As a zealot/executioner main I have better buffs and nerfs The zealot buff is one that genuinely should’ve been in the game when zealot was added Zealot can use pistols while they have their shield in defense mode For a nerf make grabbing up ledges not give back stamina as in the zealots to heavy to do that all the time And for exe Raise the amount of scrap per bounty from 7 to 9 since it’s gonna make exes whole gimmick of not being able to use the scrappers far less punishing (Also maybe give triple scrap from killing a boss) For a nerf make it to where the goggles below 30% give a effect that impairs vision like not being able to see your crosssair
Double detection range on artillerist. Yeah, not even a dual m60 can save me when sledgequeen radar locks onto me as soon as I enter the tower.(I am aware that it reads scavs) God. Just imagine being a walking flare. You'd be votekicked out of every public server you enter in seconds. Due to the lower defenses you need to be extremely careful with the fights you pick, but with double the detection range there will always be a ak scav lurking. Only makes it pseudo great for holdout, where high damage output weapons are abundant.
just some criticism arbiter giving arbiter less ammo just doesnt make sense the knuckleblaster uses shells, not every single fucking caliber in the game its better to just replace the less ammo con with having the projectile boost REQUIRE you to have shells, because it makes sense berserker then what the fuck is the point of berserker youre literally just turning it into executioner drifter making drifters able to be seen by snipers while cloaked just ruins the point of it entirely snipers are vulnerable if youre behind them, and stealth is what drifter surrounds executioner whats the point of the goggle's durability? having to put it back on and starting back from square one only because you got hit by a ruger scav doesnt make executioner fun lazarus the stun is meant to be beneficial whats the point of a stun and movement speed decrease if the scav has death prevention? people would most likely forget about it, buff themselves when yosef is near, and spend 2 full minutes trying to magdump him with i4s, s44, and with an as val just to realize that he was close enough to get the death prevention and die that doesnt make lazarus fun riskrunner honestly, removing the cooldown is just a horrible decision for balancing why would you want your minigun to explode in your face? sovereign then what the fuck is the point of sovereign's ability? its supposed to be a support perk with turning scavs into your cannon fodder yes its powerful, but thats what makes sovereign fun its fine the way it is just lower the health the cannon fodder have, and then sovereign's job is done correctly survivalist Do people not get it's meant to be a fucking beginner perk? Vagabond Okay. That's not good balancing. Red added the speed cap there for a reason. Having 100 dogtags and being unable to control your movement speed isn't fun at all. That just completely ruins the point of Vagabond. Being fast and not getting hit is fun, but being too fast and just clipping out of the map doesn't make it fun. It just forces the player to start all over again. Zealot Why is the shield there then? Zealot is for Defense, not for leaving the player in the open. That just forces the player to hide and has the Turret do everything for them.
I’ll only touch on a couple of these- One developer has confirmed that a possible (not guaranteed) rework for arbiter is to lock long shots behind shells. Personally, I didn’t want to copy paste an already possible rework so I made my own Lazarus late game isn’t using his buff offensively rather he saves it for his teammates. When yosef spawns in Lazarus buffs his teammates not the scavs. Plus as long as you’re doing more than 20-25 damage, you overcome death prevention. Lastly, Sovereigns daggers. When he uses his ability, will still get 3. Enemies that are marked and turned into thralls will drop less slightly hurting sovereigns snowball potential Like I said, not all of these are meant to be taken seriously- none of these will be added to the game and was more of a fun idea. If you have more questions I’m willing to answer them
@@dumber854I really liked the damned idea, also Lazarus buff applies painkiller effect with 25% damage reduction, so a better nerf would be to decrease duration and area of effect
>Do people not get it's meant to be a fucking beginner perk? A beginner perk that: - Does not occupy any niche in a team so all its gonna do is make new players get vote kicked often - Even arbiter and prophet teaches/helps new players better with their crutches and have a clear motif in what they should be doing - Have a pro that essentially is only relevant in 1/10th of your gameplay (spawned in nourished and quenched). And doesnt even teach new players where to get more food or items. So congrats, new players are now stucked to only having a single day of full hunger and thirst bar loop untill they can figure out how to do anything . - Essentially only thing it does is just make new players having to grind to level 5 to unlock the better educational perks out there. So its just there to waste 2 hours of new player time by getting kicked from lobby to lobby over and over again Other games like ror or ror2 have their starter class ,commando. Has a niche that he can benefit from if they have good rng, survivalist gets fucked over by good rng as his one role that is relevant and beneficial to him in the early game gets stripped from him. Truly peak game design Let the damn perk has his extra ration drop buff. Youre not killing any perk by giving him that. In fact, its probably not even the right buff to give him as Id argue that let him be able to handcraftg special items that slightly helps teammates in gameplay without being that much powerful is probably a much better buff/pro to replace the damn spawned in nourished and quenched perk.
I think execurioner should be able to fix your googles while you have em on when you uses a health thing, just 2%, you still need to manage the percentage cus if you forget you are losing the streak, but it would make it easier to keep the streak going and not being a glass canon
8:51 You decided to make a support tank , a support engineer. You would also suggest increasing the damage of the turret and removing the shield from the perk altogether .
I think it's a good idea for arbiter is for his hand cannon to break if you use your long shot when an enemy is too close to you you will suffer less damage from the impact but in exchange your ability is permanently broken aka the timing for a long shot is changed and now it takes a little bit longer for it to recharge and it takes one shotgun ammo to use the ability The buff on artillerist makes no sense so instead of him being able to dual wield any gun why not make it so guns like revolvers pistols and semi-automatics get a 35% increase fire rate and headshot damage and the nerf should be a 30% less fire rate from all automatics. a real cowboy should only use his trusty revolver and his spare pistols As a berserker main myself i think that berserkers should absorb more damage and get punished for running away now with berserker you have a crippling 40% less walk speed so you can't run away from fights but the resistance to damage is increased heavily so instead of 40% resistance to all damage it should be 75 and the nerf should be an inability to use any ranged weapons (including bows). so you really shouldn't be a pussy with this one you don't care about dying absorbing damage is your main priority while also giving that damage back right in their face Blitzer should be a crowd controller as intended but it's damage is pathetic so the bombs should be able to do as much damage as a grenade but in exchange you can only place three of them and they take longer to deploy. You're not the kind to use tricks up your sleeve all you want to do is blow up a crowd and think about the other people later Lazarus should be the medic of the game not a buffer the ability doesn't give you anything but a bit of a melee boost and just a mild convenience instead lazarus should be able to heal 25 health if he uses the ability but the buff is 4 seconds shorter. MEDIC GAYING. Survivalist is a gatherer the buff should be that you scavenge more ammo and you're able to pick up enemies guns and weapons but high value targets guns/ weapons won't be able to be picked up and you cannot use scrappers anymore. "Who do you think i am? can't hold this!" -Survivalist
My takes on some of them. Cause some are horrible. (I know the video is mostly satire.) Arbiter •No. Just No. You take away both its frontlining and backlining capabilities. It's a frontliner that could frontline well because it can consistently take out the dangerous scavengers from a far while using its melee for less dangerous scavs. You're just turning it into a weak berserker that doesn't have the sustain. Artillerist •So let me get this straight. You're gonna turn a useless walking flare into an even bigger walking flare? That's even more dangerous than blitzers, especially if it's war time. You'll be forced to use all your ammo to clear out the scavs during the looting phase because of your aggro range. That, or you'll have to flee, which means no loot. Dual wielding is also limited to the april fools event for a reason. If you want to buff artillerist, configure its ability or revamp it whole, since it's outshined by other perks like tickspider. Berserker •The whole point of berserker is that it can deal huge amounts of damage while being able to stay in the frontline due to its lifesteal. What the hell is the point of it if it's just gonna be another executioner that can lose their streak easily? Also, the only way this recycled killstreak mechanic can even be used is through yosef, and holdout. You can already one shot most scavengers with berserker using ≥t2 heavy weapons. So you are quite literally just nerfing berserker by recycling it and turning it into a cheap executioner. Blitzer •Again, this ruins the point of the perk. Blitzer can stun and dish out good chunks of damage in exchange for the fact that your ability can damage both you and your teammates. You're just turning it into a manual tickspider without fracture. (Votekicking exists for a reason. So don't use the team killing argument.) Executioner •"Okay, so let's make bounty be easier to farm, but in exchange, we add the possibility that all the executioner's work would turn out to be useless." Immolator •A bit dangerous. I'd suggest 1.5x instead due to the trajectory with throwables in this games. But I guess Immolator's buff does provide fire immunity. The backstabs are overkill though, consudering Immolator's a frontiner. I would limit it to heavy backstabs or 2/3 backstabs in a short period of time. (Similar to Vagabond's stack mechanic) Lazarus •That's a 2.5 heal point increase for each medkit. That's close to nothing. You would need to use 4 medkits in total to heal 10 more HP. You would have already healed 60 HP by then. Even if it was higher, with lazarus' buff, it really doesn't do much. Prophet •Too broken as a support. Unless the range is smaller. Sovereign •If this happens, at least buff the thralleds, make the daggers move with it, make the mark last longer, or reduce it down to 2 knives instead of 1. It would not have a chance to replicate itself, sovereign would be useless. Survivalist •..No comment. (It doesn't make sense.) Vagabond •Ruins the playstyle. Vagabond users would be forced to stop stacking after a certain threshold. Vagabond's enough as is. Don't touch it. Zealot •Hm.. Yes. Let's turn the tank class, the only class that can make walls, into a sentry class. Hivemind, Crosslink, and Mindflayer changes are quite good though.
