be reduced to 28m. What they also need to do is rework all the stalk movement speed, T3 duration addons and aura from stalking for x seconds. All these addons are essentially useless minus infinite and in the ptb PURPLE Lock of Hair, effectively making Hair Bow useless in every fashion. Adding stalk amount x seconds speed addons need to be added to basekit during the T2 or buff the numbers, since these addons are just his best addons in the majority of situations anyway. They also need to address the 10 billion bugs on myers that have been rampant for YEARS, like for example when you DC during the tombstone piece animation, there's a chance when you dc the tombstone piece addon will revert you back to T1 again, as this was a very active bug back when someone DC'd during a tombstone animation, the bug procc'd around 80% of the time. Myers synergy with perks like bamboozle needs to be addressed, same with his NEED to run Corrupt Intervention every single match. These changes are not as good as they may seem, and they remove some techs and tricks that are exclusive to myers like forcing locker without tombstone among a lot of others. Hens please recommend to the developer team to keep double iris around 250% - 325% and rework tombstone piece altogether, alongside adding the effect of 10-15% faster stalk speed to the iri's if they are going to keep them as they are in the ptb. You can't butcher an entire specific playstyle that is based around an achievement and the ease-of-access via addons to complete such difficult said achievement. I want to recommend to you to look towards specialists of certain killers on what the killer really needs in terms of balancing, these people truly know what they are talking about. I'm not saying you don't know what you're talking about at all, it's just you should get that expert second opinion is all I'm saying. Hope you're having an awesome day Hens, much love.
re: Scratched Mirror, it's basically staying the same as it is in the live version. Currently basekit Tier 1 reduces movement speed to 4.2 and Scratched Mirror locks you into Tier 1, theyre just adding the 4.2 limit in the PTB because they buffed basekit tier 1 speed to 4.4 As a Scratched Mirror Myers main I support this, I think 4.4 would be way too fast. IMHO Scratched Mirror needs to remain a relatively weak build/strat otherwise it would be too miserable to go against. I think the other thing they had to consider is the perks that increase killer movement speed (eg. STBFL), which most Scratched Mirror players run. It's already super OP running stacked movement speed perks with Scratched Mirror, increasing the base movement to 4.4 would prob be over kill. With Scratched Mirror you basically always get your first hit on survivors for free so I think it's healthy for survivors to be able to delay the second hit for a while. Just my current thoughts, would love to hear other Scratched Mirror users' thoughts tho!
110 Mirror would have more survivors dc than Skull Merchant. This is not a rework, merely a number tweak. I am not the designer that is responsible for changes, this is not my job. I think you kind of missed the mark a little If you want to leave feedback do so on the forums, this comment section is the wrong place for it.
Im so glad Myers is finally getting some love after almost 8 years of no changes.
Well, he did get undetectable and BK add ons were fixed a couple years ago
Dude it's literally impossible to get evil incarnate now it's way too much stalk
Ok not literally, but you have to stalk 3 survivors fully and fully stalking is double the time now
Why did they keep scratch mirror unchanged? Please tell me he at least has normal lunge…
I got it on my second game @@vovablood
If Jagged Compass stays the way it is right now Hens, with EVERY UNHOOK you do trigger floods of rage & Gift of Pain which is kinda neat. Because the order of operations is Hook -> Jagged Compass -> Become a Sourge -> Unhook -> Trigger both of the mentioned sourges.
That is an interesting point actually
Why, what? Some new bug? There's nothing in the patchnotes saying that scourge effects activate on unhook, only that after someone's unhooked it turns scourge for the next hooked on it person to trigger effects, although with "spagheti code TRADEMARKED" wouldn't be suprised this bug actually exists right now.
Honestly that's a pretty good combo effect, and it should really stay, it takes 2 killer perks to even use it so that's two perks gone for just hooks, maybe even 3 with both flood and gift, which leaves very little room for other generator perks or chase, or tracking
@@alpha-tomahawk532he’s saying if you have multiple scourge hooks equipped, jagged compass activates first. This supposedly lets you activate gift of pain and floods of rage on every hook if you have them equipped alongside it. So like his flow chart said: Unhook survivor -> Jagged Compass activates and it becomes a scourge hook -> this triggers the two other aforementioned scourge hooks if they’re also equipped.
Yeah I tested in custom game and it seemed very potent just with gift of pain and leverage.
I love the Evil Within gain multiplier being increased when stalking from afar. Evil Within as a power was already thematically perfect for Myers, and now it’s even better as it encourages you to stalk from afar (which is what Michael does for most of Halloween) before going in for the kill when you’re ready. The nerfs to Tombstone Myers are also nice. As funny as it is, it’s incredibly annoying and very unfair.
I legit thought The Professor was referring to Demo's portals as puddles. Needless to say, I shall be calling them that from now on.
Pharmacy also had the Injury requirement removed. Every time you search a chest, you will get an Emergency Medkit. The 100% speed boost to opening chests plus a guaranteed Emergency Medkit makes Pharmacy a reliable perk in Solo Queue.
