Ranting about problematic perks in DBD for 40 minutes
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- Опубликовано: 30 июл 2024
- A long rant / explanation about why I think certain perks are detrimental to the overall fun and health of the game. Feel free to disagree though!
00:00 Intro
00:37 Hex: Pentimento
02:41 Buckle Up
04:15 Save the Best for Last
07:16 Adrenaline
09:36 Made for This
11:08 Knockout
11:54 Deliverance
13:57 No Way Out
14:40 Power Struggle
16:13 Forced Hesitation
17:01 Boil Over
18:15 Hope
18:49 Streetwise
19:45 Scourge Hook: Pain Resonance
20:49 Ultimate Weapon
22:30 Face the Darkness
23:25 Hyperfocus
25:21 Off the Record
27:04 Coulrophobia
28:22 Rancor
29:47 Hoarder
30:50 Hubris
31:29 Shattered Hope
32:34 Blood Rush
34:15 Fixated
35:24 Insidious
35:43 Hex: No One Escapes Death
37:08 Rapid Brutality
38:20 Coup de Grâce
39:01 Nowhere to Hide
39:56 Bugged: Deadlock
40:19 Bugged: Plot Twist
Watch live: / otzdarva
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Update: Several perks have changed since this video; Buckle Up, STFBL (big nerf), Adrenaline (small nerf), MFT (big nerf), Ultimate Weapon (big nerf & rework). Plot Twist no longer auto-completes the box against Pinhead anymore, which is also positive.
You gotta hand it to Otz, hes very special in that he comments with updates on many of his older videos. (I just saw that he commented on his knight build video as well) Thank you Otz!
yay
Save the fest bor last
Bro I genuinely admire how much love you have for this game and its community!
other than the hundred of videos deeply analyzing the balance of every aspect in the game,
you've took the time to come back to a 7 months old video just to make sure no one is mislead!
you really didnt need to, anyone who sees that this is an old video will assume some information can be outdated, yet you still took the time to come back
I want no where to hide to be nerfed to see the aura of those people who did the gen not all those who are in your radius or even a bigger Nerf would be better cuz this game isn't a hiding game but hiding should be a thing too and it's so easy to activate cuz you only do you every match thing that you normally do and the radius isnt small at all.
Very proud of Otz for restraining himself and condensing this to a mere 40 minutes instead of ranting for 30 straight hours about these perks
Yea but now we can't put the vid on and go to sleep wake up and we're at the killer or perk we wanted to know about
I feel like I’m a time traveler being able to watch an entire otz rant video in one day
The thing that annoys me the most about mft (other than stacking it with hope or for the people) is that it makes speed hackers even harder to identify.
That's fair but I'm sure there aren't too many speed hackers. Although, survivors could put there speed hacks by 3% and not use mft.
How does it stack with for the people?
@@josemedina1805 you can heal someone that got downed with ftp and get endurance because of mft
my main build is blood pact, power of two, hope, fixated/windows. if they stop haste from stacking i quit 😭
@@josemedina1805MFT only works while injured, and FTP only works while healthy.
The reason why Adrenaline wakes you up against Freddy is because in the movie Quentin literally saved Nancy by giving her adrenaline shot in the heart, which caused her to wake up and bring Freddy with her to the real world. I mean it's a cool feature imo, maybe kinda broken for poor Freddy mains but I guess it could stay in game if they would nerf adren in any other way
The thing about that is, because of that feature, Adrenaline is the only perk off the top of my head that can counter a Killer's power, not to be confused with any perks or add-ons they're using. No other Killer affected by this since they can't put Survivors to sleep, only Freddy. And considering how Freddy's power is a little dependent on how many Survivors are asleep, I'm sure it at the very least leaves a sour taste in the mouth of the few Freddy mains
Indeed
Who gives af, adrenaline isn't even a licensed perk. If it was Quentins perk I could sort of understand. But Freddy is a shit killer who doesn't need more going against his favor.
By that logic Freddy should also be a lot stronger
It’s a cute Easter egg, but it is kinda punching down on poor Freddy boy
As a killer main the main problem I don’t like is when I have to get my 60 page checklist before hitting a survivor to make sure they don’t have endurance it’s like.
