Ferryman isn't unchanged. In difficulties under Brutal, he only summons lightning on you when you're far away. In Brutal, he uses it as an attack at close range.
honestly feels like a nerf. Now it feels like landing a parry with the projectile hitting maurice it always ends in an instakill whereas before it wasnt as consistent
@@guerranoturna5860 wait so it's no longer enraged form only in brutal mode? Cuz I can only remember normal beams trying to predict where you will go from flesh prison/panopticon
@@xilenator I don't think Flesh Prision/Panopticon's beams predict where you're going, I think it's just bc they're really big Virtue's beams now try to predict you like in the video (I will put a timestamp here) (nvm I think it's just when enraged, could they always do that?)
You miss TOO MUCH things Ferryman can now summon lighting bolts even if he close to you Mindflyer can't be one shot with red railcannon Streetcleaners can now shoot upward Guttertank can't be parried if he miss his hit (you can parry if there is oil under his legs) Mannequin now melee attack you 2 times in a row(check update log idk what that means) Virtue's beam last longer Gabriel, apostate if hate in second phase can spawn swords around you and then stab Gabriel judge if he'll can attack with spear from any direction Sisyphus 2nd phase: You can't escape after last stomp will spawn exploding dust And be gone attack will spawn dust
@@TRDRHDB it’s not as crazy as the buffs going from violent to brutal, but IIRC of the top of my head: - Soldiers don’t block explosions - Gabe’s spear doesn’t explode - Sentries stop tracking you during their parry window - Hideous Masses don’t make vertical shockwaves - Malicous Faces, Mindflayers and Virtues don’t enrage - A myriad of changes and stamina tweaks to the Prime Souls - And more I think
Agreed.That balance decision is just horrible, bullet sponge enemies that one shot kill you just make a game slower. "Oh, i just emptied 2 bullet clips on you but you get me once and now its game over... great"
You did miss a couple of changes, these are the ones that I spotted were missing. -Soilders: Can now jump to higher/lower ground and across platforms. -Streetcleaners: Can now angle their flamethrowers up and down.
2:40 The ferryman can now decide to charge up its lightning attack even if you're on the same vertical level and near it. It also charges up much faster
- Ferryman uses lightning at close range, isn't unchanged - Stalker seemingly has a shorter interval between its mode changes - Guttertank no longer staggers after missing a punch - Virtue doesn't just have increased attack speed, its beams last much longer
I think the scariest part about this is that instead of just buffing the big enemys it buffs the fodder in particular so the basic husks are even more of a threat btw first form sword machine can aim with shot gun instead of where its facing.
Strays actually have incredibly accurate target leading. If you are dash jumping and slide hopping, you will get hit if you don't change directions often. Edit: Streetcleaners can aim up while they are shooting fire (they only shoot horizontally in violent).
every enemy is atleast SLIGHTLY changed, besides obvious behavior changes, almost every enemy does something faster, either speed, attack speed , projectile speed or other actions like teleporting
missed a bunch of changes pyros can now aim slightly up and down, ferry randomly summons lightning, guttertanks cant slip, mindflayers charge faster, maurice charges beam much faster, virtue beam stays for much loger, drones' amount of crack depends on amount of other drones
filth leap when you're at a distance, soldiers are more aggressive in their behavior, street cleaners can aim up, and I'm not sure on this one but I believe virtues no longer wait when chaining with eachother
Some notes from my playthrough: - Mindflayer gets enraged more often, I don't know what causes it but I noticed it was a lot more common - Mannequins move and attack MUCH faster - Virtues' light attack stays for a lot longer
Also something i noticed you wont find in sandbox Street cleaner spawns seems to be 2x for every one cleaner. I swear i witnessed rooms with more street cleaners than usual
The mindflayers aren't unchanged, the projectiles have been changed so that they can no longer be knocked directly back into the mindflayer by explosions, negating things like overpump and red railgun instakills, instead, they disperse and occasionally have the chance to recover and once again chase the player. | Maurices also charge their beam noticeably faster than before. | Mannequin attacks 4 times with its melee instead of the usual 3 | Sisyphus and Minos both attack noticeably faster and likely have some technical changes in regards to their "energy" system.
