This 'Meta Shakeup' isn't going to last very long if BHVR only ever changes the most used/problematic perks instead the whole roster of never used perks
@@TheRealFigLizardadd aura reading, or move all chests near basement to make loops near it slightly longer making it slightly more appealing to hook there if its at shack or asylum
Hoarder could also work for gens like so, show the survivor's aura that started working on the gen for 5 seconds (even if they tap the gen and leave). That way it's similar to Surveillance or Gearhead in terms of tracking survivors while also having its funny chest meme value 🤔
@@Timothee_Chalamet_CMBYN It used to be so you always have Dead hard active back when it was good. Otherwise it just makes the game harder, and devs said its for people who want to make the game harder.
Pretty sure when I stopped playing around Onryo release Pop was 25%, I come back and it's 30%, and now it's getting nerfed to 20%. I bet in a patch or two they will decide it was nerfed to much and buff it up to 25%.
I hear ya. I finally reached my breaking point. If people feel cheated, which they should playing a game that's basically still early access after 8 years, they can quit now and take some small consolation in knowing BHVR just invested a lot of money in the engine upgrade.
@@voidburger2989 No one is complaining about the frequency of the changes. The changes themselves are what is drawing criticism; that BHVR has put over 200 perks in this game, but only seems to ever make changes to the cluster of them that just go back and forth between being garbage and being meta. Well...on the killer side, anyway. Survivors are the only ones allowed to have perks with 35% usage rate.
@@alittar8062 “unfortunately we cannot disclose too much information regarding future updates in dead by daylight. Come back in 4 years when we figure out how to add the T”
@@TeamRocketAgentSilver The last time they added a letter there was a bug that removed a different letter. I wouldn't count on next title update completing it this time either.
@@GustavoGek If they buff all perks to be equally as insane as Pop Goes the Weasel, (and even pain res), what would stop anyone from just using those two perks and 2 more insanely over-buffed gen regress perks at once? Any remotely competent killer with 4 slowdowns is going to have a good time stalling and regressing gens and guaranteeing a free, skill-less 3K every game against your average solo, duo, and maybe even 4-man swf.
I wish the perks were different every 10 months. I don't mind them changing what's bad/too good, but seeing a 5% change on Pop Goes the Weasel for the 5th time instead of "Calm Spirit is OP in New Patch" is kinda lame.
@@Logan-bo7nt The comment was an overexaggeration. There are over 250 perks, we get less than 30 changed each year. This is not acceptable considering 200 of them are rarely ever seen or used, and 20 of them are constantly op (and its usually the same 20).
@@Chaogod1233 Honestly, a one man balance team might get a lot more done if that was their only job than whatever the hell the current team is. One guy could EASILY look at every perk and addon and killer in a year and touch them up. Hell, Otzdarva does it himself every like 3 months.
I'm honestly tired of them nerfing/buffing/reworking the most used perks. Would be better imo to just make the lesser used perks more viable so we have a broader meta. How long are they going to ignore these perks?
@@WilliamAfton1946 Well, my opinion is to have most perks similar in strength so there's not many perks you can say are much stronger than others. Mbe just a fantasy world I live in, might be difficult to execute. But that's the dream tho.
@@Konomidebanshouwashikisesur Because of mechanics tbf. You can't "nerf" him without reworking his whole power. Same as Nurse who will always be number 1 unless their entire power was reworked.
I think instead of changing Chucky they should of made it so Survivors could still vault over pallets while Chucky scampers under them, allowing for both players to mind game each other
@@ripgasbaron9716 woah, the easy dig, never seen before ! it's definitely incompetence, and not, y'know, the fact pallets can only be interacted with by one player at any time... regarding the actual suggestion, i don't think that would have been a good idea at all, there's no mind game involved. if chucky scampers, you vault, period.
@@MrRubixscube theres plenty of mind games. fake the scamper, survivor vaults over, get the down. fake the scamper, survivor doesnt fall for it, survivor wins and gets away.
@@UncontainablePickle-_420But when those killers are punished for being weaker by having their essential perks nerfed that needs to be addressed. Did you not watch the video?
@@itzYonko Yeah I did. I just disagree. I don't want every killer to be equally strong because it would be boring. And I really don't care about the "essential" perk debate since that is a very limited mindset and survivors rely more heavily on perks than killers do.
I like the idea of making some of the meta regression perks not so meta anymore but I don’t like that they didn’t buff any other regression perks at all. They were meta for a reason and that was because the other ones are garbage. A small buff to some of them would’ve been nice.
They didn't bother to buff or change any of the perks no one uses. Like no trade off on any of perks like they did for survivor. Just straight nerfs. Fuck it add versus AI in MM cuz no one is gonna wanna play killer at this rate. Cuz only the best 3 will be able to get anything done and aren't bothered by the perk changes. The weaker ones will just never be touched because of the extreme uphill battle they have now that their crutches been kicked out from under them because they were already too weak to stand up lol
i have more of a problem with a 20 second background player than one with 200% speed. Run vigil with that and you get a chance on every single down, even when the guy being chased is the most free kill in existance.
I feel like behavior just looks at usage and not why they are used. Pain res and pop are used because slow down is needed. Slowdown is needed because gens can take anywhere from 90s to 45s to complete. Bad killers don't stand a chance without them.
@@Keygentlemen the alternative is putting on a full slug build and never hook. I started doing this like 3 weeks ago and I win way more consistently, especially on lower tier killers. No more dealing with DS, Dead Hard, Deli, basekit BT, Background Player. No more boring wasted time with pick up and hooking, no more missing pain res cause of rng or missing a crucial painres/pop 1 second before a gen is done. Just chase chase chase and usually winning.
I swear with pop they realised 20% was too weak, so they then buffed it to 30% of overall gen progress, and now reverted it back to 20% a year later? Why not just 25 lol
@@mattp994Introduced limited gen kicks and wonders why perks with biggest single effects are picked more than those with many small effects. Wonder why Pop is used more than Eruption huh?
It's still less effective than doing a gen normally lol. I don't think people understand the math behind the invocation... 10% on 7 gens, and 2 of which are overkill and not needed. So it's 50% gen progress spread across 5 gens after 60 seconds. You're still better off (and safer) doing a normal generator.
I think the only thing that needs a shake up is the balance team. Either they need more help and resources or its time for them to go off to greener pastures or other positions because balancing the same group of perks constantly and ignoring the completely worhless ones once a year ain't cutting it. Also the map design team needs some fucking help because whoever did RPD needs Jesus
Avoiding chucky when he’s is scampering from a slice and dice is so easy to dodge as survivor, they should buff his turn rate after otherwise his main power would be useless.
@@uggZymoroon yea like literally, because u can’t turn 90° after, the counter play is just hugging the wall after vaulting the pallet. The only way to make use of this is against a braindead player
@@skarhn6215 Honestly, yea... The only times I have EVER gotten a hit with a Scamper DURING a Slice and Dice is when the Survivor is clueless and just runs in a straight line directly away from the pallet/window. Slice and Dice will remain a very powerful chase power (and will potentially be even more oppressive with the reduced cooldown), but they may as well just remove the Scamper ability at this point.
@@boringmonkey6958 I like that he has it, it's some nice flavor that most killers don't have... but you're right. Scamper has screwed me over far more than it has ever helped me because I'm consistently auto locking onto the pallet instead of the survivor running near the pallet when I do Slice and Dice.
its also worth mentioning that the scamper cooldown begins upon starting a slice and dice anyway, assuming we can still scamper cancel windows and chain 1 billion slice and dices then the new cooldown will be basically non-existent - this is actually a pretty insane buff to his map control potentially
you can only do that on lerys map and even if you do that, chuckys scream so loud that you will never get any value.. survivor will always see you coming
The normal toolbox have a sabo speed from 3s old Killer hit recovering (now 2.7s) They buff Sabo perk back than from 2.5s to 2.2s to take a hit and still sabo the hook because Killer recover faster but they let toolbox unchange which mean it get indirect nerf, now they adjust that. (When they give the 10% indirect nerf back)
Nerfing the only 2 regression perks left. Meanwhile the regression perks that got nerfed due to 3 gen meta (something that can't physically exist anymore) still have yet to be reverted. Just actually moronic. Also 10:55 , that's not how pop works. If a gen is at 80% it isn't going to go down to 50%. The perk goes based off CURRENT progress on the gen. It's why pop is literally only useful on gens that are almost done because 30% of barely anything... would regress barely anything.
@@muysli.y1855 it doesn't even need to move from 30%. Pop is straight up only useful if a gen is near completion. If it's not, than it's getting less and less value the lower the survivor progression is on it. I don't see a problem with that. Plus you have to get a chase, get a hook, and then even find what gen is best suited to use pop on. Pop was fine, pain res was fine. Both perks are already heavily nerfed versions of what they used to be. They only get used cause everything else sucks ass.
He still is right though the gen at 80% progress done would go down to ~50% from a pop kick thanks to the base kick regression stacking on top of pop. If you care about the equation this is it (72 x 0.7) - (90 x 0.05) = 45.9 charges left after the gen gets popped.