Did they heal someone and are
injured:no
Did they get unhooked within the last minute and a half:no
Have they been hooked before:no
Okay I can hit and then they still have endurance anyway from a random perk I forgot about why
stiptic agent on the medkit:
That’s part of the fun for me because it’s so funny when survivors think I’m going to hit them or chase so they pull stupid stunts and waste time or put teammates in bad positions
@@Elvergalarguita that one is the easiest to notice thought if they had a medkit and it disappeared then you wait 5 seconds still annoying but not as bad as the 400 thousand perks that give endurance
Or dead haaaard
@@xela2065want me to give you the 2023 download link?
Hoarder spawning 2 chests that are empty would be a super funny idea. It wastes their time, but those empty chests dont notify the killer.
id change hoarder like every chest is a 50% chance of getting a medkit or lose an helathstate. then it would punish people for going to chests and find a forgiving heal, also counters some survivor chest perks ( not sure if its a good thing for archivers tho). Maybe change the percentage or change to only get lose healthstate if ur healthy (deep wound if ur already hurt). But just something so it could be used in a normal build.
@@ShaadeGaming having a perk just RNG damage you is a HORRIBLE idea
@@nudnud9 I've played so many games that have those shitty RNG mechanics and they are NOT fun in the slightest.
I would love it if they added a new tier of items that could only be found in chests and that would be destroyed after the game ends. Maybe a slightly more effective version than can be found in the blood web or with small special effects. That would encourage survivors to invest more time in doing chests, and tbh, it would be alot of fun!
@@eeeeeeee5063 I really love that idea!
it’s cool how there’s a lot of people who quit dbd but still watch otz because of how good his content is
Meee 🙋
i watch him after eating a 2 day dc ban caused by my game crashing :D
Ayyyy the gang's all here
Meeee 😂
People quit for a week and guess what? Back from a "long" time of not playing it! 😂DbD is a love and hate game
I never see anyone talk about this but my friend brings it up fairly often and it's most glaring in general with specifically The Third Seal (which yes, no one runs it, but when it is run the effect is glaring with solo queue players) which is blindness as a whole. The blindness is absolutely PUNISHING to a solo queue player vs someone who is in a SWF. I can't tell you how many times I've been left to die over the last few years because our teammates couldn't see where I was hooked. I've also lost people's hook spots because of horrible short term memory causing me to forget where I saw the black bubble of doom.
I run The Third Seal on the few times I play Killer and the effect it has among low and high level players is night and day. At low levels the chaos it causes is enormous but if I play Killer long enough to go up against better survivors the effect basically vanishes
I wish there was some kind of blindness that demolishes SWFs.
Maybe a perk that affects the ability of a player to remember/recollect info.
Yeah, blindness is a solo Q / newbie crusher status effect. It really needs to have some extra benefit that hurts experienced players.
The game as a whole has too many things that over punish newbies. Hexes in general are total newbie crushers, since you have no idea where many of them are unless you've memorized the locations. I always felt they should make hexes make a noise, similar to boons, but make them take far longer to destroy. Make them more of a secondary objective the killer can defend, rather than a "how good of a hiding place does the rng spawn give me?" type of perk.
@@taragnor Hexes do have a soft fire-crackling ambient noise, but yeah, definitely very hard to look out for when compared to boons.
I do wish the auras of hooked survivors and exit gates (when powered) were always available to survivors, though, it can kind of be irritating when it just becomes a memory check.
That’s not the problem at all. The main problem is “some deranged” players use this perk combined with the killer that has drones and every single match uses the same gameplay, he camp 3 gens and camp everyone. If you survived last, he sits on the hatch and keeps the game hostage
I think what a lot of people tend to forget about is that just because it's not broken or unfair, doesn't mean it's healthy. There's a reason meme builds exist since bad perks can be fun, while on the other side, a perk can also be unfun and not meta at the same time as well.
I agree. It’s not even really calling for a pure nerf, it’s usually a rework.
An example for the latter category would be Boil Over. It's not very strong at all, but just very unfun for the killer to deal with and the only real use for it is to abuse poorly made maps and hook spawns.
DBD players have a very odd sense of balance. For them something is either meta and broken or not meta and fine.
I know this because whenever i criticize a killer or perk that isn't meta i get people who disagree despite being factually wrong and they always bring it up that the item in question is low or mid tier.
