I know, imagine trying to get the adept killer challenges with most of them not near as strong as they used to be comparing what surv have access to now .
So with Hoarder! One of my FAVORITE BUILDS ON PIG is, "Maximum Secondary Objectives." Yah know. Because Survivors complain that all they have to do is hold down M1 on a gen. So it's Haunted Ground, Undying, Devour Hope, and Hoarder. They've got four totems they need to break and five chests on the map to open! To cap that off, I run the two add-ons that give you extra RBTs! So much stuff for Survivors to do! They'll never be bored again!
@TOGGGAA1 you know... it's funny. Hoarder works best when there's one survivor left because they've got nothing left to lose, so they open chests for keys.
When I try to do a "side quest" Build i use play thing, pentimento, monstrouse shrine and sloppy. 8 totems to clense, need to unhook faster and longer heals and for add-ons shorter timer and longer searchtimes but with the mangeld rework next update maybe i swap sloppy for hoarder. same built also works great with pinhead and the faster chain hunt aktivation and iri lament configaration so they have less time to ignore the box and take longer to find it
Shattered Hope basekit sounds nice until you think about the fact its really easy to find a boon as a killer because of how loud they are. They should reduce the noise so that if boons are one-time only they are at least more hidden.
I don't think they saw it as a nerf, beceause making it a scourge hook perk makes it useful with other scourge hook perks (but the effect was and still is quit useless)
17:04 "fun" fact about Shattered Hope against Shadowstep: Shadowstep lingers for 4 seconds, meaning you only get half of your Shattered Hope aura read.
thats why I refuse to play this game again! There is so much variety and builds you can make with any killer or survivor but 70% of the perks are just so damn useless
And they could also do more things basekit like: Basekit Shattered Hope, but in return, buff boons to 28 meters instead of 24, and reduce blessing time from 14 seconds to 8 seconds (revive boom totems but only 5 uses). Basekit 15 second Dead Lock, but in return, also make Deja Vu basekit, and have Grim Embrace reworked (reduce gen rushing). Basekit 20 second Decisive Strike, but in return, killers get 5% haste for 20 seconds after hooking everybody once (reduce tunneling). And I have many ideas more
@@MrJefferson07 I mean it gives more variety to pick different perks, like before everybody had to have Borrowed Time. So most people had 3 perks to choose from +mandatory BT to reduce tunnel. They also tried basekit Unbreakable, but the way it was implemented was not good, maybe have basekit unlimited unbreakable only when there 2 survivors left. Because the main reason killers slug is to get 4k's. And I agree that its slow and boring when killers do that.
It was 4 meters on all hooks before completely worthless unless there was someone hiding next to a hook for some reason. It's better than it used to be but it's still completely terrible.
@@ChaosTheStrange From my experience, 4 meters was small enough that I couldn't see the aura of someone searching a Jigsaw Box above me from the basement while holding someone. That should say it all.
That game with Shattered Hope gave me an idea for what may be one of the hardest challenges in DBD. You have to run Shattered Hope and Hex: Pentimento, but can't run any other Hex perks. Before the last generator is completed, you have to break all totems yourself and get 5 stacks of Pentimento.
I was trying to get another creator months ago to do this exact same thing but he wasn't interested...I'm thrilled you are doing it!! Should have a whole series running worst killer perks
No lie, territorial imperative with Dredge and Make Your Choice actually works pretty darn well. Dredge doesn't move their body when teleporting, only the camera, so you can teleport to a locker by basement when territorial goes off and Make Your Choice will activate on the way over.
Everytime I watch your videos, I'm just AMAZED at how easy the survivors are. They just run in a straight line against legion?! I can't take a single SWING of my weapon when I play killer without every single survivor trying to 360 me. EVERY TIME!!!!
I feel like Hangman's trick should be changed to be sort of the scourge hook equivalent to lightborn. Either preventing sabo on scourge hooks, or at least increasing how long it takes to sabo them.
I think smth cool for it would be to have it be Scourge Hook, but make it so the hooks cannot be destroyed, even by sacrifices. Still wouldn't be too great most of the time, but would at least give us an excuse to run it for Scourge builds.
They should just revert it to how it was when it was too strong, then reduce the range of hooks that can be seen. With a perk like nowhere to hide in the game, I don't see how a reverse barbeque would be too powerful
@@heavenlydemon5994 I mean a reverse barbeque as in it reveals nearby auras before hooking rather than far ones, floods of rage is after an unhook and reveals regardless of distance
For that first build with Scourge Hook Hangman's Trick, I think a slightly better use might be to pair it with Scourge Hook Monstrous Shrine because that makes the basement and the tile above it part of the areas you can see auras in with the perk (i.e. you're increasing your map coverage by 25%.) Assuming you go with Hangman's Trick and Monstrous Shrine, you could try either: - adding Scourge Hook Pain Resonance since you're already using Scourge Hooks - going with Iron Grasp to lengthen the time you carry someone like in the video - add Thrilling Tremors for some additional carry-related slowdown and detection
I have a feeling we are going to see a lot more Territorial Imperative next week with all the new basement perks!! Especially since the invocation's effect is permanent!!
That's just good design IMO. Giving survivors reasons to go to basement should have been implemented way before now. Basement is core to the game and is in every map for a reason.
@@ynglink Good design? It's honestly horrible if you ask me. The basement might be a core design piece of any map it's more something for the Killer then it is for Suvivors. If you're a Survivor you've got no reason to enter the basement normally. The only thing you'd be doing is wasting precious time you do not have to waste. Sable's perks are exactly designed around wasting time in the basement. The new invocation perk isn't even powerful enough in it's current state to justify using it. Originally the perk gave all players a permanent 15% repair speed bonus until they changed it at PTB launch. Now the perk is nearly useless because the gained charges on generators can be regressed by Killers through various means. If this was their way to design more basement play then they failed at it. It feels more like they needed a way to make Territorial Imperative more relevant.
@@CarlosHuiskens pretty sure they've already changed her invocation to work like a brand new part, it now knocks 10% or whatever off the end of the gens
@@ScaryToastGaming You are correct. I wasn't aware of that yet because I haven't been playing much since Helldivers dropped haha. But regardless the perk still isn't really worth it in my opinion. They might have made the charges permanent but they reduced them from 15 to 10. So they partially reworked the perk while keeping most negatives and also slightly nerfing the charges. The OG version that existed within the game files before the PTB launched was actually worth it. It was the perfect example of high risk vs high reward.
@@CarlosHuiskensIt's not about whether the perk is worth it or not. I'm talking about general perk design rather than the strength of the perk. I expect with the invocations, they're being pretty cautious with it, just like the first scourge hook was.
shattered hope, pentimento, play thing, third seal that way shatered hope cover any possibilities: if there's a booner, it make it hard to ever be able to get pentimento... third seal isn't too much oppressive to motivate them to search for it until they get play thing totems... which gonna allow for pentimento then... now just getting 1 or 2 is just enough to slow the game, I don't think it's worth waiting to get all the 5 at once later... too much lost of values. but no matter what this force them to go for totem way too often.
It’s timeout for BHVR nerfing things in the game and start to focus more on improving the extremely weak/useless things . Would help get players to lean away from the stale meta
Bro. This comment so dumb. Killer plus survivor are always going to lean towards the best perks in the game atm. You Nerf, and everyone’s gonna use next most useful thing. It just looks more obvious for survivor because it’s four survivors and one killer.
@@noizusagi6901 your first sentence was an insult which is kinda sad , but did I not just state that ?? If they focus on strengthening the weaker things in the game , then eventually what you get is a wider variety of shit to choose from , meaning everything will be less repetitive , like meta builds
@@noizusagi6901 they’ve tried to shake the meta up many times and all it was is nerf tf out of the current meta perks , buff tf out of some weaker uncommon ones . Now the weak ones take the place of the previous and it starts all over again , just another meta . Buffing the weaker things while keeping the ones that are fine untouched , is the best way to go about it
@@GelatoGambino Not to mention they punish perks that don't deserve it like Calm Spirit, they reduced the speed of doing totems and chests by 30% in exchange for silently doing them, but they really didn't need to punish it as thats already extremely niche. Meanwhile other perks get to be strong but without drawbacks?? The balancing really does not add up to me sometimes. Its like they presumed Calm Spirit would be strong or something so nerfed it before it ever even got a chance to shine at all. And thats just one perk example out of many, but I do hope they try to rework a bunch of perks again sometime! One I've always wanted to see change is Premonition.