The real question is, does being injured always guarantee green medkits, or was that effect removed for the first chest being green no matter what, because
If the old effect of being injured always gives green medkits, combined with new ace you can more likely get big med kits, or bottles time or syringe which would be a huge buff to the perks combo potential because before, it was only bottled time but now syringes can be given too
The injured prerequisite was removed. If you have pharmacy equipped you're always guaranteed a green med-kit, regardless of health state.
I wish they'd get rid of the stupid medkit stipulation. Greens are not better than fing browns for self healing anymore.
Before it's initial change I liked using it with plunders to insta search chests but now that it always guarantees a medkit its probably still not gonna be a good combo with plunders anymore unfortunately
The Myers change makes so much more sense for the character if nothing else. The Weave nerf was greatly needed.
I don't think so because at the beginning it was way more often you find killer on it after a bit the whole time I play the event no killer brain them because it's a waste of two perk slots and generators are flying so no reason to bring aura reading perks there is more beneficial overall perks like zhen Chen tactic or predator or I'm all ears one perk slot easy to get
I don’t understand how that perk became so popular. Don’t bring an item and it’s a wasted perk slot if you suspect it just drop the item in the corner of the map. Seems perks with counterplay get more hate than perks with none
@@simpletora7313 real funny because you really need t ouse 2 entire perk slots to have teh entire potential of weave attunament, yet they act like killers had this base kit
@@simpletora7313 the issue is that solo q exists, and if ur teammate drops an item when hit, there is literally zero way to find that item, so its just uncounterable infinite aura if that solo q teammate doesnt go pick it up.
@ So the issue is solo survivors being dumb not the perk itself? You shouldn’t reward players for being stupid by making things easier.
The Vecna changes are hilarious from a DnD Mechanics standpoint. Dispel Magic and Fly are third Level Spells that require a Long Rest to recover, while Mage Hand is a Cantrip that you can basically use infinitely without cooldown.
Flight of the Damned continues to be weirdly accurate, with a Cooldown that is almost exactly what it would be in-universe (The spell recharges if you roll 5 or 6, so statistically after ~6 rounds, each round takes 6 seconds ingame approximately so it comes out to roughly 30-36 seconds of cooldown)
Edit: Minor Correction: A recharge of 5-6 gives you a 33% chance to get it back every round, but if every roll happens without repeats it is still reasonable to have to wait 5 rounds before you get it
Consider the fact that Mage Hand however is also tiny and can't lift more than five pounds, so it seems to me he's actually using a Bigby's Hand variant in DBD.
i like this video style hens, it is much more chill and less fast paced like a couple videos recently :) pls more
I'll be honest, I was really disappointed in the Ghostface changes, I was hoping for more. Some consistency changes on his stalk/reveal mechanics preferably, or at LEAST getting rid of that stupid thing where survivors on hook can reveal you.
I mean don't use your ability in front of them? Stupid
Survivors on hook able to reveal you is insane.
I agree and possibly a faster walk
I was concerned that the Dark Lord shapeshift changes would make him too clunky, but the PTB changes for Drac felt really fair and well balanced in conjunction with the Wolf Form buffs. Super surprised to see no changes to Medusa's Hair or Lapis Lazuli, but perhaps the changes to Wolf Form will make the orb add-ons more competitive by proxy? I'm excited to see.
Hud changes always welcome buffing solo q is nedded
People don't use the HUD changes we already have. It won't change anything.
I use, you didn't? 😢 ppl can't loop more than 10 seconds, imagine using the hud properly. I agree with you! @@WutTheDeuceGaming
@@WutTheDeuceGaminglow and mid mmr people**
I'm not surprised these are the ghostface changes with those being his most used addons I think, little disappointed he didnt get more but at least he got something! thank you behavior
I already read through the entire notes, but I definitely want to here the opinion of others on it, since I thought it was looking pretty good.
Like the idea of buffing killers and nerfing add-ons, makes them more beginner friendly
tombstone piece is going to be absolutely insane now, since you can stalk unsuspecting survivors from afar faster and if theres a survivor like an obsession you dont want to kill for play with your food that survivor has double the stalk points now so you can get your kill even faster now
The speed of the stalk will drain points faster. Sure, the point value got increased too, but being able to stalk faster means the points will drain faster as well. I think the speed and points per survivor increase will even itself out.
I think the add-on will be pretty much the same as it is now, although I could be wrong. We'll have to wait and see. I would have preferred them completely rework it rather than potentially make it better by accident, but I'm not so sure it is with these changes.
@@WutTheDeuceGamingyeah and they never removed the stalk limit. Nothing in the notes said that. So he got a huge buff in terms of tier 3 insta kill, but a huge nerf base kit in my opinion with no removed stalk limit. Personally I’d have removed the stalk limit and given it as a downside for both tombstones.
@@Crispy_DAWG The stalk limit is now so high that you can't pretty much run out of it. Before the update, you could get 6 Tier 3s if you were able to fully stalk the survivors without addons. Now the amount of stalk exists is doubled and Myers needs 40% less stalk to reach Tier 3. You will get 4 or 5 Tier 3s out of just one survivor now, which should be more than enough even if a survivor with a lot of stalk points dies early.
Even if you get only half of the possible stalk, you will get like 8 minutes of Tier 3 with base kit.
I still don't like how Myers Technically can still run out of his power, idc if they quadruple the number a killer no matter how long should have their power. I think they should make it so that after Myers goes back to tier 2 from tier 3 all surviors Stalk reset, so he'll never run out but still max out on individual survivors.