Welp, looks like this is another "Hour of the Witch" moment, as in "I'm gonna take a year-long break from the game". See you all for the 9th anniversary.
every chucky after this patch: Addons: -Hard Hat-breaks pallets after scamper -Running shoes-increases movement speed after scamper 2% Perks: -Enduring-Hubris-slowdown/info-slowdown/info
I mean I can do this right now and it is also way too doable in the current state. Also I've tried this combo out before and it barely gave me any value. On paper it sounds like a crazy combo that would break the game but its actually quite the opposite.
not really, since you can only scamper after slice and dice, and after scamping you would get that flick nerf where you barely can do a 90... so if you do that you will problably miss your slice and dice, enter fatigue and give enough time to the survivor to chain his next loop, even if you break the pallet its still not game changing, legion has that addon too and he still get bullied back to back
@@luizmatheus-v1h oh No, after getting stunned, you have to Go into hidy ho mode, do the Charge right at the pallet, scamper (which Breaks the pallet) and you still have way enough time to get the instadown
the problem with Scampering during slice and dice is that survivors basically always have time to position themselves at an angle where its impossible to hit them because of the limiting turn rate.
that assumes they just sit right next to the pallet. chucky can also just kick it knowing the survivor is sticking around to cut the angle off and then just slice and dice the shorter distance they made up
I completely agree with Scott, before going for perks like Pop the devs should first look at how they could find that perfect sweet spot where it's not a scenario where they change something that's only miserable on the strongest killers because from those nerfs the weakest killers suffer the most because most weaker killers rely on those strong perks to be able to catch up with everything.
Buckle up will not be used anymore. They just needed to add a line in the perk description that makes it not useable with FTP, and then hopefully have the ability to code that nuance into the game.
I feel like BHVR's on the right track, there are two steps they need to do: 1) Nerf perks and addons on both sides 2) Buff basekit on both sides They've got the first step down, now they just need to learn there's a second step lmao
You are forgetting one thing. The #1 most important thing when it comes to balancing this game is fixing the insane power differences between killers. You will never be able to balance anything if you have killers as strong as nurse and killers as weak as freddy in the same game. Its that simple. Nerf any perk and nurse wont care but freddy will suffer immensely. Buff any perk and maybe you will see a few more freddys in your games but the same changes will make nurse too OP. If they want to fix the problem they have to start at the root of the problem.
Bubba with chili and engravings will be extremely strong in a 1v1 now. It will guarantee that they'll have to drop almost every pallet early or risk going for a stun. Bubba enthusiasts rise up!
Yea I'm a bit concerned about the amount of buffs here. Survivors will now have to drop every pallet and hope they get the stun as reduced bumping collision means bubba can hug loops tighter and bump less often (which is sometimes the only option a survivor has), basekit sweep speed without charge delay, sweep duration, and tantrum reduction with insta pallet break and insta down kinda leaves no options for survivors. There won't be any pallets left after the first chase lmao. Bam bam bubba is going to feast.
Scott, I wouldn’t surprised if the sabo speeds on toolboxes refers to the stupid debuffs some toolboxes like Engineer’s had to saboing hooks. Pretty sure for at least one of them it’s a 75% reduction to saboing for seemingly no reason now; even if there was a justification prior to the big toolbox rework in 2019/2020 (I don’t exactly recall when it was)
I am dying for a discussion as to why nerfing the most used perks, which is consequently gen regression perks for my TED talk, is the correct answer drom BHVR’s point of view…if gen regression perks are being used so much, arguably some of the most boring perks only used so the game doesn’t end instantly from gen rushing, then maybe address gen speeds or toolbox speeds rather than changing the symptoms of gen speed?? it feels so odd that they see increased gen regression perks across the board and they think “oh its prevalent and widely used so a nerf is in order” what problem does that solve? the perks are used for a reason but they didn’t even address the reason these perks are used! instead they buffed sabo speed like alex’s doesn’t give a guaranteed trade anyways…like i can understand why they would remove endurance from buckle up, you get it from off hook, styptic agent, off the record, etc…but gen regression options are these popular perks and kicking the gen, which base kicking has gotten a significant buff dedinitely but its not a comparison in terms of perk strength. would love to hear from anyone else on whether im crazy or missing something or some other point of view because this way of changing things based off of popular use does not make any sense to me…
This is a valid point. And kind the point that every collected and informed dbd player makes regarding gen speeds. I hope the toolbox changes are followed by some repair speed nerf, or overall gen speed. However, if they changed the gen speed I still think toolboxes at 50% bonus repair speed might be really strong. But if BHVR just tried it and got feedback I'm sure we'd be making progress with the pacing of the game that seems to be the biggest collective issue. Also, as much as I'd love an operation health for this game, it would only be worthwhile if BHVR can actually use that time efficiently, if they can understand what players actually want for QoL things, and of course if they can listen/respond to that feedback. Also, I can't say if you're crazy or not. But I'm crazy myself, and we both play DBD, so I'll just say I'm crazy with you bro
@@logantrujillo4719 maybe toolboxes could still be crazy if gen speed was nerfed, just as you said we’d have to play it in a PTB to see. They just keep nerfing things that seem negligible to most people that aren’t playing consistently or against semi competent swfs, but at the higher levels it is apparent how important a couple seconds from pain res can be.
@@mr.sleepy1518 Exactly! And while those different demographics of skill propose a separate challenge for balancing, if they change the foundation for that gameplay to begin with then it would be progress and we'd see what can stay strong. It isn't that BHVR is just not trying, but I think they still don't see their game in the same regard as their players. This is understandable, but they don't even seem to understand what is fun about dbd sometimes. I think just more communication with the community (which they have been way better at recently) will push healthier changes and give them more of an open mind to making changes that the game needs.
it takes like 5-10 minutes to find a match for killer here in South America, and it takes like 15-30 seconds when I play survivor the survivor playerbase is dying maybe that's why they're finally nerfing killers, and they only nerfed antigen perks, there are at least 15 killers that needs to get nerfed in this game.
@@katnumb1692Imagine when you discovered that BHV actually does this to force you to play surv hahaha Their algorithm will push you to play more that way, one way to find faster killer games is to start playing killer
Gen-regression-from-hooks is nerfed while Sabo/Background is buffed. This incentivizes slugging. To balance Sabo buffs, I would have left Pain Res and Grimbrace alone, put Pop at 20% current, buff Ruin to 150%. You’re still rewarded for attempting to hook despite new Sabo difficulties.
i think pop definitely needed to be brought in line with other perks even if it was a healthy perk, rewarding hooks. i think it would be interesting if regression perks had a mechanic like exhaustion so you can't stack a bunch of them, or give weaker ones an upside where they have a lesser cooldown to incentivize more mild regression perks. imagine if pain res gave you a status called maybe "expended" or something that prevents you from triggering another regression perk for 45 seconds, but if surge goes off it expends you for maybe 15 seconds? haven't thought it through very much but would be a cool idea
I mean, it's a brand new part on all gens in exchange for basically no mither. a brand new part for all gens isn't THAT bad by any means. it could very easily render it impossible to hold control of gens. its risk/reward and i actually like the perk design. the risk being going into the basement and playing the game with less health states, but the reward is a higher chance of finishing gens. also, wicked and off the record exists so there is that too. just my idea as someone who plays killer and solo que survivor. you'd have to watch out for territorial X3
@@yuikoo0613well vaulting and scampering during slice and dice merely lets the survivor youre chasing get away. This is because the turn rate after scampering or vaulting during slice and dice is so low that if the survivor takes right or left after vaulting, it becomes impossible for chucky to hit that survivor.
my crackpot pop goes the weasel nerf idea: it starts at 30%, but the damage decays based off of the hooked survivors wiggle progress when they are hooked. so for example, if you die directly under a hook and get hooked immediately, the killers next kick will do 30% damage to the gen, but if your wiggle progress is almost full when you are hooked, maybe the gen damage will be closer to something like 10%. gives some minor counterplay for the survivors against pop and makes it slightly more interactive, giving rise to scenarios where a killer running pain res pop picks up a survivor and sees a hook close by and a pain res hook much further, and they’ve gotta decide what they wanna go for. idk i think it sounds neat lol
I wish they would make more perk mechanics into base mechanics, kind of like what they did with borrowed time for survivors. Maybe some generic Boon ability survivors could do if they don't have any boon perks equipped/hex ability killers could start with if they dont have any hex perks equipped, and the other boon/hex perks augment this base mechanic with their unique effects. I mostly just want more interactive gameplay options without necessitating using specific perks for it.
14:00 no more buckle up here comes we're gonna live for forever, mettel of man, for the people and made for this which is far more fair than free invincibility
I dont see this as a meta shakeup at all, they just nerfed the best perks but without really buffing anything else, so the meta will stay the same but just be a bit weaker, not to mention Pop and Pain Res are now almost worse than their release versions which is why they got buffed in the first place
I think the Buckle Up change is far more preferable to a simple change that made FTP + Buckle Up not work. This combination of perks was bad, but I think right now FTP + Buckle Up can be used as a good way to help your teammates that are being tunneled. They sprint away while you are very vulnerable to being hit. On top of that, it removes one of the 3 "endurance when picking up" perks. The more perks that do smth different the better imo.
Something they should really consider with Background Player - you should lose the sprint after a successful blind. It actually lasts long enough to double as a getaway car if you're close enough, which is really egregious.
I've had my issues with Scott and his takes in the past but I'd be lying if I said that he couldn't surprise me. It's such a breath of fresh air seeing someone understand that this scamper nerf to Chucky, while clearly a necessary step in the right direction, could easily ruin him (and, if you ask me, *will*). Especially after seeing OhTofu unironically call it a "perfect change!" and watching r/DbD circle-jerk each other with bullshit about how "the only people who don't like this are whiny and entitled!" and downvote anything which suggests otherwise.
i REALLY wish every month had patch notes that were at least as meaningful as this one waiting legit 6-12 months at a time to get barely anything feels like they have absolutely zero ambition or vision for the game
These are nice changes, but shame we can't have some buffs to lower perks to make variety even more of a thing. I remember an earlier road map had scheduled changes to Distressing and This Is Not Happening. What happened to those? What about some of the other lower perks? It'll be great to see them get some love or even full remakes!
Invocation: weaving spiders. I tried using it, and it was so much fun with my Swf. They just laugh each time I go praying in the basement. But the issue for me was that the game did not reward me for using it. Because most of the time, I didn't do anything while activating the perk. This extra one minute will probably be really helpful to go into the game and contribute more for the team.