@@hallowedchromee310 YES ! Exactly , you hit it on the head , it’s fine to buff weaker perks without simultaneously nerfing another aspect of it , especially if it was already situational to begin with . Yet some things are just given free like Ultimate Weapon and FTP/Buckle Up..
Am i the only one who thought old Hangman's was better? Having hooks regrow in 10 seconds was way better, and they could regrow even if you killed a survivor on them
A simple way to buff Hangman's Trick, imo: The aura reading stays in effect for as long as a Survivor is hooked on a Scourge Hook. As it is, you could also pair Hangman's with Monstrous Shrine for an extra set of hooks. 21:56 - Funny enough I watched another video recently that used Bubba with Hoarder and Alien Instinct. Though the other perks were THWACK! and Awakened Awareness. With Bubba in particular you could pair AI and Hoarder with Rusty Chains (chainsaw hits leave Survivors broken) and Begrimed Chains (Survivors drop their items after a chainsaw hit)
My buffs Hangman: give survivors the exposed effect for 30 secs when sabotaging. Simple and situational but better than it is. Septic touch: let the effects linger longer. Messing up a skill check decreases progress more Shattered hope… should have been base kit. Let killers decide to break or snuff. Beast of prey: let undetectable linger after losing line of sight. Really stupid it deactivates instantly. Give it at least 10 secs Hoarder: actually isn’t too bad on some killers (ones with objectives and special items) and it works well with Franklins demise. Territorial Imperative: you get the undetectable effect for 30 secs.
My ideas for buffs Hangman's Trick - Add effect that when hooked onto Hangman's trick hooks Hides survivor's aura and stifles their scream. Think reverse blind the survivor on the hook cannot be detected by other survivors but things like kindred would still work. Septic touch - Effects both the healer and the healed. While healing oblivious but the effect doesn't linger. If interupted at any point even by survivor intervention causes loud noise notification. Shattered hope - agreed with you Beast of prey - Rework dims red stain upon activation of bloodlust for x seconds Hoarder - adds in passive regression of items left on the ground. Think half the speed of franklin's Territorial - Survivors upon exiting the basement become blind and oblivious for x seconds.
The best way to get septic touch to work is to use it in conjuction with blood echos and mind breaker. It creates a no win situation when the ball gets rolling. Don't heal get exhausted. Work on gens get exhausted and if you get effected by blood echos then you stay exhausted till you get off the gens for 50 seconds. Heal? add 10 seconds and lock exhaustion timer. Every action leads to exhaustion. Toss on Thana and addons that break survivors and now they have incentive to heal to rid themselves of everything. It works great on all kinds of killers but Plague, oni and legion get the most out of it with Doctor and Wesker getting the second highest value.
I have some ideas to improve the 3 main perks. Shattered Hope: When a survivor cleanses or blesses a totem, they suffer from the exposed and blinded status effect for 60 seconds. Allows killer to shatter blessed totems, granting option 1: (undetectable for 60 seconds (utility)) or option 2: (increased terror radius X and haste X for 60 seconds (utility more thematically close) (not sure which option would be better but there should be a buff for breaking a blessed totem.) Septic Touch: When a survivor performs a healing action within your terror radius, they suffer from the hindered and exhausted status effects. These effects persist for 5 seconds when canceling or completing the action. Hangman's trick(least concrete idea): after a survivor is hooked they suffer from the mangled status effect, when a survivor is unhooked from a scourge hook, the survivor who unhooked them suffers from the hindered status effect for 12 seconds. Honorable mentions: Hoarder: when survivors pick up an item from a chest, they suffer from the hindered status effect until the item is depleted or they are injured. Alien Instinct: When hooking a survivor, the furthest survivor is revealed for 20 seconds, or until within 28m of the killer. They suffer from the oblivious status for 30 seconds.😂
26:20 Alien Instinct kinda feels on par w/ Barbeque & Chilli imo. BBQ & Chilli + shows the aura of *all* survivors + works regardless of their health state - survivors hv to be at least 40m away (& not in a locker) Alien Instinct - only shows one survivor's aura - need to hv at least one survivor injured for it work + it works at any range + the survivor gains the Oblivious status effect for 20s. Plus, you can pair it w/ perks like Coulrophobia, Scourge Hook: Gift of Pain, Septic Touch, Sloppy Butcher, Thanatophobia, Forced Penance, etc to get more value from it.
I could be wrong, but wasn't the old hangmans trick perk better? It used to apply to all hooks within a 6yd range as well as make broken hooks recover quicker, right?
Alien instinct should either be changed to still show the furthest injured person, but then increase the aura reading and obliviousness by a TON. OR stay how it is, but show the closest survivor, injured or not.
What's crazy to me is, these are universally some of the worst perks in the game and Spooky still dominated every match! What are survivors even supposed to do when all the killers are out here running super oppressive perks instead of "bad" ones like these? D:
This reminded me of a match waaaay back when Pig and Meyers were fairly new and hooks did not repair themselves. I ran Hangman's trick and got a Jake to accuse me of hacking because of the hook repairing itself lmao.
I had similiar experience,with aura reading perks,lethal pursuit,nurse calling,nowhere to hide,he said i'll be reported for wallhacks. Funnies thing is,he had 100+ hours on record.
"We're boosting Hangman's trick so that it covers more area." "Ah...cool, I guess? 12 meters, not bad. Solid, not great." "Now it only applies to scourge hooks!" "...ok, but why though?" I also find it hilarious that you got more value out of Lethal Pursuer and Undying together than shattered hope As for Alien Instinct, i've had luck running it on (Not surprisingly) Alien and Demogorgan. Namely because both can take advantage with brief stealth for sudden blind sides. As for Hoarder, lets face it. You run it on Christmas for Krampus and Bad Santa builds to put a weird ephasis on taking away things rather than anything else. It's funny, it's nicbe, but god is it awful
Scourged Hook Change: Everytime you hook a suvivor on a Scourged Hook another Hook becomes Scourge Hook and you gain a Stack, for each stack of Hangmans Trick all suvivors gain a permanent debuff on repairspeed by 1 % . If the Suvivors Sabotage the Scourge Hook u loose a stack and the Hook will no longer be Scourged Hook. Or you can do something like this: Everytime you hook someone on a Scourge Hook all suvivors who are currenlty Healing Scream and Injured Survivors Suffer from the broken statuseffect for 20 seconds.
I know the title is rhetorical, but it nonetheless inspired consideration. Hangman's Trick: If I'm remembering correctly, hook respawn time was much longer at the time of Pig's release, and the survivor meta consisted of mass-sabotaging all the hooks in an area before staring work on gens, making it nearly impossible for the killer to progress their objective. Assuming that's accurate, the perk's original purpose was to counter this meta (this was also during the time when dev responses to most game-breaking metas was to add a perk for it). Septic Touch: I wasn't around when this perk was released, but I can see some thematic connection to its associated killer. Perhaps it's meant to counter Windows of Opportunity? Shattered Hope: I imagine this was a poorly implemented pitch concept to enable a killer without hex perks to more effectively counter boon teams. It lacks synergy with anything, and I've been told it's aura bonus is directly countered by Shadow Step, which seems a huge oversight. Beast of Prey: If you saw this perk when it came out, you might at least respect the attempt made at fixing it. On release, this perk would inconsistently remove the red stain of the killer in Bloodlust I. At least now it has a predicable effect and grants bloodpoints. Hoarder: Is this that bad of a perk? It's not great, but I figure you only add it when you see a lobby with no items at all. Alien Instinct: I'm stumped on this one; every scenario I can think of where it would be useful, there are plenty of other perks that do better. Even as part of Xenomorph's base-kit (assuming you're stuck using just its perks), Ultimate Weapon works better as an info perk. Territorial Imperative: Ironically, this perk has had no viable use UNTIL JUST NOW; I guarantee a few killers will be using this on March 12 to catch fresh Sables through the match. If more Invocation perks are added, then this perk will be the natural counter to them. As to why it was in the game before now . . . Not sure, really. Huntress had it hard, I guess, but then again she has one of the best powers in the game, so . . . Genetic Limits: Between this and Alien Instinct, maybe they've been struggling on ideas lately? I'm trying to think of some synergy between this and the Singularity's power, but I'm not coming up with anything.