Surprised you didn’t mention Swordsmachine’s ranged attacks being better at targeting you in the air, as well as the fact that I’m 90% sure it can now use its ranged attacks while enraged.
Street cleaner will also continuously shoot fire out, if V1 got in range. It won't just stop firing after losing proximity. Mind flayer shoots more frequently ... wich feels like opportunity to kill it faster, actually. Gutter tank got his previous unnerfed version back. Doesn't falls down on missing hit. Virtue's beam lasts longer. (another opportunity to cause friendly fire)
Maurice looks like he's charging up his laser a lot faster and shooting faster bullets, unless you sped up the video at that point. Virtue also looks like it enrages faster.
2:45 im fairly certain ferryman has changes only in his first appearance, he calls Thunder strikes down at you (before and after the idol) Also you missed out on few things: -street cleaners aim up if you are airborne -schisms aim up if you are airborne -mindflayer can double teleport (during rage at least) -maurice charges his laser significantly faster -virtue lasers last much longer (same with fp and panopticon lasers)
Streetcleaners can aim a bit in your direction, meaning if you're in mid air they can still hit you, which they couldn't in lower difficulties. Mindflayers have an immunity to Friendly Fire according to a reddit comment but I'm not sure if that's legit or just them flubbing the instakill.
Ferryman isn't unchanged. In difficulties under Brutal, he only summons lightning on you when you're far away. In Brutal, he uses it as an attack at close range.
It also tracks more accurately for a bit, and he moves slightly faster
the strike can also attack while he’s attacking you with other moves
Weirdly can make him easier as it leaves him open to getting hit alot during the summoning animation
Basically a nerf because funny coin lightning redirect
guttertanks are also not unchanged... they "unnerfed" the guttertank back to when their punch was unparriable
4:55
caught trying to parry with the knuckleblaster
I've seen it work tho
@@1thedanfan949 knuckleblaster can't parry, you're probably thinking of when it breaks gutterman shield
@@kingerdinger and also punching the saw on the red shotgun variant
legit what went through my head, went to the comments to see if anyone mentioned it and this comments appears lol
Yeah the saw can be parried with the knuckleblaster not with the.... i dont remember 💀👍
Guttertank isnt unchanged, it no longer slips and falls after missing a punch on the player
Basically he is pre-patch guttertank
They gave him the release day punch, that was very strong
gutterpunch mod
he can slip on oil tho
Not the og guttertank
A stalker that cannot die is giving me p-2 flashbacks ngl
Turrets that shoot faster also do
It can die just not by itself
@@petersinkworking6198thats the point lol
@@user-zs9ir1hg1vRocket launcher + knuckleblaster still works
@@user-zs9ir1hg1v you should not let them explode to begin with
"Maurice: Shoots lots more bullets in a spread"
Kid named sharpshooter:
Finally,I don't have to aim
Kid named parry:
Kid named explosion :
literally made it easier to hit lol
honestly feels like a nerf. Now it feels like landing a parry with the projectile hitting maurice it always ends in an instakill whereas before it wasnt as consistent
Sending this to the guy that said "they only changed the mindflayers" you're insane my guy what the hell
based as hell lmfao
Who tf said that?
My dude must be blind
Bro focused on them.
"they only changed the mindflayers" MF MINDFLAYERS WERENT CHANGED
me on my way to tell this guy that virtue's beams also last longer than in previous difficulties:
Me on my way to tell this guy that Virtue's beams also try to predict where you're going to go:
@@guerranoturna5860 wait so it's no longer enraged form only in brutal mode? Cuz I can only remember normal beams trying to predict where you will go from flesh prison/panopticon
@@xilenator I don't think Flesh Prision/Panopticon's beams predict where you're going, I think it's just bc they're really big
Virtue's beams now try to predict you like in the video (I will put a timestamp here) (nvm I think it's just when enraged, could they always do that?)
@@guerranoturna5860both beams do.