Probable to solve the misserable situation of ten pops in the same gen would be making it so the first time you kick a gen: loses 30%, second time 20%, third or more 10% extra gen progress.
Honestly I think Pop should decrease in power in relation to how many survivors are remaining. All 4 survivors = 30%, 3 survivors = 20%, 2 survivors = 10%, and it deactivates when one survivor remains. Overall though I think this patch is excellent and I’m a big fan of a lot of the changes.
I may be crazy but I think pop should low-key be basekit. MIND U, I’m not talking about this version of pop because that would be insane but I think killers should have some basekit gen regression (aside from simply kicking gens) and I feel that balancing gen regression as a whole would become a lot easier
I've used Invocation: Weaving Spiders exactly once. I ran to the basement at the start of the match, started the invocation right away, decided to commit to it, and in the last 30 seconds the killer hooked somebody and then downed both of the other players, and I came out of the basement broken where she was waiting for me and I went down about 30 seconds after I finished the invocation. So yeah, I didn't use it again. Good buff tho
You know, I just thought about maybe having perk values. Kinda like VHS I think had. Where you can take really strong perks as a strong killer, but then you can’t take four of them. Maybe trapper has 16 points, while blight and nurse has 10. Most slow down perks could be 4 while less effective ones could be 3, or maybe you could use a lower tier of the perk to decrease its cost. That would probably be hard to implement, and in general I don’t know if players liked it in VHS.
The nerf to slowdown perks is absolutely ridiculous. This game is balanced around slowdown, and gens already pop so quickly. It's so demoralizing to see
I went on a 30 win streak with the Hillbily without any addons and only using Lethal and Barbecue with 0 slowdown perks I did this experiment to see how broken Hillbily is and how disgustingly unbalanced this game is. Nurse still is the most broken killer in the game for over 6 years now, the best they did to her was nerfing her addons lol
I feel like if instead of nerfing pop they could go for making other slowdown perks be able to replace it more consistantly while also making them not compatible with with the 2 main slowdown perks
I am honestly hyped for chucky and bubba.. bubba was on suicide watch after his add on need, billys buffs, and the face camp mechanic. This will be pretty nice not NEEDing chili
I am soo unbelievably stoked about the borgo change. very nice of them to continue to consider the concerns of colorblind players without just falling back on the current colorblind mode. very very nice.
Very sad about the buckle up change, I'm almost exclusively solo que and the FTP-BU combo was a lot of fun to use, because it was great resource against tunneling and slugging, and it was fun to get it off successfully. Now I guess I'll need to find a new fun solo que build :(
Used to make absolute worthless teamates that would get less than 10.000 points each game have a chance, unfortunately it's killers/4 man swf balancing only
You will have to face judgement one day for running bu+ftp, it is so blatantly overpowered last time I ran it because of the tome challenge I used it just once in the match on the last survivor to 4 man out and had to literally apologize to the killer in post game chat cause I felt bad
@LayZKimochi420BlazeIt If you feel bad for running it that's totally understandable, but I often find that the combo has the most value in close game situations and against obnoxious killers. An example from a recent game is against a huntress on Hawkins, granted, the huntress had a bad map and wasn't doing well, but in the endgame, she slugged a survivor and just stood over them as they crawled, the only way they got out is because I was able to sneak in and ftp bu and keep the huntress from bleeding them out
HUGE nerf for Wesker, since not only did every single wesker player tunnel and they’re nerfing that, but every single wesker ran 4 slowdown and they’re nerfing that!
I'm happy with it too, I honestly just wanted them to make it something like getting it after two hooks. It just felt too strong even when chases weren't that short. Especially for killers that cross map instantly.
TBH Buckle Up would've been a pretty bad perk if it didnt work with FTP even if it was pre nerf. You'd basically have to run WGLF if you wanted any chance to get value otherwise in most matches if you actually had time to heal they 99% of the time werent in danger of being slug camped in the first place, basically an applicable soul guard. Most games youd run it in that hypothetical the perk would do literally nothing except for very specific and niche circumstances. FTP makes any version of Buckle Up actually show its value which is why its getting nerfed, but now with it giving a Sprint burst to the healed survivor with no Endurance it wont protect the savior so its more of a trade
i actually raised my fists in the air when i saw the borgo screenshot. i no longer have to worry about loading into a map that causes me real physical pain.
I think one of the biggest issues with Pop and Pain Res are just how frequently they are run. Just about every match, killers are running one or both of those perks. Slow-down being part of the balance of the game is understandable, but the usage for those two perks is just off the charts. There is a debate to be had about whether they should have done this or buffed the other regression perks, but I think its difficult either way. If you buff the weaker regression perks, then you just end up with killers running even more of them and if you just nerf the stronger ones then you end up with the weaker killers suffering disproportionately. Feels like there are more foundational changes that need to happen.
If they are running them every game there is a huge reason they are needed if killers don't run they get gens all popped in less then 5 to 3 minutes my shortest match at 1 minute 30 currently. If you don't run one or the other or a slow down killer cannot win in a high mmr game without the hated Strat of tunneling, slugging ro proxying. This will make it more prevalent.
@@dracophoenixttv I wasn’t arguing against running slowdown/gen regression perks. I was talking specifically about these two perks that have a pick rate of over 25%. Surge is the next highest gen regression perk by usage and it’s got a pick rate of only 11%. So, what I was saying was that if killers are so clearly favoring these two perks over all the other gen regression perks they needed to balance them to make the others more of an option
The main issue with weaving spiders is that it leaves you injured for the rest of the game with no compensation. No mither makes it so your much harder to track and gives you basekit unbreakable, so I think they should make it 60 seconds broken like with deli and ftp
How? Almost every killer brings the same 2 slowdowns, so this will hopefully open up more perk options, and buckle up was the most problematic survivor perk and it's getting addressed. I'm confused with why it's bad?
@@shadysorkin9214 Let me break it down for you. For one, gen rushing is already a problem in of itself with weaving spider buff alongside prove thyself, deja vu, or any other gen repair boost speed, gens will get done as fast as hell. With more and more gen regressing perks getting nerfed while all the gen repair speed boosts are side eyed it calls for even more gen rushing. Secondly, Buckle up never needed the nerf as it was hardly seen to cause trouble, and Background player were never really an issue. Decisive strike, while annoying as it was basically a one time use and the call for a nerf even after its buff was just fucking stupid. 5 seconds is long but its justified by a one time use. BHVR needs to stop punishing players for using common perks or coming up with creative builds just because they help them. I play both killer and survivor almost equally and understand why each nerf to these perks is absolutely unjustifiable.
@@shadysorkin9214 most classic survivor brain comment: omg every killer brings the same 2 perks, that must be because they are so annoying and mean and want to ruin my fun in particular! it couldnt be a balance issue, let alone a survivor sided issue! meanie killers got nerfed finally some more perk diversity, why didnt killers do that to begin with! :-(
@@SlyAtex 1 - Gen rushing will forever be an issue. You can't balance the game for both the new/casual players and the old/sweaty players as well as SWF vs Solo. That is the nature of an asymmetrical game. 2 - Weaving spider will still be a terrible perk. Assuming you don't get interrupted, its theoretically a maximum potential of 50% on generators. You can do more than that progress on a generator yourself in 60 seconds without being exposed the entire game. 3 - Buckle up absolutely needed a nerf. Just because you didn't see it that often doesn't mean it's healthy to exist in the game. 4 - Background was and is still a pretty unfair perk in coordinated groups for the killer. It can put you often in lose-lose scenarios. The change just requires you to have to be slightly closer to get saves, making the killer have more options to commit to chasing you. 5 - DS I agree was fine the way it was. That's about all I agree with though.
@@asmith8190 I play 50:50. Honestly complaining about perk shakeups make you the baby not me. They are almost always a good thing to keep the game fresh, even if its a change you don't like. Arguing about balance is pretty silly. The game has and never will be balanced.
I feel like it would be fun to have a system where perks are worth points, and killers have a select amount of points to spend on perks for a build. like pop is worth 3 points and a killer only has 10 points to use to equip perks
wesker doesnt even need any hindered in his kit he already has a power to catch up to survivors very easily all hindered does is just take away any form of skill expression from the survivor side for no reason
@@theintelligentmilkjug944 I think it's healthy because first of all 12 seconds really isn't that long. It provides a nice little boost for the killer to actually find someone without every survivor gen popping. It's almost like bbq and chili in the sense that it gives you a period of time to find a survivor after you hook someone. It gives you a small edge and gives you a bit more control of the match instead of just getting obliterated by gen rushing survivors
I kinda wish gens had a minimum progress threshold that went up with the regression block mechanic (maybe even remove the block mechanic in favor of this idea). Like for every regression event the gen can't go down past an escalating 2/4/6/8% etc. That would reduce the horrible double/triple punishment that happens in solo queue when someone keeps going down and your gen keeps getting hit by perks because no one else is doing any gens. Like you'll probably still lose if the team is going down so easily but at least a gen or two can be done.
I always had the idea of killers and survivors having 4 perk categories they can choose from instead of the mix and match system we have now. For example killers and survivors would have lethal, hook, information and generator. Lethal perks are perks that concern survivor health. Such as exposed perks for killer and healing or protection perks for survivor such as self care or mettle of man. Hook perks concern the hooks such as things that help the killer get a hook or help survivors escape a hook or prevent being hooked such as lightborn to block blind saves or decisive strike to prevent tunneling. Information perks are perks that provide information such as aura reading or killer instinct, stuff like that. And finally generator perks are perks related to generators such as regression for killers or progression for survivors. Both sides can only equip 1 perk from each category so it would eliminate the annoying quad slowdown builds for killers and the quad second chance builds for survivors. And because a lot of survivor and killer meta perks fall within the same category they would be forced to choose one instead of stacking them.
