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
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"
@@intranube yeah like ik its not comparable gameplay wise but, even though i love the new god of war games, higher difficulties are a slog to get through because every enemy takes no less than 3 business days to kill and it just gets frustrating. I'm always happy to see more unique ways to make a game harder
@@TRDRHDB the easiest difficulty malicious faces are almost afk, I keep thinking they are going to shoot but they just stare into my soul, and when they shoot it's just three balls, can't even one shot them with the Sharpshooter
@@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
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.
I think I took more restarts on 0-5 brutal than I did for Minos and Sisyphus combined on violent, I really thought I could ignore the suggestion and fight off Cerberus with just the shotgun and pistol lol
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
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).
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.
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
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
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
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
Virtue beams linger significantly longer, street cleaners can now aim at u, guttertanks no longer slip when missing a melee shot, ferryman have a close range lightning strike, everything got faster and most enemies got more hp so nothing is unchanged
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.
The mindflayer actually uses her beam more smarter! Previously it started far from you going where you were, now it starts where you were and tries to follow you. I think we'll notice this more on P-2
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
Ferryman uses lowtiergod, streetcleaners can aim up, mindflayers have a more concentrated beam, insurrectionist now has an AOE every time he uses Maurice, Guttertank cannot be parried anymore, maurice has a faster beam charge, Minos and Sisyphus I’m gonna let y’all find out.
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)
Basically: changes are either making annoying weak enemies more annoying, doesn't changing power of pushovers, add another rage condition, or make filth actually scary
Soldiers went from fodder to a god damn explosive tanking high speed projectile spammer who has even higher speed kicks who will knock you into more enemies
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)
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
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
@@AcatinhawtRocket launcher + knuckleblaster still works
@@Acatinhawt 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:
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
You can just one shot them with parries
Its cool that enemies have new behaviors on higher difficulties and not just "they hit harder"
Wouldn't expect less from ultrakill
@@sukigdwastaken oh damn i knew some things with like flesh prison but i didnt know that there was more than that
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"
@@intranube yeah like ik its not comparable gameplay wise but, even though i love the new god of war games, higher difficulties are a slog to get through because every enemy takes no less than 3 business days to kill and it just gets frustrating. I'm always happy to see more unique ways to make a game harder
@@TRDRHDB the easiest difficulty malicious faces are almost afk, I keep thinking they are going to shoot but they just stare into my soul, and when they shoot it's just three balls, can't even one shot them with the Sharpshooter
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 💀👍
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
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?
1:22 *acorn drop* "SHOTS FIRED"
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
4:55 ULTRAKILL PLAYER CAUGHT TRYING TO PARRY WITH KNUCKLEBLASTER 🗣
Schism think he can be maurice lmao
Omor
Close
Baby maurice
Baby boy Basil
maurice thinks he's the leviathan
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.
filth jumping scared the shit out of me the first time
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.
Cerberus' double dash is just pure evil
I think I took more restarts on 0-5 brutal than I did for Minos and Sisyphus combined on violent, I really thought I could ignore the suggestion and fight off Cerberus with just the shotgun and pistol lol
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
so brutal is basically ULTRAKILL but the enemies are way smarter
this may be difficult to deal with
Brutal difficulty giving us PTSD from P-2, Specifically that one room with the idolled Stalker
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
Sentries got that AN-940 module installed
AN-94 hyperburst feature being installed on sentries (they have to be Russian)
Farryman also isn't unchanged, he does the lighting strike even when your on the ground
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
the stalkers man, the FUCKING STALKERS
- 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
Not just increased speed for Streetcleaners: A few seconds once they start aiming that they'll start aiming upwards if you're jumping.
"Insurrectionist has a minor speed increase"
The minor speed increase: 2:23
LMFAO THAT'S EXACTLY WHAT I THOUGHT
0:10 "GO LONG!"
The street cleaners can now aim at you while you are in mid air
correction: i tested, and they cannot dodge coins, my bad
2:22 fast motion insurrectionist sounds like a isaac zombie
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).
4:55
shotmcduck caught trying to parry using knuckleblaster.
Insurrectionists get up way faster after being stunned
street cleaners now have the ability to aim up if you are airborn
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.
