The best value I've ever got with hangmans trick is seeing the last survivor healing and waiting for others to die in a far away corner of the map, survivor didn't open the box but I still came there and the goober was still there. It is possible to get good value with it but it's rare, and I was lucky to get it right away
The thing I have been saying about perk usage rates is that no matter what the devs do, the game will always have perks that are weaker than others. Nerf dead hard because it was getting used too much? People adapt and run other perks they feel will give them similar value. Sidenote: I am shocked that territorial imperative, beast of prey, bloodhound got any use at all.
For people having trouble conceptualizing incredibly small numbers (all of us if we're being honest), it might help to put these percentages into fractions: .06% means the guy that recorded this data over 1593 games saw this perk used one time. Once, in 1593 games, a killer ran Overwhelming Presence. My guess is it was for Doctor Adept too, but I obviously don't know that.
The first game really showed why you have to run gen defense, and how easily survivors can get through gens even when splitting pressure through hits. I'm not complaining, just saying it's kind of ridiculous how OTZ out of all people had that hard of a game with the least used perks.
@@jakedavis521I main killer when I play solo, I always find a build that works and basically stick to it (old pop + thanatophobia, Scourge: Pain Res + Floods of Rage, and now that they've gutted everything, Nowhere to Hide + Eruption.) I main Legion, which is mostly fun against intermediate players, but Bamboozle has always been a staple for me in his builds and the fourth slot goes to Lethal Pursuer because it's amazing on Legion. I can't wait for them to release more great perks just to end up nerfing them to dirt. :)
Beast of Prey is still the saddest killer perk currently imo. It'll presumably be 'nerfed' soon too when they eventually remove the BP bonus as they have been doing with other perks of that kind.
It's worth noting that there were some "play with random perks" challenges while he was recording his data. I suspect there would be a lot more 0% perks otherwise.
Not really, all perks have seen use over 0.05% use, and just as a quick fact, with 4 slots and 200+ perks per side the perfect average use lies at 1.76%. any perk below 1.76 gets used less than average and any perk above 1.76 gets used above average. A perk that sits exactly at 1.76 gets used once about every 50 games. With pretty much 30 different killers, that is about right if you have a killer that's averagely used(like pig or demo) then you can deduce that Save The Best For Last will be really close to average. Any perk at a 0.5 or higher % pickrate is relatively a common perk. Perhaps even common because it's always used on 1 specific killer or a specific build. Like T3 tombstone Myers with Play with your food.
@@Predated2 Thats just absolutely not how statistics work in that scenario. Perks arent chosen at random. The average is entirely dependent on the attractiveness of perk. Wich why you see some perks with 20% use in average. I think you got too excited trying to do math and completely forgot that all of it doesnt matter if you threw the extemes out of the door, and make it random while it isnt.
@@jeanmarc6517 i never even mentioned the word statistics. I just pointed out that perks having above a 1.76% usage are used more than average. Because the perfect average is 1.76%. Seriously, what makes you think I was talking statistics? Also, you're not talking about average. If a perk "on average" gets used 20% of the time, then it just gets used 20% of the time. Thats not a statistical average. Its a relative average when you the game individually. The statistical average is a median. The mathematical average is 1.76%. If we're talking practical statistics, then if a perk has a statistical appearance of 50%, then you on average should encounter that perk in nearly 100% of games if its a survivor perk, and 50% of games if its a killer perk.
There's still like over 30 perks that need reworks BADLY. Like this is not happening, territorial imperative, premonition, bloodhound, predator, beast of prey
I don't get around to playing killer much anymore, but my thought process of overwhelming presence occasionally gets put into rotation over lightborn. Lightborn only deals with flashlights. There will always be people trying to flashlight stun, but one way to eventually limit that in the game is through overwhelming presence. Face a wall and look up. They just wasted a chunk of their flashlight. With overwhelming presence, survivors within the terror radius that are healing with a base medkit automatically can't fully heal themselves. It's almost like forcing a plague broken status because now the survivors must find someone else to heal, waste their time hoping to find a medkit, or continue playing injured. Personally, I haven't seen Iron Will or Self Care from survivors as often, so I don't have a problem with sporadically throwing overwhelming presence into the mix. 🤷♂️
I ran into septic touch 3 weeks ago! It was a wraith with an exhaustion, hit and run built. They had genetic limits, fearmonger, septic touch and blood echo. Also, they had the brown add-on which let's you keep your terror radius while cloaked and they had a mangled add-on. I remember being so surprised by being affect by septic touch. In the endgame, I talked with the wraith about how many times I was exhausted and I remembered being affected by cruel limits 3 times, and septic touch 2 times! That match sticked with me :)
@@LittleKikuyu Yeah it was because of the debate I had with the wraith afterwards where we talked about the match result :) that made me keep it in mind.
@@ImmortalBerry I won't say it was me, because that sounds stupid, but as a Wraith main I like to experiment with non-meta gimmick builds so it's cool to hear that you stumbled upon a nice Wraith among all those fake Wraith mains who are toxic, run NOED and try to put our reputation into the ground 😂😂
Terror radius perks usually actually work better on Wesker since he has a naturally large terror radius and enough mobility to constantly have people in the radius.
I kinda half-remember there being a killer who had an add-on with "during the use of killer power, your terror radius becomes the ENTIRE MAP". I think it was Legion. Leverage also plays into Legion well, because he can easily injure everyone and then just keep them in this state.
@xxSandt21xx That just means you're only getting 1 of the weaker effects (calm) of doctor's powers instead of the arguably stronger discipline or order effects. You're also using (wasting) a perk slot and getting way less mobility than Wesker.
That would be: (stats from Nightlight out of 647k survivors' perks) Up the Ante 263 (0.16%) Inner Focus 238 Teamwork: Collective Stealth 245 Corrective Action 234 (0.14%) Noticing a theme here... they're all perks that rely on your team and offer weak or situational upsides that usually contradict with their activation criteria. You need to be good enough to land great skill checks reliably, but play with people bad enough to miss skill checks. You have more luck pulling yourself off hooks the more people are alive... but typically you'd only try to pull yourself off a hook when you're one of the last alive. You see the killer's aura after they hit a close teammate of yours... you already have info on the killer at that point and that aura is probably not going to help you much at that point.
I think hangman's trick might be a bit better (tho still very niche) if it made scourge hooks immune to sabotage. That might give it a similar use to lightborn if you go against a group of toolboxes that you suspect might be a sabo squad.
thats still completely useless, just revert it to its original form before the initial nerf and its a completely viable perk if u go against sabo squads or if sabo even becomes meta
@@nyixxiThat is of course assuming that no survivor runs a sabotage toolbox without the Saboteur perk to tell them which perks are scourge hooks. Which is a reasonable assumption in fairness. Having the hook reduce sabotage speed would probably be better in that way. Though I think instead, Hangman’s trick could just injure a survivor that sabotages the scourge hook. Feels pretty thematic for Pig, too.
Personally I think they should change it to where it removes the hook visual effect for survivors or puts it in all scourge hooks so they can't easily tell where you hooked.
The Hangman's Trick "buff" was honestly the saddest thing to me. When I went for the Pig adept, it was surprisingly helpful, like a weaker version of BBQ and Chili. Obviously, it's outclassed by other perks, but I just don't understand how reducing its effective range by limiting it to 4 hooks was in anyway a buff. For reference, the AoE for old HT was ~113 m^2 per hook, and now it's ~314 m^2 per hook. This means that 1 HT Scourge Hook covers as much area as a little under 3 HT normal hooks, meaning HT Scourge Hooks cover ~942 m^2, as much area as ~8.3 normal HT hooks. Now, fun fact, per the DBD wiki, the number of hooks that spawn per map are equal to the number of map tiles divided by 3. The smallest map in the game is Treatment Theatre with 98 square tiles. That means over 30 hooks should spawn on the map. Which means the total area coverage from old HT is over 3.6k m^2, which is ALMOST 4x AS MUCH COVERAGE as Scourge Hook HT at the bare minimum. Nevermind the RNG elements of Scourge Hooks, such as spawning near each other and having overlapping AoEs or spawning near the edge of the map, reducing its effective coverage. In no way can this be considered a buff. Like, literally, a very simple but effective buff would be to make it so Sabotaging took like 50% longer to do. There's no dedicated "anti-sabotage" killer perk that makes sabotaging significantly slower. It would still be trash but it would be a better change than what it is currently.