Would be nice instead of nerfing slow down because "It's used a lot" or nerfing any perk because "it's used a lot" they instead looked at WHY it's used a lot and do something about that. Maybe it's because if you're playing a killer who's not nurse or blight 2 gens pop after you down 1 person.
They have been literally buffing every existing killer from the roaster for a hell of a long time. Just try to use your skills instead of relying on hand-holding broken perks or admit that you suck at the game.
Why do pop like that. You have to actually interact with the game to use it... Meanwhile pain res gets a nerf that does not matter in the slightest because the problems it cause stem from the fact that it's literally a free 20% off the top of the most done gen in the map.
They honestly didn't need to mess with Pop, repressed alliance is a great counter with room for error but it'll usually cause a situation where the killer has to make a choice in to full send his pop to another Gen, wait for the Gen to unblock with seconds to spare, or commit to a chase
Very good points during the Pop portion, and sadly I see only one realistic solution to the top-tier-killer problem: Per-killer Perk balancing. BHVR has proven time and again they are unable to properly balance killers (see: Twins "rework") to the point that the only way for there to realistically be a healthy compromise between the top-tiers and the other 90% is for those better killers to have restrictions/debuffs placed on their perks. Things like "Blight and Nurse are only allowed to bring one slowdown perk." I hate how inelegant and confusing it would be, but I cannot see a world where the game is in a healthy enough state for anything else to work.
Nerfing the best killers in the ground isn't going to suddenly make the shit ones not shitty. In most cases, Nurse doesn't give a fuck what you put on her because her base kit is so strong you can do meme builds and destroy with her. They need to buff and start reworking some of the weaker killers. Id rather they hold off on new killers for a bit and instead work on a huge patch that has a ton of reworks and changes to the weaker killers. If you just nerf the strong ones then now you are forced into the bad ones and have a bad time because nothing's changed to make them any better
I think behaviour are actually decent at balancing killer, the problem is that they always end up either killing the killer, or making the killer godly. Twins before the rework was balanced af, then they made her op for no reason at all. However I do agree with top tier killers only being able to bring certain perks. It's not a good thing but a thing that is needed in order for the game to feel more playable
Yeah, it's kind of crazy how extreme the reaction to the nerfs is. I love a lot of these perks as one ofs and pain rez and grim embrace are both going to still be completely viable same with deadlock.
People don’t want to be forced to main blight and nurse only. If you wanna play someone weaker like Myers or Ghostface you need gen regression or the game ends in 6 minutes.
@@deacon6221 thats not what i meant at all im saying theres several very strong slowdown perks enough to run a full loadout even. I genuinely dont understand youre comment. Theres still good slowdown theres still good non slowdown perks all they did is slightly tone down the best ones. if you cant win with new deadlock+pain res and 2 random perks on 90% of killers its straight up skill issue.
15:07 18 seconds total. 4.5s per Pain Res. Pain Res has went from 15%x12=180% or 162s to 25%x4=100% or 90s to 20%x4=80% or 72s. Now obviously you were never getting 12 usages out of Pain Res (at least 12 that mattered) but it is interesting to see how much this perk has been gutted.
For chucky they should make scamper just last longer when ypu do it so survivor has more time to run away or make when scamper as chucky you lose your power
Massive Scott changes coming in May 2024 Jund
New nose update gonna be insane
Scott nerf coming?!
Will they fix his sinus bug?
This 'Meta Shakeup' isn't going to last very long if BHVR only ever changes the most used/problematic perks instead the whole roster of never used perks
Honestly at this point I think the balance team needs a shake up
@@Timothee_Chalamet_CMBYN No Mither is supposed to be bad. Not sure what they're supposed to do with Hoarder, though.
@@TheRealFigLizardadd aura reading, or move all chests near basement to make loops near it slightly longer making it slightly more appealing to hook there if its at shack or asylum
Hoarder could also work for gens like so, show the survivor's aura that started working on the gen for 5 seconds (even if they tap the gen and leave). That way it's similar to Surveillance or Gearhead in terms of tracking survivors while also having its funny chest meme value 🤔
@@Timothee_Chalamet_CMBYN It used to be so you always have Dead hard active back when it was good. Otherwise it just makes the game harder, and devs said its for people who want to make the game harder.
ngl man, I'm fed up with always seeing the same 5 perks getting rebalanced for the past 2 years. What a toothless balance team.
Pretty sure when I stopped playing around Onryo release Pop was 25%, I come back and it's 30%, and now it's getting nerfed to 20%.
I bet in a patch or two they will decide it was nerfed to much and buff it up to 25%.
I hear ya. I finally reached my breaking point.
If people feel cheated, which they should playing a game that's basically still early access after 8 years, they can quit now and take some small consolation in knowing BHVR just invested a lot of money in the engine upgrade.
People used to complain about the opposite- perks and balancing not being updated enough 😂
@@voidburger2989 No one is complaining about the frequency of the changes. The changes themselves are what is drawing criticism; that BHVR has put over 200 perks in this game, but only seems to ever make changes to the cluster of them that just go back and forth between being garbage and being meta. Well...on the killer side, anyway. Survivors are the only ones allowed to have perks with 35% usage rate.
@@Moderately_Merciless This guy gets it.
Thank you for updating us with news on the hit game Dead by Dayligh
I cant wait for them to add the T
@@alittar8062 “unfortunately we cannot disclose too much information regarding future updates in dead by daylight. Come back in 4 years when we figure out how to add the T”
Don't worry, the "T" is a free update they'll finish the title later
The T will come up in the shrine of secrets eventually
@@TeamRocketAgentSilver The last time they added a letter there was a bug that removed a different letter. I wouldn't count on next title update completing it this time either.
DBD changing the same 10 perks again for the 20th time.
Instead of improving other perks, like the players are just gonna stop using ds and pop to use deja vu and unnerving presence 😅
@@GustavoGekhaven’t you heard? Territorial imperative is 1% less worthless next patch!
@@GustavoGekI will not tolerate this Deja Vu slander. Its not bad :(
@@GustavoGek If they buff all perks to be equally as insane as Pop Goes the Weasel, (and even pain res), what would stop anyone from just using those two perks and 2 more insanely over-buffed gen regress perks at once? Any remotely competent killer with 4 slowdowns is going to have a good time stalling and regressing gens and guaranteeing a free, skill-less 3K every game against your average solo, duo, and maybe even 4-man swf.
@@JakeobE not if they equally balance for survs. But this is bhvr so they won't be fair ever to either side because they don't play the game.
I just wish they would do more than 8 perks every 10 months.
Please be kind to the Gary. He's the only person on the balance team and he's doing as best as he can.
They definitely do lol
I wish the perks were different every 10 months. I don't mind them changing what's bad/too good, but seeing a 5% change on Pop Goes the Weasel for the 5th time instead of "Calm Spirit is OP in New Patch" is kinda lame.
@@Logan-bo7nt The comment was an overexaggeration. There are over 250 perks, we get less than 30 changed each year. This is not acceptable considering 200 of them are rarely ever seen or used, and 20 of them are constantly op (and its usually the same 20).
@@Chaogod1233 Honestly, a one man balance team might get a lot more done if that was their only job than whatever the hell the current team is. One guy could EASILY look at every perk and addon and killer in a year and touch them up. Hell, Otzdarva does it himself every like 3 months.
I'm honestly tired of them nerfing/buffing/reworking the most used perks. Would be better imo to just make the lesser used perks more viable so we have a broader meta. How long are they going to ignore these perks?
People won't use them because even if it's good, it's not the best
@@WilliamAfton1946 ofc, why would you use worse perks if you have the choice? lmao
@@WilliamAfton1946 Well, my opinion is to have most perks similar in strength so there's not many perks you can say are much stronger than others. Mbe just a fantasy world I live in, might be difficult to execute. But that's the dream tho.
@@birken13 i want it too it's just hard to see
They are slowly touching low use perks. Nobody ran buckle up for years.
Someone in the add on department has a blight body pillow and you cannot tell me otherwise
and the entire balancing team must hate him cause the nerfing streak has been like 5 updates now
@@memecat2000 andddd he's still the number 2 strongest killer 💀 the blight body pillow is too strong
@@Konomidebanshouwashikisesur Because of mechanics tbf. You can't "nerf" him without reworking his whole power. Same as Nurse who will always be number 1 unless their entire power was reworked.
@@TheBraddy2610 true
@@TheBraddy2610 exept streamers usually say his basekit is just fine and just his addons are overpowered. so no, not like nurse at all
I think instead of changing Chucky they should of made it so Survivors could still vault over pallets while Chucky scampers under them, allowing for both players to mind game each other
They are too incompetente to code that.
that would add a lot of fun against this killer :D
@@ripgasbaron9716exactly
@@ripgasbaron9716 woah, the easy dig, never seen before ! it's definitely incompetence, and not, y'know, the fact pallets can only be interacted with by one player at any time...
regarding the actual suggestion, i don't think that would have been a good idea at all, there's no mind game involved. if chucky scampers, you vault, period.
@@MrRubixscube theres plenty of mind games. fake the scamper, survivor vaults over, get the down. fake the scamper, survivor doesnt fall for it, survivor wins and gets away.
"All of these changes are really great, just as long as you also buff low-tier killers' basekit as well as the weaker perks tha-"
"No lmao"
like the bubba and deathslinger basekit buffs? those guys aren't exactly top tier
@@FredCyberNot every killer needs to be top tier. The last huntress buff was ridiculous, the bubba one is probably fine imo
I just want my boi trapper and nemesis buffed. I used to main trapper but after reaching high MMR he's just unusable man
@@UncontainablePickle-_420But when those killers are punished for being weaker by having their essential perks nerfed that needs to be addressed. Did you not watch the video?
@@itzYonko Yeah I did. I just disagree. I don't want every killer to be equally strong because it would be boring. And I really don't care about the "essential" perk debate since that is a very limited mindset and survivors rely more heavily on perks than killers do.