The amount he can stalk a single survivor has doubled, and the amount he needs to stalk to tier up has lowered. I think it'll be rare for a survivor to get fully stalked during a match now unless you're using add-ons that make you need to stalk a lot more (which are usually pretty op add-ons anyway)
@@RedNayl I get that but I am saying despite that change Myers can under very rare circumstances still lose his power enitrely if he stalks enough for a very long game which is completely outdated and not thematic at all.
@@pimpsterpidgeon4502 I don't think that's a problem as long as his op add-ons exist. Obviously yes, this is a problem with the add-ons themselves and not the power, but until the add-ons get fixed, I don't think this aspect of the power should be fixed.
@@RedNayl but its not just running out of juice. if by circumstancesyou kill the other 2 cuz 2 kept feeding you, no power
I still think myers should need to max out his power bar before he can activate it (like oni), and maybe with map wide sound effect and visual indicator so survivors know he has tier 3 ready to pop at any moment.
I love when I play Ghostface and I Marek survivors 4:16
Are these real patch notes
@@hauntedartworks Yes, and if you check it now it does still say Marek lol
@@Wirecannon wacky
I love how most content creators have the generic reaction to the insignificant ghostface buffs that can be summed up to, "Aw that's a neat buff, anyways moving on to the next killer..."
Meanwhile ACTUAL ghostface mains are wondering when they'll nerf hooked survivors so they can't reveal you while on a hook, and nerf survivor BOTs to not reveal you at maximum range with perfect accuracy...
Not sure I agree with hooked survivors not being able to reveal you anymore for the sake of gameplay quality, but the bots are really annoying and he certainly needs more help.
Non the less its a great step for addon diversity and the character overall that is purely positive.
I play quite a lot of Ghostface myself, not sure how much you would need to count as a "Ghostface" main
@@notHens The anti-camping mechanism already greatly discourages camping. At the very least, they should reduce the range survivors can reveal you from 32 meters to 20 meters or something like that. I agree about the bots obviously.
Giving ghostface a faster cooldown and stalking speed increase does almost nothing to improve his gameplay experience on outdoor maps, and just makes him an even more challenging to play against him on indoor maps where he already has a huge advantage.
Obviously anybody can call themselves a ghostface main, but I think a "real" main knows how to effectively play their killer on every single map. I'm pretty sure you said you're a hillbilly main anyways, so it's not surprising that you would breeze over any ghostface changes
I disagree, less cool down is a significant improvement especially on maps that don't suit him very well where you just can't avoid taking a risk and stepping out in the open. You are effectively opening yourself up to other add-on slots and not feeling like half a killer without the 2 brown add-ons which are just boring number increase addons.
I don't disagree that he needs more changes but I don't think changing how revealing works for hooked survivors is a good idea. A hooked survivor is stationary and honestly not that hard to avoid getting revealed by.
@@ProfHens THIS
@@ProfHens I think you're missing the point. Most Ghostface players can EASILY avoid getting revealed by hooked survivors on INDOOR maps, but on outdoor maps, hooked survivors become obstacles to avoid. You're ultimately forced to change your pathing while traversing an outdoor map in Night Shroud because of the reveal risk that hooked survivors present to you.
So basically there's almost no risk of a hook reveal when playing on an indoor map (and ghostface is already stronger on indoor maps), but on outdoor maps ghostface has the extra added disadvantage of changing the way he moves around the map to avoid accidentally revealed by a hooked survivor. Why not just nerf the hook reveal all together since it just makes him a less effective and more difficult to play stealth killer on outdoor maps??
I guess we'll have to agree to disagree though. It was interesting to hear your thoughts
For years, I did not know Hens was so handsome.
One last buff I would've loved to see for Myers is gaining undetectable upon entering tier 3 until he swings his knife at someone.
That way it wouldn't be clear who he stalked to Tier 3 and everyone would be looking over their shoulder until the first down.
Sorry I legit typed soo fast I did not realize how I made that look, apologies Hens I was just excited about the Glitch. Thanks for the info video btw
"Only one Invocation per game" And here I was *almost* considering it with both of them stacked.
My opinion on Ghostface is they should really be looking into consistency and stability with his reveal mechanic as priority 1. Also the philly changes aren't exactly halfway to base kit--if you're someone who runs philly and walleye's every game, if these changes are implemented you'll play exactly the same but with an additional .15s to stalk someone because Philly is a % buff instead of flat. 20% of 5 = 1s, 10% of 4.5 = .45s. If you do something like Philly and Drop Leg which is popular enough, you'll only feel the 3s CDR on his power in exchange for the super tiny nerf to stalking. This is a buff if you move onto other addons entirely, but his other addons are rewards for stalking which was always considered less worth than taking addons to make the stalking itself easier. I'm being a stickler but I was hoping for some slightly larger tweaks :/
the ghostface changes just arent enough phillie and walleyes shoudve been FULLY basekit together with drop leg sheath as he needed something to help him get that down after marking but i guess bhvr doesnt see that issue.