Hangman’s trick is weird in that unlike all the other scourge perks, nothing actually happens when someone is hooked (or unhooked.) It’s just very unreliable aura reading.
For real. Especially doing Adept Pig and shes not the greatest of killers too so it was even harder when i basically only had two perks to basically use because i got 0 value from hangman's trick lol
I kinda wish they kept the old aura reading and just added the 12 meters for scourge hooks onto it, especially with how unreliable scourge spawn locations are
The problem with many of these bad perks is they have better options. There’s so many great aura reading, anti-healing, and anti-item perks that none could really couldn’t get value no matter how much it’s buffed. Best case they make it so scourge hooks can’t be sabotaged, but they just have to completely rework these perks to do something else. Leverage is the only exception if they made it after unhooks.
I think the idea with the perk is if you can keep pace with getting a hook roughly when the cooldown ends, the heal slowdown is worth it. Personally I prefer the tempo based gameplay of the current version, 30sec is just way to fast a pace to set. If that's the goal then I think it should also not punish for somehow going faster (ie if Leverage is active while hooking, it should add 30sec to the current timer instead of resetting to 30sec). If you want to stick with 30sec I'd make survivors broken for the duration instead of slower heals.
@@austintomlinson7863 I can see that but the perk hardly provides any value up until you have around two people death on hook, and sloppy butcher just does what the perk tries doing but so much better and faster, the perk honestly needs tweaks. Also yeah the thirty second duration is way too short
@@RattlebonesTheThird I don't think it would be that strong. It's just a nice thing to have to know if you're getting value out of your perk and would be mostly situational. It would only be in your terror radius too, so it's not like they can see people across the map healing or using a toolbox.
@@arc2641 But the survivors will have the overwhelming presence icon that shows up on their screen whenever they are affected by the perk, so it's not like they won't know and most people heal far away from the killer, not next to them.
@@Josh651Pro I think it would be very strong. At least nurses calling only works within a specific range and only when they're healing, this one is based on the TR which can be modifiable to be much bigger than nurses and works for medkits, toolboxes, keys, and maps, as well as having small counterplay other than "move out of the radius"
If they really want to buff Hangman’s Trick they should make it spawn extra scourge hooks as well. Overwhelming Presence would benefit from an icon indicating when it’s doing something, that way you could use it kinda like Whispers.
If Overwhelming Presence did what you suggested, then Whispers would be the next 0% perk. The only difference between the two would be the audio playing during Whispers, which as an avid Whispers Ghost-Face enthusiast it hurts more than it helps imo.
DBD is one of those games that I oddly enjoy watching, even tho I've never played and legit have zero idea what is going on. Your videos, especially your game play breakdown where you kind of go through what you were thinking are a ton of fun to watch
or make it like the rest of scourge hook perks that require you to hook the survivor to activate it. once activated, see auras around scourge hooks for 30 seconds? 45 seconds?
I think they could update Overwhelming Presence to indicate when it’s working. Just have it light up when someone in your terror radius is using an item and being affected by it, like when Whispers lights up when near survivors. It wouldn’t make a huge difference overall, but it’d be a nice, tiny QOL change to feed you info if people ever do run the perk more in the future, or when adepting Doc. Hell, maybe they could do the same for Septic Touch. These perks would be slightly more usable if you knew when they were being activated
Even better, items degrade (*very* slowly) while in chase. You'd be forced to drop items like medkits if you don't have add-ons as soon as you hear the Killer approaching because if you don't hit a Great Skill-Check, you're not going to be able to get a full heal out of it. It's still weak, but a change like this on a perk that's already F- tier wouldn't be unwelcome imo.
Tbh that actually sounds playable, if you can guarantee downs in nightfall. If leverages numbers weren't so fucking weak. They should make reduce the max tokens and increase the amount per token.
@@StopWhiningManguideCultists idk on Oni I don't think you can waste two perk slots on anti heal and assume you're going to land consistent m1s/downs Oni wants to snowball, so he is expecting long stretches of time where you get nothing. Both sloppy and leverage require you to get consistent injuries and downs throughout the game for them to have value.
WHAT! I use leverage on so many killers, in fact I love it on Oni! Helps a ton! But now that I think about it, I’ve only ever seen it 4 times in survivor games
I remember using leverage on death slinger and being kinda happy with it. Survivors that constantly want to heal at the hook are usually caught by this perk but i understand it being outclass.
2:28 dang I just used Septic touch 2 days ago lol for my adept. Anyway, I remember back then, I don’t know too much now, the perk I would never see was Camadere (I think it’s name changed to Kinship now, it’s essentially reverse of Resurgence).
Also before you ask I got 0 used out of the perk I played a basic M1 killer other then one neat use of the locker one (I was on the game so the map was mega smol)
I've been running Fearmonger, Septic Touch, Genetic Limits and Blood Echo together and it actually feels really good. Getting to play the game instead of having to wait out sprint burst and made for this making chases longer is extremely nice. Granted Septic Touch isn't what really matters in it but also who cares about winning in a party game. Running 4 perks to counter one thing is funny so Septic Touch is a go to perk for me.
One thing they could do for overwhelming presence, is make it track how many charges are wasted, and then buff the killer when a certain number of wasted charges is reached. For example, giving the killer a larger terror radius or making survivors scream. Something that would fit with the perks name. They could make it have tiers as well so it could counter perks like built to last and Gabriel’s perk.
@@HazelMotionlessLegit the only time I ran it was for that on Archive Challenge requiring to equip it and point towards Killer's direction. Even for that it's a worthless pick.
@@jackk.4670 Poised is only good if you're gonna be looping a lot. It's not the most HORRIBLE perk out there but it's weak comparatively. It'd be better if it hid your aura and grunts of pain/blood for the 10 seconds. Like you're gathering composure after completing a generator.
It's really nice to know that even against a doctor running the absolute worst dog water perks in the game, survivors will still find a reason to throw back some bags at the exit gate for those sweet 'watch me leave' seconds
I'm still kind of new to the game, so I was actually using Leverage, I rushed SM to Prestige 1 because I thought that every hook you got decreased healing speed just like that, not for only 30 measly seconds.
@@zenoheart Dying Light is a permanent 3% for every non-obsession hook and affects a lot more than just healing, and it sees very little use. Even if you stacked a pemanent Leverage with Dying Light you'd only start getting a lot of value after you're already close to winning. Three non-obsession hooks would get you the equivalent of Mangled, which admittedly you could stack with Sloppy Butcher but at that point you're using three perks to try and slow healing when Adrenaline is one of the most common perks in the game.
@@linnies.3684 you know your stuff but I'm just saying he should really read the effects of the perks before you Prestige a character. Not prestige it then end up realizing the perks effects are different from what you thought you knew. Y'know not everyone needs an explanation and everybody has their own play style.
In my opinion, there is simply no reason to use Overwhelming Presence when Franklin's does a near infinite better job of doing what Overwhelming Presence does without the survivor actually getting any value out of the perk, PLUS there's a good chance the survivor will forget to leave the trial with their item.
Nerf MFT. My god. Its game changing to the highest degree. + the vault changes is very oppressing. The issue is that MFT is too strong and theres no condition to it other than be injured.
I am SHOCKED that Predator isn't the lowest. Septic Touch may be borderline worthless, but at least it isn't an overt handicap. And No Mither and Distressing are generally handicaps too, but at least they have meme power. Survivors can't see that you've subjected yourself to Predator without one of two uncommon perks.
Hangman’s trick should make it so that if a survivour is with a meter of a hook whilst the killer is carrying a survivour, the survivour has their aura revealed and they are exposed. Essentially an anti sabotage/ bodyblock build
@@Leaf__22 arguably, but with the benefit that the survivour isn’t going to know that they can’t bodyblock till the last second, so they aren’t going to be able to run as far.
It's honestly baffling that Overwhelming Pressure isnt ran since Medkits are nerfed so heavily, and Septic Touch should especially be good these days with Made For This in mind. Blood Echo makes this a very nasty combo too. Quick note to make here, if all killer perks were used once before you were allowed to use a perk again, you would encounter 100% of perks after 28 games. For survivors, this would depend how you count it. One perk on all 4 survivors untill all perks have been used would require 8 games, and one perk on 1 survivor would require a total of 32 games. This means for any perk to appear on the killer side, fully at random, there is a 3.5% chance of it appearing. Any killer perk that has a pickrate above 3.5% is a killer perk that is considered picked more often than average.