I like the idea of making some of the meta regression perks not so meta anymore but I don’t like that they didn’t buff any other regression perks at all. They were meta for a reason and that was because the other ones are garbage. A small buff to some of them would’ve been nice.
They didn't bother to buff or change any of the perks no one uses. Like no trade off on any of perks like they did for survivor. Just straight nerfs.
Fuck it add versus AI in MM cuz no one is gonna wanna play killer at this rate. Cuz only the best 3 will be able to get anything done and aren't bothered by the perk changes. The weaker ones will just never be touched because of the extreme uphill battle they have now that their crutches been kicked out from under them because they were already too weak to stand up lol
@@Chaogod1233 I'd play Killer if my computer could run the game after the update
We don't need more overpowered regression perks
The best regression perk : getting good at chase, so improve your skills instead of relying on broken perks.
and they didn’t bother to buff anything survivor related
i have more of a problem with a 20 second background player than one with 200% speed.
Run vigil with that and you get a chance on every single down, even when the guy being chased is the most free kill in existance.
this is so much worse than when people used plot twist power struggle offensively
Must suck not being a Knight player
To be honest, I think 150% for 3 seconds on a 30 second cooldown would’ve been fine. 150% for 5 seconds on a 20 seconds cooldown might be a bit much.
@@kitanat9944 it has an activation requirement, why use bp when sprint burst exists
I feel like behavior just looks at usage and not why they are used. Pain res and pop are used because slow down is needed. Slowdown is needed because gens can take anywhere from 90s to 45s to complete. Bad killers don't stand a chance without them.
It's not going to make me stop running the perks because there's still no alternative.
I agree with the nerfs but the game has more problems than a few strong perks
@@Keygentlemen the alternative is putting on a full slug build and never hook. I started doing this like 3 weeks ago and I win way more consistently, especially on lower tier killers. No more dealing with DS, Dead Hard, Deli, basekit BT, Background Player. No more boring wasted time with pick up and hooking, no more missing pain res cause of rng or missing a crucial painres/pop 1 second before a gen is done. Just chase chase chase and usually winning.
I swear with pop they realised 20% was too weak, so they then buffed it to 30% of overall gen progress, and now reverted it back to 20% a year later? Why not just 25 lol
Base gen kicks have been buffed since then and Pop has become much more popular
went from total to current so they just kept on nerfing it
@@mattp994Introduced limited gen kicks and wonders why perks with biggest single effects are picked more than those with many small effects. Wonder why Pop is used more than Eruption huh?
it is 25. base gen kick is 5%, and now their adding 20% of current regression. so it went from 35 to 25.
It’s behavior, don’t use logic
So they nerfed the best gen regression perks and made a perk that gives a BNP on 7 gens at once by staying still for 60 seconds? What could go wrong.
BHVR thought that playing killer wasn't frustrating enough
It's still less effective than doing a gen normally lol. I don't think people understand the math behind the invocation... 10% on 7 gens, and 2 of which are overkill and not needed. So it's 50% gen progress spread across 5 gens after 60 seconds. You're still better off (and safer) doing a normal generator.
Survivor had 3 of their top annoying perks nerfed too but yes your summarized the killer nerfs well
@@TheAzarak Not if you run things like Resilience and Overzealous to do gens even quicker, and bring a BNP on top of that, since it stacks.
Not only that a sabo buff like ig agitation and iron grasp it is 🤷♂️
I think the only thing that needs a shake up is the balance team. Either they need more help and resources or its time for them to go off to greener pastures or other positions because balancing the same group of perks constantly and ignoring the completely worhless ones once a year ain't cutting it.
Also the map design team needs some fucking help because whoever did RPD needs Jesus
i like these changes as a killer main because it gives me the exact motivation i needed to take a loooooong break from the game.
same, i didn't play DBD for 6 months and when i started playing 3 days ago they dropped the PTB update. 😫😫
For me it's like Bhvr is pushing me to play more tombstone Mikey
I'm so glad the devs spent all this time to change a few #s in their code. They really do work so hard for this community
Avoiding chucky when he’s is scampering from a slice and dice is so easy to dodge as survivor, they should buff his turn rate after otherwise his main power would be useless.
agree, i can loop him on a small tile with a pallet for years necause of his speed
@@uggZymoroon yea like literally, because u can’t turn 90° after, the counter play is just hugging the wall after vaulting the pallet. The only way to make use of this is against a braindead player
@@skarhn6215
Honestly, yea... The only times I have EVER gotten a hit with a Scamper DURING a Slice and Dice is when the Survivor is clueless and just runs in a straight line directly away from the pallet/window.
Slice and Dice will remain a very powerful chase power (and will potentially be even more oppressive with the reduced cooldown), but they may as well just remove the Scamper ability at this point.
My first thought was definitely bringing back the old turn rate and maybe toning down that cooldown buff ever so slightly.
@@boringmonkey6958 I like that he has it, it's some nice flavor that most killers don't have... but you're right.
Scamper has screwed me over far more than it has ever helped me because I'm consistently auto locking onto the pallet instead of the survivor running near the pallet when I do Slice and Dice.
I still don't understand why there are so many really bad perks that have potential but are just left to rot by the devs.
its also worth mentioning that the scamper cooldown begins upon starting a slice and dice anyway, assuming we can still scamper cancel windows and chain 1 billion slice and dices then the new cooldown will be basically non-existent - this is actually a pretty insane buff to his map control potentially
you can only do that on lerys map and even if you do that, chuckys scream so loud that you will never get any value.. survivor will always see you coming
Also you can just....go to the left or right and not forward T_T
Buffing toolbox sabotage speed in the same patch where Background Player is gonna be able to be used more often is....an interesting choice
im so excited !
The normal toolbox have a sabo speed from 3s old Killer hit recovering (now 2.7s)
They buff Sabo perk back than from 2.5s to 2.2s to take a hit and still sabo the hook because Killer recover faster but they let toolbox unchange which mean it get indirect nerf, now they adjust that. (When they give the 10% indirect nerf back)
Nerfing the only 2 regression perks left. Meanwhile the regression perks that got nerfed due to 3 gen meta (something that can't physically exist anymore) still have yet to be reverted. Just actually moronic.
Also 10:55 , that's not how pop works. If a gen is at 80% it isn't going to go down to 50%. The perk goes based off CURRENT progress on the gen. It's why pop is literally only useful on gens that are almost done because 30% of barely anything... would regress barely anything.
True but more consisent than pain, 20% is a bit to much 25% would fine for pop
@@muysli.y1855 it doesn't even need to move from 30%. Pop is straight up only useful if a gen is near completion. If it's not, than it's getting less and less value the lower the survivor progression is on it.
I don't see a problem with that. Plus you have to get a chase, get a hook, and then even find what gen is best suited to use pop on. Pop was fine, pain res was fine. Both perks are already heavily nerfed versions of what they used to be. They only get used cause everything else sucks ass.
He still is right though the gen at 80% progress done would go down to ~50% from a pop kick thanks to the base kick regression stacking on top of pop. If you care about the equation this is it (72 x 0.7) - (90 x 0.05) = 45.9 charges left after the gen gets popped.
Welp, looks like this is another "Hour of the Witch" moment, as in "I'm gonna take a year-long break from the game".
See you all for the 9th anniversary.
every chucky after this patch:
Addons:
-Hard Hat-breaks pallets after scamper
-Running shoes-increases movement speed after scamper 2%
Perks:
-Enduring-Hubris-slowdown/info-slowdown/info
I mean I can do this right now and it is also way too doable in the current state. Also I've tried this combo out before and it barely gave me any value. On paper it sounds like a crazy combo that would break the game but its actually quite the opposite.
@@pizzatime9175 Just go enduring/hubris and scamper under a pallet for an unavoidable hit bro
not really, since you can only scamper after slice and dice, and after scamping you would get that flick nerf where you barely can do a 90... so if you do that you will problably miss your slice and dice, enter fatigue and give enough time to the survivor to chain his next loop, even if you break the pallet its still not game changing, legion has that addon too and he still get bullied back to back
So i scamper over the pallet, enter slice and dice and now I can't use Hubris man
@@luizmatheus-v1h oh No, after getting stunned, you have to Go into hidy ho mode, do the Charge right at the pallet, scamper (which Breaks the pallet) and you still have way enough time to get the instadown
I think it'd be far more interesting if they focused more on buffing or nerfing killers themselves rather than balancing the perks.
the problem with Scampering during slice and dice is that survivors basically always have time to position themselves at an angle where its impossible to hit them because of the limiting turn rate.
that assumes they just sit right next to the pallet. chucky can also just kick it knowing the survivor is sticking around to cut the angle off and then just slice and dice the shorter distance they made up
@@ScottJundhe cannot destroy pallets on Hidey-Ho currently.
@@ripgasbaron9716 That's because it's replaced by Scamper. If he can't Scamper when in Hidey Ho mode, he can then break pallets after this change.
@@ScottJund That all depends on whether or not you'll be able to kick pallets now in hidey ho.
@@EatYOuRNuGGeT oh true i just assumed you'd be able to because what other interaction would spacebar have then?
BHVR: (Long, whistling fart that ends as a shart)
"There's your update."
It sucks that they are nerfing the best gen regression perks without buffing anything else
@@Timothee_Chalamet_CMBYN It wouldn't be like that because survivors and killers are playing different games.
I completely agree with Scott, before going for perks like Pop the devs should first look at how they could find that perfect sweet spot where it's not a scenario where they change something that's only miserable on the strongest killers because from those nerfs the weakest killers suffer the most because most weaker killers rely on those strong perks to be able to catch up with everything.
If I use Buckle Up on someone and they Sprint Burst away, I wonder if they will move at 300% movement speed.
Yess i think so
Buckle up will not be used anymore. They just needed to add a line in the perk description that makes it not useable with FTP, and then hopefully have the ability to code that nuance into the game.