@@epikrussiansans5716 o ok tnx
You miss TOO MUCH things
Ferryman can now summon lighting bolts even if he close to you
Mindflyer can't be one shot with red railcannon
Streetcleaners can now shoot upward
Guttertank can't be parried if he miss his hit (you can parry if there is oil under his legs)
Mannequin now melee attack you 2 times in a row(check update log idk what that means)
Virtue's beam last longer
Gabriel, apostate if hate in second phase can spawn swords around you and then stab
Gabriel judge if he'll can attack with spear from any direction
Sisyphus 2nd phase: You can't escape after last stomp will spawn exploding dust
And be gone attack will spawn dust
gabriel is vergil now fr
STREETCLEANERS CAN FUCKING WHAT?????
@@colee5524 Also they travel at mach 3
HE ARE SO FUCKING COOKED 💀@@colee5524
Sissyphus does what
He sure loves his pocket sand
Its cool that enemies have new behaviors on higher difficulties and not just "they hit harder"
Wouldn't expect less from ultrakill
They always have. Many enemies have far fewer features on lenient and harmless than they do on standard and violent
@@sukigdwastaken oh damn i knew some things with like flesh prison but i didnt know that there was more than that
@@TRDRHDB it’s not as crazy as the buffs going from violent to brutal, but IIRC of the top of my head:
- Soldiers don’t block explosions
- Gabe’s spear doesn’t explode
- Sentries stop tracking you during their parry window
- Hideous Masses don’t make vertical shockwaves
- Malicous Faces, Mindflayers and Virtues don’t enrage
- A myriad of changes and stamina tweaks to the Prime Souls
- And more I think
Agreed.That balance decision is just horrible, bullet sponge enemies that one shot kill you just make a game slower. "Oh, i just emptied 2 bullet clips on you but you get me once and now its game over... great"
They gave the stalker that P-2 treatment
Imagine hakita saying "V2 can parry now"
😧😧😧
...that would require him to use his arm
dont give him ideas, there is still a difficulty left
Every room has an idol stalker
Parry? With a knuckleblaster?
This makes me scared for Ultrakill must die difficulty.
The filth will get arms
@@SomeCowguyoh god now it does Minos attacks
@@af2547 filth prime
My guess is that they'll implement radiant enemies and bosses on top of it all.
...Y'know, like when enemies get devil trigger in Dante Must Die
Filth gonna have arms frfr
Schism think he can be maurice lmao
Omor
Close
Baby maurice
Baby boy Basil
maurice thinks he's the leviathan
You did miss a couple of changes, these are the ones that I spotted were missing.
-Soilders: Can now jump to higher/lower ground and across platforms.
-Streetcleaners: Can now angle their flamethrowers up and down.
they can angle WHAT!?
Stress cleaners got that y axis
Mannequins move much more erratically.
Ferrymen now mix in thunder spell.
Thank you! I didnt know this.
4:25 Lebron James spotted trying to parry a sentry shot directly
uhm u can do that (even i didnt know that i found out yesterday on accident (is it harmless only))
@@anshsgh6092 probs had to be, otherwise it just works like the Maurice beam parry
@@void1895 ok thx
@@anshsgh6092 You can only parry them by punching them directly with the feedbacker or by chargebacking them.
2:40 The ferryman can now decide to charge up its lightning attack even if you're on the same vertical level and near it. It also charges up much faster
Cerberus' double dash is just pure evil
Brutal difficulty giving us PTSD from P-2, Specifically that one room with the idolled Stalker
Farryman also isn't unchanged, he does the lighting strike even when your on the ground
4:55
Lebron James spotted trying to parry with the knuckleblaster
Sentries got that AN-940 module installed
AN-94 hyperburst feature being installed on sentries (they have to be Russian)
- Ferryman uses lightning at close range, isn't unchanged
- Stalker seemingly has a shorter interval between its mode changes
- Guttertank no longer staggers after missing a punch
- Virtue doesn't just have increased attack speed, its beams last much longer
bro i just hit my moniter what the fuck
@@pieperson444
dude doesnt even have the fake pfp centred how did you fall for this
1:22 *acorn drop* "SHOTS FIRED"
Soldier doing combat rolls is so unbelievably badass
And they get up in your face way more often, making you see more of their melee
I guess they heard an acorn fall
@@memelord3986 💀
Gungeoneers
filth jumping scared the shit out of me the first time
can we just appreciate how cool enraged gutterman looks
It already gave me Bioshock vibes and now it has the yellow “eyes” to boot, love it
Ubercharged Heavy
I think the scariest part about this is that instead of just buffing the big enemys it buffs the fodder in particular so the basic husks are even more of a threat
btw first form sword machine can aim with shot gun instead of where its facing.