You switched up the raw probability with the perctentage. (Its impossible to get 0.0006% from 1500 people, that would mean mean 0.009 people used it, which obviously is impossible) 0.0006 is the chance people used it, which is equal to 0.06%, with 1.0 being 100%. You should multiply the numbers you used by 100. It's a very easy thing to miss, so no worries, but a disclaimer/fix would be nice :)) EDIT: for the people who dont get what i mean: 1/1593 = ~0.0006 = 0.06%. Percentage is 100*raw statistical probability.
Yes if he played 1.500 games it's impossbile. However, the guy who provided the data played exactly 1.593 games(as seen at 0:48). If 1 killer played that perk it's 1/1593 = 0.00062774639% which is 0.0006% 3/1593 = 0.001883 (which is probably a rounding down mistake). So the percentages are still, besides the possible rounding down mistake, correct
@@robinkardolbro. You need to go back to school lol. OP is correct. 1/1593 = .00062 (this is the RAW STATISTICAL of 1 occurrence in 1593 possible outcomes). That's NOT the PERCENTAGE of how many games (killers) ran the perk in the games played. In order to get that number, you have to MULTIPLY .00062x100 and this creates the "slice of the pie chart" for the entire selection of perks for every game by every killer. Lol.
I mean, septic touch with the oni is a very good combo imo, coupling it with coulrophobia, sloppy and lethal pursuer and the addon to see survivors aura with blood and i have never lost a match with that
I just don't get why BHVR doesnt seem to care about their game much when it comes to cleaning up killers/perks that are massively underperforming, updating graphics, engine, etc. It's like they've just found a pattern that makes money and have moved on to other games and media. I'm not saying that the devs don't care or aren't working hard but there are a lot of simple changes that could massively improve the quality of the game. Example: Twins faster character swap - they tried this in PTB and then just scrapped it. There's no way that a change like that would make the Twins better than, say, the Nurse or Blight. Same with the free mori they tried on PTB, they keep having good ideas then just throwing them away and releasing the Skull Merchant. It's just confusing. There's no reason for a game with a studio this size to still not have a Resolution option in the menu or graphics that look like they aren't from 2009
I used septic touch in my heal-slow build on Dredge. I also like the idea of using septic touch and fearmonger (along with certain add-ons) to make an exhuastion/blindness focused killer build. It may not be meta, but it sounds pretty cool!
i love how otz literally makes videos telling the devs which perks need help/rework and yet they get 0 change. keeping doing what you're doing otz i love that someone has hope in the devs possibly making a change
Otz made a video 4 weeks ago about a broken mechanic that survivors are now abusing because it's now very public (look at the 3rd match for example)...And there's still no fix for it. So you can see how devs dont even listen to the one player that makes devs job for them, Otz even made a video about perk changes and they still ignored it.
5:00 they fixed hitboxes and made the fast vault speed line up with the surviour animation so that you ain't on other side of windows getting hit. its fixing a bug everyone is just used too.
It just confirms that in fact killers were crying over ‘made for this’ just to bitch about a decent survivor perk. They should increase the endurance effect for made for this to 15 seconds
If they change Septic touch to make you unable to pickup survivors, that'll help counter Buckle Up gamers. Leverage should have the opposite effect. 10 tokens at the start and 1 less per hook.
So, I've done some thinking on these perks and I think I've come up with some ways to buff/change them that'll actually make them good and still keep with their theme/identity. Hangman's Trick: At the start of the trial, you gain 2/3/4 tokens. A token can be expended by pressing active ability 1 on a normal hook. This will permanently convert that hook into a scourge hook. (Alternatively, you just start the trial with that many scourge hooks already) While carrying a survivor, you see the auras of survivors within 6/8/10m of a scourge hook. Scourge hooks take 30 seconds less to respawn after being fully sabotaged. - The idea is to make it a good secondary perk to be run with any other scourge perk, much like monstrous shrine. I personally think just the first effect alone would make it good to run with scourge hook perks as a complementary perk, but the 2nd effect would make it amazing if you run a heavy scourge hook build so you can get more use out of all your scourge hooks. Hex - Leverage: Every time you hook a survivor, all injured survivors gain the hemorrhage effect for 80/100/120 seconds. Healing speed is reduced by 40% for 80/100/120 seconds. This effect gains an additional 20% healing speed debuff for each token after the first. Every time you hook a survivor, gain 1 token, up to a max of 5. If a survivor completes a heal action during the time that Leverage is active, their aura is revealed for 2/3/4 seconds. - The idea here is to make it actually be difficult and punishing to heal while its active. That effect would need it to be a hex perk and would allow it to be much stronger. The perk's identity is to punish healing but it doesn't really even do that in it's current state since it's so weak and when its strong is when you're already winning or they're already mostly through healing. Overwhelming Presence: Any time your aura is revealed to the survivor, you see that survivor's aura as well. This aura reading lingers for 2 seconds after they can no longer see your aura. Reveal your aura to all survivors for 5 seconds every 60 seconds. Whenever a survivor can see your aura, you gain a 10% haste buff. The survivor gains a 25% efficiency penalty to all actions. Skill checks are 100% faster during this time. Skill checks are automatically triggered on any survivors (where applicable). - This perk should honestly get a complete rework. My idea is to carry over some of the ideas but change it's identity almost completely. I don't think it'd be meta or S tier with this rework, but it'd be a more unique perk for killer to have and would still be more useful and satisfying to use than it currently is. Septic Touch: Whenever a survivor is healing inside your terror radius, apply oblivious and hemorrhage for 5 seconds. This effect lingers. Whenever a survivor is healed outside your terror radius, gain 1 token. On your next successful basic attack consume a token to apply exhaustion and blindness for 40 seconds. - This perk is kinda hard since it's identity is both "anti-heal" and "anti-exhaustion" but it doesn't do either very well. I decided to just both their aspects but make them situationally applied. Idk how else to change this perk but going with the idea of a "touch" applying some kind of debuff seems like it'd keep its identity intact while also buffing the perk to a degree.
Really good ideas. I'd like to suggest two adjustments: The tokens for Hangman's Trick turn the first non-scourge hooks used into scourge hooks. Alternatively, they stay normal hooks, but consume a token to act as a scourge hook for that hook instance. Instead of being 100% faster, skill checks during Overwhelming Presence should be one great-only skill check when they enter your terror radius, followed by a constant barrage of good-only skill checks (like with Merciless Storm). This gives it natural synergy with Doctor, and I also think it's more thematic.
When the Feng Min stood still at 18:54 she wanted to use her styptic (you can see that she had one at 20:40 ) but she couldn't cause she was in Tier 3 xD
Maybe im just too committed to the bit of actively shunning good perks, but these 4 perks are unironically bussin and ive had a blast (not success, a *blast*) using them on stream
Spitballing random ideas for those 4 perks, just for fun, prob shitty ideas but I'm bored Leverage: + Timer increased to 60 seconds (Prev. 30) + The timer now pauses when any Survivor is healing Hangman's Trick: - Removed auras - Removed notification + After hooking a Survivor on a Scourge Hook, gain 25% haste for 5 seconds + A Survivor that attempts to Sabotage a Scourge Hook will Scream and suffer from Exposed for 20 seconds. Overwhelming Presence: (Currently under revision) - Consumption rate penalty removed + Items now drain at a rate of 3% charges per second while within the Terror Radius + Effect lingers for -15- seconds + Survivors that have their item depleted Scream and are faced with a series of 5 tremendously difficult skillchecks Failing any of these skillchecks results in them and all Survivors within 56 meters of them to Scream, revealing their auras for 15 seconds Septic Touch: + Survivors will also suffer from a 10% Hindered Status + Moving towards a healing Survivor in your TR grants you 10% haste, which lingers for 10 seconds
Leverage seems fine, maybe still a bit lacking, Hangmans Trick sounds absolutely amazing and I'd love to try it out, the haste part of Septic Touch feels a bit out of place given that it's stepping on the toes of Nurse's Calling by telling you when you're moving toward healing survivors and in which direction on top of also making you faster (if the hindered alone isn't enough to make it a decent perk, make the hinder stronger), but the Overwhelming Presence one sounds insanely overtuned. If the 3% lost is 3% of the item's maximum charges, it basically makes every item except toolboxes to be spammed on the first gen you get to (or refreshed with Built to Last outside of TR) useless when even being in the terror radius for two seconds will drain more than half an item's charges. If the 3% lost is 3% of the remaining charges, it's a bit saner, but still ends up dropping the lifetime of the item incredibly low for how easy it is to just have survivors in your terror radius, and still makes medkits basically useless for self healing when even in the less powerful interpretation it only takes 23 seconds (8 + lingering 15) to turn even the iridescent addon 2 heal medkit into
@@Aquilenne I didn't wanna bump leverage's penalty numbers up because I feel a stronger effect would be too boring, a longer lasting would be better, but I agree that the perk still has room for a better design that what I propose I was on the fence with Septic because I wasn't sure if it would step TOO HARD on the toes of Nurse's. I was teetering on it only triggering in LOS similar to Spine Chill and I think it'd be fine if it did. The inclusion of haste was there because to make it more appealing and reward you for finding and pursuing the Survivor while they're actively healing, rather than only rewarding you for catching them after they stop, but I agree that it's not entirely necessary and the hinder itself could be stronger without haste. With the haste, I would limit it to LOS. You are correct on OP's numbers being super overtuned, I typed up half of an idea and then replaced it with the current one - the linger was not intended to be 15 seconds long and the % lost is too much. The reason I made it so Overwhelming Presence would have a drain on the maximum charges is to "force" the scenario of the perk draining the item to 0 for the skillchecks to trigger. It could still be avoided by dropping the item and I only realized that about an hour ago, and I'm not a fan of that being the only method of counterplay because it would feel terrible to leave items behind. I think this is the worst thought-out of the bunch and I'll try to think of something better. Thanks for your input on my silly ideas, I just wanted to create a fun dialogue and I'm open to completely different ideas, I love talking about this stuff.