I feel like BHVR's on the right track, there are two steps they need to do:
1) Nerf perks and addons on both sides
2) Buff basekit on both sides
They've got the first step down, now they just need to learn there's a second step lmao
Exactly lmao.
Buff basekit on both sides??? Tf are you gonna be buffing on survivors' "base kit" as if there was such a thing.
Kindred needs to be baseline for solo queue survivors, I swear.
You are forgetting one thing. The #1 most important thing when it comes to balancing this game is fixing the insane power differences between killers. You will never be able to balance anything if you have killers as strong as nurse and killers as weak as freddy in the same game. Its that simple. Nerf any perk and nurse wont care but freddy will suffer immensely. Buff any perk and maybe you will see a few more freddys in your games but the same changes will make nurse too OP.
If they want to fix the problem they have to start at the root of the problem.
@@2bepower1 yes and Scott mentioned that in the video as well in regards to the Pop nerf.
Ruined Chucky, ofc people who don't understand how to play against Chucky's directionalty are excited about this.
Chucky is already super easy to counter😂😂😂 he's also a 1.10 killer, so he really ain't sht
Bubba with chili and engravings will be extremely strong in a 1v1 now. It will guarantee that they'll have to drop almost every pallet early or risk going for a stun. Bubba enthusiasts rise up!
LETS FUCKING GOOOOOOO
Yea I'm a bit concerned about the amount of buffs here. Survivors will now have to drop every pallet and hope they get the stun as reduced bumping collision means bubba can hug loops tighter and bump less often (which is sometimes the only option a survivor has), basekit sweep speed without charge delay, sweep duration, and tantrum reduction with insta pallet break and insta down kinda leaves no options for survivors. There won't be any pallets left after the first chase lmao. Bam bam bubba is going to feast.
Scott, I wouldn’t surprised if the sabo speeds on toolboxes refers to the stupid debuffs some toolboxes like Engineer’s had to saboing hooks.
Pretty sure for at least one of them it’s a 75% reduction to saboing for seemingly no reason now; even if there was a justification prior to the big toolbox rework in 2019/2020 (I don’t exactly recall when it was)
I am dying for a discussion as to why nerfing the most used perks, which is consequently gen regression perks for my TED talk, is the correct answer drom BHVR’s point of view…if gen regression perks are being used so much, arguably some of the most boring perks only used so the game doesn’t end instantly from gen rushing, then maybe address gen speeds or toolbox speeds rather than changing the symptoms of gen speed?? it feels so odd that they see increased gen regression perks across the board and they think “oh its prevalent and widely used so a nerf is in order” what problem does that solve? the perks are used for a reason but they didn’t even address the reason these perks are used! instead they buffed sabo speed like alex’s doesn’t give a guaranteed trade anyways…like i can understand why they would remove endurance from buckle up, you get it from off hook, styptic agent, off the record, etc…but gen regression options are these popular perks and kicking the gen, which base kicking has gotten a significant buff dedinitely but its not a comparison in terms of perk strength. would love to hear from anyone else on whether im crazy or missing something or some other point of view because this way of changing things based off of popular use does not make any sense to me…
'Nuff said.
This is a valid point. And kind the point that every collected and informed dbd player makes regarding gen speeds. I hope the toolbox changes are followed by some repair speed nerf, or overall gen speed. However, if they changed the gen speed I still think toolboxes at 50% bonus repair speed might be really strong. But if BHVR just tried it and got feedback I'm sure we'd be making progress with the pacing of the game that seems to be the biggest collective issue. Also, as much as I'd love an operation health for this game, it would only be worthwhile if BHVR can actually use that time efficiently, if they can understand what players actually want for QoL things, and of course if they can listen/respond to that feedback.
Also, I can't say if you're crazy or not. But I'm crazy myself, and we both play DBD, so I'll just say I'm crazy with you bro
@@logantrujillo4719 maybe toolboxes could still be crazy if gen speed was nerfed, just as you said we’d have to play it in a PTB to see. They just keep nerfing things that seem negligible to most people that aren’t playing consistently or against semi competent swfs, but at the higher levels it is apparent how important a couple seconds from pain res can be.
Stop calling it genrushing when people dont cleanse dull totems or triple gens. That being said clearly regression is necessary as killer
@@mr.sleepy1518 Exactly! And while those different demographics of skill propose a separate challenge for balancing, if they change the foundation for that gameplay to begin with then it would be progress and we'd see what can stay strong. It isn't that BHVR is just not trying, but I think they still don't see their game in the same regard as their players. This is understandable, but they don't even seem to understand what is fun about dbd sometimes. I think just more communication with the community (which they have been way better at recently) will push healthier changes and give them more of an open mind to making changes that the game needs.
R.I.P killers, if you find out your que times are longer don't be surprised why, devs are making a joke out of their own game.
it takes like 5-10 minutes to find a match for killer here in South America, and it takes like 15-30 seconds when I play survivor
the survivor playerbase is dying maybe that's why they're finally nerfing killers, and they only nerfed antigen perks, there are at least 15 killers that needs to get nerfed in this game.
@@katnumb1692Finally????
@@katnumb1692name those killers
@@katnumb1692Imagine when you discovered that BHV actually does this to force you to play surv hahaha Their algorithm will push you to play more that way, one way to find faster killer games is to start playing killer
Gen-regression-from-hooks is nerfed while Sabo/Background is buffed. This incentivizes slugging.
To balance Sabo buffs, I would have left Pain Res and Grimbrace alone, put Pop at 20% current, buff Ruin to 150%. You’re still rewarded for attempting to hook despite new Sabo difficulties.
Insightful
i think pop definitely needed to be brought in line with other perks even if it was a healthy perk, rewarding hooks. i think it would be interesting if regression perks had a mechanic like exhaustion so you can't stack a bunch of them, or give weaker ones an upside where they have a lesser cooldown to incentivize more mild regression perks. imagine if pain res gave you a status called maybe "expended" or something that prevents you from triggering another regression perk for 45 seconds, but if surge goes off it expends you for maybe 15 seconds? haven't thought it through very much but would be a cool idea
20 views in 1 minute? This channel is BOOMING 🎉
I really want to like the perk weaving spiders but being broken the entire match puts you at such a disadvantage and kills it for me
I mean, it's a brand new part on all gens in exchange for basically no mither. a brand new part for all gens isn't THAT bad by any means. it could very easily render it impossible to hold control of gens. its risk/reward and i actually like the perk design. the risk being going into the basement and playing the game with less health states, but the reward is a higher chance of finishing gens.
also, wicked and off the record exists so there is that too. just my idea as someone who plays killer and solo que survivor.
you'd have to watch out for territorial X3
As a Chucky enjoyer who never scampered once, he will still be a strong killer with his dash alone
no hes just gonna be pig v2
@@Berk-hj1kcnot at all. pig cant vault pallets and windows mid dash
It's still stupid that part of his kit is gonna go completely unused now because the post-Scamper turn rate sucks total ass.
He’s gonna be trash asf
@@yuikoo0613well vaulting and scampering during slice and dice merely lets the survivor youre chasing get away. This is because the turn rate after scampering or vaulting during slice and dice is so low that if the survivor takes right or left after vaulting, it becomes impossible for chucky to hit that survivor.
my crackpot pop goes the weasel nerf idea: it starts at 30%, but the damage decays based off of the hooked survivors wiggle progress when they are hooked. so for example, if you die directly under a hook and get hooked immediately, the killers next kick will do 30% damage to the gen, but if your wiggle progress is almost full when you are hooked, maybe the gen damage will be closer to something like 10%. gives some minor counterplay for the survivors against pop and makes it slightly more interactive, giving rise to scenarios where a killer running pain res pop picks up a survivor and sees a hook close by and a pain res hook much further, and they’ve gotta decide what they wanna go for. idk i think it sounds neat lol
she be Scotting my Jund till i Massive Meta Changes Coming in May 2024 Update - Dead by Dayligh
I wish that they also returned the 180 flicks with Chucky, but they probably won’t.
I guess I'll have to quit Chucky too because yet again the devs can't take into account that some people don't play on PC and can't flick-tech.
Flick got removed more than half a year ago.
@@Akixkisu If only that were true
@@viennasavage9110 It is true. Flicking is at max 90 degrees now when not accounting pre turning.
@@brimp4989 You cant flick as precisely or nearly as fast, especially with killers like blight or chucky.
I wish they would make more perk mechanics into base mechanics, kind of like what they did with borrowed time for survivors.
Maybe some generic Boon ability survivors could do if they don't have any boon perks equipped/hex ability killers could start with if they dont have any hex perks equipped, and the other boon/hex perks augment this base mechanic with their unique effects. I mostly just want more interactive gameplay options without necessitating using specific perks for it.
14:00 no more buckle up here comes we're gonna live for forever, mettel of man, for the people and made for this which is far more fair than free invincibility
I dont see this as a meta shakeup at all, they just nerfed the best perks but without really buffing anything else, so the meta will stay the same but just be a bit weaker, not to mention Pop and Pain Res are now almost worse than their release versions which is why they got buffed in the first place
I think the Buckle Up change is far more preferable to a simple change that made FTP + Buckle Up not work. This combination of perks was bad, but I think right now FTP + Buckle Up can be used as a good way to help your teammates that are being tunneled. They sprint away while you are very vulnerable to being hit. On top of that, it removes one of the 3 "endurance when picking up" perks. The more perks that do smth different the better imo.
I would happier when it at least gives both surv a effect, but im fine anyways because never use this build.
Something they should really consider with Background Player - you should lose the sprint after a successful blind. It actually lasts long enough to double as a getaway car if you're close enough, which is really egregious.
Ever since Scott made that fake patch note video I always need to check the comments first to see whether it's real or not lmao
I've had my issues with Scott and his takes in the past but I'd be lying if I said that he couldn't surprise me.