The real reason the first one is kinda useless is because sabotaging is so weak at the moment. I'm a new player and I was trying to prestige Jake so tried out running a sabo build. It was atrocious. 30s sabotage means basically pre-empting what hook the killer is going to and doing it literally in front of him when you factor in time to sabo and travel time. Because of this I havent seen any other players sabo in my games. This means any killer sabo perk is a waste of time cause 1: You'll see them do it and 2: you can just slug the person you're carrying to wait out the sabo. 3: It will rarely be taken by survivors so incredibly niche to counter.
I am in complete agreement with Shattered Hope being base kit for killers. Honestly, survivors could have kept their strong boons like old CoH so they felt more impactful, if the killer finding and snuffing them out breaks that particular totem, forcing survivors to find another totem and giving them limited boons for the trial. A few tweaks might be needed for that, like the noise of boons not being heard from quite as far away. Maybe taking less time to set up on dull totems? Hell, the aura reading on survivors in the radius can also either go, or have a lower duration since it isn't wasting a perk slot anymore.
They should make it so hangman's trick makes sabotaging scourge hooks slower as well as grant a successful hit cooldown reduction when the killer is near a scourge hook and carrying a survivor
For shattered hope, you could use the build I like to run: Hex: Pentimento Hex: Plaything Hex: Undying Shattered hope The goal is to get a 5 stack of pentimento. Plaything makes survivors want to cleanse totems up to 4 times, undying makes them want to cleanse the last totem, then shattered hope removes the one thing that hardcounters this build, that being boons. Once all 5 totems are down, then you can make a run around the map lighting them all up, getting the 5 stack.
Bro I saw that too! The "basement" on the right looks like it only has 3 hooks too? Personally, from what I know, that isn't a thing at all, that there can only be one basement
Here is the thing. A lot of them had different effects when they where first in the game. Hangman's Trick for instance has had TONS of changes in its existence. Its best version being that all hooks repaired faster and even the hooks that survivors died on would regenerate. ( Though they would regenerate slower than the others. ) This was.. I think its second version? Its been a while on that one.. But yea at one point it was actually extremely useful. But then survivor players complained about it because they could not make dead zones anymore. ( Not a joke this was exactly what a LOT of survivor mains complained about. ) The devs listened to them and it got nerfed, then eventually changed to something else.. Then it got another change to what it is now. ( One of said versions allowed the killer to see if anyone was near a hook at all times. The range was short though. ) Shattered Hope was something ALL killer players said should be base kit. Even some survivor mains said that. But someone mentioned that they would probably force killer players to use a perk for it and sure enough that is what they did... I hate the fact that I was right in that assumption... ( I might have been the person that gave the devs the idea sadly. ) Hoarder, got a similar treatment as Hangman's Trick. It was originally different, got nerfed in its transition from PTB to live. Then eventually got nerfed again to what it is now.
I'll might be called because of this, but Hangman's Trick on Pig with recent changes really helps to find out survivors with reverse traps to put more pressure on them. There are better alternatives, but since it's her unique perk, I think it's not so bad as people think it is. Septic Touch is literally unusable. It doesn't benefit anything, because of two limitations. First you have to be in terror radius to get affected, and second it just takes 10 seconds. Either increasing duration to something like 90 seconds or removing the requirement of being inside of terror radius should be removed. Shattered Hope should be a basekit feature back then, but since the most problematic boon perk is nerfed, and there are just 5 boon perks in the game, the perk itself should also have a good additional bonus to it to make it work. Currently, it's just not worth the perk slot. Best of Prey is kind of niche, I like to run it sometimes, even if it's not worth it. But still can give you enjoyable moments, maybe changing it to work in both Bloodlust 1 and 2 should do good for the perk. Hoarder... I only can make it work with Franklin's Demise. I couldn't get any other benefit from this perk, I think it's either needs to be reworked or need to add a good additional bonus to it. Alien Instinct is GOOD. People might think it's unusable since we have BBQ and many other decent perks to show auras of survivors, but it's have NO limits. It's a great perk to apply an amazing pressure to group of two, preferably the weakest two links of the survivors. Oblivious bonus is just nothing, but still good to have. Territorial Imperative could be a good perk after Sable, only if it doesn't require 24 meter limitation.
Imperative is kind of good when paired with monstrous shrine on certain killers though, since it lets you get far away enough from basement to trigger the faster progression while still being able to keep tabs on if anyone tries to save. Really funny on Hag especially but I'd love to hear what other killers people do this on
yeah ppl will always run perks that do more than just one specific thing. that's why everybody runs the top 10 perks. resilience for example increases your speed with almost everything in the game while you are injured. windows of opportunity shows you auras while you are working at a gen or while you are in a chase and in a chase-oriented game information is key. i also don't get why shattered hope isn't basekit. you can only destroy totems as a killer with this perk, but survivors can boon it OR destroy it. when you relit a totem with pentimento it's destroyed after one time as well whereas survivors can relit a totem while using a boon perk indefinitely.
I have also experienced this chase bug where you can only initiate chase with a survivor by hitting them. I've experienced it twice. Both times were on the same map you were just on, Shelter Woods. I wonder if it's related. It's kind of cool and an advantage to not have chase music, it really does make tracking the survivor a lot easier and you don't get any points in your chaser emblem and you get gypped out of the blood points too. I hate the bug.
Alien Instinct is good. You just have to play it right. I normally play it with a movement killer like blight, dredge, or xenomorph. I also use nurses calling and thanatophobia to stop heals and slow gen progress. When chasing survivors, I hit them once, and go to the next, and hang the second, leaving an opportunity to get back to the first. It’s great for groups of survivors working on gens together because you take them out as a group.
Hangman’s trick used to be good when hooks didnt naturally respawn because it respawned them and was snappy about it, but then when they respawned they lost its grace
its funny how hyper specific these perks uses are, like hangman's trick is only good if you know you're going against a team of sabos, septic is super good against sprint burst espc combined with nurses, best way to lose exhaustion is to do something like a gen or heal and when you interrupt a heal and they're relying on sprint burst to make distance, septic gets insane value
BHVR is at the mercy of their simple eloquent design, but need to somehow keep inventing flavor around it. So, there are mechanics to vault, break pallets, kick a gen, hook, whatever…that acts as the trigger. Then an effect takes place. We have coverage for most of the interactions several times over. “Hook here, do damage there”, “hook here, see people there” So then it becomes “how do we reinvent the wheel” and not just overlap perks. That’s where all of these come in 😂 Boons aren’t the super prevalent thing we all thought they’d be. Awakened Awareness basically just Calvin pissing sticker’d on hangman’s Its tough. Limited interactions, not trying to outdo the current “ceiling” for gen regression, exposed all the time, injured all the time…it’s difficult to propose great, unique, useful perks.
shattered hope actually works quite well when you pair it with pentimento and other pushing hex perks (that is if people even use boons in your game but it can be a nice backup plan incase people keep booning)
21:28 Hoarder doesn't sound great on its own, but it can come in handy when paired w/ perks like Franklin's Demise, Overwhelming Presence & Weave Attunement tbh.
Honestly, some of these perks work well with specific killers. For cenobite Hoarder is useful for beginners trying to locate the cube. Beast of prey could work well with Chucky, no red stain and undetectable at blood lust one is terrifying.
Shattered Hope was a slap in the face to everyone who recommended that effect as a base kit feature. Like 100% the most petty thing BHVR has ever done 😂
Shattered Hope should either be basekit, or allow you to purposely break ANY totem under the condition it’s on a timer so you can’t immediately get an early game 5 stack Pentimento. It could do some nasty combos with stuff like Haunted Ground too. Like a forced temporary NOED.
If anything, Hangman’s trick should just always reveal survivor auras when within range of scourge hooks. Having the condition for survivors to be in range of a hook, a survivor being carried, and to be looking in the right direction is like asking for the stars to align. And even if they do align, who’s to say they’ll be anywhere close to where you saw them after you finish hooking the carried survivor? Also, there’s already an aura reading perk that activates while a survivor is carried.