I think a good but fair buff to Hangman's Trick would be your scourge hooks can't be sabotaged. Just like Lightborn it'd only be useful if the survivors bring a specific build, except it only protects 4 hooks compared to preventing all blinds, and both offer a very niche form of aura reading.
Overwhelming is one of my favorite perks actually due to being one of the better counters to med kits back in the day and tool kits now. Although it is so difficult to gage if it's going. Beast is never used except for a meme nemesis/Myers build I run centered around stealth. Hysteria, trail, plaything beast
Lol Otz, you did a video with Spirit after they announced her nerfs, and in that video you played a build anti healing, and you had septic touch equipped, along with sloppy, nurse's calling and claurophobia lol
Thankfully, I have some ideas for 3 of these perks: Scourge Hook: Hangman's Trick makes Scourge Hooks unbreakable. Additionally, instead of 4 random hooks becoming Scourge Hooks, only 3 become Scourge Hooks, and the first normal hook you use becomes a Scourge Hooks. Leverage, quite simple. The perk starts with 10 tokens, reducing healing speed by 5% each (for a maximum of 50%). Every time you down a Survivor, you lose 1 token. Your first down of the game does not consume a token. Septic Touch: After a Survivor completes a healing action within 16 meters of you, Septic Touch activates. While Septic Touch is active, your basic attacks inflict the Broken and Exhausted status effects for 60 seconds. Septic Touch deactivates after any survivor loses a health state by any means. Septic Touch has a cooldown of 60 seconds after deactivating.
I actually like running leverage on Legion when paired with Thanatophobia. It’s like a „pick-your-poison“ thing, either suffer Thana slowdown or suffer the heal slowdown against a legion that can just injure you again instantly sometimes. Although it still feels lackluster. But hey, I like the build, not too sweaty at least. Just like I play Septic Touch on Spirit since it’s release, just fun to use. Maybe I’m weird, who knows
Correction: The corrrect numbers are 0.06% and 0.18%! (still, absolutely abysmal that there were so many perks like these).
The best value I've ever got with hangmans trick is seeing the last survivor healing and waiting for others to die in a far away corner of the map, survivor didn't open the box but I still came there and the goober was still there. It is possible to get good value with it but it's rare, and I was lucky to get it right away
The thing I have been saying about perk usage rates is that no matter what the devs do, the game will always have perks that are weaker than others. Nerf dead hard because it was getting used too much? People adapt and run other perks they feel will give them similar value.
Sidenote: I am shocked that territorial imperative, beast of prey, bloodhound got any use at all.
For people having trouble conceptualizing incredibly small numbers (all of us if we're being honest), it might help to put these percentages into fractions: .06% means the guy that recorded this data over 1593 games saw this perk used one time. Once, in 1593 games, a killer ran Overwhelming Presence. My guess is it was for Doctor Adept too, but I obviously don't know that.
The first game really showed why you have to run gen defense, and how easily survivors can get through gens even when splitting pressure through hits. I'm not complaining, just saying it's kind of ridiculous how OTZ out of all people had that hard of a game with the least used perks.
@@jakedavis521I main killer when I play solo, I always find a build that works and basically stick to it (old pop + thanatophobia, Scourge: Pain Res + Floods of Rage, and now that they've gutted everything, Nowhere to Hide + Eruption.) I main Legion, which is mostly fun against intermediate players, but Bamboozle has always been a staple for me in his builds and the fourth slot goes to Lethal Pursuer because it's amazing on Legion. I can't wait for them to release more great perks just to end up nerfing them to dirt. :)
Beast of Prey is still the saddest killer perk currently imo. It'll presumably be 'nerfed' soon too when they eventually remove the BP bonus as they have been doing with other perks of that kind.
Dope seeing that you watch Otz man! Love your channel!
Hey man! It's nice to see you here!
@@tomh779who doesn't watch otz?
hey everyone
the only reason beast of prey isn’t 0% used is because of that bloodpoint bonus 😭
It's worth noting that there were some "play with random perks" challenges while he was recording his data. I suspect there would be a lot more 0% perks otherwise.
Yup I got septic and hangman’s when doing the random perk challenge
Not really, all perks have seen use over 0.05% use, and just as a quick fact, with 4 slots and 200+ perks per side the perfect average use lies at 1.76%. any perk below 1.76 gets used less than average and any perk above 1.76 gets used above average. A perk that sits exactly at 1.76 gets used once about every 50 games. With pretty much 30 different killers, that is about right if you have a killer that's averagely used(like pig or demo) then you can deduce that Save The Best For Last will be really close to average.
Any perk at a 0.5 or higher % pickrate is relatively a common perk. Perhaps even common because it's always used on 1 specific killer or a specific build. Like T3 tombstone Myers with Play with your food.
Looking at nightlight (which tracked 156k games in mid june & july)...
Leverage 189 (0.48%)
Furtive Chase 184
Bloodhound 167
Predator 162
Overwhelming Presence 159
Territorial Imperative 127
Septic Touch 115
Hoarder 98
Shattered Hope 83
Scourge Hook: Hangman's Trick 68 (0.17%)
@@Predated2 Thats just absolutely not how statistics work in that scenario. Perks arent chosen at random. The average is entirely dependent on the attractiveness of perk. Wich why you see some perks with 20% use in average. I think you got too excited trying to do math and completely forgot that all of it doesnt matter if you threw the extemes out of the door, and make it random while it isnt.
@@jeanmarc6517 i never even mentioned the word statistics. I just pointed out that perks having above a 1.76% usage are used more than average. Because the perfect average is 1.76%.
Seriously, what makes you think I was talking statistics?
Also, you're not talking about average. If a perk "on average" gets used 20% of the time, then it just gets used 20% of the time. Thats not a statistical average. Its a relative average when you the game individually. The statistical average is a median. The mathematical average is 1.76%. If we're talking practical statistics, then if a perk has a statistical appearance of 50%, then you on average should encounter that perk in nearly 100% of games if its a survivor perk, and 50% of games if its a killer perk.
There's still like over 30 perks that need reworks BADLY. Like this is not happening, territorial imperative, premonition, bloodhound, predator, beast of prey
Pls make premonition good i remember using it in 2017
This is not happening can be nice sometimes, it's bad and does almost nothing but it's satisfying
This is not happening should be removed not reworked. Its by far, the worst perk in the game, really, really far
The word rework is being thrown around a lot when all they need are some buffs.
@@cogumelo6963 premedition is much worse, it basically does nothing
10:43 The overwhelming presence value is so big, it literally breaks the game 😂
🤣
you could say its presence is quite - ahem - *overwhelming*.