DW so it is balanced, it does not need additional edits, especially do not forget which engine the game is made on and what it is made in, this is typical for all games made on the roblox platform . I know perfectly well that some of the perks are a bit broken, but that's what makes them balanced. And if you don't like playing with the current perks or you can't play with them and their stats properly, then just don't play or learn the mechanics of DW
I honestly would like to comment on just how clever these are. But some, I had an idea that I'd like to share. Imagine if the Prophet's device could get damaged like the Executioner's goggles. What if, to use a longshot with Arbiter, it'd cost an ammo similar to how Blitzer needs a c4 to toss and detonate. And what if the Executioner would give 1-2 bounties depending on the enemy. Like, if it's a Sledge scav or a Pitchfork.
Some better ones from a random internet nobody; Berserker buff: Shoves happen 100% faster and deal 25 damage while ability is active Nerf: Post-buff debuff doubles all stamina use Hivemind: Poison immunity, your ability can now have multiple instances and use different %s for each (15% for direct, 45% for divide and disperse, charges at the same rate) Nerf: You lose 1% of all your stats besides max hp for every 3% of your ability bar you have missing.(because the bugs that make up your body going out isn't good for you) Arbiter: Same as the vid but without the ammo pickup what were you even thinking that's not a joke it's a disgrace Riskrunner buff: Kinda generic, but your ammo pickup rate is back to normal when you have 100% ability charge Nerf: Using less than 10% of your charge in a volley will cause the weapon to jam, forcing you into a long unjam animation Lazarus buff: Players under the effect will regenerate 1 hp every 5 seconds, and healing on self is increased by %50 while under the ability's effects. Nerf: Ability cools off 25% slower Survivalist buff: Effects of traits are amplified(depending on the trait, it can be anything from a 66%-33% increase) Nerf: You start with normal hunger/thirst Blitzer buff: Bomb detonation animation is faster, you only detonate bombs that are near your crosshair Nerf:Enemies that get bombs stuck to them will run directly at you with a 50% movement speed buff Zealot buff: You can use one-handed weapons while using the shield ability Nerf:During the wave, you will get two stacks of morale if a teammate dies while your ability is cooled off Vagabond buff: You will do a double damage "blood slash" if you hold down the ability while at max health, costing 5 dog tags. Nerf: Snipers will always halve your dog tags Apostle: Double melee range so you can use your meatshields- I mean summons more effectively, gain a temporary 3 second 50% damage resistance when your summon dies Nerf: You just straight up die once you complete the game, even evac.
THE FUCKING ARTI ONE?? BESERKER??? VRO EXECUTIONER IS BARELY USEFULL BECAUSE YOU'RE USING MELEE LATE GAME ANYWAYS AND BLIZTER ISN'T EVEN NERFED HE GETS TWO BUFFS
Ngl. As a soveirgn main (im have did evacuation solo as soveirgn), his nerf doesnt matter at his gameplay, his ghosts could infect other scav if you: attack, shoot. Q, or just throw a knife, as more knifes as you use like 3, then more chances of infection from ghosts attack, his best possibility is for strength in numbers, its more for frontliner, but he can do every line if he can do that in moment (like use i4d)
This genuinely might be one the worst suggestion videos I have ever seen Nerfing Damned in any shape or form is already a horrible idea, as he is a joke class that is meant to be deliberately horrible. Keep in mind most people get their Damned mastery in public servers, so if they get a kill, they are indirectly screwing over their teammates by not dropping as much rations as if they just let someone else get the kill. Also, really? Crafted knife? You can make that thing on night one already (,also Honorable.) The Executioner changes were already debatable, but adding the RNG is just absolutely cancer. Nobody likes feeling cheated out of anything, so even having the remote chance to literally lose your goggles if someone farts within your presence is just horrible. Also Executioner can rarely use guns to begin with since he is unable to ADS with his goggles on. The Berserker changes might be the worst offender of this whole entire video. This would force every single Berserker main to just go for only Executioner since that would be the only way they are able to play aggressively. Also, this rework makes me just want to rather play Executioner instead. Hivemind changes just generally are forcing you to camp. Not only are there literally *TWO* instances of poison within the WHOLE ENTIRE GAME, which are extremely rare, and don't do anything by themselves, but the nerf just makes him forced to sit in side rooms because if he dares to even peek his head in a sight line for 2.5 miliseconds, he will have his head blown off. Survivalist just didn't need any changes at all, no matter even if the changes were overpowered or not, his whole gimmick is having nothing, which is a double-edged sword. Apostle rework is just abysmal. If anything, as an Apostle main, I think the health penalties need to be doubled, as they are WAY too lenient. You can melee scav war if you play your cards right and maybe just get a broken leg, and lose 20 hp. Also the nerf is just completely useless, I have never in my time playing Apostle had to summon at low hp, and if you are low hp and unable to summon or pull out your melee, that's because that is the point of the class. Your healthbar is your biggest resource, and you have to risk it going up and down frequently. Especially with Arch giving Apostle nearly buffs every single update, I don't think he needs a single buff. Arbiter nerfs? He's fine, "If it ain't broke, don't fix it." He's a generalist, which again, has its own cons and pros, that's the whole point. I'm excluding Holdout from this rework/concepts video because it wasn't mentioned, but also because, yes, Arbtier is a completely different story in Holdout. Artillerist changes turn you into a votekick speedrun any%. May a being more than God have mercy on your soul if you try and go remotely near castle. Elite snipers would literally be able to see your from half the map, give or take a couple studs. His buff is rendered completely useless if he isn't given a hip fire accuracy bonus either. Vagabond changes are also pretty questionable. The movement speed thing would be still pretty bad, but it's made worse by the fact that the first shot of any gun scavengers, including the snipers you decided to make him die in one shot to, are nearly 100% accurate, but this would just break Roblox once you went past 20 dogtags. Zealot changes... Are actually pretty good. However, I think this could just be its own class with its own pros and cons, and they could lean more into the shield aspect with Zealot. Sovereign buff is pretty good, as it doesn't impact the game to heavily, but it's a very nice quality of life change that doesn't break anything. However the nerf would make him the worst summoner in the game hands down. (even though he already is lol.) Lazarus changes make no sense. 15% would only give you a whopping, INSANE, *2* HP per med-kit use, and *6* with the IFAK 😱. For this change to mean anything, it would have to be at least over 50%. However, I don't think there should be a reason for Lazarus' to use a med-kit in the first place as he really doesn't need them. Also the nerf is pretty useless. Most tier one melees already do over 30 damage, which pierces death prevention. Drifter..? I mean alright? I don't see the point of this, as the main threat to you at low hp is snipers, which can still see you in this scenario. But I just don't think Drifter needed any changes to begin with. I have never seen a mindflayed scavenger ever, EVER even get remotely close to shooting me. This is just because AK scavengers don't backpedal like humans do, and they just stay in the front line. I don't know know friendly fire on melee scavengers would work either, not even including Roblox spaghetti code. However, the buffs are fine. Crosslink needs nothing but buffs across the board, until the Hivemind rework comes out, he is *objectively* worse than Hivemind in every single way possible. Hivemind's trap can't break, Hivemind does not need to think about where he puts his trap, Hivemind can kill enemies through walls, and Hivemind has 0 downtime on his ability cool down. What the hell are these Blitzer changes dawg. 💀 Immolator is already bad, so lets make him so he fucking dies instantly. Immolator's passive is a cool idea on paper, but it is pretty bad because of how useless his buff his. If I wanted to die in one backstab, I would just go play TF2 and get trickstabbed. The buff is also just questionable, but not that offensive so I'll leave it alone. Prophet's ONLY use is to be a butt-buddy for Vagabond, as he is just generally a shit class, removing the "marked" debuff from him would just make him terrible, as that is his only purpose. His whole entire ability is useless as the human anatomy has something called eyes. The buff I think would be a good idea however if the "marked" debuff was kept. Riskrunner would need significant minigun buffs to counterbalance the changes he got. I can see where you want to go with this, and I think it actually could be a cool idea if he was more centered around his minigun, but as of now his minigun is too weak even if it had more bullets to rely off of. If the capacity was increased to 200%, and the rpm getting a slight buff, along with inflicting extremely small knockback per shot on a .5 second cool down then I think this could work. Tickspider holo lure would be significantly worse if it were to friendly fire decoys, also if you hit a teammate on accident with a tick during the night, they might as well just press zero.