Not just increased speed for Streetcleaners: A few seconds once they start aiming that they'll start aiming upwards if you're jumping.
so brutal is basically ULTRAKILL but the enemies are way smarter
this may be difficult to deal with
4:55 ULTRAKILL PLAYER CAUGHT TRYING TO PARRY WITH KNUCKLEBLASTER 🗣
i love the new difficulty. i beat the prelude on brutal today, even with a full arsenal it felt like i was playing it for the first time
The street cleaners can now aim at you while you are in mid air
correction: i tested, and they cannot dodge coins, my bad
Insurrectionists get up way faster after being stunned
"Insurrectionist has a minor speed increase"
The minor speed increase: 2:23
LMFAO THAT'S EXACTLY WHAT I THOUGHT
7:54 and the beam stays longer
Strays actually have incredibly accurate target leading. If you are dash jumping and slide hopping, you will get hit if you don't change directions often.
Edit: Streetcleaners can aim up while they are shooting fire (they only shoot horizontally in violent).
swordsmachine can also use shotgun attack when enraged, in difficulties under brutal it does not use the shotgun when enraged
the stalkers man, the FUCKING STALKERS
another thing! streetcleaners can now cancel their flamethrower if you get too far, along with aiming the flames upwards.
That stalker change is crazy.
I'm horrified to see what they're going to do for the final(?) difficulty
every enemy is atleast SLIGHTLY changed, besides obvious behavior changes, almost every enemy does something faster, either speed, attack speed , projectile speed or other actions like teleporting
street cleaners now have the ability to aim up if you are airborn
Those drones look like absolute hell to deal with
Drones also seem to move in a more chaotic way
Bro the massive changes from soldiers, schisms and filths like damn, they read a book
streetcleaners can also now aim upwards if you are in the air. Guttertanks cannot be parried. Virtue beams now stay for much longer
missed a bunch of changes
pyros can now aim slightly up and down, ferry randomly summons lightning, guttertanks cant slip, mindflayers charge faster, maurice charges beam much faster, virtue beam stays for much loger, drones' amount of crack depends on amount of other drones
You mean Streetcleaners, right?
@@i_have_kids_in_my_basement. what a wonderful username you have
also yeah i mean them
tf2 player learned to look up? impossible
@@silksongoutyet evolution
@@SlabMarksman ok
filth leap when you're at a distance, soldiers are more aggressive in their behavior, street cleaners can aim up, and I'm not sure on this one but I believe virtues no longer wait when chaining with eachother
Yes! Yes it's glorious!!!
"Stalker: LITERALLY CAN NOT KILL ITSELF!" so like me
mindflayers aren’t unchanged, they can’t be hurt by their own projectiles in brutal meaning instakills are now impossible
They also attempt to track you as opposed to shooting in a circular way.
Some notes from my playthrough:
- Mindflayer gets enraged more often, I don't know what causes it but I noticed it was a lot more common
- Mannequins move and attack MUCH faster
- Virtues' light attack stays for a lot longer
The Virtue's attack also lasts longer than usual
another detail for streetcleaners: they can now target you
Blud pulled out the doohickey thingamajig contraption machination at 0:26
From what I can tell, Virtue beams linger for a much longer time after being shot out. On Violent, they disappear pretty fast after being shot.
Streetcleaners can also shoot their fire upwards and directly at you.