If they did that they would need to fully rework those addons most likely, which they might not want to do at the moment. They still made GF a little less addon reliant with minor buffs so i'm happy
@@Chunicorn1337 just think that its too little for his current state thats all tbh
Exactly i think his stalk ability cool down should be 15 seconds at the most. I think their should also be a buff where ghost face is harder to reveal at a specific distance. And I'm still waiting for them to give trapper all his traps at the start of the trail instead of 2.
Since they acknowledge your feedback, what's the reason of the devs not shipping the reveal of soloQ teammates perks?
it's not a big secret, they are afraid of lobby dodging
I keep hearing “puddles” instead of “portals” for demo and I’m crying😂 no hate at all
And NOW MY FUCKING PS+ RUNS OUT GODAMNIT!!!
All these changes wont be out for about another week or two when the chapter comes out, so dont worry you got time my friend :3
@ what i ain’t got is money lmfao
5:50 - Rat Poison needed a nerf so damn bad. It was way too powerful for a green add-on and for weeks in a row going against Chucky killers, they'd always have that add-on and another yellow that would increase Slice & Dice range (Power Drill I think it's called).
If anything that add-on should be purple and much rarer to get in the blood web.
Not too keen on these changes. Most of them are just so tame.
You could easily double the value for the demo and ghostface buffs and it wouldn't be too much.
Wolf form buffs are a but weird i much rather would have liked to see the ability to cancel the second dash or be able to delay the second dash.
The Chucky nerf just isn't enough, 14 seconds would be a much better place to start, it'd be like nerfing hillbilly by making his overdrive take 2 less seconds to end.
Myers changes are fine but the addons are underwhelming and i still wanted to see more lethality in tier 3 such as reduced stuns, faster breaking or a little bit of haste.
I agree. Everyone is excited for small buffs that don’t help these killers jump tiers. They’re so lame and predictable. In some cases like Myers, he’s probably worse now with these changes because you have to stalk far, then pop tier 3 insta kill and then move away. I get it’s thematically fitting, but it’s not fun in practice.
I’m glad I have the evil within trophy already. It sounds like that will be near impossible now. Other than that, the rest of the changes sound good! Thanks for covering this Hens
I know Treacherous Crows will likely never be meta, but I don't care in the slightest. As a big time stealth and support enjoyer, I'll 100% be trying out this perk to see if the awareness of the killer's position can help my teammates coordinate better!
I like how they reverted the pharmacy nerf and they also reverted the change to the bio screen not showing the teachable perks
I still cant believed they they thought it was a good idea to make pharmacy only work when injured, these devs man i swear
They finally made myers lore accurate I love this.
Shoulder the burden should make you broken for the rest of the match after use.
though Myers is an m1 killer I have him prestiges the most and also 107 perks unlocked so a ton of synergy so whilst still Myers at the end of the day the stealth is excellent and also the lightbournezfranklims combo is still ridiculously useful on Myers considering every time they drop a pallet or try to do a save, it's flashlights,and the other team mates tool boxes so smacking them out of their hand and keeping an eye on the item it's great for baiting, anyway excited to see how he plays now
What's the music in the background called at 0:52?
Shoulder The Burden will absolutely be a problem.
Pyramid Head pick rate increases
Slugging rate increases
Love these style videos please keep doing them! ❤
calling the ghostface changes "buffs" is very generous. philly and matchbook are STILL the best addons, so nothing even changes if you still run them (which you should). might as well have not changed anything at all. this approach to balance just boggles my mind, especially on a character as weak as ghostface
So new perk allows them to change hook states but killers can’t see hook states so…how are killers going to apply pressure in endgame if I team uses it a bunch of times and maybe even runs the same character so the scream is the same???
Genuinely the argument that you should be able to track your own hook states that the devs had is really I hope you know every survivor scream…not really fair for newer players at all!
That's an honestly good point, but I see this perk as something that's meant to strongly punish tunneling. If killers could see the transferred hook state they could still tunnel the person who took the hook state instead and basically nullify the benefit of this perk. It would be like altruistic suicide in solo queue. Instead this gives survivors the ability to play a shell game with their hook states to punish and disincentivize that playstyle. It makes it harder to secure kills in the endgame but I don't think the detriment outweighs the benefit survivors gain by having a way to deal with an incredibly punishing killer strategy if they really hate it. I do think that it may raise the overall skill floor of the game where better players can suddenly be a safety net for their worse teammates so it might mean they need to nerf gen repair speeds to compensate. I would prefer that to a team crumbling because of an early tunnel at 4 gens and the rest of the team giving up.
@@saine-grey Honestly you make good points and I agree. I think Otz is right though which is why I raise concerns.
They have buffed the ability to get ultra rare items on chest items in match, made passive healing more viable, increased time on hook before dying, and now you can consistently force a max hook state match easily with little skill.
Sure it doesn’t mean every match will be hard suddenly teams that are bad will still go down but they will have longer matches and with gens being honestly fast I think yll see a ripple effect of its being hard to get into the game as a new player and at the highest level…I don’t want to think about it…
Tldr: I agree matches that instantly crumble are no fun but I think my concern is just this perk is in practice a 0 cooldown 2 use per match on any player instant hook mover that works in the end game and makes it much harder for the killer to know if he can even hook someone or if they have no hook states. I mean for gosh sake this thing works in the end game I think that should speak to how volatile and flexible this perk is. At the lowest level this will make survivor maybe a bit better but at the highest it forces out more fun builds for more “boring”(from both killer and survivor pov) builds just by its existence.