For example Nemesis being a mid tier killer doesn't stop his zombies from being an awful and unfun design choice that BHVR needs to adress. But yet whenever i try to tall about that it hardly gets traction...
You literally just described Boil Over, mediocre perk at best, HELLA annoying to play againts.
Boil Over is the best example of that. It's objectively super weak, but there's certain areas Survivor's can abuse to make it impossible to hook with that perk. And if they're in a SWF with Sabo as well, ugh... just ugh...
Left DBD years ago so haven't kept up with its meta and updates but still love watching Otz's content, so well researched and engaging, also a very wholesome, kind and open minded person that the world needs more of
You're too sweet friend.
@@notOtzdarva No man, its true, I really appreciate how genuine you are, it inspires me as well to strive to be as good of a person like you
@@notOtzdarva I don't play DBD, but I never miss any of your videos, great work and your channel are synonyms
Yeah i quit DbD years ago, so I'll watch any 40 min video not for DbD but because its Otz
Same
Buckle up should work like second wind, you have to perform a healing action for x amount of time and it activates the effect for like 5 seconds
Actually really smart idea!
Then it’s just worse than before. Everyone complained about how buckle up was useless and now its somewhat powerful and now everyone hates it again. Just make it not work with FTP.
All they gotta do is make it not work with For the People. Then it’s fine.
@@thatfishguy4991 How would it be worse? You heal someone, perk activates, you pick up someone from the ground, both get 5 second endurance, perk deactivates
just make it read, "When you complete an *Healing Action* on a dying survivor gain endurance for x seconds."
One thing I hate about situational awareness, is the change they had to fearmonger/mind breaker, where being on a generator essentially makes this perk not work, negating it's entire purpose..
Isnt that called counterplay lol
exactly
@@tedtheodore5715
In my opinion i don't think any perk should completely negate another perk. If you're running a vision build, but they have fearmongerer with 1 talent they have disabled your entire build. Thats not counterplay thats unbalanced
@@VincentBrooks200 If thats the case then you should have a problem with distortion as well. BHVR shows that they don't mind having perks hard counter. Same with calm spirit countering killers that only run ultimate weapon for info
@@nightman922 its just bad design. By logic if one perk counters a set group of perks 4 different perks hard counters 90% of all builds then its the queens gambit issue and gameplay is stake
The biggest problem with pentimento is the fact that solo queue teammates never seem to connect the dots with cleansing plaything and a sudden pentimento.
yeah the problem on the survivor side is communication not to cleanse otherwise they get punished. Then u have on the killer side which you want survivors to cleanse. If they never do, u probably run 4 useless hex perks and people just gen rush. Its a weird perk i must say
kinda like the inital perk design because it got more support by other hex perks in general. But they hard nerfed undying (probably to leave room for penti) and created this? idk its a bit weird to me. I feel like undying could get a buff and penti could get a big rework to leave potential to other hex/boon related perks :)
I had a match recently where one of my teammates had a totem cleanse archive. We were at 5 penti stacks really early on, despite the killer only having one additional hex (not even plaything). It was basically a 3v2
So what youre saying is that the biggest problem of this perk is how survivors forget where they cleansed the totem?
💀💀💀💀
I dont think pentimento has any problems. I use it but survivors clense it/them usually kinda fast. I think its fair cause it has an easy counterplay.
One thing that really catches me about a very large portion of the perks otz is talking about, otz has this caveat "if they send you to a certain map" ... this just helps reinforce to me one of the unhealthiest things in the game is map offerings. Like, think how many of these nasty perks if people are building around it are crippled if they're left up to normal map rpg.
Rpd is not normal.
@@mikklan1376they meant rng, not rpd
Fully agree on that. Plus maps offerings takes way too much nods in the bloodweb.
Totally agree! Imo these offerings should work the other way around. For example if you throw RPD batch, you ban the map for the match. So you cant just send yourself to a good map but at least ban a bad map for your playstyle :D
That’s a really good idea but just make sure to not use all the RPD offerings 😂
The reason Adrenaline wakes you up against Freddy is more than likely a reference to the movie where Quentin wakes himself up with Adrenaline shots.
As a survivor I really don't mind being the target of Rancor. Knowing that you're in extra danger is pretty exciting and spices up how you play the endgame
you either die or are rendered useless to the rest of your team (basically dead)
@@Pokemon_Doge I don't always count dying as a loss, it makes the balance of the game much more tolerable lol.