Also something i noticed you wont find in sandbox
Street cleaner spawns seems to be 2x for every one cleaner. I swear i witnessed rooms with more street cleaners than usual
The street cleaners can now also aim up if you jump while they are attacking
2:22 fast motion insurrectionist sounds like a isaac zombie
The mindflayers aren't unchanged, the projectiles have been changed so that they can no longer be knocked directly back into the mindflayer by explosions, negating things like overpump and red railgun instakills, instead, they disperse and occasionally have the chance to recover and once again chase the player.
|
Maurices also charge their beam noticeably faster than before.
|
Mannequin attacks 4 times with its melee instead of the usual 3
|
Sisyphus and Minos both attack noticeably faster and likely have some technical changes in regards to their "energy" system.
0:10 "GO LONG!"
nice spaceballs reference on the drone
this is exactly the kind of video i was looking for regarding the new difficulty, thank you
Combat roll cool as hell
The stalker being immortal is giving me P-2 flashbacks and I’m afraid.
The street cleaner isn’t allergic to water anymore
It's great to see difficulty modes that don't merely increase damage received and give more hp to enemies.
street cleaners can shoot a bit upwards and mindflayers can sometimes feint
also for virtues they now enrage after 2 shots instead of 3 and the light beams stay for like 5 seconds straight
street cleaners are also able to shoot fire upwards if you are airborne, instead of only straight forwards
in all my days of ultrakill i didnt know you could punch the skewer
Double charge back bout to be crazy
Ferryman is changed in 5-2 boss fight.
Also virtue light strike sticks around longer before dissipating
Also, street cleaner can now aim slightly upwards
When i played 1-3 on brutal i remember how first swordsmachine's attack cant be parried anymore, it flicked blue
street cleaners are not unchanged, they track the player and can now also fire upwards
My brother
Street cleaner isn't unchanged
While airborn now he will aim at you
Can't wait for underthemayo to review this update.
Streetcleaners are not just running speed, but their attacks have more verticality now
swordsmachinr and streetcleaners can shoot upwards now, only like 20° for streetcleaners
You forgot that the swordsmachine can still shoot his shotgun/throw sword when enraged
Is it just me or does the virtue beam also last longer? forgor if it was already like that on violent or not
Stalker became truly terrifying
Surprised you didn’t mention Swordsmachine’s ranged attacks being better at targeting you in the air, as well as the fact that I’m 90% sure it can now use its ranged attacks while enraged.
I believe streetcleaners couldn't aim up before but now I think they do, making the air game a lot less safe with them around.
I think the virtue also enrages quicker. It sure feels like it anyways
Street cleaner will also continuously shoot fire out, if V1 got in range.
It won't just stop firing after losing proximity.
Mind flayer shoots more frequently
... wich feels like opportunity to kill it faster, actually.
Gutter tank got his previous unnerfed version back. Doesn't falls down on missing hit.
Virtue's beam lasts longer.
(another opportunity to cause friendly fire)
Oh, here's a funny one-
Earthmover's Defense System has all 3 components active at once, and the Homing Beam moves 2x as fast when the shield drops.
Maurice looks like he's charging up his laser a lot faster and shooting faster bullets, unless you sped up the video at that point. Virtue also looks like it enrages faster.
4:55
shotmcduck caught trying to parry using knuckleblaster.
streetcleaners also start aiming upwards on brutal
its either the game doesn't comply with this man, or bro just didnt test enough
2:45 im fairly certain ferryman has changes only in his first appearance, he calls Thunder strikes down at you (before and after the idol)
Also you missed out on few things:
-street cleaners aim up if you are airborne
-schisms aim up if you are airborne
-mindflayer can double teleport (during rage at least)
-maurice charges his laser significantly faster
-virtue lasers last much longer (same with fp and panopticon lasers)
Note for the mindflayer: The friendly fire instakill setup no longer works on Brutal.
the street cleaner now will aim up if you jump
Streetcleaners can aim a bit in your direction, meaning if you're in mid air they can still hit you, which they couldn't in lower difficulties.
Mindflayers have an immunity to Friendly Fire according to a reddit comment but I'm not sure if that's legit or just them flubbing the instakill.
While mannequins are unchanged it feels like the blue projectiles strafe much tighter than before making them harder to dodge. Or maybe I'm just bad
I think the streetcleaner can also aim up now and the virtue beam lasts longer
Now it's a real soldier