If you need proof just look at the wide spread effects of the many intended anti tunnel perks and how they can be abused in unintended ways(ie. Adrenaline taking hits in the end game to secure a win, decisive locker forcing and deliberate taking chase since they are effective unhookable for 60 seconds, standing in front of the killer to take hits with borrowed time to force hits, buckle up to pick up in the killers face, and many other examples)
@@postplatmedia I agree that it's hard to balance a lot of this for the high end where survivors are more likely to use these tools aggressively but I think it's pretty hard to balance against them anyway imo. If nothing else, if this perk does become meta required like old BT, that means that survivors will dedicate one less perk slot to a gen speed perk or even something like DS. And if it gets that far, they might actually add this to the game basekit like Otz suggested in the first place and balance things from there.
I honestly don't even think this hook swapping perk will be a big enough deterrent to tunneling anyway. They added reassurance which was a similar tool to this one and they still added anti-camp after that. We'll see how things shake out in the ptb, I actually can't tell how much impact this hook swapping perk will end up being.
Does No Quarter counter syringes? They have to cancel the heal when they use it making them broken for 30 seconds.
I really like the thumbnail image!!
Wait but re: Clean Break, would that still make you healthy if you were put into deep wound? I noticed the wording of the description differs slight from Second Wind in this regard. Second Wind states "you are automatically healed 1 Health State after 28/24/20 seconds" implying that if you were in deep wound you would merely mend but Clean Break states "after 80/70/60 seconds, you become healthy". Am I on to something or overthinking this lol.
That's actually a good question. At first I thought it mentionned taking hit would stop the ability from activating but no, it only says it cancels when going in the dying state.
@@falbertthegnome ok right?? If it does fully heal when deep wounded it might be a good anti-tunnel perk, maybe a bit niche? You start getting healed under the hook and then when you realize the killer is coming back for the tunnel you activate Clean Break, you take chase, take a hit with Off The Record or DH, and if you last 60 seconds you heal fully.
@@iPoooodd Maybe, or maybe they just worded it very weird and it just gives a +1 health state similar to syringe.
it would heal a health state, aka deep wound
@PoisoNico93 oh ok. It should say "heals one health state" in the description then, maybe they'll reword it for the full release
As a demogorgon main I'm so happy about the buffs
Thank God I am glad that Myers and Johnoson are getting buffs. I am tired of stalking forever. And getting the power to full potentional only too see almost all gens were being pop up. I swear he need s it.
I think 25 second fly might be a little too much of a buff, being able to apply so much more pressure around the map while still having 3 others powers may need to be tweaked
Pretty huge changes.
Wesker: 💀
Thank you Professor
Idk how I feel about the Meyers change. Now he’s pretty strong
Clean break should be for the people and second wind together
Ngl, I’m upset that the glasses are gone.
Is Myers Skin getting Reworked too?? He really needs a Cosmetic touch up
Funnily enough I can't really get the handle of vampire form but I've had some extremely nasty Dog games
The dracula change going from 2.5 to 3.5 is not that great since the problem isn't changing between forms that's the moat enjoyed part of the killer. The problem is that slowdown between changing from the bats to other forms it is slightly too short allowing it to be used in chase. Going into bats to prevent the survivors from running forward to a safe loop is great but rn that slowdown after exiting the bat is so short it can guarantee hits if you block a vault or sometimes just changing right on top of a survivor. The slowdown should be a bit longer to allow survivors to utilise the loops they are in which rn is very hard to do but it shouldn't be too long so they can just run to a different loop
Pretty disappointed they didn’t scrap myers most problematic add ons. Cool to see him get buffs but I guess I’ll just have to wait and see if these changes help
They removed the devoured demo build NOOOOOOOOOO 4:06
I find the Demo's changes weird. You slightly buff portals, but nerf all the portal add-ons drastically. Ghost face got ok changes (Why nerf Philly though?). Vecna, I'm actually so glad for all the changes. Meyers is amazing! I only wish the survivors never lose evil though instead of doubling. Wesker, Chucky and Dracula felt needed (except the shape shift speed for Dracula).
BHVR rlly wants survivors to interact with chests more for some reason
If you're in a situation where you and another survivor are healing each other you'd be better off with solidarity rather than bringing clean break
I just wish there was more changes than just number tweaks but it is good nonetheless
Myers should start in tier 3
Wonder if Tier 1 Myers is still restricted from any speed increases.
Omg, Tier 4 Myers is real!!!😱😱😱
thank you for the new video hensworth! like it a lot but my only request is that you put the sound of grinding stones in the background instead of lo-fi music!
there ain't no way myers is actually good now 😭😭
What daaa... Ace in the hole gives syringes and bnps. Will see
New scoorge hook is better then agi cause you can get all hooks turned into scoorge ones.
wait I literally had no idea that Myers had a maximum per-trial stalk limit... i guess right now it's max 7 tier 3's per trial (without add-on modifiers) but after the buff it'll be max 14? I don't think ive ever seen Myers get 7 tier 3's in a trial anyways but still cool
15 actually. The reason it's 7 and not 8 (aka, 2 per survivor) is because some of that stalk needs to go into getting to Tier 2 in the first place. (In other words, instead of having 40 stalk worth of Tier 3s (8 Tier 3s worth), it's 35 stalk worth, with the first 5 going into getting to Tier 2)
The same applies to here. It'd be 80 total Evil, but 3 of it will go to getting to tier 2 (reduced from 5), making it 77 evil once you tier up to tier 2. Round down to 75 because you're not getting an extra T3 off of 2 points, and you have, 75/5, or, 15, possible Tier 3s.