Now this is just my little tweak to survivalist (instead of losing some of your movement speed, i would say you starve and get dehydrated quickly because the buff would balance it). That's just my idea
i honestly have some good ideas for the buffs/nerfs first: survivalist this one is a pretty decent perk and is tuff to choose what buff and nerf it should get, but. the survivalist to get another extra slot because the survivalist is a more experienced agent who had probably survived in the wilderness for all i know, but the con is straight forward (decreased movement speed) second: arbiter buff: arbiter should have the ability to cripple/fracture a scav, with the regular shot having a chance to cripple/fracture a scavenger. and a perfect shot/long shot having a higher percentage chance. arbiter should also be immune to fracture sense because of the constant use of the knuckle boom. cons: the cooldown will be 25 seconds (but if you hit a perfect shot and hit a scav, it will decrease the timer by 5 seconds. but it will only decrease five seconds even though you hit more than one scav) with it, less ammo pick up third: artillerist buff: gain scraps from killing scavs with his revolver (like bounty hunting) the more valuable the scav/enemy, the more scraps. cons: unable to use scrapers fourth: berserker buff: deals more damage and becomes more tanky every kill you get (caps at 10) with it, is immune to broken leg cons: option one - the effect of the serum will end quicker the more kills you get option two: after the debuff you get from the serum ending, it won’t allow you to use any guns and heavily reduce damage till the debuff effect has ended fifth: hivemind (i honestly agree with the video about the hivemind) just that it should deal slightly more damage with its hive’s sixth: immolator buff: causing a scav to burn will deal more damage than regular fire whether its from your flame thrower or from guns (with the fire buff) cons: getting hit by the back has a 20%-25% (fast attacking scavs have a low 2.5%-3.5%) chance of blowing you up seventh: blitzer buff: carry’s more pipe bombs cons: reduced damage towards your pipe bombs (deals less damage towards agents/players) eight: lazarus buff: lazarus buff heals an agent slowly by 3-7 hp per 2.5 second cons: lazarus recharge is slower nine: mindflyer buff: a successful mindflyer gives bonus hp to the scav you mindflied, and also recharging your perk by 5% cons: slightly reduced defense, and slightly more recharge time ten: zealot buff: different turret mode assault rifle mode (regular turret with energy shield) sniper turret (longer range, deal more damage, but slower fire rate and energy shield) shotgun mode (short range, tight spread, slightly slower fire rate, energy shield) flame thrower (burns enemies, shorter range, no shield) cons: it will cost scraps for using the special turrets (does not require any scraps for the regular) eleven: apostle buff: reduced hp cost for Theourgia’s hands, more hp for shadow hunters, shadow fade now grants immunity for melee attacks and is able to attack during shadow fade cons: summoning shadow hunters now cost more hp twelve: crosslink (i also agree with the video about crosslink) thirteen: drifter buff: perk ability recharges faster the more kills you get cons: scavs can see you for 2-3 seconds if you miss a attack (with the blade) fourteen: executioner buff: gains more scraps from bounty, and gain bounty from kills (anything that can kill a scav) cons: it becomes harder to see if your goggles are lower than 50% fifteen: tickspider buff: gets an extra tickspider cons: lower defense sixteen: sovereign buff: sovereign ghost drops a dagger cons: after a scav dies, it will only drop one dagger seventeen: prophet (balanced) eighteen: vagabond buff: dogtags gives small defense (cap: 10) cons: reduced recoil and reloading speed lastly: damned buff: does not give morale to other teammates after death cons: skill issue (this took so long to type down, and i’m happy to who even decides to read all of this lmao)
Drifter, I like that since I can regain dread, faster use. I'm favour the Drifter since the day got updated and love it even after upload again losing my level 13 rebirth got him and hit 40 000 k exp I'm surprised I'm not even try so ty making this suggestion 😅 ❤ and cons make sense since ouch miss my attack learning to be best staber aim 🎉
@@gunnyisgoodboi4846 i did suggest a “bounty” where he gains scraps from scavs by using his revolver and the idea is regular kills gives 15 scraps from regular scavs (combat knife, crowbar, leadpipe, and icepick scavs) and or 20 scraps from special scavs (scavs that are not listed in the regular scav list)while headshots give 20% more scraps
bro hivemind is the best perk in the game, the enemy slowdown too op (edit) so right after i did this comment i decided to play dw, it was night 10 and we had 3 bps and that was it. i was an apostle and another guy was too with 1 tickspider perk also, we won. Therefore: 2 apostles = w
I can easily see how a lot of this are jokes but man some of the just don’t do anything Mindflay posion immunity has 2 things that should never come up the labs guys and trap u shouldn’t step on (plus he also has 80hp already) Berserker healing is what keeps him alive and the damage buff dosent help when he already one shots most enemies with traits and buffs Artillist is funny Arbiter is meant to be the middle ground class where your good at melee and have a good ability while weak gun sustain (not use) Risk runner is all about sustain so allow him to stop and go removes that gimmick (he also get like 2 bullets from ammo already) Hehe vagabond go *BANG 1 dagger bad - 2 daggers good 3 daggers maybe to much The exe gogs die fast already addin rnjesus isnt needed (: The marked buff is the what makes him good Just give exe the berserker potion and a riot shield east buff (:
I would say Blitzer should get an actual nerf (maybe something like a longer charge cooldown) because as it currently is, a singular good Blitzer can clear most of a Scav war just from knowing how to use his kit, and it gets even worse considering that the bombs stun the enemies, and it takes 2 bombs to kill the majority of enemies, but regardless this video is great
Blitzer already has a lengthy charge time with his abilities holy If anything, he would be better off having: +A lower cooldown +Same damage +Keep the fracturing factor +Minor increase in the size of the explosion +Less random diviation in the directions that the explosives go, like a fixed set pattern 2 bombs to kill if your LUCKY The best thing that blitzer has is the ability to provide support with fractures and the ablity control semi large crowds with his grenades Hes good in solo runs But excels in team cordinated play