You should try out Hoarder and Franklin's together on Dredge. I was messing around with it a week ago and it's actually a lot more useful than I thought it was. Survivors always want to pick their items back up which makes it a plus. Lot of info.
Hangmans trick would be great if it caused deepwound for anyone who sabotaged a scourge hook. Septic touch would be fine if it affected all survivors healing Shattered Hope would be amazing if it allowed you to break any totem, giving an effect based on what type it was. Boon - reveal all survivors in range and apply 10% hindered Dull - gain 5% haste for 8 seconds Hex - all survivors scream and become exposed for 30 seconds Horder would be fine if chests were more worth while
I don't feel Shattered Hope should be basekit (Boons as a whole aren't even that strong anymore, so being able to use them only once per totem per match no matter what seems slightly too far balance-wise), but its effects should definitely be combined into another Totem-related Perk. It would be a great additional effect to something like Pentimento for instance, to guarantee more value for the Perk (which is limited as it is, since the Survivors get the Pentimento icon immediately upon you activating it, and already know exactly where the Totems they cleansed were, allowing them to quickly go back and re-cleanse) without requiring you to take Hex totems or depend on Survivors using Perks that require cleansing dull totems (like Inner Strength).
I really wish more people would see just how good forced penance is. Everyone thinks it's too situational but thats actually not always the case. Also theres a few killers that use the perk really really well. I don't know if these are bugs or not but as long as you have forced penance, deathslinger's redeemer and artist's birds both inflict broken even if it's not a protection hit.
@@CarelessMindTTL Right, it's just other places have said it's actually not a bug so I don't really know. I'm probably wrong but I'm pretty sure someone said that the wiki says it's intended
I've actually had many shower thoughts that were focused on how I'd buff these garbo perks into being actually viable. Here's what I have: Hangman's Trick (No longer a Scourge Hook perk) - Hooks take 10/15/20% longer to be sabotaged and are no longer destroyed after sacrificing a survivor. Just like how Lightborn is a direct counter to flashlight users, this version of HMT would shut down sabo-squads, while also having a QoL benefit for maps that have terrible hook placement. Septic Touch - Once you injure a Survivor by any means, Septic Touch activates, cursing that Survivor. Any instance where the cursed Survior is healing or being healed, all other Survivors involved are inflicted with Blindness and Exhaustion for 30/45/60 seconds. -These effects are also inflicted on the cursed Survivor. -Septic Touch deactivates when the cursed Survivor is fully healed or put into the dying state. The idea is similar to Hex: Face the Darkness; injure a survivor and let the perk do the rest when others are healing or trying to get healed. It also fits with the theme of the perk being about infecting and spreading the disease. Shattered Hope - You can now destroy Dull and Boon totems. - For each Dull totem you destroy, you gain a permanent 1% haste; destroying a Boon totem gives you a permanent 2% haste. - Hex totems cannot be destroyed by the Killer. - Destorying a totem reveals the Auras of all Survivors within 12 meters of other totems for 6/8/10 seconds. An ideal perk for anyone who doesn't wish to run Hex perks. If you happen to find all 5 totems, that means a perma 5% haste. And if survivors decide to boon them all, that means a perma 10% haste. This would make alturistic survivors think twice about bringing boon perks if they want to risk giving the killer an advantage. These stats were off the top of my head, so LMK what you guys think.
Septic Touch and Hangman's Trick yeah. Those perks are awful. Shattered Hope though is actually pretty great for Pentimento in the very niche instance in that a survivor opts to bless your hex totems or some dull ones rather than cleansing them. With Plaything, Shattered Hope, Pentimento, and maybe Thrill of the Hunt/Retribution, you can really annoy some survivors while getting some good value from them.
You know what I just noticed at 6:19 that you get +300 devious points when using Forced Penance on someone and making them broken. The perk is so rare that after playing the game for 4 years, never noticed that this perk gave you extra bloodpoints
I think hangmans trick fails so bad because you can just bring awakened awareness if you are looking for any saboeurs, or you can bring bbq if you are looking for where to go next after a hook. Like those perks are just better than hangmans in every way😭
hey im a new player and im trying to learn all the perks in the game. i love your videos so much, do you think when you do this build videos you could quickly run through all the perks you're using in the build to show people how they work together? you explaned it really well during the scream match but during the eariler games there wasnt much said, i think with the leather face build you did it perfectly but i still wouldve loved to see at least other perks hovered over while showing the build so someone could pause and read them
The perks range from "all survivors break their femurs when you left click" to "you see a survivors aura when they think about paris "
I know, imagine trying to get the adept killer challenges with most of them not near as strong as they used to be comparing what surv have access to now .
"And when they all think about Paris at the same time you get 2% haste for 5 seconds"
@@AlbertWesker411 deadly accurate. So scared to give killers any real form of haste
Ewww france
That made me laugh way to much lol
So with Hoarder!
One of my FAVORITE BUILDS ON PIG is, "Maximum Secondary Objectives."
Yah know. Because Survivors complain that all they have to do is hold down M1 on a gen.
So it's Haunted Ground, Undying, Devour Hope, and Hoarder. They've got four totems they need to break and five chests on the map to open!
To cap that off, I run the two add-ons that give you extra RBTs!
So much stuff for Survivors to do! They'll never be bored again!
Awesome! Survivors love the opening chest style of gameplay!
@TOGGGAA1 you know... it's funny.
Hoarder works best when there's one survivor left because they've got nothing left to lose, so they open chests for keys.
When I try to do a "side quest" Build i use play thing, pentimento, monstrouse shrine and sloppy. 8 totems to clense, need to unhook faster and longer heals and for add-ons shorter timer and longer searchtimes but with the mangeld rework next update maybe i swap sloppy for hoarder. same built also works great with pinhead and the faster chain hunt aktivation and iri lament configaration so they have less time to ignore the box and take longer to find it
Shattered Hope basekit sounds nice until you think about the fact its really easy to find a boon as a killer because of how loud they are. They should reduce the noise so that if boons are one-time only they are at least more hidden.
@@somedude1561that sounds good tbh
Wanna know what went through the minds of the devs. "Yea let's nerf hangman tricks"
What's funny is they thought it was a buff
I don't think they saw it as a nerf, beceause making it a scourge hook perk makes it useful with other scourge hook perks (but the effect was and still is quit useless)
@guillaumethouvenin1328 true but if they kept it with all hooks and not just scourge hooks then it'd be even more useful
Maybe "People complain that there aren't enough Scourge Hook perks, so let's turn a random hook-related perk into one!"
Thats funny bc apparently they hate the Pig 😭 They always nerf her or her Perks 🥴
17:04 "fun" fact about Shattered Hope against Shadowstep: Shadowstep lingers for 4 seconds, meaning you only get half of your Shattered Hope aura read.
They need another big overhaul.
There's still like 30 to 40 useless perks that are a waste of potential
thats why I refuse to play this game again! There is so much variety and builds you can make with any killer or survivor but 70% of the perks are just so damn useless
And they could also do more things basekit like:
Basekit Shattered Hope, but in return, buff boons to 28 meters instead of 24, and reduce blessing time from 14 seconds to 8 seconds (revive boom totems but only 5 uses).
Basekit 15 second Dead Lock, but in return, also make Deja Vu basekit, and have Grim Embrace reworked (reduce gen rushing).
Basekit 20 second Decisive Strike, but in return, killers get 5% haste for 20 seconds after hooking everybody once (reduce tunneling).
And I have many ideas more
@@EdwinCristobal yeee see? So many great ideas they could put in those slots instead of what they are currently
@@EdwinCristobal I don't like basekit perks.
@@MrJefferson07 I mean it gives more variety to pick different perks, like before everybody had to have Borrowed Time. So most people had 3 perks to choose from +mandatory BT to reduce tunnel.
They also tried basekit Unbreakable, but the way it was implemented was not good, maybe have basekit unlimited unbreakable only when there 2 survivors left. Because the main reason killers slug is to get 4k's. And I agree that its slow and boring when killers do that.