@@chaoticsilver8442 ohhh right right makes sense
When will it come to the game?
Can’t find this developer update anywhere online lol was this removed or fake or what??
So let me get this straight. Myers in Tier 1 is now a 110 Killer with perma undetectable? Scratched Mirror is gonna be insane lol
Scratched mirror slows him back down to 105, so no, scratched will be the same as before
@Damiieenn08 ah I see, I missed that thx
I might actually buy the Halloween DLC now. Myers always looked so boring to play but now he seems a lot more fun and lore accurate 👍
Idk why they don't just add voice chat at this point. They're ok with swf and others running 4 second chance perks each while having 20 info perks up their ass somewhere because of coms, but not ok with doing the same for everyone else? If they say it's too opressive for killers to face - they're cooked, they admitted swf is pretty gamechanging and powerful, if they say that voicechat is just something not for the game - they're cooked again, they're admitting to be against swf despite saying the opposite. Being in this corner they must act.
I see it happening as the basekit changes they did some time ago: increasing gen time, killers breaking animations, swiping blood animations and survivors speed boost from getting hit got reduced, that made something like "the game" an actually doable map for m1 killers. But now doing the similar thing to adress the "power of communication speeding up game process for survivors", although not a clue where to begin with this, but coms would certainly leave most of the killer cast in some unwinnable situations.
To be honest, I would prefer them add a better emote system than full on voice chat and make some additional improvements to the hud. It's really difficult to coordinate in solo queue with only come and point, but I also don't want whiny survivors complaining in voice. I can already imagine the people whining about not being unhooked fast enough. They could even have customizable emotes in the shop and stuff, it might be a fun thing to spend shards on for funny or helpful emotes. (Assuming some basic ones like wait, killer coming, etc. get given to everyone)
I've always wanted them to just get rid of swf. Clearly this game wasn't created to balance around a killer vs a coordinated team on comms. Either that or have two modes. Solo or swf mode, but we know they won't do that bc most killers would dodge swf lobbies.
Why buff ghost face? Dude is OP af how is was💀
Somebody make this make sense, they increased the stalk points from 10 to 20 right? But then they also increased the stalk points required to achieve tier 3 tombstone from 10 to 20. So he's exactly the same as before?
Old: Each Survivor has about 10 Stalk Points (10.1, I think, but we'll say 10 for simplicity's sake). Evil Within 1 -> Evil Within 2 takes 5 Stalk Points. Evil Within 2 -> Evil Within 3 takes 5 Stalk Points. Tombstone increased the requirement for Evil Within 2 -> Evil Within 3 from 5 Stalk Points to 15 Stalk Points. To get from Evil Within 1 to Evil Within 3 with Tombstone, it takes 20 Stalk Points of the 40 Stalk Points (4 Survivors x 10 Stalk Points per Survivor) available in the trial.
New: Each Survivor has about 20 Stalk Points. Evil Within 1 -> Evil Within 2 takes 3 Stalk Points. Evil Within 2 -> Evil Within 3 takes 5 Stalk Points. Tombstone increased the requirement for Evil Within 2 -> Evil Within 3 from 5 Stalk Points to 20 Stalk Points. To get from Evil Within 1 to Evil Within 3 with Tombstone, it takes 23 Stalk Points of the 80 Stalk Points (4 Survivors x 20 Stalk Points per Survivor) available in the trial.
Hope this clears it up.
They increased the speed for distance stalking to 1 from .4 so it should be much faster, also assume every myers after the buff is a tombstone one
People rarely played demo as is, now they nerfed one of his only good playstyles now
Wasnt it supposed to be rework for myers?
This is not Myers rework
A link tonthe source would be great. God i miss the days when the description box was actually useful and not just sn spam
Jesus how many channels do you need?
they need to nerf wesker terror radius
Why? Personally he’s been extremely balanced since the nerf he got to his infection rate and the hindered status when fully infected
@@Xims_Are_Sad1 so what is the problem to get his terror radius reduce?