even tho this video is for fun ill have my opinions apostle: just either remove the speed penalty or ADS,or just make therugorias hand cost 10 hp per use arbiter i can agree: he's literally the best perk next to vagabond artillerist would it be funny? yeah in a pratical sense? nah i think artillerist is again fine berserker: hes fine tbh his abililty can 1 shot most enemies ingame blitzer honestly nah he's fine crosslink makes sense and return stun is niche drifter is yeah he could use the buff but making snipers being able to see him is a no ur making a normal enemy see drifter bro no snipers shouldnt be able to see him through cloak but he could use the cloak on 30 percent hp thats really useful executioner nah keep him the way he is hivemind dosent need a buff/nerf he needs a rework immolator buff the only thing immolator needs a buff on is overheat percentage should scale with damage resistance-more resistance=less overheat gain and making backstabs instantly kill you is just a no lazarus is fine he dosent need anything mindflayer yeah its good concept and making gun scavs friendly fire on teamates isint really that much of a problem if they just stand back prophet ok i like this one this is a good concept riskrunner is fine....hey buddy whats a thing called pressing f to pull back out your minigun sovergin:i dont agree and i think he should be fine the way he is his summons are meant to be weak but stronger in numbers survivalist why woud u touch up on this guy? he's meant for begineers he has no downsides or upsides just a jack of all trades tickspider is a no im not turning this into pre LS tickspider hell no vagabond is just a no: removing the speed cap is unessacessary he dosent need it and taking that much more damage from snipers when vagabond is CLEARLY designed to be a glass cannon is a no he's going to die to fucking cheytacs,ai aswms,intervention raiders/scavs and ur just dodge take dosent quite matter because sometimes enemies are scripted to hit the player garunteed idk how DW ai works and also vagabond looses half of his tags from 1 ai aswm/chetac raider hit zealot: no ur missing the point of zealot he's supposed to be a shielder/tank making him loose his shield on the turrent is a instant no because thats not protecting as zealot ur protecting and shielding bullets plus the 360 on the turrent wont even help dammned is...fine imo
EXCUS ME WHAT vagas are already crazy fast with 10dogtags if the speed cap is gone hell will be unleashed and they will all bug out the map with that much speed
I mean, Decaying winter is going to have a biggest update yet, and you already decided to give Executioner BIGGEST nerf we ever experienced. It's basically a gamble, letting you decide to attack melee scav while not being scratched by a dream from behind
Tbh the apostle one isnt really a bad summoner class if you know how do use it 1 time help my teammate on last wave when we are half ded with no medkit i use my 2 dave as meat shield from thescav akm scav and yosef and we won eventually
@@TRSOD_gryzli22The command feature was added alongside the April fools update, very useful function that as an Apostle main i should use more often. Super useful on both the mountain and outpost, to keep those sneaky scavs hiding on top from surprising you when you scavenge the bottom areas. Plus you can finally use bombs without worry of Dave getting hit by them, just command him to go to the back until they explode.
[OPINION] Damned is suppost to start with only the chians on his arms and is starved and dehydrated. Giving him a crafted knife would be impossible for him to make when you're suppost to be on death row. But decreased rations on kill would'nt make sense in my opinion though.
Berserker losing the lifesteal mechanic just for a similar mechanic to executioner is really stupid. The whole point of Berserker is that its supposed to be a tank via its lifesteal mechanic. Removing that away means that Berserker is forced to rely more on medkits to heal from damage instead of its life steal mechanic.
for damned a crafted knife is so random lol. If I had to give him a buff/nerf, Buff would be that spirits are scared of you, mainly your curse Nerf would be that you receive fall damage way easier than other agents. (max would be jumping off from outpost fences onto the ground)
why are most of them so shit, like arbiter, zealot, blitzer, berserker, executioner and more arbiter is frontline zealot is frontline and basically a tank for the team blitzer deals insane damage and should have a punishment berserker basically executioner now executioner becomes dogshit
Bro... you took away the reason anyone would play tick spider. The thing with blitzer is that he is a high damage class, but can also cause damage to allies too as a counter ballance. Taking away that risk would make the class way too op. Also, you made tick spiders do friendly fire damage?! BRO, you just took away the WHOLE point of tick spiders. They already kinda suck way more than blitzer charges but DUDE! They at least didnt hurt allies which was the reason as to why they were useful. Doing 50 damage without hurting teammates is heavily useful... but taking that away? THEY SUCK.. you literally made tick spiders useless in comparasion to blitzers
Lmk if you have questions!! I should have elaborated on some nerfs 😭😭 I’d be willing to answer
As a zealot/executioner main I have better buffs and nerfs
The zealot buff is one that genuinely should’ve been in the game when zealot was added
Zealot can use pistols while they have their shield in defense mode
For a nerf make grabbing up ledges not give back stamina as in the zealots to heavy to do that all the time
And for exe
Raise the amount of scrap per bounty from 7 to 9 since it’s gonna make exes whole gimmick of not being able to use the scrappers far less punishing
(Also maybe give triple scrap from killing a boss)
For a nerf make it to where the goggles below 30% give a effect that impairs vision like not being able to see your crosssair
The thing about dammed is that there is like a I have nothing in my life vibe so i feel like starting out with equipment kinda ruins it.
Vagabond: Buff-no speed cap Debuff- no speed cap
Double detection range on artillerist.
Yeah, not even a dual m60 can save me when sledgequeen radar locks onto me as soon as I enter the tower.(I am aware that it reads scavs)
God. Just imagine being a walking flare. You'd be votekicked out of every public server you enter in seconds.
Due to the lower defenses you need to be extremely careful with the fights you pick, but with double the detection range there will always be a ak scav lurking.
Only makes it pseudo great for holdout, where high damage output weapons are abundant.
Elite sniper honest reaction:
Mindflayed enemies can already friendly fire. A good con would be higher chances for negative debuffs.
mindflayer concept is pretty good lol
just some criticism
arbiter
giving arbiter less ammo just doesnt make sense
the knuckleblaster uses shells, not every single fucking caliber in the game
its better to just replace the less ammo con with having the projectile boost REQUIRE you to have shells, because it makes sense
berserker
then what the fuck is the point of berserker
youre literally just turning it into executioner
drifter
making drifters able to be seen by snipers while cloaked just ruins the point of it entirely
snipers are vulnerable if youre behind them, and stealth is what drifter surrounds
executioner
whats the point of the goggle's durability?
having to put it back on and starting back from square one only because you got hit by a ruger scav doesnt make executioner fun
lazarus
the stun is meant to be beneficial
whats the point of a stun and movement speed decrease if the scav has death prevention?
people would most likely forget about it, buff themselves when yosef is near, and spend 2 full minutes trying to magdump him with i4s, s44, and with an as val just to realize that he was close enough to get the death prevention and die
that doesnt make lazarus fun
riskrunner
honestly, removing the cooldown is just a horrible decision for balancing
why would you want your minigun to explode in your face?
sovereign
then what the fuck is the point of sovereign's ability?
its supposed to be a support perk with turning scavs into your cannon fodder
yes its powerful, but thats what makes sovereign fun
its fine the way it is
just lower the health the cannon fodder have, and then sovereign's job is done correctly
survivalist
Do people not get it's meant to be a fucking beginner perk?
Vagabond
Okay. That's not good balancing.
Red added the speed cap there for a reason.
Having 100 dogtags and being unable to control your movement speed isn't fun at all. That just completely ruins the point of Vagabond.
Being fast and not getting hit is fun, but being too fast and just clipping out of the map doesn't make it fun. It just forces the player to start all over again.
Zealot
Why is the shield there then?
Zealot is for Defense, not for leaving the player in the open.
That just forces the player to hide and has the Turret do everything for them.