6:05 It's nice to know that even players as good as Spooky make little flubs like that from time to time
Spooky is considered good?
@@fateleigngod4977 do you think he's bad?
@@fateleigngod4977he's rated top killer, wdym
@@rainbowhavendefinitely not the best killer I’ve ever seen, but he is better than me
@@Ginamy72well no fucking duh.
Am I the only one who thinks they straight up nerfed Hangman's trick? It went from showing auras for all hooks to just scourge hooks
Before that, it made hooks repair themselves after 10 seconds.
It was 4 meters on all hooks before completely worthless unless there was someone hiding next to a hook for some reason. It's better than it used to be but it's still completely terrible.
@@coffechipmunk2108 WHYYYY that sounds incredibly useful😭
@@ChaosTheStrange
From my experience, 4 meters was small enough that I couldn't see the aura of someone searching a Jigsaw Box above me from the basement while holding someone. That should say it all.
I don't know why "That's my boy, Gabe, from Space" killed me like it did, but god damn, it sure did.
That game with Shattered Hope gave me an idea for what may be one of the hardest challenges in DBD.
You have to run Shattered Hope and Hex: Pentimento, but can't run any other Hex perks. Before the last generator is completed, you have to break all totems yourself and get 5 stacks of Pentimento.
This would take YEARS
0.000000000000001% chance thats possible
I was trying to get another creator months ago to do this exact same thing but he wasn't interested...I'm thrilled you are doing it!! Should have a whole series running worst killer perks
No lie, territorial imperative with Dredge and Make Your Choice actually works pretty darn well. Dredge doesn't move their body when teleporting, only the camera, so you can teleport to a locker by basement when territorial goes off and Make Your Choice will activate on the way over.
Except u cant teleport to any locker near the hooked person
"We can just use our eyes to see that happening" except for the one time that the hook sabo actually scared the shit out of you lol
Everytime I watch your videos, I'm just AMAZED at how easy the survivors are. They just run in a straight line against legion?! I can't take a single SWING of my weapon when I play killer without every single survivor trying to 360 me. EVERY TIME!!!!
You either get the 50 hour survivor or the 8k comp one, no in-between, mmr is a myth
Live streamers and RUclipsrs often run VPNs cos I’m up against prestige 50 Sabel every time
I came here to be wished a fantastic day... so far. ='(
Have a nice day bro
Have a fantastic day 🎉
Have a fantastic day brother!
I wish you best day you ever had in your life. I hope you gonna be happy
Have a fantastic day. Keep going
13:51 had me dying 😭😭
It’s always the cut off f bombs 😂
Fr 😭😭😭🤣
Your sheer excitement for snuffing a boon was too funny. Especially here at 18:52 😂Enjoyed the video, Spooky!
I feel like Hangman's trick should be changed to be sort of the scourge hook equivalent to lightborn. Either preventing sabo on scourge hooks, or at least increasing how long it takes to sabo them.
I think smth cool for it would be to have it be Scourge Hook, but make it so the hooks cannot be destroyed, even by sacrifices.
Still wouldn't be too great most of the time, but would at least give us an excuse to run it for Scourge builds.
They should just revert it to how it was when it was too strong, then reduce the range of hooks that can be seen. With a perk like nowhere to hide in the game, I don't see how a reverse barbeque would be too powerful
@@tossover6490 Scourge hook: Floods of Rage is already a reverse barbecue. They probably don't want dup perks.
@@heavenlydemon5994 I mean a reverse barbeque as in it reveals nearby auras before hooking rather than far ones, floods of rage is after an unhook and reveals regardless of distance
For that first build with Scourge Hook Hangman's Trick, I think a slightly better use might be to pair it with Scourge Hook Monstrous Shrine because that makes the basement and the tile above it part of the areas you can see auras in with the perk (i.e. you're increasing your map coverage by 25%.)
Assuming you go with Hangman's Trick and Monstrous Shrine, you could try either:
- adding Scourge Hook Pain Resonance since you're already using Scourge Hooks
- going with Iron Grasp to lengthen the time you carry someone like in the video
- add Thrilling Tremors for some additional carry-related slowdown and detection
I have a feeling we are going to see a lot more Territorial Imperative next week with all the new basement perks!! Especially since the invocation's effect is permanent!!
That's just good design IMO. Giving survivors reasons to go to basement should have been implemented way before now. Basement is core to the game and is in every map for a reason.
@@ynglink Good design? It's honestly horrible if you ask me. The basement might be a core design piece of any map it's more something for the Killer then it is for Suvivors. If you're a Survivor you've got no reason to enter the basement normally. The only thing you'd be doing is wasting precious time you do not have to waste.
Sable's perks are exactly designed around wasting time in the basement. The new invocation perk isn't even powerful enough in it's current state to justify using it. Originally the perk gave all players a permanent 15% repair speed bonus until they changed it at PTB launch. Now the perk is nearly useless because the gained charges on generators can be regressed by Killers through various means.
If this was their way to design more basement play then they failed at it. It feels more like they needed a way to make Territorial Imperative more relevant.
@@CarlosHuiskens pretty sure they've already changed her invocation to work like a brand new part, it now knocks 10% or whatever off the end of the gens
@@ScaryToastGaming You are correct. I wasn't aware of that yet because I haven't been playing much since Helldivers dropped haha.
But regardless the perk still isn't really worth it in my opinion. They might have made the charges permanent but they reduced them from 15 to 10. So they partially reworked the perk while keeping most negatives and also slightly nerfing the charges.
The OG version that existed within the game files before the PTB launched was actually worth it. It was the perfect example of high risk vs high reward.
@@CarlosHuiskensIt's not about whether the perk is worth it or not. I'm talking about general perk design rather than the strength of the perk.
I expect with the invocations, they're being pretty cautious with it, just like the first scourge hook was.
Not the Meg saying "gl next time" after getting the pity win lmao
Megs will be Megs
Ur reading wayy too much into that.
Thats gross...We don't do that
That's just a courtesy thing. Doesn't have anything to do with the last game.
I do that every game, win or loss "ggwp, gl with next"
I love the laughs he makes whenever he snuffs out a boon with Shattered Hope, especially him watching it till it breaks xD
shattered hope, pentimento, play thing, third seal
that way shatered hope cover any possibilities: if there's a booner, it make it hard to ever be able to get pentimento...
third seal isn't too much oppressive to motivate them to search for it until they get play thing totems... which gonna allow for pentimento then... now just getting 1 or 2 is just enough to slow the game, I don't think it's worth waiting to get all the 5 at once later... too much lost of values.
but no matter what this force them to go for totem way too often.
It’s timeout for BHVR nerfing things in the game and start to focus more on improving the extremely weak/useless things . Would help get players to lean away from the stale meta
Bro. This comment so dumb. Killer plus survivor are always going to lean towards the best perks in the game atm. You Nerf, and everyone’s gonna use next most useful thing. It just looks more obvious for survivor because it’s four survivors and one killer.
@@noizusagi6901 your first sentence was an insult which is kinda sad , but did I not just state that ?? If they focus on strengthening the weaker things in the game , then eventually what you get is a wider variety of shit to choose from , meaning everything will be less repetitive , like meta builds
@@noizusagi6901 they’ve tried to shake the meta up many times and all it was is nerf tf out of the current meta perks , buff tf out of some weaker uncommon ones . Now the weak ones take the place of the previous and it starts all over again , just another meta . Buffing the weaker things while keeping the ones that are fine untouched , is the best way to go about it
@@GelatoGambino Not to mention they punish perks that don't deserve it like Calm Spirit, they reduced the speed of doing totems and chests by 30% in exchange for silently doing them, but they really didn't need to punish it as thats already extremely niche. Meanwhile other perks get to be strong but without drawbacks?? The balancing really does not add up to me sometimes. Its like they presumed Calm Spirit would be strong or something so nerfed it before it ever even got a chance to shine at all. And thats just one perk example out of many, but I do hope they try to rework a bunch of perks again sometime! One I've always wanted to see change is Premonition.
@@hallowedchromee310 YES ! Exactly , you hit it on the head , it’s fine to buff weaker perks without simultaneously nerfing another aspect of it , especially if it was already situational to begin with . Yet some things are just given free like Ultimate Weapon and FTP/Buckle Up..