It's such a breath of fresh air seeing someone understand that this scamper nerf to Chucky, while clearly a necessary step in the right direction, could easily ruin him (and, if you ask me, *will*). Especially after seeing OhTofu unironically call it a "perfect change!" and watching r/DbD circle-jerk each other with bullshit about how "the only people who don't like this are whiny and entitled!" and downvote anything which suggests otherwise.
Behavior! Let us see teammates perks in Solo que!
@@Timothee_Chalamet_CMBYNsome of us play solo q on console. Not pc. They should still do an update to allow us to see our team’s perks.
@@Timothee_Chalamet_CMBYN Mod link?
i REALLY wish every month had patch notes that were at least as meaningful as this one
waiting legit 6-12 months at a time to get barely anything feels like they have absolutely zero ambition or vision for the game
I mean you nailed it, they don't
These are nice changes, but shame we can't have some buffs to lower perks to make variety even more of a thing.
I remember an earlier road map had scheduled changes to Distressing and This Is Not Happening. What happened to those? What about some of the other lower perks? It'll be great to see them get some love or even full remakes!
Invocation: weaving spiders.
I tried using it, and it was so much fun with my Swf. They just laugh each time I go praying in the basement. But the issue for me was that the game did not reward me for using it. Because most of the time, I didn't do anything while activating the perk. This extra one minute will probably be really helpful to go into the game and contribute more for the team.
Massive Scott Changes the Meta
Probable to solve the misserable situation of ten pops in the same gen would be making it so the first time you kick a gen: loses 30%, second time 20%, third or more 10% extra gen progress.
Honestly I think Pop should decrease in power in relation to how many survivors are remaining. All 4 survivors = 30%, 3 survivors = 20%, 2 survivors = 10%, and it deactivates when one survivor remains.
Overall though I think this patch is excellent and I’m a big fan of a lot of the changes.
what if that one survivor is running sole survivor? I like this idea though it’s actually good
I may be crazy but I think pop should low-key be basekit. MIND U, I’m not talking about this version of pop because that would be insane but I think killers should have some basekit gen regression (aside from simply kicking gens) and I feel that balancing gen regression as a whole would become a lot easier
I never had a problem with borgo's red lighting but after seeing the updated image I can see how bad the red was.
Bubba buff? I think you mean…
BASEMENT BUFF!
especially with weaving spiders buff. start running territorial and pray they don't wicked unhook, LOL
I've used Invocation: Weaving Spiders exactly once. I ran to the basement at the start of the match, started the invocation right away, decided to commit to it, and in the last 30 seconds the killer hooked somebody and then downed both of the other players, and I came out of the basement broken where she was waiting for me and I went down about 30 seconds after I finished the invocation. So yeah, I didn't use it again. Good buff tho
Why yes BHVR, I willa absolutely forget about the last mid chapter. Thank you for these great changes.
Great? They nerfed gen regression and Wesker who was fine as is on top of killing buckle up
@@YouArePointless4 dope
@@arachnae3025 found an entitled survivor main😆
Don't worry Bhvr will keep holding ur hand
@@YouArePointless4😮
@@YouArePointless4 you do realize buckle up is a survivor perk, right?
You know, I just thought about maybe having perk values. Kinda like VHS I think had. Where you can take really strong perks as a strong killer, but then you can’t take four of them. Maybe trapper has 16 points, while blight and nurse has 10. Most slow down perks could be 4 while less effective ones could be 3, or maybe you could use a lower tier of the perk to decrease its cost. That would probably be hard to implement, and in general I don’t know if players liked it in VHS.
The nerf to slowdown perks is absolutely ridiculous. This game is balanced around slowdown, and gens already pop so quickly. It's so demoralizing to see
Yea idk what the hell they were thinking
I went on a 30 win streak with the Hillbily without any addons and only using Lethal and Barbecue with 0 slowdown perks
I did this experiment to see how broken Hillbily is and how disgustingly unbalanced this game is.
Nurse still is the most broken killer in the game for over 6 years now, the best they did to her was nerfing her addons lol
I feel like if instead of nerfing pop they could go for making other slowdown perks be able to replace it more consistantly while also making them not compatible with with the 2 main slowdown perks
Still no fucking myers buff
Flashback to when Huntress got buffed for absolutely no reason O.o
bro can literally tombstone without any hooks 💀bro doesn’t need a buff
Who?
@@lwls4646 Add ons should be as the name suggests, I shouldn’t have to rely on add ons to help me win the game.
@@Timothee_Chalamet_CMBYN what they should do is rework myers to what Scott wanted, it was perfect
I am honestly hyped for chucky and bubba.. bubba was on suicide watch after his add on need, billys buffs, and the face camp mechanic. This will be pretty nice not NEEDing chili
I am soo unbelievably stoked about the borgo change. very nice of them to continue to consider the concerns of colorblind players without just falling back on the current colorblind mode.
very very nice.
Literally if they nerf this they need to revert his slice and dice movement nerf
Very sad about the buckle up change, I'm almost exclusively solo que and the FTP-BU combo was a lot of fun to use, because it was great resource against tunneling and slugging, and it was fun to get it off successfully. Now I guess I'll need to find a new fun solo que build :(
Used to make absolute worthless teamates that would get less than 10.000 points each game have a chance, unfortunately it's killers/4 man swf balancing only
Unfun from a noob killer standpoint thi🎉@@hououinkyouma6063
But hey, they gave a cool new effect that definitely will habe some use. Buckle up is definitely not going to be left to rot and I'm not lying.
You will have to face judgement one day for running bu+ftp, it is so blatantly overpowered last time I ran it because of the tome challenge I used it just once in the match on the last survivor to 4 man out and had to literally apologize to the killer in post game chat cause I felt bad
@LayZKimochi420BlazeIt If you feel bad for running it that's totally understandable, but I often find that the combo has the most value in close game situations and against obnoxious killers. An example from a recent game is against a huntress on Hawkins, granted, the huntress had a bad map and wasn't doing well, but in the endgame, she slugged a survivor and just stood over them as they crawled, the only way they got out is because I was able to sneak in and ftp bu and keep the huntress from bleeding them out
HUGE nerf for Wesker, since not only did every single wesker player tunnel and they’re nerfing that, but every single wesker ran 4 slowdown and they’re nerfing that!
I feel like I’m one of the only ones happy with the pop change but they could have just made it 20% flat regression
Agree. 30% (20%) of current progress might be huge 34% (24%) or completely negligible 7-9%. It's already quite inconsistent, so why nerfing it?
I'm happy with it too, I honestly just wanted them to make it something like getting it after two hooks. It just felt too strong even when chases weren't that short. Especially for killers that cross map instantly.
So back to the original perk then…
@@hgamesca8288 now its even more useless for killers without anti loop
@@viennasavage9110 Lmao... the perk isn't dead by any means. Don't be so dramatic.
TBH Buckle Up would've been a pretty bad perk if it didnt work with FTP even if it was pre nerf. You'd basically have to run WGLF if you wanted any chance to get value otherwise in most matches if you actually had time to heal they 99% of the time werent in danger of being slug camped in the first place, basically an applicable soul guard. Most games youd run it in that hypothetical the perk would do literally nothing except for very specific and niche circumstances.
FTP makes any version of Buckle Up actually show its value which is why its getting nerfed, but now with it giving a Sprint burst to the healed survivor with no Endurance it wont protect the savior so its more of a trade
I can’t believe they nerfed pop and pain res but buffed weaving spiders, and sabos.
I guess endgame builds or pentimento will be run.
Slugging, Lightborn and/or Endgame builds will be the new meta. Just you wait for that NOED nerf/rework coming next year.
pop and pain res can get almost 300% of regression, now its maybe 200%
Well weaving spiders was ridiculously weak and sabos aren’t reliable.
Pain res was healthy in that it discouraged tunneling.
Right tf they nerfed pain res for.
i actually raised my fists in the air when i saw the borgo screenshot. i no longer have to worry about loading into a map that causes me real physical pain.
I think one of the biggest issues with Pop and Pain Res are just how frequently they are run. Just about every match, killers are running one or both of those perks. Slow-down being part of the balance of the game is understandable, but the usage for those two perks is just off the charts. There is a debate to be had about whether they should have done this or buffed the other regression perks, but I think its difficult either way. If you buff the weaker regression perks, then you just end up with killers running even more of them and if you just nerf the stronger ones then you end up with the weaker killers suffering disproportionately. Feels like there are more foundational changes that need to happen.
If they are running them every game there is a huge reason they are needed if killers don't run they get gens all popped in less then 5 to 3 minutes my shortest match at 1 minute 30 currently. If you don't run one or the other or a slow down killer cannot win in a high mmr game without the hated Strat of tunneling, slugging ro proxying. This will make it more prevalent.
@@dracophoenixttv I wasn’t arguing against running slowdown/gen regression perks. I was talking specifically about these two perks that have a pick rate of over 25%. Surge is the next highest gen regression perk by usage and it’s got a pick rate of only 11%. So, what I was saying was that if killers are so clearly favoring these two perks over all the other gen regression perks they needed to balance them to make the others more of an option
@@deyeti I run surger depending on the killer I play tbh some can utilize it better then say pop. Pain res is a any killer can
The main issue with weaving spiders is that it leaves you injured for the rest of the game with no compensation. No mither makes it so your much harder to track and gives you basekit unbreakable, so I think they should make it 60 seconds broken like with deli and ftp
This is by far one of the worst updates to all these perks
How? Almost every killer brings the same 2 slowdowns, so this will hopefully open up more perk options, and buckle up was the most problematic survivor perk and it's getting addressed. I'm confused with why it's bad?