@@sharkbite_tv there is no problem with his huge terror radius. Only time it’s a problem is if the Wesker is using something like Starstruck, but if you’re willingly putting yourself at risk to get that flashlight save against a Wesker with Starstruck then it’s said survivor’s fault if they go down because they decided walking into his terror radius to get a flashlight save
@@Xims_Are_Sad1however i think his terror radius is a problem. In some map It is too huge and you can't predict where it is coming from. This gives the killer an enormous advantage. This killer is like a joke he is a good A tier killer most of the time too annoying to go against him and too easy to play with and they decided to buff him instead nerf :). Most of the time his hits are completely random and even if you are behind a wall or behind a pallet you are going to get grab because his hitbox is even bigger than huntress. I'm just saying to bring his terror radius to 32 meters like every killer and to rework little bit his hitbox. Honestly play wesker for me is like to play old skull merchant a brainless killer needless of attention during the game and really easy to play
@@sharkbite_tv so because of a small map that gives the killer an advantage Wesker needs his terror radius nerfed? That’s a terrible excuse of saying “I dont pay attention when I’m on a gen so I’ll just blame the map because it’s small” and as for Wesker’s hitbox I’ll admit it’s janky but nowhere near as bad as Huntress. A huntress will still get a hit on you if you were halfway from the corner of the wall, Wesker’s hitbox will collide with invisible objects mid dash and if he does grab a survivor in a way he shouldn’t have you’re either a victim of RNG or the Wesker is intentionally looking in a different direction to force you away from the loop you were attempting to go towards
Wow, yeah, so basically mostly killer buffs. Once again. Why am I even surprised? Unless killers get 4ks 99% of the time they "need rework"...
Great video as always Professor.
I think they have missed the mark yet again on some of the strongest (and weakest) killers.
1- Dracula needs a more severe penalty to shapeshifting after certain actions. I was on the game yesterday and stunned him with a pallet. I then ran to the next room over but before I could make it to the pallet, he had already caught up to me and gotten a free hit thanks to bat form. Shapeshift (or at least bat form) cooldown should be triggered after he gets stunned or breaks a pallet to prevent this free hit gameplay which is just miserable. (Not to mention the medusa hair is also free hit gameplay, that add on needs to be changed as well.)
2- Chuckey's hidey-ho cooldown should probably be closer to 15s considering how strong and easy to use it is. Additionally, he should have an increased movement speed cooldown after missing a dash. Right now he can get a hit for free even if you dodge his dash because he recovers quickly enough to m1 you before you can make the closest window/pallet in most cases. You should be rewarded for outplaying his power but that isn't the case since he recovers from a miss pretty quickly.
3- Demo's changes are good for QOL but they won't really make a difference since all they did was change a few numbers. How about they make it so at the start of the trial, let's say for example 3 portals are randomly placed across the map for you so that you can use them without losing pressure for using your ability. This way, people will be incentivized to actually use the killer as intended.
4- Vecna's orb should cancel if the affected survivor is on hook. Right now he can use it on survivors on the hook and considering how strong his chase powers are, this makes tunneling extremely easy and prevents any counter play since any magic item you may have is disabled. Sure he can use on you once you get off the hook but at least then, you get a few seconds to make a play while he deploys it. Additionally, buffing his fly cooldown is a very questionable decision. His chase is already super strong so why does he also need super strong mobility ALL the time? I think it should have been left at 38s just like his other abilities.
5- The new killer is just knight 2.0. Sure its "clunky" but so is knight. Once people learn to play this killer well, its going to be one of those killers you hardly see but the people that do play her will be very good and so survivors will just DC before the first gen is done. They should have learned that the whole gameplay model of zoning from a distance to get a hit from either your power or an m1 is just boring and frustrating to go against. It may not even be all that "OP" but its just unfun so people wont stick in their matches. Hopefully I'm wrong here but only time will tell.
The only thing I disagree with is the new killer being the same as the knight since the dog can’t actually take a health state it just holds you unless you’re vaulting as it grabs you
I think what they are doing it's really good. They made this mistake in the past where they nerfed or buffed something and then it became broken. I think these small changes are good to see how things will go and then they can rebuff if necessary, but having a killer such as Demo becoming broken when he is one of the most loved and well designed killer would only make people angry. The same can be said in reverse with Dracula. Overnerfing him would lead away many Castlevania fans and Dracula mains. I just hoped they would do these small changes more often.
Edit: and how broken will be share the burden? I think it will be instantly banned in comp settings and abused by SWF
Really can't believe that Myers STILL keeps his add-on Moris... it's such an outdated mechanic and should be removed.
Dracula needs more nerfs, hes completely unbalanced.
Competely disagree with you about wolf form. I really think its the most weak form dracula has and these buffs do nothing. I mainly feel like this bc I don't like you have no control over pounce when you start it. You are forced to always use the 2nd pounce. This makes it really easy to dodge and you cant even mindgame it like you can do wesker's dash. Also the orbs barely do anything and you cant even track all that well in wolf. Sure Im sure dracula mains have figure out how to make it work but IMO that doesn't make the power good, just means those players just put in 1000s of hours in just to make the power work. The common player doesn't have that much time to put into something and will never achieve the same level of play as them. This why I find myself disagreeing with you so much...I feel your mind set is more in the player who plays the game for a living and have the time to learn all these techs while the avg player don't have that and never well learn all the small techs to make a power work for them. Either way I still think wolf needs more love and need more buffs. It still the weakest form even after the nerf to the other parts of his kit and the buffs it got.
What do you think about this idea for people giving up on hook. Make it so you can only attempt hook escape 10 seconds before hitting 2nd stage, at a 10-12% success chance. That way it prevents people from giving up immediately, and actually makes sense to use, when no’one can come for the rescue.
how does this handle builds that try to bolster luck to try to guarantee the ability to unhook themselfs?
but what if you kys on hook to let a team mate get hatch. i dont know if they can really fix the issue
@@Baby-Blue-102 rework those perks. They are useless. Mostly SWFS use them, and i would rather have the idea that i proposed, to tackle an actual ongoing major issue with salty players, than a build that is just used to have a bit of fun every now and then.