Am i the only one who thought old Hangman's was better? Having hooks regrow in 10 seconds was way better, and they could regrow even if you killed a survivor on them
A simple way to buff Hangman's Trick, imo: The aura reading stays in effect for as long as a Survivor is hooked on a Scourge Hook.
As it is, you could also pair Hangman's with Monstrous Shrine for an extra set of hooks.
21:56 - Funny enough I watched another video recently that used Bubba with Hoarder and Alien Instinct. Though the other perks were THWACK! and Awakened Awareness. With Bubba in particular you could pair AI and Hoarder with Rusty Chains (chainsaw hits leave Survivors broken) and Begrimed Chains (Survivors drop their items after a chainsaw hit)
Wait, isn't that just Floods of Rage?
@@callmetex6980 Floods of Rage triggers on unhook. My thought was Hangman's Trick is active *during* the hook and turns off on rescue.
My buffs
Hangman: give survivors the exposed effect for 30 secs when sabotaging. Simple and situational but better than it is.
Septic touch: let the effects linger longer. Messing up a skill check decreases progress more
Shattered hope… should have been base kit. Let killers decide to break or snuff.
Beast of prey: let undetectable linger after losing line of sight. Really stupid it deactivates instantly. Give it at least 10 secs
Hoarder: actually isn’t too bad on some killers (ones with objectives and special items) and it works well with Franklins demise.
Territorial Imperative: you get the undetectable effect for 30 secs.
My ideas for buffs
Hangman's Trick - Add effect that when hooked onto Hangman's trick hooks Hides survivor's aura and stifles their scream. Think reverse blind the survivor on the hook cannot be detected by other survivors but things like kindred would still work.
Septic touch - Effects both the healer and the healed. While healing oblivious but the effect doesn't linger. If interupted at any point even by survivor intervention causes loud noise notification.
Shattered hope - agreed with you
Beast of prey - Rework dims red stain upon activation of bloodlust for x seconds
Hoarder - adds in passive regression of items left on the ground. Think half the speed of franklin's
Territorial - Survivors upon exiting the basement become blind and oblivious for x seconds.
7:12 imagine having blood warden lol that Gabriel would've been toast
19:20 him actually laughing like Scary Movie Ghostface 💀
The best way to get septic touch to work is to use it in conjuction with blood echos and mind breaker. It creates a no win situation when the ball gets rolling. Don't heal get exhausted. Work on gens get exhausted and if you get effected by blood echos then you stay exhausted till you get off the gens for 50 seconds. Heal? add 10 seconds and lock exhaustion timer. Every action leads to exhaustion. Toss on Thana and addons that break survivors and now they have incentive to heal to rid themselves of everything. It works great on all kinds of killers but Plague, oni and legion get the most out of it with Doctor and Wesker getting the second highest value.
I have some ideas to improve the 3 main perks.
Shattered Hope: When a survivor cleanses or blesses a totem, they suffer from the exposed and blinded status effect for 60 seconds. Allows killer to shatter blessed totems, granting option 1: (undetectable for 60 seconds (utility)) or option 2: (increased terror radius X and haste X for 60 seconds (utility more thematically close) (not sure which option would be better but there should be a buff for breaking a blessed totem.)
Septic Touch:
When a survivor performs a healing action within your terror radius, they suffer from the hindered and exhausted status effects. These effects persist for 5 seconds when canceling or completing the action.
Hangman's trick(least concrete idea): after a survivor is hooked they suffer from the mangled status effect, when a survivor is unhooked from a scourge hook, the survivor who unhooked them suffers from the hindered status effect for 12 seconds.
Honorable mentions:
Hoarder: when survivors pick up an item from a chest, they suffer from the hindered status effect until the item is depleted or they are injured.
Alien Instinct: When hooking a survivor, the furthest survivor is revealed for 20 seconds, or until within 28m of the killer. They suffer from the oblivious status for 30 seconds.😂
territorial imperative prob gonna get more use once all things wicked comes
I'm gonna use it every game for the first week. I did the same with deerstalker after plot twist released and got huge value.
let people play lmao@@jacobcoates7987
26:20 Alien Instinct kinda feels on par w/ Barbeque & Chilli imo.
BBQ & Chilli
+ shows the aura of *all* survivors
+ works regardless of their health state
- survivors hv to be at least 40m away (& not in a locker)
Alien Instinct
- only shows one survivor's aura
- need to hv at least one survivor injured for it work
+ it works at any range
+ the survivor gains the Oblivious status effect for 20s.
Plus, you can pair it w/ perks like Coulrophobia, Scourge Hook: Gift of Pain, Septic Touch, Sloppy Butcher, Thanatophobia, Forced Penance, etc to get more value from it.
The best value you get from using hangman’s trick is survivors being shocked that they see it on the endgame screen 😂
I could be wrong, but wasn't the old hangmans trick perk better?
It used to apply to all hooks within a 6yd range as well as make broken hooks recover quicker, right?
Alien instinct should either be changed to still show the furthest injured person, but then increase the aura reading and obliviousness by a TON. OR stay how it is, but show the closest survivor, injured or not.
What's crazy to me is, these are universally some of the worst perks in the game and Spooky still dominated every match! What are survivors even supposed to do when all the killers are out here running super oppressive perks instead of "bad" ones like these? D:
This reminded me of a match waaaay back when Pig and Meyers were fairly new and hooks did not repair themselves. I ran Hangman's trick and got a Jake to accuse me of hacking because of the hook repairing itself lmao.
I had similiar experience,with aura reading perks,lethal pursuit,nurse calling,nowhere to hide,he said i'll be reported for wallhacks. Funnies thing is,he had 100+ hours on record.
Just the hangman's trick "LOOK!!!!! VALUE!!!!" and the shattered hope "uhh...uhh...uhh... A BOON!!!!!!" has me dying bro.
"I'm not even stressed" SpookyLoopz said calmly
"We're boosting Hangman's trick so that it covers more area."
"Ah...cool, I guess? 12 meters, not bad. Solid, not great."
"Now it only applies to scourge hooks!"
"...ok, but why though?"
I also find it hilarious that you got more value out of Lethal Pursuer and Undying together than shattered hope
As for Alien Instinct, i've had luck running it on (Not surprisingly) Alien and Demogorgan. Namely because both can take advantage with brief stealth for sudden blind sides.
As for Hoarder, lets face it. You run it on Christmas for Krampus and Bad Santa builds to put a weird ephasis on taking away things rather than anything else. It's funny, it's nicbe, but god is it awful
Scourged Hook Change: Everytime you hook a suvivor on a Scourged Hook another Hook becomes Scourge Hook and you gain a Stack, for each stack of Hangmans Trick all suvivors gain a permanent debuff on repairspeed by 1 % . If the Suvivors Sabotage the Scourge Hook u loose a stack and the Hook will no longer be Scourged Hook.
Or you can do something like this: Everytime you hook someone on a Scourge Hook all suvivors who are currenlty Healing Scream and Injured Survivors Suffer from the broken statuseffect for 20 seconds.
I'VE GOT A JAR OF DIIIIRT
I've got a jar of diiiiirt
Captain Jack Sparrow?
@@dineez627 Haha, yeah. He set his name to Jar Of Dirt, too lol
I know the title is rhetorical, but it nonetheless inspired consideration.
Hangman's Trick: If I'm remembering correctly, hook respawn time was much longer at the time of Pig's release, and the survivor meta consisted of mass-sabotaging all the hooks in an area before staring work on gens, making it nearly impossible for the killer to progress their objective. Assuming that's accurate, the perk's original purpose was to counter this meta (this was also during the time when dev responses to most game-breaking metas was to add a perk for it).
Septic Touch: I wasn't around when this perk was released, but I can see some thematic connection to its associated killer. Perhaps it's meant to counter Windows of Opportunity?
Shattered Hope: I imagine this was a poorly implemented pitch concept to enable a killer without hex perks to more effectively counter boon teams. It lacks synergy with anything, and I've been told it's aura bonus is directly countered by Shadow Step, which seems a huge oversight.
Beast of Prey: If you saw this perk when it came out, you might at least respect the attempt made at fixing it. On release, this perk would inconsistently remove the red stain of the killer in Bloodlust I. At least now it has a predicable effect and grants bloodpoints.