@@austintomlinson7863 boooooooooooo
@@austintomlinson7863🍅🍅🍅🍅🍅
I don't get around to playing killer much anymore, but my thought process of overwhelming presence occasionally gets put into rotation over lightborn. Lightborn only deals with flashlights. There will always be people trying to flashlight stun, but one way to eventually limit that in the game is through overwhelming presence. Face a wall and look up. They just wasted a chunk of their flashlight.
With overwhelming presence, survivors within the terror radius that are healing with a base medkit automatically can't fully heal themselves. It's almost like forcing a plague broken status because now the survivors must find someone else to heal, waste their time hoping to find a medkit, or continue playing injured. Personally, I haven't seen Iron Will or Self Care from survivors as often, so I don't have a problem with sporadically throwing overwhelming presence into the mix. 🤷♂️
I ran into septic touch 3 weeks ago! It was a wraith with an exhaustion, hit and run built. They had genetic limits, fearmonger, septic touch and blood echo. Also, they had the brown add-on which let's you keep your terror radius while cloaked and they had a mangled add-on. I remember being so surprised by being affect by septic touch. In the endgame, I talked with the wraith about how many times I was exhausted and I remembered being affected by cruel limits 3 times, and septic touch 2 times! That match sticked with me :)
Amazing that you kept all of that info in mind 😮 Cool! 😎
@@LittleKikuyu Yeah it was because of the debate I had with the wraith afterwards where we talked about the match result :) that made me keep it in mind.
@@ImmortalBerryI think it’s cool when players use off meta perks and make builds with them
@@ImmortalBerry I won't say it was me, because that sounds stupid, but as a Wraith main I like to experiment with non-meta gimmick builds so it's cool to hear that you stumbled upon a nice Wraith among all those fake Wraith mains who are toxic, run NOED and try to put our reputation into the ground 😂😂
@@jakubbogdanowicz9623 I love wraiths! I went for Philip in 'Hooked on you' lmao!
Terror radius perks usually actually work better on Wesker since he has a naturally large terror radius and enough mobility to constantly have people in the radius.
Isn’t doctors larger? I know he’s is larger with specific add/ons that extend it while static charge is ready.
@@AceDeclan Dr's is only bigger if you use 2 calm add-ons and/or distressing. Wesker's is 40m without add-ons.
I kinda half-remember there being a killer who had an add-on with "during the use of killer power, your terror radius becomes the ENTIRE MAP". I think it was Legion. Leverage also plays into Legion well, because he can easily injure everyone and then just keep them in this state.
@@AnotherDempseytrue but I’d still go with the doctor. Two calm add ons plus distressing? Fun times
@xxSandt21xx That just means you're only getting 1 of the weaker effects (calm) of doctor's powers instead of the arguably stronger discipline or order effects. You're also using (wasting) a perk slot and getting way less mobility than Wesker.
Leverage is such a good perk. You get 5 hooks to get a 30 second effect while Sloppy Butcher does the same slowdown all the time 😇
Use both on wraith and play hit and run style. Actually works pretty well
@@j3rm3rks37but i thought mangled perks dont stack ?
@@SAR500they don't but leverage doesn't apply mangled, it slows healing by 5 percent per stack but mangled is always 25%
Suddenly these perks are now the most used
bhvr definitely sponsored this video
Didn’t expect to get 288 likes in an hour :pumkine:
[Happy]
>Video about 4 perks
>”This perk is now the most used”
>What
@@kolerderthey clearly didn't watch the video
I want to see Otz do the same with the 4 least used survivor perks
That would be:
(stats from Nightlight out of 647k survivors' perks)
Up the Ante 263 (0.16%)
Inner Focus 238
Teamwork: Collective Stealth 245
Corrective Action 234 (0.14%)
Noticing a theme here... they're all perks that rely on your team and offer weak or situational upsides that usually contradict with their activation criteria.
You need to be good enough to land great skill checks reliably, but play with people bad enough to miss skill checks. You have more luck pulling yourself off hooks the more people are alive... but typically you'd only try to pull yourself off a hook when you're one of the last alive. You see the killer's aura after they hit a close teammate of yours... you already have info on the killer at that point and that aura is probably not going to help you much at that point.
I think hangman's trick might be a bit better (tho still very niche) if it made scourge hooks immune to sabotage. That might give it a similar use to lightborn if you go against a group of toolboxes that you suspect might be a sabo squad.
yea but then nobody would have a reason to be near one
thats still completely useless, just revert it to its original form before the initial nerf and its a completely viable perk if u go against sabo squads or if sabo even becomes meta
@@nyixxiThat is of course assuming that no survivor runs a sabotage toolbox without the Saboteur perk to tell them which perks are scourge hooks. Which is a reasonable assumption in fairness. Having the hook reduce sabotage speed would probably be better in that way. Though I think instead, Hangman’s trick could just injure a survivor that sabotages the scourge hook. Feels pretty thematic for Pig, too.
that'd be a cute change, sure, but it wouldn't have gotten any more value in any of these games.
Personally I think they should change it to where it removes the hook visual effect for survivors or puts it in all scourge hooks so they can't easily tell where you hooked.
Hello Otz, this is friends
Hello, Friends. This is Friends.
Hello, Friends, Friends. This is Friends.
Otz here, friends said hi
i don’t want to be boring but this is such an old joke already, it’s been around since 2020
How original
2:49 Doctor heard his name and got excited
The Hangman's Trick "buff" was honestly the saddest thing to me. When I went for the Pig adept, it was surprisingly helpful, like a weaker version of BBQ and Chili. Obviously, it's outclassed by other perks, but I just don't understand how reducing its effective range by limiting it to 4 hooks was in anyway a buff. For reference, the AoE for old HT was ~113 m^2 per hook, and now it's ~314 m^2 per hook. This means that 1 HT Scourge Hook covers as much area as a little under 3 HT normal hooks, meaning HT Scourge Hooks cover ~942 m^2, as much area as ~8.3 normal HT hooks.
Now, fun fact, per the DBD wiki, the number of hooks that spawn per map are equal to the number of map tiles divided by 3. The smallest map in the game is Treatment Theatre with 98 square tiles. That means over 30 hooks should spawn on the map. Which means the total area coverage from old HT is over 3.6k m^2, which is ALMOST 4x AS MUCH COVERAGE as Scourge Hook HT at the bare minimum. Nevermind the RNG elements of Scourge Hooks, such as spawning near each other and having overlapping AoEs or spawning near the edge of the map, reducing its effective coverage. In no way can this be considered a buff. Like, literally, a very simple but effective buff would be to make it so Sabotaging took like 50% longer to do. There's no dedicated "anti-sabotage" killer perk that makes sabotaging significantly slower. It would still be trash but it would be a better change than what it is currently.
Hangman’s trick is weird in that unlike all the other scourge perks, nothing actually happens when someone is hooked (or unhooked.) It’s just very unreliable aura reading.
For real. Especially doing Adept Pig and shes not the greatest of killers too so it was even harder when i basically only had two perks to basically use because i got 0 value from hangman's trick lol
I kinda wish they kept the old aura reading and just added the 12 meters for scourge hooks onto it, especially with how unreliable scourge spawn locations are
The problem with many of these bad perks is they have better options. There’s so many great aura reading, anti-healing, and anti-item perks that none could really couldn’t get value no matter how much it’s buffed. Best case they make it so scourge hooks can’t be sabotaged, but they just have to completely rework these perks to do something else. Leverage is the only exception if they made it after unhooks.
I think leverage would gain significantly more value if it activated after unhooking when survivors are likely to be healing.
That and maybe not have a insanely low time limit. Up it to 50 seconds at least.
That would make a big difference. Would also somewhat counter we'll make it.
And increase the amount of heal slowdown for each stack whilst reducing the total amount of stacks
I think the idea with the perk is if you can keep pace with getting a hook roughly when the cooldown ends, the heal slowdown is worth it.
Personally I prefer the tempo based gameplay of the current version, 30sec is just way to fast a pace to set. If that's the goal then I think it should also not punish for somehow going faster (ie if Leverage is active while hooking, it should add 30sec to the current timer instead of resetting to 30sec).
If you want to stick with 30sec I'd make survivors broken for the duration instead of slower heals.
@@austintomlinson7863 I can see that but the perk hardly provides any value up until you have around two people death on hook, and sloppy butcher just does what the perk tries doing but so much better and faster, the perk honestly needs tweaks. Also yeah the thirty second duration is way too short
That third game attempt is a really weird example of the specific niches almost all lining up during a shifting battle of attrition. Fascinating.