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
streetcleaners can also now aim upwards if you are in the air. Guttertanks cannot be parried. Virtue beams now stay for much longer
It's great to see difficulty modes that don't merely increase damage received and give more hp to enemies.
7:54 and the beam stays longer
swordsmachine can also use shotgun attack when enraged, in difficulties under brutal it does not use the shotgun when enraged
Streetcleaners are more than just fast. Now they can look up slightly to get you while airborne.
"Stalker: LITERALLY CAN NOT KILL ITSELF!" so like me
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
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.
Streetcleaners can also shoot their fire upwards and directly at you.
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.
Blud pulled out the doohickey thingamajig contraption machination at 0:26
Combat roll cool as hell
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
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
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
Something about the soilders on brutal tells me at one point some of them were final war soilders. They run fast, can roll and wield a shotgun, etc.
7:54 Attack speed? That's all? Really, that's all you notice? What about the GIANT DEADLY LASER THAT LASTS FOR 5 WHOLE SECONDS?
Virtue is an deadly laser
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.
Bro the massive changes from soldiers, schisms and filths like damn, they read a book
The drones in this difficulty are just house flies. Change my mind.
The mindflayer becomes immune to the instakill on Brutal.
The street cleaner isn’t allergic to water anymore
Ok cool when are they making it actually hard
Virtue beams linger significantly longer, street cleaners can now aim at u, guttertanks no longer slip when missing a melee shot, ferryman have a close range lightning strike, everything got faster and most enemies got more hp so nothing is unchanged
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.
5:08 no longer staggered when missing an attack, can be countered by the firestarter
The stalker being immortal is giving me P-2 flashbacks and I’m afraid.
Drones also seem to move in a more chaotic way
The Virtue's attack also lasts longer than usual
The mindflayer actually uses her beam more smarter! Previously it started far from you going where you were, now it starts where you were and tries to follow you. I think we'll notice this more on P-2
it makes it kinda easier since its way more predictable
it*
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.
People getting P-2 vibes with that stalker
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
Those drones look like absolute hell to deal with
4:56 just gonna leave this here
1:45 this is fcking p-2 stalker, why, hakita!?
Streetcleaners are not just running speed, but their attacks have more verticality now
The street cleaners can now also aim up if you jump while they are attacking
2:22 "minor spped increase"
*speeds footage up*
Ferryman uses lowtiergod, streetcleaners can aim up, mindflayers have a more concentrated beam, insurrectionist now has an AOE every time he uses Maurice, Guttertank cannot be parried anymore, maurice has a faster beam charge, Minos and Sisyphus I’m gonna let y’all find out.
Note for the mindflayer: The friendly fire instakill setup no longer works on Brutal.
2:23 not only that but he can jump through ceilings if you are under one
Mfw Hakita implements p-2 stalker into the base game: 😭
4:56 Shotmcduck caught trying to PARRY with the KNUCKLEBLASTER
streetcleaner can fire to ~70 graduces up
virtue's lasers are longer alive
sisyphus making kaboom every punch
When i played 1-3 on brutal i remember how first swordsmachine's attack cant be parried anymore, it flicked blue
4:55
shotmcduck caught trying to parry with the knuckleblaster
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)
Ultrakill must die mindflayer: spawns another mindflayer and 2 idols with it
Basically: changes are either making annoying weak enemies more annoying, doesn't changing power of pushovers, add another rage condition, or make filth actually scary
Hakita goofed in P2 and realized: Damn this a good idea actually
Mindflayer is actualy changed. The instakill mechanic is removed so explosions on its body dont make projectiles blast back into itself
streetcleaners also start aiming upwards on brutal
every aspect of virtues attacks are changed, they fire more often, their beams of light stay for longer and they also get enraged faster.
Also, street cleaner can now aim slightly upwards
Soldiers went from fodder to a god damn explosive tanking high speed projectile spammer who has even higher speed kicks who will knock you into more enemies
chargeback mfs when the sentry shoots twice:
Mind flayer is changed, they will teleport a lot like Gabriel 2 in his 2nd phase right before they attack..
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)
street cleaners are not unchanged, they track the player and can now also fire upwards