I’ll only touch on a couple of these-
One developer has confirmed that a possible (not guaranteed) rework for arbiter is to lock long shots behind shells. Personally, I didn’t want to copy paste an already possible rework so I made my own
Lazarus late game isn’t using his buff offensively rather he saves it for his teammates. When yosef spawns in Lazarus buffs his teammates not the scavs. Plus as long as you’re doing more than 20-25 damage, you overcome death prevention.
Lastly, Sovereigns daggers. When he uses his ability, will still get 3. Enemies that are marked and turned into thralls will drop less slightly hurting sovereigns snowball potential
Like I said, not all of these are meant to be taken seriously- none of these will be added to the game and was more of a fun idea. If you have more questions I’m willing to answer them
@@dumber854I really liked the damned idea, also Lazarus buff applies painkiller effect with 25% damage reduction, so a better nerf would be to decrease duration and area of effect
"lower the health cannon fodder have" yeah, 35 hp thralls deserve a nerf. Truly
@@dumber854fucking idiot survivalist is a basic perk not a fucking back front support dumbfuck
>Do people not get it's meant to be a fucking beginner perk?
A beginner perk that:
- Does not occupy any niche in a team so all its gonna do is make new players get vote kicked often
- Even arbiter and prophet teaches/helps new players better with their crutches and have a clear motif in what they should be doing
- Have a pro that essentially is only relevant in 1/10th of your gameplay (spawned in nourished and quenched). And doesnt even teach new players where to get more food or items. So congrats, new players are now stucked to only having a single day of full hunger and thirst bar loop untill they can figure out how to do anything .
- Essentially only thing it does is just make new players having to grind to level 5 to unlock the better educational perks out there. So its just there to waste 2 hours of new player time by getting kicked from lobby to lobby over and over again
Other games like ror or ror2 have their starter class ,commando. Has a niche that he can benefit from if they have good rng, survivalist gets fucked over by good rng as his one role that is relevant and beneficial to him in the early game gets stripped from him. Truly peak game design
Let the damn perk has his extra ration drop buff. Youre not killing any perk by giving him that. In fact, its probably not even the right buff to give him as Id argue that let him be able to handcraftg special items that slightly helps teammates in gameplay without being that much powerful is probably a much better buff/pro to replace the damn spawned in nourished and quenched perk.
I think execurioner should be able to fix your googles while you have em on when you uses a health thing, just 2%, you still need to manage the percentage cus if you forget you are losing the streak, but it would make it easier to keep the streak going and not being a glass canon
Wdym blitzer cant blow up teammates a nerf, bro that a good buff
8:51 You decided to make a support tank , a support engineer. You would also suggest increasing the damage of the turret and removing the shield from the perk altogether .
Who let bro cook
Good thing with riskrunner. Also maybe change the less ammo picked up with arbiter to NO shell ammo picked up.
This makes tick spider the worst support ever, ticks deal bleeding, fracture, and about 50 health, if that hits might as well just reset
I think it's a good idea for arbiter is for his hand cannon to break if you use your long shot when an enemy is too close to you you will suffer less damage from the impact but in exchange your ability is permanently broken aka the timing for a long shot is changed and now it takes a little bit longer for it to recharge and it takes one shotgun ammo to use the ability
The buff on artillerist makes no sense so instead of him being able to dual wield any gun why not make it so guns like revolvers pistols and semi-automatics get a 35% increase fire rate and headshot damage and the nerf should be a 30% less fire rate from all automatics. a real cowboy should only use his trusty revolver and his spare pistols
As a berserker main myself i think that berserkers should absorb more damage and get punished for running away now with berserker you have a crippling 40% less walk speed so you can't run away from fights but the resistance to damage is increased heavily so instead of 40% resistance to all damage it should be 75 and the nerf should be an inability to use any ranged weapons (including bows). so you really shouldn't be a pussy with this one you don't care about dying absorbing damage is your main priority while also giving that damage back right in their face
Blitzer should be a crowd controller as intended but it's damage is pathetic so the bombs should be able to do as much damage as a grenade but in exchange you can only place three of them and they take longer to deploy. You're not the kind to use tricks up your sleeve all you want to do is blow up a crowd and think about the other people later
Lazarus should be the medic of the game not a buffer the ability doesn't give you anything but a bit of a melee boost and just a mild convenience instead lazarus should be able to heal 25 health if he uses the ability but the buff is 4 seconds shorter. MEDIC GAYING.
Survivalist is a gatherer the buff should be that you scavenge more ammo and you're able to pick up enemies guns and weapons but high value targets guns/ weapons won't be able to be picked up and you cannot use scrappers anymore.
"Who do you think i am? can't hold this!"
-Survivalist
No claw picking 😢
@@enginesnomanm
Huh
worst concept for "buff and nerf"
Would love to see vagabond go 900+ mph
7:53 That's the most inappropriate thing you could have suggested.
My take on damned
Buff: more scraps gained from recycler/reduced blueprint cost
Nerf:higher enemy detection range/less defense
vagabond buff is crazy bruh, with like 30 dogtag you could accidentally get into castle without trying
My takes on some of them. Cause some are horrible. (I know the video is mostly satire.)
Arbiter
•No. Just No. You take away both its frontlining and backlining capabilities. It's a frontliner that could frontline well because it can consistently take out the dangerous scavengers from a far while using its melee for less dangerous scavs. You're just turning it into a weak berserker that doesn't have the sustain.
Artillerist
•So let me get this straight. You're gonna turn a useless walking flare into an even bigger walking flare? That's even more dangerous than blitzers, especially if it's war time. You'll be forced to use all your ammo to clear out the scavs during the looting phase because of your aggro range. That, or you'll have to flee, which means no loot. Dual wielding is also limited to the april fools event for a reason.
If you want to buff artillerist, configure its ability or revamp it whole, since it's outshined by other perks like tickspider.
Berserker
•The whole point of berserker is that it can deal huge amounts of damage while being able to stay in the frontline due to its lifesteal. What the hell is the point of it if it's just gonna be another executioner that can lose their streak easily?
Also, the only way this recycled killstreak mechanic can even be used is through yosef, and holdout. You can already one shot most scavengers with berserker using ≥t2 heavy weapons. So you are quite literally just nerfing berserker by recycling it and turning it into a cheap executioner.
Blitzer
•Again, this ruins the point of the perk. Blitzer can stun and dish out good chunks of damage in exchange for the fact that your ability can damage both you and your teammates. You're just turning it into a manual tickspider without fracture.
(Votekicking exists for a reason. So don't use the team killing argument.)
Executioner
•"Okay, so let's make bounty be easier to farm, but in exchange, we add the possibility that all the executioner's work would turn out to be useless."
Immolator
•A bit dangerous. I'd suggest 1.5x instead due to the trajectory with throwables in this games. But I guess Immolator's buff does provide fire immunity. The backstabs are overkill though, consudering Immolator's a frontiner. I would limit it to heavy backstabs or 2/3 backstabs in a short period of time. (Similar to Vagabond's stack mechanic)
Lazarus
•That's a 2.5 heal point increase for each medkit. That's close to nothing. You would need to use 4 medkits in total to heal 10 more HP. You would have already healed 60 HP by then.
Even if it was higher, with lazarus' buff, it really doesn't do much.
Prophet
•Too broken as a support. Unless the range is smaller.
Sovereign
•If this happens, at least buff the thralleds, make the daggers move with it, make the mark last longer, or reduce it down to 2 knives instead of 1. It would not have a chance to replicate itself, sovereign would be useless.
Survivalist
•..No comment. (It doesn't make sense.)
Vagabond
•Ruins the playstyle. Vagabond users would be forced to stop stacking after a certain threshold. Vagabond's enough as is. Don't touch it.
Zealot
•Hm.. Yes. Let's turn the tank class, the only class that can make walls, into a sentry class.