@@shadysorkin9214 Let me break it down for you. For one, gen rushing is already a problem in of itself with weaving spider buff alongside prove thyself, deja vu, or any other gen repair boost speed, gens will get done as fast as hell. With more and more gen regressing perks getting nerfed while all the gen repair speed boosts are side eyed it calls for even more gen rushing. Secondly, Buckle up never needed the nerf as it was hardly seen to cause trouble, and Background player were never really an issue. Decisive strike, while annoying as it was basically a one time use and the call for a nerf even after its buff was just fucking stupid. 5 seconds is long but its justified by a one time use. BHVR needs to stop punishing players for using common perks or coming up with creative builds just because they help them. I play both killer and survivor almost equally and understand why each nerf to these perks is absolutely unjustifiable.
@@shadysorkin9214 most classic survivor brain comment: omg every killer brings the same 2 perks, that must be because they are so annoying and mean and want to ruin my fun in particular! it couldnt be a balance issue, let alone a survivor sided issue! meanie killers got nerfed finally some more perk diversity, why didnt killers do that to begin with! :-(
@@SlyAtex
1 - Gen rushing will forever be an issue. You can't balance the game for both the new/casual players and the old/sweaty players as well as SWF vs Solo. That is the nature of an asymmetrical game.
2 - Weaving spider will still be a terrible perk. Assuming you don't get interrupted, its theoretically a maximum potential of 50% on generators. You can do more than that progress on a generator yourself in 60 seconds without being exposed the entire game.
3 - Buckle up absolutely needed a nerf. Just because you didn't see it that often doesn't mean it's healthy to exist in the game.
4 - Background was and is still a pretty unfair perk in coordinated groups for the killer. It can put you often in lose-lose scenarios. The change just requires you to have to be slightly closer to get saves, making the killer have more options to commit to chasing you.
5 - DS I agree was fine the way it was. That's about all I agree with though.
@@asmith8190 I play 50:50. Honestly complaining about perk shakeups make you the baby not me. They are almost always a good thing to keep the game fresh, even if its a change you don't like. Arguing about balance is pretty silly. The game has and never will be balanced.
One perk being in 40% of loadouts is insane though holy
I mean if you not running slowdowns you basically asking to lose.
I feel like it would be fun to have a system where perks are worth points, and killers have a select amount of points to spend on perks for a build.
like pop is worth 3 points and a killer only has 10 points to use to equip perks
Just Killer?
@@MrVIrginiaLUV I mean survivor would have it too but every survivor would have the same amount of points
pick 10 system when perks like hangmans trick exist is not a good idea
@@rileyp1506 wdym
@@proximity6631the pick 10 system would make bad perks useless. There would be no reason to use a bad perk that would take up perk points.
wesker doesnt even need any hindered in his kit he already has a power to catch up to survivors very easily all hindered does is just take away any form of skill expression from the survivor side for no reason
Spicy take grim embrace is healthy for the game.
How is that a spicy take?
@@sykomansam8476 I've seen some people say that it's bad for the game like otzstarva
@@theintelligentmilkjug944 I think it's healthy because first of all 12 seconds really isn't that long. It provides a nice little boost for the killer to actually find someone without every survivor gen popping. It's almost like bbq and chili in the sense that it gives you a period of time to find a survivor after you hook someone. It gives you a small edge and gives you a bit more control of the match instead of just getting obliterated by gen rushing survivors
@@sykomansam8476 I think the same way
I kinda wish gens had a minimum progress threshold that went up with the regression block mechanic (maybe even remove the block mechanic in favor of this idea). Like for every regression event the gen can't go down past an escalating 2/4/6/8% etc. That would reduce the horrible double/triple punishment that happens in solo queue when someone keeps going down and your gen keeps getting hit by perks because no one else is doing any gens. Like you'll probably still lose if the team is going down so easily but at least a gen or two can be done.
So they decided to lower kill rates on higher level by 20%, got it
At higher level you will just see people doing toe 1-2 strat. Tunnel 2 out as best you can and then just focus on the 3rd.
Get good or keep crying.
@@dommassa2667Okay, let’s nerf resilience and unbreakable and see if you keep this energy.
Nah, they just incentivised tunneling and slugging, just gotta adjzst and bleed out survivors now.
I always had the idea of killers and survivors having 4 perk categories they can choose from instead of the mix and match system we have now. For example killers and survivors would have lethal, hook, information and generator.
Lethal perks are perks that concern survivor health. Such as exposed perks for killer and healing or protection perks for survivor such as self care or mettle of man.
Hook perks concern the hooks such as things that help the killer get a hook or help survivors escape a hook or prevent being hooked such as lightborn to block blind saves or decisive strike to prevent tunneling.
Information perks are perks that provide information such as aura reading or killer instinct, stuff like that.
And finally generator perks are perks related to generators such as regression for killers or progression for survivors.
Both sides can only equip 1 perk from each category so it would eliminate the annoying quad slowdown builds for killers and the quad second chance builds for survivors. And because a lot of survivor and killer meta perks fall within the same category they would be forced to choose one instead of stacking them.
So killer gets butt fucked the only viable perks are getting gutted and they still think 150% background player is skilled gameplay...
If you have issues with Background Player then you're just bad at the game I'm sorry
This sounds like a massive skill issue.
lol major skill issue 😂
Would be nice instead of nerfing slow down because "It's used a lot" or nerfing any perk because "it's used a lot" they instead looked at WHY it's used a lot and do something about that. Maybe it's because if you're playing a killer who's not nurse or blight 2 gens pop after you down 1 person.
Nerf: We made M1 Killers even weaker
Buff: We improved the handholding survivor experience
They have been literally buffing every existing killer from the roaster for a hell of a long time.
Just try to use your skills instead of relying on hand-holding broken perks or admit that you suck at the game.
Damn these crying from bad players are more common
They only stop this nonsense when there's a mass killer exodus edit: look at the survivor mains salivating over how they're going to abuse this
@@dommassa2667your literally the type of player to bring meta perks and then bitch about killers using any single perk in the game.
@@phantasmo88 Nah I'm not, stop projecting
Why do pop like that. You have to actually interact with the game to use it... Meanwhile pain res gets a nerf that does not matter in the slightest because the problems it cause stem from the fact that it's literally a free 20% off the top of the most done gen in the map.
Bubba mains rise ⛓️💥🪚✊✊
RAHHHHHHH WE OUT HERE
@@Timothee_Chalamet_CMBYN again? How could you ever betray bubba....
They honestly didn't need to mess with Pop, repressed alliance is a great counter with room for error but it'll usually cause a situation where the killer has to make a choice in to full send his pop to another Gen, wait for the Gen to unblock with seconds to spare, or commit to a chase
BHVR: nerf anti-tunneling perks like Grim and PR, lmao it's like they're asking killers to tunnel at this point.
They nerfed DS and Adrenaline, wtf are on you about? Get good at the game instead of crying rivers of tears.
@@dommassa2667 thanks for not addressing my actual argument rather than going into S-tier insults, next?
@@grantritchey2334bro ignore dat bot💀
Very good points during the Pop portion, and sadly I see only one realistic solution to the top-tier-killer problem: Per-killer Perk balancing.
BHVR has proven time and again they are unable to properly balance killers (see: Twins "rework") to the point that the only way for there to realistically be a healthy compromise between the top-tiers and the other 90% is for those better killers to have restrictions/debuffs placed on their perks. Things like "Blight and Nurse are only allowed to bring one slowdown perk." I hate how inelegant and confusing it would be, but I cannot see a world where the game is in a healthy enough state for anything else to work.
this would be really nice when we get ranked modd
Nerfing the best killers in the ground isn't going to suddenly make the shit ones not shitty. In most cases, Nurse doesn't give a fuck what you put on her because her base kit is so strong you can do meme builds and destroy with her.
They need to buff and start reworking some of the weaker killers. Id rather they hold off on new killers for a bit and instead work on a huge patch that has a ton of reworks and changes to the weaker killers.
If you just nerf the strong ones then now you are forced into the bad ones and have a bad time because nothing's changed to make them any better
I think behaviour are actually decent at balancing killer, the problem is that they always end up either killing the killer, or making the killer godly. Twins before the rework was balanced af, then they made her op for no reason at all. However I do agree with top tier killers only being able to bring certain perks. It's not a good thing but a thing that is needed in order for the game to feel more playable
damn killers so salty in comments. have you tried getting good?
Yeah, it's kind of crazy how extreme the reaction to the nerfs is. I love a lot of these perks as one ofs and pain rez and grim embrace are both going to still be completely viable same with deadlock.
People don’t want to be forced to main blight and nurse only. If you wanna play someone weaker like Myers or Ghostface you need gen regression or the game ends in 6 minutes.
@@deacon6221 And? theres enough good slowdown perks that you can run 4 of them
@@nijjanxiang9269 Then you have no build variety at all. No room for creativity.
@@deacon6221 thats not what i meant at all im saying theres several very strong slowdown perks enough to run a full loadout even. I genuinely dont understand youre comment. Theres still good slowdown theres still good non slowdown perks all they did is slightly tone down the best ones. if you cant win with new deadlock+pain res and 2 random perks on 90% of killers its straight up skill issue.
15:07 18 seconds total. 4.5s per Pain Res. Pain Res has went from 15%x12=180% or 162s to 25%x4=100% or 90s to 20%x4=80% or 72s. Now obviously you were never getting 12 usages out of Pain Res (at least 12 that mattered) but it is interesting to see how much this perk has been gutted.
As usual, huge nerfs to killer and huge buffs to survivors
Get good at the game man, it's not that difficult, otherwise keep crying.
Yeah. I mean, look at those massive nerfs to Deathslinger and Bubba, and those huge buffs to Decisive Strike.
@@dommassa2667you have 62 comments on this channel 😭😭
@@UmYouu so what?
@@dommassa2667bro pls stfu and get a life
For chucky they should make scamper just last longer when ypu do it so survivor has more time to run away or make when scamper as chucky you lose your power