Hoarder: Is this that bad of a perk? It's not great, but I figure you only add it when you see a lobby with no items at all.
Alien Instinct: I'm stumped on this one; every scenario I can think of where it would be useful, there are plenty of other perks that do better. Even as part of Xenomorph's base-kit (assuming you're stuck using just its perks), Ultimate Weapon works better as an info perk.
Territorial Imperative: Ironically, this perk has had no viable use UNTIL JUST NOW; I guarantee a few killers will be using this on March 12 to catch fresh Sables through the match. If more Invocation perks are added, then this perk will be the natural counter to them. As to why it was in the game before now . . . Not sure, really. Huntress had it hard, I guess, but then again she has one of the best powers in the game, so . . .
Genetic Limits: Between this and Alien Instinct, maybe they've been struggling on ideas lately? I'm trying to think of some synergy between this and the Singularity's power, but I'm not coming up with anything.
The real reason the first one is kinda useless is because sabotaging is so weak at the moment.
I'm a new player and I was trying to prestige Jake so tried out running a sabo build.
It was atrocious. 30s sabotage means basically pre-empting what hook the killer is going to and doing it literally in front of him when you factor in time to sabo and travel time.
Because of this I havent seen any other players sabo in my games.
This means any killer sabo perk is a waste of time cause 1: You'll see them do it and 2: you can just slug the person you're carrying to wait out the sabo. 3: It will rarely be taken by survivors so incredibly niche to counter.
the legion build would be better on Wesker I think, Gloves and Bullhorn with Deathbound instead of Nurses would be good
I am in complete agreement with Shattered Hope being base kit for killers. Honestly, survivors could have kept their strong boons like old CoH so they felt more impactful, if the killer finding and snuffing them out breaks that particular totem, forcing survivors to find another totem and giving them limited boons for the trial.
A few tweaks might be needed for that, like the noise of boons not being heard from quite as far away. Maybe taking less time to set up on dull totems? Hell, the aura reading on survivors in the radius can also either go, or have a lower duration since it isn't wasting a perk slot anymore.
14:05 is THE perfect cut. ROTF😂😂
They should make it so hangman's trick makes sabotaging scourge hooks slower as well as grant a successful hit cooldown reduction when the killer is near a scourge hook and carrying a survivor
The sad part is I'm pretty sure Lightborn has better uses than any of these
For shattered hope, you could use the build I like to run:
Hex: Pentimento
Hex: Plaything
Hex: Undying
Shattered hope
The goal is to get a 5 stack of pentimento.
Plaything makes survivors want to cleanse totems up to 4 times, undying makes them want to cleanse the last totem, then shattered hope removes the one thing that hardcounters this build, that being boons. Once all 5 totems are down, then you can make a run around the map lighting them all up, getting the 5 stack.
Any good squad won’t cleanse plaything
23:38 are there two basements or have I forgotten something? Is that a new thing?
Bro I saw that too! The "basement" on the right looks like it only has 3 hooks too? Personally, from what I know, that isn't a thing at all, that there can only be one basement
7:27 "this dredge teachable"? Spooky be living in 2020 xD
That shattered hope perk is literally pointless lmao nobody even uses boons anymore
Spooky finding boons is like a kid on Christmas morning
Here is the thing. A lot of them had different effects when they where first in the game. Hangman's Trick for instance has had TONS of changes in its existence. Its best version being that all hooks repaired faster and even the hooks that survivors died on would regenerate. ( Though they would regenerate slower than the others. ) This was.. I think its second version? Its been a while on that one.. But yea at one point it was actually extremely useful. But then survivor players complained about it because they could not make dead zones anymore. ( Not a joke this was exactly what a LOT of survivor mains complained about. ) The devs listened to them and it got nerfed, then eventually changed to something else.. Then it got another change to what it is now. ( One of said versions allowed the killer to see if anyone was near a hook at all times. The range was short though. )
Shattered Hope was something ALL killer players said should be base kit. Even some survivor mains said that. But someone mentioned that they would probably force killer players to use a perk for it and sure enough that is what they did... I hate the fact that I was right in that assumption... ( I might have been the person that gave the devs the idea sadly. )
Hoarder, got a similar treatment as Hangman's Trick. It was originally different, got nerfed in its transition from PTB to live. Then eventually got nerfed again to what it is now.
I'll might be called because of this, but Hangman's Trick on Pig with recent changes really helps to find out survivors with reverse traps to put more pressure on them. There are better alternatives, but since it's her unique perk, I think it's not so bad as people think it is.
Septic Touch is literally unusable. It doesn't benefit anything, because of two limitations. First you have to be in terror radius to get affected, and second it just takes 10 seconds. Either increasing duration to something like 90 seconds or removing the requirement of being inside of terror radius should be removed.
Shattered Hope should be a basekit feature back then, but since the most problematic boon perk is nerfed, and there are just 5 boon perks in the game, the perk itself should also have a good additional bonus to it to make it work. Currently, it's just not worth the perk slot.
Best of Prey is kind of niche, I like to run it sometimes, even if it's not worth it. But still can give you enjoyable moments, maybe changing it to work in both Bloodlust 1 and 2 should do good for the perk.
Hoarder... I only can make it work with Franklin's Demise. I couldn't get any other benefit from this perk, I think it's either needs to be reworked or need to add a good additional bonus to it.
Alien Instinct is GOOD. People might think it's unusable since we have BBQ and many other decent perks to show auras of survivors, but it's have NO limits. It's a great perk to apply an amazing pressure to group of two, preferably the weakest two links of the survivors. Oblivious bonus is just nothing, but still good to have.
Territorial Imperative could be a good perk after Sable, only if it doesn't require 24 meter limitation.
Imperative is kind of good when paired with monstrous shrine on certain killers though, since it lets you get far away enough from basement to trigger the faster progression while still being able to keep tabs on if anyone tries to save. Really funny on Hag especially but I'd love to hear what other killers people do this on
yeah ppl will always run perks that do more than just one specific thing. that's why everybody runs the top 10 perks. resilience for example increases your speed with almost everything in the game while you are injured. windows of opportunity shows you auras while you are working at a gen or while you are in a chase and in a chase-oriented game information is key. i also don't get why shattered hope isn't basekit. you can only destroy totems as a killer with this perk, but survivors can boon it OR destroy it. when you relit a totem with pentimento it's destroyed after one time as well whereas survivors can relit a totem while using a boon perk indefinitely.
I have also experienced this chase bug where you can only initiate chase with a survivor by hitting them. I've experienced it twice. Both times were on the same map you were just on, Shelter Woods. I wonder if it's related. It's kind of cool and an advantage to not have chase music, it really does make tracking the survivor a lot easier and you don't get any points in your chaser emblem and you get gypped out of the blood points too. I hate the bug.
25:40 "Gens before friends" moment xD
2:03 Tapp has the absolute most ridiculous scream
Alien Instinct is good. You just have to play it right. I normally play it with a movement killer like blight, dredge, or xenomorph. I also use nurses calling and thanatophobia to stop heals and slow gen progress. When chasing survivors, I hit them once, and go to the next, and hang the second, leaving an opportunity to get back to the first. It’s great for groups of survivors working on gens together because you take them out as a group.
The giggle he does every time he breaks a boon has me laughing 😂
Hangman’s trick used to be good when hooks didnt naturally respawn because it respawned them and was snappy about it, but then when they respawned they lost its grace
its funny how hyper specific these perks uses are, like hangman's trick is only good if you know you're going against a team of sabos, septic is super good against sprint burst espc combined with nurses, best way to lose exhaustion is to do something like a gen or heal and when you interrupt a heal and they're relying on sprint burst to make distance, septic gets insane value
BHVR is at the mercy of their simple eloquent design, but need to somehow keep inventing flavor around it.
So, there are mechanics to vault, break pallets, kick a gen, hook, whatever…that acts as the trigger. Then an effect takes place.
We have coverage for most of the interactions several times over. “Hook here, do damage there”, “hook here, see people there”
So then it becomes “how do we reinvent the wheel” and not just overlap perks.
That’s where all of these come in 😂
Boons aren’t the super prevalent thing we all thought they’d be.