Hivemind, Crosslink, and Mindflayer changes are quite good though.
peak comment
not sure how this guy comes up with all of those bullshits
You forgot riskrunner
Vagabond buff so the speed endlessly stacks :D
DW so it is balanced, it does not need additional edits, especially do not forget which engine the game is made on and what it is made in, this is typical for all games made on the roblox platform .
I know perfectly well that some of the perks are a bit broken, but that's what makes them balanced. And if you don't like playing with the current perks or you can't play with them and their stats properly, then just don't play or learn the mechanics of DW
if he makes balanced edits, it will be only for April Fool 's Day .
9:47 its good for players that dont eat but its just... a crafted knife... i could find a lead pipe faster than that
that nerf on vegabond tho oof (castle snipers are now 200% more terrifying)
damned alr got nerfed which was you couldnt get double currency and xp from it anymore
Damned missed opportunity: nerf: you can only use the crafted knife
apostle is good if the player knows how to play "bank simulator" since it´s mostly health management the perk
I honestly would like to comment on just how clever these are. But some, I had an idea that I'd like to share.
Imagine if the Prophet's device could get damaged like the Executioner's goggles.
What if, to use a longshot with Arbiter, it'd cost an ammo similar to how Blitzer needs a c4 to toss and detonate.
And what if the Executioner would give 1-2 bounties depending on the enemy. Like, if it's a Sledge scav or a Pitchfork.
Damned actually gives *"supposedly"* an xp increase per kill so it's pretty nice for grinding xp
it does not, whoever told you this lied lmao
It used to give double xp, Not anymore however
you got gaslit vro... that was a while ago just play scout on holdout if you want xp
@@huhbwuhoh man, love using my scout perk that I mained for years
@@pavlo5551I main the engineer and medic myself
Some better ones from a random internet nobody;
Berserker buff: Shoves happen 100% faster and deal 25 damage while ability is active
Nerf: Post-buff debuff doubles all stamina use
Hivemind: Poison immunity, your ability can now have multiple instances and use different %s for each (15% for direct, 45% for divide and disperse, charges at the same rate)
Nerf: You lose 1% of all your stats besides max hp for every 3% of your ability bar you have missing.(because the bugs that make up your body going out isn't good for you)
Arbiter: Same as the vid but without the ammo pickup what were you even thinking that's not a joke it's a disgrace
Riskrunner buff: Kinda generic, but your ammo pickup rate is back to normal when you have 100% ability charge
Nerf: Using less than 10% of your charge in a volley will cause the weapon to jam, forcing you into a long unjam animation
Lazarus buff: Players under the effect will regenerate 1 hp every 5 seconds, and healing on self is increased by %50 while under the ability's effects.
Nerf: Ability cools off 25% slower
Survivalist buff: Effects of traits are amplified(depending on the trait, it can be anything from a 66%-33% increase)
Nerf: You start with normal hunger/thirst
Blitzer buff: Bomb detonation animation is faster, you only detonate bombs that are near your crosshair
Nerf:Enemies that get bombs stuck to them will run directly at you with a 50% movement speed buff
Zealot buff: You can use one-handed weapons while using the shield ability
Nerf:During the wave, you will get two stacks of morale if a teammate dies while your ability is cooled off
Vagabond buff: You will do a double damage "blood slash" if you hold down the ability while at max health, costing 5 dog tags.
Nerf: Snipers will always halve your dog tags
Apostle: Double melee range so you can use your meatshields- I mean summons more effectively, gain a temporary 3 second 50% damage resistance when your summon dies
Nerf: You just straight up die once you complete the game, even evac.
why is the apostle nerf dying after completing the game?
@@sal_acho Because his titles and descriptions can't shut up about his end drawing near
Basically, scavs tagged by blitzer's bombs become Kamikaze's, just to try doing a "IF IM DYING, YOU ARE COMING WITH ME" type of move
@@Internet_No_Body but there is no effect in that its not even a nerf
@@NoodelSuop Yeah, partially because I remember the devs talking about buffing apostle already, so I justified a "nerf" was fitting for it.
BUFF IMMOLATOR AND MY LIFE IS YOURS!!!!!
Some of these are actually really good Idea's imo. good job
ALL OF THESE FUCKING SUCK WHAT ARE YOU TALKING ABOUT 😭
THE FUCKING ARTI ONE?? BESERKER??? VRO EXECUTIONER IS BARELY USEFULL BECAUSE YOU'RE USING MELEE LATE GAME ANYWAYS AND BLIZTER ISN'T EVEN NERFED HE GETS TWO BUFFS
@@huhbwuh key word: some. Learn to read.
@@aidan_the_fnaf_fan_1983 errrmmmm actually all of them are either shit or barely make a difference i just brought up the worst ones
@@huhbwuh ok buddy. Its ok for other people to have an opinion, calm down.
If blitzer actually got that buff and nerf then i would say the half of fun in blitzer is gone (dont trust me with explosives)
Ngl. As a soveirgn main (im have did evacuation solo as soveirgn), his nerf doesnt matter at his gameplay, his ghosts could infect other scav if you: attack, shoot. Q, or just throw a knife, as more knifes as you use like 3, then more chances of infection from ghosts attack, his best possibility is for strength in numbers, its more for frontliner, but he can do every line if he can do that in moment (like use i4d)
This genuinely might be one the worst suggestion videos I have ever seen
Nerfing Damned in any shape or form is already a horrible idea, as he is a joke class that is meant to be deliberately horrible. Keep in mind most people get their Damned mastery in public servers, so if they get a kill, they are indirectly screwing over their teammates by not dropping as much rations as if they just let someone else get the kill. Also, really? Crafted knife? You can make that thing on night one already (,also Honorable.)
The Executioner changes were already debatable, but adding the RNG is just absolutely cancer. Nobody likes feeling cheated out of anything, so even having the remote chance to literally lose your goggles if someone farts within your presence is just horrible. Also Executioner can rarely use guns to begin with since he is unable to ADS with his goggles on.
The Berserker changes might be the worst offender of this whole entire video. This would force every single Berserker main to just go for only Executioner since that would be the only way they are able to play aggressively. Also, this rework makes me just want to rather play Executioner instead.
Hivemind changes just generally are forcing you to camp. Not only are there literally *TWO* instances of poison within the WHOLE ENTIRE GAME, which are extremely rare, and don't do anything by themselves, but the nerf just makes him forced to sit in side rooms because if he dares to even peek his head in a sight line for 2.5 miliseconds, he will have his head blown off.
Survivalist just didn't need any changes at all, no matter even if the changes were overpowered or not, his whole gimmick is having nothing, which is a double-edged sword.
Apostle rework is just abysmal. If anything, as an Apostle main, I think the health penalties need to be doubled, as they are WAY too lenient. You can melee scav war if you play your cards right and maybe just get a broken leg, and lose 20 hp. Also the nerf is just completely useless, I have never in my time playing Apostle had to summon at low hp, and if you are low hp and unable to summon or pull out your melee, that's because that is the point of the class. Your healthbar is your biggest resource, and you have to risk it going up and down frequently. Especially with Arch giving Apostle nearly buffs every single update, I don't think he needs a single buff.
Arbiter nerfs? He's fine, "If it ain't broke, don't fix it." He's a generalist, which again, has its own cons and pros, that's the whole point. I'm excluding Holdout from this rework/concepts video because it wasn't mentioned, but also because, yes, Arbtier is a completely different story in Holdout.
Artillerist changes turn you into a votekick speedrun any%. May a being more than God have mercy on your soul if you try and go remotely near castle. Elite snipers would literally be able to see your from half the map, give or take a couple studs. His buff is rendered completely useless if he isn't given a hip fire accuracy bonus either.
Vagabond changes are also pretty questionable. The movement speed thing would be still pretty bad, but it's made worse by the fact that the first shot of any gun scavengers, including the snipers you decided to make him die in one shot to, are nearly 100% accurate, but this would just break Roblox once you went past 20 dogtags.