@@MargeThatch ask yourself, would you rather have this idea, so that your next 80% solo games aren’t miserable from your teammates giving up on hook immediately, or what you proposed, where that situation very rarely happens, since it requires you to not have been hooked at all. Or, they could make it so that if there are only 2 survivors left in the trial, you are able to attemp unhooks even at first stage.
@ idk if the lobbies ive been getting in are insane but i rarely see teamates go next at all. I know there are many people who do not feel the same way, but i dont see it as much of an issue that affects the game. Idk tho i might just be incredibly lucky
All patches are acceptable, but Languid Touch??????
It's already a strong perk. Why would they buff it??
I think they are giving meyers too much and hope some of this is reverted or nerfed before live
Well… they completely abandoned Chucky.
They...didnt ruin myers..MY BABY IS SAVED LETS GOOO 😭
The new killer is forgettable. Just like how BHVR pretty much had no build up for it till just a few hours ago.
I am more interested in the Myers buffs. Took them 8 years but they finally made him lore accurate. Well done BHVR you can do something right.
Doesn’t myers just run out of stalk faster now… I get it fits thematically that you gain stalk faster from afar, but you just run out of stalk faster.
@@Crispy_DAWG 2x more stalk for each survivors
I'm super excited for the myers changes, but i'm just a little dissapointed after watching so many fan reworks or buff suggestions. like built in enduring or brutal strength in tier 3
Face reveal 😳
he has his face in literally 95% of his videos
i think tombstones are gonna be less used bcz survivors will be able to counter them more, since stalking up close is worse
I feel like Dracula needs more buffs man he feels way too weak
Wtf drucula is op
The Myers changes are good in terms of 4.4 T1 and the extra stalk on every survivor, tombstone piece needs to be reworked completely and them making double iri impossible to use is a step in the wrong direction. Also Scratch Mirror making you 4.2 is effectively making it only for jumpscares and not a legitimate playstyle. I think the stalk range to get to the max 1 point should be reduced to 28m.
What they also need to do is rework all the stalk movement speed, T3 duration addons and aura from stalking for x seconds. All these addons are essentially useless minus infinite and in the ptb PURPLE Lock of Hair, effectively making Hair Bow useless in every fashion.
Adding stalk amount x seconds speed addons need to be added to basekit during the T2 or buff the numbers, since these addons are just his best addons in the majority of situations anyway.
They also need to address the 10 billion bugs on myers that have been rampant for YEARS, like for example when you DC during the tombstone piece animation, there's a chance when you dc the tombstone piece addon will revert you back to T1 again, as this was a very active bug back when someone DC'd during a tombstone animation, the bug procc'd around 80% of the time.
Myers synergy with perks like bamboozle needs to be addressed, same with his NEED to run Corrupt Intervention every single match.
These changes are not as good as they may seem, and they remove some techs and tricks that are exclusive to myers like forcing locker without tombstone among a lot of others.
Hens please recommend to the developer team to keep double iris around 250% - 325% and rework tombstone piece altogether, alongside adding the effect of 10-15% faster stalk speed to the iri's if they are going to keep them as they are in the ptb. You can't butcher an entire specific playstyle that is based around an achievement and the ease-of-access via addons to complete such difficult said achievement.
I want to recommend to you to look towards specialists of certain killers on what the killer really needs in terms of balancing, these people truly know what they are talking about. I'm not saying you don't know what you're talking about at all, it's just you should get that expert second opinion is all I'm saying.
Hope you're having an awesome day Hens, much love.
re: Scratched Mirror, it's basically staying the same as it is in the live version. Currently basekit Tier 1 reduces movement speed to 4.2 and Scratched Mirror locks you into Tier 1, theyre just adding the 4.2 limit in the PTB because they buffed basekit tier 1 speed to 4.4
As a Scratched Mirror Myers main I support this, I think 4.4 would be way too fast. IMHO Scratched Mirror needs to remain a relatively weak build/strat otherwise it would be too miserable to go against.
I think the other thing they had to consider is the perks that increase killer movement speed (eg. STBFL), which most Scratched Mirror players run. It's already super OP running stacked movement speed perks with Scratched Mirror, increasing the base movement to 4.4 would prob be over kill. With Scratched Mirror you basically always get your first hit on survivors for free so I think it's healthy for survivors to be able to delay the second hit for a while.
Just my current thoughts, would love to hear other Scratched Mirror users' thoughts tho!
110 Mirror would have more survivors dc than Skull Merchant.
This is not a rework, merely a number tweak.
I am not the designer that is responsible for changes, this is not my job. I think you kind of missed the mark a little
If you want to leave feedback do so on the forums, this comment section is the wrong place for it.
Disapppointing Myers tweak.
Give Myers the ability to switch between t1 and t2 through a cooldown and make it so he gains more progress towards t3 while in t1.
Worst patch i have ever experienced Myers went to unplayable trash for me
the new killer is terrible tho and really broke i waited all this time for the update just to get dissapointed