Overwhelming presences small buff: Reveal the aura of survivors who are using an item in your terror radius
Small buff is a massive understatement
@@RattlebonesTheThird I don't think it would be that strong. It's just a nice thing to have to know if you're getting value out of your perk and would be mostly situational. It would only be in your terror radius too, so it's not like they can see people across the map healing or using a toolbox.
Might be a nurses’ calling on a 4 medkit lobby so idk maybe instead of auras, a single notification like pebble
@@arc2641 But the survivors will have the overwhelming presence icon that shows up on their screen whenever they are affected by the perk, so it's not like they won't know and most people heal far away from the killer, not next to them.
@@Josh651Pro I think it would be very strong. At least nurses calling only works within a specific range and only when they're healing, this one is based on the TR which can be modifiable to be much bigger than nurses and works for medkits, toolboxes, keys, and maps, as well as having small counterplay other than "move out of the radius"
If they really want to buff Hangman’s Trick they should make it spawn extra scourge hooks as well.
Overwhelming Presence would benefit from an icon indicating when it’s doing something, that way you could use it kinda like Whispers.
Literally if it spawned 3 extra scourge hooks and nothing else I'd probably use it quite often.
Honestly even 2 hooks extra could push it into pickable territory. I’d run that on occasion too
something like each unique survivor you pick up makes another scourge hook spawn could be nice
If Overwhelming Presence did what you suggested, then Whispers would be the next 0% perk. The only difference between the two would be the audio playing during Whispers, which as an avid Whispers Ghost-Face enthusiast it hurts more than it helps imo.
DBD is one of those games that I oddly enjoy watching, even tho I've never played and legit have zero idea what is going on. Your videos, especially your game play breakdown where you kind of go through what you were thinking are a ton of fun to watch
Maybe if hangman's trick aura reading was always on it'd be usable kinda. You could combine it with monstrous shrine to always see shack I guess.
You have to be carrying a survivor so it’s basically pointless
That would be absolutely busted though. Imagine having constant wallhacks on one of the best loops on any map.
@@HexMileenathat's the thing, they're suggesting that it should always be on, regardless of whether or not you're carrying someone
or make it like the rest of scourge hook perks that require you to hook the survivor to activate it. once activated, see auras around scourge hooks for 30 seconds? 45 seconds?
Or you could just use territorial imperative to do, essentially, the same thing at the cost of only using a single trash perk lol
I think they could update Overwhelming Presence to indicate when it’s working. Just have it light up when someone in your terror radius is using an item and being affected by it, like when Whispers lights up when near survivors. It wouldn’t make a huge difference overall, but it’d be a nice, tiny QOL change to feed you info if people ever do run the perk more in the future, or when adepting Doc. Hell, maybe they could do the same for Septic Touch. These perks would be slightly more usable if you knew when they were being activated
Even better, items degrade (*very* slowly) while in chase. You'd be forced to drop items like medkits if you don't have add-ons as soon as you hear the Killer approaching because if you don't hit a Great Skill-Check, you're not going to be able to get a full heal out of it. It's still weak, but a change like this on a perk that's already F- tier wouldn't be unwelcome imo.
I like throwing on Leverage and Sloppy with Dredge. I didn't realize the perk was so unpopular 💀
Tbh that actually sounds playable, if you can guarantee downs in nightfall.
If leverages numbers weren't so fucking weak. They should make reduce the max tokens and increase the amount per token.
Those two on oni are dangerous
@@StopWhiningManguideCultists idk on Oni I don't think you can waste two perk slots on anti heal and assume you're going to land consistent m1s/downs
Oni wants to snowball, so he is expecting long stretches of time where you get nothing. Both sloppy and leverage require you to get consistent injuries and downs throughout the game for them to have value.
@@itoastpotatoes399 no it's so they are bleeding a lot. With both blood or add-ons you find piles everywhere
@@StopWhiningManguideCultistsyeah but how are you supposed to get the first hit before 3 gens pop withou slowdown
WHAT! I use leverage on so many killers, in fact I love it on Oni! Helps a ton! But now that I think about it, I’ve only ever seen it 4 times in survivor games
I remember using leverage on death slinger and being kinda happy with it. Survivors that constantly want to heal at the hook are usually caught by this perk but i understand it being outclass.
I mean if they have "We'll Make It" for example they absolutely will shred the 5 or 10% slowdown from this perk.
2:28 dang I just used Septic touch 2 days ago lol for my adept. Anyway, I remember back then, I don’t know too much now, the perk I would never see was Camadere (I think it’s name changed to Kinship now, it’s essentially reverse of Resurgence).
Also before you ask I got 0 used out of the perk I played a basic M1 killer other then one neat use of the locker one (I was on the game so the map was mega smol)
I've been running Fearmonger, Septic Touch, Genetic Limits and Blood Echo together and it actually feels really good. Getting to play the game instead of having to wait out sprint burst and made for this making chases longer is extremely nice.
Granted Septic Touch isn't what really matters in it but also who cares about winning in a party game. Running 4 perks to counter one thing is funny so Septic Touch is a go to perk for me.
One thing they could do for overwhelming presence, is make it track how many charges are wasted, and then buff the killer when a certain number of wasted charges is reached. For example, giving the killer a larger terror radius or making survivors scream. Something that would fit with the perks name. They could make it have tiers as well so it could counter perks like built to last and Gabriel’s perk.
Your amazing Otz! Thank you for always being such a helpful and lovely person!
you're*
@@potato_dbd haha yeah I guess! Have a good day man ✨❤️✨
@@Seth_Is_Here ❤️❤️❤️
@@Seth_Is_Here No u !
Perfect reaction to what it feels like when a survivor disconnects after things are going well for you as a killer - 10:44
Is there info on the rarest survivor perks as well? Would be very interested in seeing that 👀
This is not happening strikes me as the rarest surv perk in my opinion
I aint never hear anybody who uses POISED
@@HazelMotionlessLegit the only time I ran it was for that on Archive Challenge requiring to equip it and point towards Killer's direction.
Even for that it's a worthless pick.
@@jackk.4670forgot that perk even existed XD
@@jackk.4670 Poised is only good if you're gonna be looping a lot. It's not the most HORRIBLE perk out there but it's weak comparatively. It'd be better if it hid your aura and grunts of pain/blood for the 10 seconds. Like you're gathering composure after completing a generator.
I never expected smooth jazz music to go so well with Otz's speaking
8:45 now, we understand why no one runs them
it was already pretty clear from reading the perk descriptions
@@morrt8579in 2:57 otz says "So yeah let's play a game with them and see why no one runs them"
Actually My comment was an answer to otz
Nobody:
Otz tuning the survivors: 20:01
Otz, thank you very much for such a good and emotional assessment of my actions, I am flattered! ❤❤❤
P.S. I played for Ash in the last game
props to you man
It's really nice to know that even against a doctor running the absolute worst dog water perks in the game, survivors will still find a reason to throw back some bags at the exit gate for those sweet 'watch me leave' seconds
14:03 is my life description
I love the addition of the subtle jazz in the background while explaining things. Makes things much more relaxing and fun!
I'm still kind of new to the game, so I was actually using Leverage, I rushed SM to Prestige 1 because I thought that every hook you got decreased healing speed just like that, not for only 30 measly seconds.
That would've made it somewhat OP paired with other anti-heal perks. You better read the perk descriptions before you Prestige any character lol.
@@zenoheart Dying Light is a permanent 3% for every non-obsession hook and affects a lot more than just healing, and it sees very little use. Even if you stacked a pemanent Leverage with Dying Light you'd only start getting a lot of value after you're already close to winning. Three non-obsession hooks would get you the equivalent of Mangled, which admittedly you could stack with Sloppy Butcher but at that point you're using three perks to try and slow healing when Adrenaline is one of the most common perks in the game.
@@linnies.3684 you know your stuff but I'm just saying he should really read the effects of the perks before you Prestige a character. Not prestige it then end up realizing the perks effects are different from what you thought you knew. Y'know not everyone needs an explanation and everybody has their own play style.
In my opinion, there is simply no reason to use Overwhelming Presence when Franklin's does a near infinite better job of doing what Overwhelming Presence does without the survivor actually getting any value out of the perk, PLUS there's a good chance the survivor will forget to leave the trial with their item.
i'm really shocked shattered hope is not among these. even when circle of healing was still good, i saw no one run this perk
“You guys suck” Otz must still be in a dark place
Nerf MFT. My god. Its game changing to the highest degree. + the vault changes is very oppressing. The issue is that MFT is too strong and theres no condition to it other than be injured.