Zealot changes... Are actually pretty good. However, I think this could just be its own class with its own pros and cons, and they could lean more into the shield aspect with Zealot.
Sovereign buff is pretty good, as it doesn't impact the game to heavily, but it's a very nice quality of life change that doesn't break anything. However the nerf would make him the worst summoner in the game hands down. (even though he already is lol.)
Lazarus changes make no sense. 15% would only give you a whopping, INSANE, *2* HP per med-kit use, and *6* with the IFAK 😱. For this change to mean anything, it would have to be at least over 50%. However, I don't think there should be a reason for Lazarus' to use a med-kit in the first place as he really doesn't need them. Also the nerf is pretty useless. Most tier one melees already do over 30 damage, which pierces death prevention.
Drifter..? I mean alright? I don't see the point of this, as the main threat to you at low hp is snipers, which can still see you in this scenario. But I just don't think Drifter needed any changes to begin with.
I have never seen a mindflayed scavenger ever, EVER even get remotely close to shooting me. This is just because AK scavengers don't backpedal like humans do, and they just stay in the front line. I don't know know friendly fire on melee scavengers would work either, not even including Roblox spaghetti code. However, the buffs are fine.
Crosslink needs nothing but buffs across the board, until the Hivemind rework comes out, he is *objectively* worse than Hivemind in every single way possible. Hivemind's trap can't break, Hivemind does not need to think about where he puts his trap, Hivemind can kill enemies through walls, and Hivemind has 0 downtime on his ability cool down.
What the hell are these Blitzer changes dawg. 💀
Immolator is already bad, so lets make him so he fucking dies instantly. Immolator's passive is a cool idea on paper, but it is pretty bad because of how useless his buff his. If I wanted to die in one backstab, I would just go play TF2 and get trickstabbed. The buff is also just questionable, but not that offensive so I'll leave it alone.
Prophet's ONLY use is to be a butt-buddy for Vagabond, as he is just generally a shit class, removing the "marked" debuff from him would just make him terrible, as that is his only purpose. His whole entire ability is useless as the human anatomy has something called eyes. The buff I think would be a good idea however if the "marked" debuff was kept.
Riskrunner would need significant minigun buffs to counterbalance the changes he got. I can see where you want to go with this, and I think it actually could be a cool idea if he was more centered around his minigun, but as of now his minigun is too weak even if it had more bullets to rely off of. If the capacity was increased to 200%, and the rpm getting a slight buff, along with inflicting extremely small knockback per shot on a .5 second cool down then I think this could work.
Tickspider holo lure would be significantly worse if it were to friendly fire decoys, also if you hit a teammate on accident with a tick during the night, they might as well just press zero.
holy yap 💀
but nah you're right, this video kinda ass
@@kyson3777 yeah well, i like watching/reading people yap.
"Yep, ur banned... Have a good night."
Now this is just my little tweak to survivalist (instead of losing some of your movement speed, i would say you starve and get dehydrated quickly because the buff would balance it). That's just my idea
Personally, just did not get zealot and vagabond (+ another i forgot) i really liked this, honestly
Damned is already bad enough
ngl, the Prophet one is not bad, I do only use it to spot enemies for myself and fall from high places
i honestly have some good ideas for the buffs/nerfs
first: survivalist
this one is a pretty decent perk and is tuff to choose what buff and nerf it should get, but. the survivalist to get another extra slot because the survivalist is a more experienced agent who had probably survived in the wilderness for all i know, but the con is straight forward (decreased movement speed)
second: arbiter
buff: arbiter should have the ability to cripple/fracture a scav, with the regular shot having a chance to cripple/fracture a scavenger. and a perfect shot/long shot having a higher percentage chance.
arbiter should also be immune to fracture sense because of the constant use of the knuckle boom.
cons: the cooldown will be 25 seconds (but if you hit a perfect shot and hit a scav, it will decrease the timer by 5 seconds. but it will only decrease five seconds even though you hit more than one scav) with it, less ammo pick up
third: artillerist
buff: gain scraps from killing scavs with his revolver (like bounty hunting) the more valuable the scav/enemy, the more scraps.
cons: unable to use scrapers
fourth: berserker
buff: deals more damage and becomes more tanky every kill you get (caps at 10) with it, is immune to broken leg
cons:
option one - the effect of the serum will end quicker the more kills you get
option two: after the debuff you get from the serum ending, it won’t allow you to use any guns and heavily reduce damage till the debuff effect has ended
fifth: hivemind
(i honestly agree with the video about the hivemind) just that it should deal slightly more damage with its hive’s
sixth: immolator
buff: causing a scav to burn will deal more damage than regular fire whether its from your flame thrower or from guns (with the fire buff)
cons: getting hit by the back has a 20%-25% (fast attacking scavs have a low 2.5%-3.5%) chance of blowing you up
seventh: blitzer
buff: carry’s more pipe bombs
cons: reduced damage towards your pipe bombs (deals less damage towards agents/players)
eight: lazarus
buff: lazarus buff heals an agent slowly by 3-7 hp per 2.5 second
cons: lazarus recharge is slower
nine: mindflyer
buff: a successful mindflyer gives bonus hp to the scav you mindflied, and also recharging your perk by 5%
cons: slightly reduced defense, and slightly more recharge time
ten: zealot
buff: different turret mode
assault rifle mode (regular turret with energy shield)
sniper turret (longer range, deal more damage, but slower fire rate and energy shield)
shotgun mode (short range, tight spread, slightly slower fire rate, energy shield)
flame thrower (burns enemies, shorter range, no shield)
cons: it will cost scraps for using the special turrets (does not require any scraps for the regular)
eleven: apostle
buff: reduced hp cost for Theourgia’s hands, more hp for shadow hunters, shadow fade now grants immunity for melee attacks and is able to attack during shadow fade
cons: summoning shadow hunters now cost more hp
twelve: crosslink
(i also agree with the video about crosslink)
thirteen: drifter
buff: perk ability recharges faster the more kills you get
cons: scavs can see you for 2-3 seconds if you miss a attack (with the blade)
fourteen: executioner
buff: gains more scraps from bounty, and gain bounty from kills (anything that can kill a scav)
cons: it becomes harder to see if your goggles are lower than 50%
fifteen: tickspider
buff: gets an extra tickspider
cons: lower defense
sixteen: sovereign
buff: sovereign ghost drops a dagger
cons: after a scav dies, it will only drop one dagger
seventeen: prophet
(balanced)
eighteen: vagabond
buff: dogtags gives small defense (cap: 10)
cons: reduced recoil and reloading speed
lastly: damned
buff: does not give morale to other teammates after death
cons: skill issue
(this took so long to type down, and i’m happy to who even decides to read all of this lmao)
No way you just suggested the gun class (basically requires scrappers to function) should not be able to use them 😭
Drifter, I like that since I can regain dread, faster use. I'm favour the Drifter since the day got updated and love it even after upload again losing my level 13 rebirth got him and hit 40 000 k exp I'm surprised I'm not even try so ty making this suggestion 😅 ❤ and cons make sense since ouch miss my attack learning to be best staber aim 🎉
@@gunnyisgoodboi4846 i did suggest a “bounty” where he gains scraps from scavs by using his revolver
and the idea is regular kills gives 15 scraps from regular scavs (combat knife, crowbar, leadpipe, and icepick scavs) and or 20 scraps from special scavs (scavs that are not listed in the regular scav list)while headshots give 20% more scraps
@ the gun is slow af you’d only get about 50 scrap per night
Laz main) I like the laz idea, and him having a 35-second per 50% recharge is also quite strong, so I see why it'll need a nerf. Overall, I like this
I have to be honest with you man, some of these are bad (I know you made this vid for fun just so you know, no hard feelings)
Buffing vagabond and bboy is insane
@@Chicken_nugget_fanbboy?