Awakened Awareness basically just Calvin pissing sticker’d on hangman’s
Its tough. Limited interactions, not trying to outdo the current “ceiling” for gen regression, exposed all the time, injured all the time…it’s difficult to propose great, unique, useful perks.
shattered hope actually works quite well when you pair it with pentimento and other pushing hex perks (that is if people even use boons in your game but it can be a nice backup plan incase people keep booning)
21:28 Hoarder doesn't sound great on its own, but it can come in handy when paired w/ perks like Franklin's Demise, Overwhelming Presence & Weave Attunement tbh.
Honestly, some of these perks work well with specific killers. For cenobite Hoarder is useful for beginners trying to locate the cube. Beast of prey could work well with Chucky, no red stain and undetectable at blood lust one is terrifying.
We losing against sweats with this one 🗣️🗣️🗣️🔥🔥🔥
Shattered Hope was a slap in the face to everyone who recommended that effect as a base kit feature. Like 100% the most petty thing BHVR has ever done 😂
Shattered Hope should either be basekit, or allow you to purposely break ANY totem under the condition it’s on a timer so you can’t immediately get an early game 5 stack Pentimento.
It could do some nasty combos with stuff like Haunted Ground too. Like a forced temporary NOED.
Hangman's trick is great on huntress for cross maps
“Yeah u owe me a down homie, let’s go” haha that was gangster
If anything, Hangman’s trick should just always reveal survivor auras when within range of scourge hooks. Having the condition for survivors to be in range of a hook, a survivor being carried, and to be looking in the right direction is like asking for the stars to align. And even if they do align, who’s to say they’ll be anywhere close to where you saw them after you finish hooking the carried survivor?
Also, there’s already an aura reading perk that activates while a survivor is carried.
You should try out Hoarder and Franklin's together on Dredge. I was messing around with it a week ago and it's actually a lot more useful than I thought it was. Survivors always want to pick their items back up which makes it a plus. Lot of info.
I forgot that shatter hope was even a perk
Hangmans trick would be great if it caused deepwound for anyone who sabotaged a scourge hook.
Septic touch would be fine if it affected all survivors healing
Shattered Hope would be amazing if it allowed you to break any totem, giving an effect based on what type it was.
Boon - reveal all survivors in range and apply 10% hindered
Dull - gain 5% haste for 8 seconds
Hex - all survivors scream and become exposed for 30 seconds
Horder would be fine if chests were more worth while
10:47 "Let's give 'em some time to kinda breathe a little bit" We're just out here gaming, right? GG
I don't feel Shattered Hope should be basekit (Boons as a whole aren't even that strong anymore, so being able to use them only once per totem per match no matter what seems slightly too far balance-wise), but its effects should definitely be combined into another Totem-related Perk. It would be a great additional effect to something like Pentimento for instance, to guarantee more value for the Perk (which is limited as it is, since the Survivors get the Pentimento icon immediately upon you activating it, and already know exactly where the Totems they cleansed were, allowing them to quickly go back and re-cleanse) without requiring you to take Hex totems or depend on Survivors using Perks that require cleansing dull totems (like Inner Strength).
"A BOON!!"
Man was so happy everytime her heard the sound.
18:22 this whole sequence was great
A BOON‼️‼️‼️‼️🔥🔥🔥🔥🗣️🗣️🗣️🗣️🔊🔊🔊🔊🔊
you saved my day.
i cant eat without watching a good youtube vid, i couldnt find any, but now youve uploaded
I really wish more people would see just how good forced penance is. Everyone thinks it's too situational but thats actually not always the case. Also theres a few killers that use the perk really really well. I don't know if these are bugs or not but as long as you have forced penance, deathslinger's redeemer and artist's birds both inflict broken even if it's not a protection hit.
ofc its a bug when a perk that should only trigger on protection hits triggers on non protection hits lol
@@CarelessMindTTL Right, it's just other places have said it's actually not a bug so I don't really know. I'm probably wrong but I'm pretty sure someone said that the wiki says it's intended
My favorite part is the cackling after destroying every boon
Shattered Hope is actually pretty nice to be paired with Pentimento, that is providing survivors are using boons of course.
I've actually had many shower thoughts that were focused on how I'd buff these garbo perks into being actually viable. Here's what I have:
Hangman's Trick (No longer a Scourge Hook perk)
- Hooks take 10/15/20% longer to be sabotaged and are no longer destroyed after sacrificing a survivor.
Just like how Lightborn is a direct counter to flashlight users, this version of HMT would shut down sabo-squads, while also having a QoL benefit for maps that have terrible hook placement.
Septic Touch
- Once you injure a Survivor by any means, Septic Touch activates, cursing that Survivor. Any instance where the cursed Survior is healing or being healed, all other Survivors involved are inflicted with Blindness and Exhaustion for 30/45/60 seconds.
-These effects are also inflicted on the cursed Survivor.
-Septic Touch deactivates when the cursed Survivor is fully healed or put into the dying state.
The idea is similar to Hex: Face the Darkness; injure a survivor and let the perk do the rest when others are healing or trying to get healed. It also fits with the theme of the perk being about infecting and spreading the disease.
Shattered Hope
- You can now destroy Dull and Boon totems.
- For each Dull totem you destroy, you gain a permanent 1% haste; destroying a Boon totem gives you a permanent 2% haste.
- Hex totems cannot be destroyed by the Killer.
- Destorying a totem reveals the Auras of all Survivors within 12 meters of other totems for 6/8/10 seconds.
An ideal perk for anyone who doesn't wish to run Hex perks. If you happen to find all 5 totems, that means a perma 5% haste. And if survivors decide to boon them all, that means a perma 10% haste. This would make alturistic survivors think twice about bringing boon perks if they want to risk giving the killer an advantage.
These stats were off the top of my head, so LMK what you guys think.
that shattered hope rework would be too strong with pentimento
@@starry65 Didn't even consider that. I've now added that you and only destroy dull or boon totems, and cannot destroy any active hex totems.
The Kate thinking she was doing something by bodyblocking, only to get backflipped with an Exposed Mark was hilarious
The only actual success I got with septic was with anti heal Doc, but you got quite a bit of uses with Legion. Kudos good sir
Septic Touch and Hangman's Trick yeah. Those perks are awful. Shattered Hope though is actually pretty great for Pentimento in the very niche instance in that a survivor opts to bless your hex totems or some dull ones rather than cleansing them. With Plaything, Shattered Hope, Pentimento, and maybe Thrill of the Hunt/Retribution, you can really annoy some survivors while getting some good value from them.
BHVR: Why do people run the same perks all the time??
Also BHVR: Makes 85% bad perks.
You know what I just noticed at 6:19 that you get +300 devious points when using Forced Penance on someone and making them broken. The perk is so rare that after playing the game for 4 years, never noticed that this perk gave you extra bloodpoints
"If you made it this far in the video.." bruh, I wouldn't forgive myself if I didn't watch your videos to the end, you're entertaining af!!
23:37 THERES TWO BASEMENTS????!!!!!!!!!!!
IM SO CONFUSED WHY IS THERE TWO
@@chet_irl I remember seeing it's a glitch on only that map haha
I remember seeing it's a glitch on only that map haha
@@ethands2828 that’s so strange lol
I just watched this and asked the same thing. Should have poured through the comments first.
When you use Shattered Hope, use Pentimento as well. You can rekindle destroyed boon totems as hex totems
A cool idea for Hangman's Trick would be that it makes all hooks scourge hooks and keep its already existing abilities.
I think hangmans trick fails so bad because you can just bring awakened awareness if you are looking for any saboeurs, or you can bring bbq if you are looking for where to go next after a hook. Like those perks are just better than hangmans in every way😭
hey im a new player and im trying to learn all the perks in the game. i love your videos so much, do you think when you do this build videos you could quickly run through all the perks you're using in the build to show people how they work together? you explaned it really well during the scream match but during the eariler games there wasnt much said, i think with the leather face build you did it perfectly but i still wouldve loved to see at least other perks hovered over while showing the build so someone could pause and read them
I love this kind of videos, exploring rare used perks
What they should do with Hangman's trick is to make it active when a survivor is hooked rather than when carrying.