I am SHOCKED that Predator isn't the lowest. Septic Touch may be borderline worthless, but at least it isn't an overt handicap. And No Mither and Distressing are generally handicaps too, but at least they have meme power. Survivors can't see that you've subjected yourself to Predator without one of two uncommon perks.
I run these fairly often because I always play with a randomizer build and it loves to give me trash ❤️
That second game was the funniest shit I’ve seen all week
love your content otz keep it up my guy ❤
10:40 love how otz is in the middle of presenting his dbd dissertation and the game just decided to dc :D
Now imageine a game where everything is equally ballanced and fun to play... yeah no cant imagine that
So called free thinkers when Otz releases a new perk build video.
Hangman’s trick should make it so that if a survivour is with a meter of a hook whilst the killer is carrying a survivour, the survivour has their aura revealed and they are exposed. Essentially an anti sabotage/ bodyblock build
So starstruck but worse?
@@Leaf__22 arguably, but with the benefit that the survivour isn’t going to know that they can’t bodyblock till the last second, so they aren’t going to be able to run as far.
It's honestly baffling that Overwhelming Pressure isnt ran since Medkits are nerfed so heavily, and Septic Touch should especially be good these days with Made For This in mind. Blood Echo makes this a very nasty combo too.
Quick note to make here, if all killer perks were used once before you were allowed to use a perk again, you would encounter 100% of perks after 28 games. For survivors, this would depend how you count it. One perk on all 4 survivors untill all perks have been used would require 8 games, and one perk on 1 survivor would require a total of 32 games.
This means for any perk to appear on the killer side, fully at random, there is a 3.5% chance of it appearing. Any killer perk that has a pickrate above 3.5% is a killer perk that is considered picked more often than average.
You switched up the raw probability with the perctentage. (Its impossible to get 0.0006% from 1500 people, that would mean mean 0.009 people used it, which obviously is impossible)
0.0006 is the chance people used it, which is equal to 0.06%, with 1.0 being 100%. You should multiply the numbers you used by 100. It's a very easy thing to miss, so no worries, but a disclaimer/fix would be nice :))
EDIT: for the people who dont get what i mean: 1/1593 = ~0.0006 = 0.06%. Percentage is 100*raw statistical probability.
But there 1500 games, not people
@@ikeymci and in 1500 games there are 1500 killers
Yes if he played 1.500 games it's impossbile.
However, the guy who provided the data played exactly 1.593 games(as seen at 0:48). If 1 killer played that perk it's 1/1593 = 0.00062774639% which is 0.0006%
3/1593 = 0.001883 (which is probably a rounding down mistake).
So the percentages are still, besides the possible rounding down mistake, correct
@@robinkardolbro. You need to go back to school lol. OP is correct. 1/1593 = .00062 (this is the RAW STATISTICAL of 1 occurrence in 1593 possible outcomes). That's NOT the PERCENTAGE of how many games (killers) ran the perk in the games played. In order to get that number, you have to MULTIPLY .00062x100 and this creates the "slice of the pie chart" for the entire selection of perks for every game by every killer. Lol.
@@alexanderskouby3468no because survivors cant run killer perks dude
I’m glad I contributed to hangman’s trick not being the least used perk in the game anymore. Now to move on to using septic touch every match
The amount of rizz in the beginning tho, Otz is a rizzlord
Otz: I hate this drop into fastvault so much.
Also Otz: previously made a video showcasing the drop into fastvault
What about least used survivor perks?
The James and Ashley were really good.
I mean, septic touch with the oni is a very good combo imo, coupling it with coulrophobia, sloppy and lethal pursuer and the addon to see survivors aura with blood and i have never lost a match with that
I just don't get why BHVR doesnt seem to care about their game much when it comes to cleaning up killers/perks that are massively underperforming, updating graphics, engine, etc.
It's like they've just found a pattern that makes money and have moved on to other games and media. I'm not saying that the devs don't care or aren't working hard but there are a lot of simple changes that could massively improve the quality of the game.
Example: Twins faster character swap - they tried this in PTB and then just scrapped it. There's no way that a change like that would make the Twins better than, say, the Nurse or Blight. Same with the free mori they tried on PTB, they keep having good ideas then just throwing them away and releasing the Skull Merchant. It's just confusing.
There's no reason for a game with a studio this size to still not have a Resolution option in the menu or graphics that look like they aren't from 2009
I thought shattered hope woulda been there😭😭
Good for if people brought boons and you have pentimento
@@yeezer3856 almost nobody brings boons anymore tho
@@presL05 but still if your dedicated to your pentimento build boons are common enough to consider it
I used septic touch in my heal-slow build on Dredge. I also like the idea of using septic touch and fearmonger (along with certain add-ons) to make an exhuastion/blindness focused killer build. It may not be meta, but it sounds pretty cool!
That disconnect in the middle was heartbreaking, I was so invested in your plan. Lmao.
i love how otz literally makes videos telling the devs which perks need help/rework and yet they get 0 change. keeping doing what you're doing otz i love that someone has hope in the devs possibly making a change
Otz made a video 4 weeks ago about a broken mechanic that survivors are now abusing because it's now very public (look at the 3rd match for example)...And there's still no fix for it. So you can see how devs dont even listen to the one player that makes devs job for them, Otz even made a video about perk changes and they still ignored it.
At the end of the day he's a TH-camr. They're too busy making coomerbait
It’s actually so insane how you keep coming up with fresh ideas… I stopped playing dbd like two years ago and I still watch your videos.
I think as long as AWAWA exists, hangman’s will never truly peak.
5:00 they fixed hitboxes and made the fast vault speed line up with the surviour animation so that you ain't on other side of windows getting hit. its fixing a bug everyone is just used too.
It just confirms that in fact killers were crying over ‘made for this’ just to bitch about a decent survivor perk. They should increase the endurance effect for made for this to 15 seconds
19:59 Love the editing right here 😍
If they change Septic touch to make you unable to pickup survivors, that'll help counter Buckle Up gamers.
Leverage should have the opposite effect. 10 tokens at the start and 1 less per hook.
“They did ‘buff’ this perk (hangmans trick)”
So, I've done some thinking on these perks and I think I've come up with some ways to buff/change them that'll actually make them good and still keep with their theme/identity.
Hangman's Trick:
At the start of the trial, you gain 2/3/4 tokens. A token can be expended by pressing active ability 1 on a normal hook. This will permanently convert that hook into a scourge hook.
(Alternatively, you just start the trial with that many scourge hooks already)
While carrying a survivor, you see the auras of survivors within 6/8/10m of a scourge hook.
Scourge hooks take 30 seconds less to respawn after being fully sabotaged.
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The idea is to make it a good secondary perk to be run with any other scourge perk, much like monstrous shrine. I personally think just the first effect alone would make it good to run with scourge hook perks as a complementary perk, but the 2nd effect would make it amazing if you run a heavy scourge hook build so you can get more use out of all your scourge hooks.
Hex - Leverage:
Every time you hook a survivor, all injured survivors gain the hemorrhage effect for 80/100/120 seconds.
Healing speed is reduced by 40% for 80/100/120 seconds. This effect gains an additional 20% healing speed debuff for each token after the first.
Every time you hook a survivor, gain 1 token, up to a max of 5.
If a survivor completes a heal action during the time that Leverage is active, their aura is revealed for 2/3/4 seconds.
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The idea here is to make it actually be difficult and punishing to heal while its active. That effect would need it to be a hex perk and would allow it to be much stronger. The perk's identity is to punish healing but it doesn't really even do that in it's current state since it's so weak and when its strong is when you're already winning or they're already mostly through healing.
Overwhelming Presence:
Any time your aura is revealed to the survivor, you see that survivor's aura as well.
This aura reading lingers for 2 seconds after they can no longer see your aura.
Reveal your aura to all survivors for 5 seconds every 60 seconds.
Whenever a survivor can see your aura, you gain a 10% haste buff. The survivor gains a 25% efficiency penalty to all actions. Skill checks are 100% faster during this time. Skill checks are automatically triggered on any survivors (where applicable).