@@midnight_marshadow hive mind cause of the bees this nickname has been given because of the sound of the letter "b" which sounds like "bee"
@@Chicken_nugget_fan thanks
Damned class should become stronger with more morales but they only last 1 night
@@crisvalladares1492 honestly that sounds like a sick concept for a new class
It's a terrible idea. You would simply run slower (if you even could move) than zealot with 4 morale and a broken leg
bro hivemind is the best perk in the game, the enemy slowdown too op
(edit) so right after i did this comment i decided to play dw, it was night 10 and we had 3 bps and that was it. i was an apostle and another guy was too with 1 tickspider perk also, we won. Therefore: 2 apostles = w
I can easily see how a lot of this are jokes but man some of the just don’t do anything
Mindflay posion immunity has 2 things that should never come up the labs guys and trap u shouldn’t step on (plus he also has 80hp already)
Berserker healing is what keeps him alive and the damage buff dosent help when he already one shots most enemies with traits and buffs
Artillist is funny
Arbiter is meant to be the middle ground class where your good at melee and have a good ability while weak gun sustain (not use)
Risk runner is all about sustain so allow him to stop and go removes that gimmick (he also get like 2 bullets from ammo already)
Hehe vagabond go *BANG
1 dagger bad - 2 daggers good 3 daggers maybe to much
The exe gogs die fast already addin rnjesus isnt needed (:
The marked buff is the what makes him good
Just give exe the berserker potion and a riot shield east buff (:
Why tf does bro want damned nerfed 😭😭😭
Grrr i hatte damned it's so broken 😡😡
who let this guy cook lmao wtf 💀
I would say Blitzer should get an actual nerf (maybe something like a longer charge cooldown) because as it currently is, a singular good Blitzer can clear most of a Scav war just from knowing how to use his kit, and it gets even worse considering that the bombs stun the enemies, and it takes 2 bombs to kill the majority of enemies, but regardless this video is great
Blitzer already has a lengthy charge time with his abilities holy
If anything, he would be better off having:
+A lower cooldown
+Same damage
+Keep the fracturing factor
+Minor increase in the size of the explosion
+Less random diviation in the directions that the explosives go, like a fixed set pattern
2 bombs to kill if your LUCKY
The best thing that blitzer has is the ability to provide support with fractures and the ablity control semi large crowds with his grenades
Hes good in solo runs
But excels in team cordinated play
even tho this video is for fun ill have my opinions
apostle: just either remove the speed penalty or ADS,or just make therugorias hand cost 10 hp per use
arbiter i can agree: he's literally the best perk next to vagabond
artillerist would it be funny? yeah in a pratical sense? nah i think artillerist is again fine
berserker: hes fine tbh his abililty can 1 shot most enemies ingame
blitzer honestly nah he's fine
crosslink makes sense and return stun is niche
drifter is yeah he could use the buff but making snipers being able to see him is a no ur making a normal enemy see drifter bro no snipers shouldnt be able to see him through cloak but he could use the cloak on 30 percent hp thats really useful
executioner nah keep him the way he is
hivemind dosent need a buff/nerf he needs a rework
immolator buff the only thing immolator needs a buff on is overheat percentage should scale with damage resistance-more resistance=less overheat gain and making backstabs instantly kill you is just a no
lazarus is fine he dosent need anything
mindflayer yeah its good concept and making gun scavs friendly fire on teamates isint really that much of a problem if they just stand back
prophet ok i like this one this is a good concept
riskrunner is fine....hey buddy whats a thing called pressing f to pull back out your minigun
sovergin:i dont agree and i think he should be fine the way he is his summons are meant to be weak but stronger in numbers
survivalist why woud u touch up on this guy? he's meant for begineers he has no downsides or upsides just a jack of all trades
tickspider is a no im not turning this into pre LS tickspider hell no
vagabond is just a no: removing the speed cap is unessacessary he dosent need it and taking that much more damage from snipers when vagabond is CLEARLY designed to be a glass cannon is a no he's going to die to fucking cheytacs,ai aswms,intervention raiders/scavs and ur just dodge take dosent quite matter because sometimes enemies are scripted to hit the player garunteed idk how DW ai works and also vagabond looses half of his tags from 1 ai aswm/chetac raider hit
zealot: no ur missing the point of zealot he's supposed to be a shielder/tank making him loose his shield on the turrent is a instant no because thats not protecting as zealot ur protecting and shielding bullets plus the 360 on the turrent wont even help
dammned is...fine imo
i hope you see this but mindflayed scavs already can friendly fire only with firearms
EXCUS ME WHAT vagas are already crazy fast with 10dogtags if the speed cap is gone hell will be unleashed and they will all bug out the map with that much speed
some made sense but some erm(no hate btw)imo some nerfs are weird
I mean, Decaying winter is going to have a biggest update yet, and you already decided to give Executioner BIGGEST nerf we ever experienced.
It's basically a gamble, letting you decide to attack melee scav while not being scratched by a dream from behind
apostle is still good, even with the perk being in shambles.
Nerf damned that perk so op that i die by 2 hit, they should make everything 1 hit damned😂
you cooked and burnt your name into the community
you cooked hard, brother. this is PEAK
Tbh the apostle one isnt really a bad summoner class if you know how do use it
1 time help my teammate on last wave when we are half ded with no medkit i use my 2 dave as meat shield from thescav akm scav and yosef and we won eventually
As a Laz main, wtf
9:19 🤦
Chill I've seen you like 4 times in the comment section alr 😭
Bro how tha hell you can command dave????
B
Now i know how to be a better father figure thx brotha
@@TRSOD_gryzli22The command feature was added alongside the April fools update, very useful function that as an Apostle main i should use more often.
Super useful on both the mountain and outpost, to keep those sneaky scavs hiding on top from surprising you when you scavenge the bottom areas.
Plus you can finally use bombs without worry of Dave getting hit by them, just command him to go to the back until they explode.
what is that helmet it looks cool but i cant find it pls help i want the drip
[OPINION]
Damned is suppost to start with only the chians on his arms and is starved and dehydrated.
Giving him a crafted knife would be impossible for him to make when you're suppost to be on death row.
But decreased rations on kill would'nt make sense in my opinion though.
the damned are people who are indebted to the agency, not on death row
Berserker losing the lifesteal mechanic just for a similar mechanic to executioner is really stupid.
The whole point of Berserker is that its supposed to be a tank via its lifesteal mechanic. Removing that away means that Berserker is forced to rely more on medkits to heal from damage instead of its life steal mechanic.
i didnt agree with ANYTHING on this video 💀
same
also their name is "Dumber"...
How do you have hivemind and damned on a the same time? 0:40
If you load into a game as damned, die, and switch classes, the cuffs stay on. They don't effect gameplay however
i want zealot buff it he can still hit when he hold a shied because that make sene becaue he 2 hand not 1,
No ,buff everything .make it build different
for damned a crafted knife is so random lol.
If I had to give him a buff/nerf,
Buff would be that spirits are scared of you, mainly your curse
Nerf would be that you receive fall damage way easier than other agents. (max would be jumping off from outpost fences onto the ground)
why are most of them so shit, like arbiter, zealot, blitzer, berserker, executioner and more
arbiter is frontline
zealot is frontline and basically a tank for the team
blitzer deals insane damage and should have a punishment
berserker basically executioner now
executioner becomes dogshit
Survivor got nerfed hard reduced speed iš so bad for extra ratiobs u cluodive made survivor users when they spawn be starved and dehydrated
that blitzer one.... 👎
Stop discriminating barbarians 😔
Bro... you took away the reason anyone would play tick spider.
The thing with blitzer is that he is a high damage class, but can also cause damage to allies too as a counter ballance. Taking away that risk would make the class way too op. Also, you made tick spiders do friendly fire damage?! BRO, you just took away the WHOLE point of tick spiders. They already kinda suck way more than blitzer charges but DUDE! They at least didnt hurt allies which was the reason as to why they were useful. Doing 50 damage without hurting teammates is heavily useful... but taking that away? THEY SUCK.. you literally made tick spiders useless in comparasion to blitzers