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This perk should honestly get a complete rework. My idea is to carry over some of the ideas but change it's identity almost completely. I don't think it'd be meta or S tier with this rework, but it'd be a more unique perk for killer to have and would still be more useful and satisfying to use than it currently is.
Septic Touch:
Whenever a survivor is healing inside your terror radius, apply oblivious and hemorrhage for 5 seconds. This effect lingers.
Whenever a survivor is healed outside your terror radius, gain 1 token.
On your next successful basic attack consume a token to apply exhaustion and blindness for 40 seconds.
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This perk is kinda hard since it's identity is both "anti-heal" and "anti-exhaustion" but it doesn't do either very well. I decided to just both their aspects but make them situationally applied. Idk how else to change this perk but going with the idea of a "touch" applying some kind of debuff seems like it'd keep its identity intact while also buffing the perk to a degree.
Really good ideas. I'd like to suggest two adjustments:
The tokens for Hangman's Trick turn the first non-scourge hooks used into scourge hooks. Alternatively, they stay normal hooks, but consume a token to act as a scourge hook for that hook instance.
Instead of being 100% faster, skill checks during Overwhelming Presence should be one great-only skill check when they enter your terror radius, followed by a constant barrage of good-only skill checks (like with Merciless Storm). This gives it natural synergy with Doctor, and I also think it's more thematic.
All the least used perks are killer perks? "Oh, you guys suck!" - Vile Otz
'hi im otz, and this is jackass' -- that immediately came to mind when i saw the pain you were about to inflict on yourself
10:42 U were literally on fire and your analysis were spot on!! DBD had to shut you down xD
I saw Septic Touch the other day and the first thing out of my mouth was 'Who the fuck runs Septic Touch!?!'
Otz trying to explain a plan that would make these perks work gives me "Pepe Silvia" vibes. 😂
When the Feng Min stood still at 18:54 she wanted to use her styptic (you can see that she had one at 20:40 ) but she couldn't cause she was in Tier 3 xD
overwhelming presence has one of the best descriptions of a perk in the game
Those 0.0006% on Hangman's Trick is just Ayscie. XD
the kiss bye bye makes me very happy everytime, great video Otz!
Didn't expect Septic Touch to be at 0%....crazy XD
Loved the jazz in the video
You got me. “This is Otz, fresh like a rose” was entirely unexpected 😂
The music in intro is much better than in the restaurant I’m watching the video in! Also nice video
16:19 Otz doing his best airplane impression
So nice of Otz to get the usage work for Septic Touch up from 0%!
Omg PLEASE keep doing jazz in your talking videos 🙏 this was amazing
Spine chill does literally absolutely nothing and seeing people use it (according to the stats dbd publushed) hurts xD
Even septic touch does more..
Maybe im just too committed to the bit of actively shunning good perks, but these 4 perks are unironically bussin and ive had a blast (not success, a *blast*) using them on stream
Otz saying alright alright alright reminds me of that song
Community: Hey, BHVR! The drop into fast-vault bug is back! do something
BHVR: We've fixed a long awaited vaulting bug. They are now even stronger.
Make a balance change. Call it a bug fix.
Spitballing random ideas for those 4 perks, just for fun, prob shitty ideas but I'm bored
Leverage:
+ Timer increased to 60 seconds (Prev. 30)
+ The timer now pauses when any Survivor is healing
Hangman's Trick:
- Removed auras
- Removed notification
+ After hooking a Survivor on a Scourge Hook, gain 25% haste for 5 seconds
+ A Survivor that attempts to Sabotage a Scourge Hook will Scream and suffer from Exposed for 20 seconds.
Overwhelming Presence: (Currently under revision)
- Consumption rate penalty removed
+ Items now drain at a rate of 3% charges per second while within the Terror Radius
+ Effect lingers for -15- seconds
+ Survivors that have their item depleted Scream and are faced with a series of 5 tremendously difficult skillchecks
Failing any of these skillchecks results in them and all Survivors within 56 meters of them to Scream, revealing their auras for 15 seconds
Septic Touch:
+ Survivors will also suffer from a 10% Hindered Status
+ Moving towards a healing Survivor in your TR grants you 10% haste, which lingers for 10 seconds
Leverage seems fine, maybe still a bit lacking, Hangmans Trick sounds absolutely amazing and I'd love to try it out, the haste part of Septic Touch feels a bit out of place given that it's stepping on the toes of Nurse's Calling by telling you when you're moving toward healing survivors and in which direction on top of also making you faster (if the hindered alone isn't enough to make it a decent perk, make the hinder stronger), but the Overwhelming Presence one sounds insanely overtuned.
If the 3% lost is 3% of the item's maximum charges, it basically makes every item except toolboxes to be spammed on the first gen you get to (or refreshed with Built to Last outside of TR) useless when even being in the terror radius for two seconds will drain more than half an item's charges. If the 3% lost is 3% of the remaining charges, it's a bit saner, but still ends up dropping the lifetime of the item incredibly low for how easy it is to just have survivors in your terror radius, and still makes medkits basically useless for self healing when even in the less powerful interpretation it only takes 23 seconds (8 + lingering 15) to turn even the iridescent addon 2 heal medkit into
@@Aquilenne
I didn't wanna bump leverage's penalty numbers up because I feel a stronger effect would be too boring, a longer lasting would be better, but I agree that the perk still has room for a better design that what I propose
I was on the fence with Septic because I wasn't sure if it would step TOO HARD on the toes of Nurse's. I was teetering on it only triggering in LOS similar to Spine Chill and I think it'd be fine if it did. The inclusion of haste was there because to make it more appealing and reward you for finding and pursuing the Survivor while they're actively healing, rather than only rewarding you for catching them after they stop, but I agree that it's not entirely necessary and the hinder itself could be stronger without haste. With the haste, I would limit it to LOS.
You are correct on OP's numbers being super overtuned, I typed up half of an idea and then replaced it with the current one - the linger was not intended to be 15 seconds long and the % lost is too much. The reason I made it so Overwhelming Presence would have a drain on the maximum charges is to "force" the scenario of the perk draining the item to 0 for the skillchecks to trigger. It could still be avoided by dropping the item and I only realized that about an hour ago, and I'm not a fan of that being the only method of counterplay because it would feel terrible to leave items behind. I think this is the worst thought-out of the bunch and I'll try to think of something better.
Thanks for your input on my silly ideas, I just wanted to create a fun dialogue and I'm open to completely different ideas, I love talking about this stuff.
The perk overwhelming presence is a way that killers say "I'M BETTER THAN YOU"
I think a good but fair buff to Hangman's Trick would be your scourge hooks can't be sabotaged. Just like Lightborn it'd only be useful if the survivors bring a specific build, except it only protects 4 hooks compared to preventing all blinds, and both offer a very niche form of aura reading.
Overwhelming is one of my favorite perks actually due to being one of the better counters to med kits back in the day and tool kits now. Although it is so difficult to gage if it's going.
Beast is never used except for a meme nemesis/Myers build I run centered around stealth. Hysteria, trail, plaything beast
Lol Otz, you did a video with Spirit after they announced her nerfs, and in that video you played a build anti healing, and you had septic touch equipped, along with sloppy, nurse's calling and claurophobia lol
Thankfully, I have some ideas for 3 of these perks:
Scourge Hook: Hangman's Trick makes Scourge Hooks unbreakable. Additionally, instead of 4 random hooks becoming Scourge Hooks, only 3 become Scourge Hooks, and the first normal hook you use becomes a Scourge Hooks.
Leverage, quite simple. The perk starts with 10 tokens, reducing healing speed by 5% each (for a maximum of 50%). Every time you down a Survivor, you lose 1 token. Your first down of the game does not consume a token.
Septic Touch: After a Survivor completes a healing action within 16 meters of you, Septic Touch activates. While Septic Touch is active, your basic attacks inflict the Broken and Exhausted status effects for 60 seconds. Septic Touch deactivates after any survivor loses a health state by any means. Septic Touch has a cooldown of 60 seconds after deactivating.
Nice Sound! 5:32 that kinda made my day hahhah
I actually like running leverage on Legion when paired with Thanatophobia. It’s like a „pick-your-poison“ thing, either suffer Thana slowdown or suffer the heal slowdown against a legion that can just injure you again instantly sometimes. Although it still feels lackluster. But hey, I like the build, not too sweaty at least. Just like I play Septic Touch on Spirit since it’s release, just fun to use. Maybe I’m weird, who knows