@@Pokemon_Dogeit only has 5 charges at max i don’t know what your complaining about lol
@@Pokemon_Doge Yeah, you can not do any play with your team when you are under Rancor. You have to just get out ASAP, which is boring I would say.
@@cadenphillips4235 rancor doesn't even have charges/tokens?
Wouldnt it be funny if viktor (twins) slowly dragged survivors toward charlotte after a down and is left near a downed survivor to address the powerstruggle issue.
would love to see an increase in twins usage rates but aha no thanks
I guess, isn't there a bunch of issues that never got resolved with the twins as well? Like they never really fixed them right? They should rework them tbh, clearly they aren't in a good place.
@@themaraccas correct 💀
oh god i can only imagine the bugs that would spawn from that
@@infectedpotato117the gift of apollo strikes once more
Fun fact relating to gen colors. Learned a while back that if a survivor has de ja vu and the killer kicks a highlighted gen with trail of torment, the survivor with de ja vu will still the gen as red. Can make it very hard to identify which is the affected gen
Yeah, there is a hierarchy in aura colors. The only time the hierarchy was overthrown was with Buckle Up. It was the only aura perk where it's effect was slapped on top of the red color.
Any other color, white, yellow, green gets overridden by red. And I am not sure if white overrides yellow or yellow overrides white, but that is testable by getting Rookie Spirit and Trail of Torment being applied on the same gen.
This was one of the reasons i stopped using deja vu cause i actually liked it as a perk too. Especially sucks when there is only 1 gen left.
For ultimate weapon an idea to balance it is that it decreases your terror radius by several meters, so that it counts as a buff for killer, limits the range of the scream effect, and gives the survivors an early warning to the now stealthier killer. Another idea is making it to instead of making a survivor scream and interrupting their actions, it just reveals them with killer instinct and gives the survivor blindness
The reveal with killer instinct and blindness idea sounds good
You should track better with killer instinct because it follows them, the scream only stays in one spot
I feel like killer instinct would be worse though as the survivors wouldn't know when the killer can see them?
@@Tobyjmister well, I'd say you'd know because of blindness popping up as well as the notification for which perk caused it
@@phillipgamer2222 Very true! I forgot that the perk did that, my bad.
Ultimate Weapon + Xenomorph combo has to be the most obvious cash grab in gaming history.
Ultimate weapon is fine. It only reveals locations and nothing else
"only reveals location" tells me everything i need to know. come back when you understand how killer works a little better.@@kingol4801
they have done this multiple times in the past, and will continue to do so. they have always had op perks behind licensed killers/survivors. so your 30$ game ends up having worse monetization than free to play games if you want to play the best of the best builds.
@@kingol4801 it reveals the identity of the survivor, which is perfect for tunneling
@@kingol4801Screaming also interrupts any actions the survivors are performing, such as generators, healing, solving Pinhead's box, opening Pig's boxes, sabotaging, literally anything that takes any amount of time to do.
I understand why healing was obliterated since it was too strong, but I really miss my 50/50 Autodidact build where I was either the most powerful being to exist, or essentially a perk less Carlos lol
i still wonder how they thought about making buckle up give 10 seconds of endurance (FOR BOTH) was a good idea even if the game has so many endurance giving perks
yeah and just by clicking 1 button is the best part XD
They could make it have a 1 second windup period when healing a downed survivor before the effect takes place. Would punish heals happening literally after getting hit, would make For The People not *immediately* synergize with it, and wouldn't destroy the perk.
Also really sad that wglf has the same endurance but only on the healed survivor and only after a condition has been met. No point in running wglf if you have a perk that does the same thing with no condition AND gives yourself endurance. And the extra heal speed isn’t enough to make it worth running especially when there’s ftp to make it instant
Here's something nobody ever mentions about Pentimento.
One of the four survivors knows exactly where your Pentimento is. After all, one of them cleansed it the first time.
This is why I think it's okay that the Hex effect is so strong. Survivors simply have to return to the spot where they broke the totem and crack it again.
Yea I disagree with most of these takes, but Pentimento is by far my biggest grievance. It literally cannot be hidden or hard to find because a survivor cleansed it first. They ALWAYS know where it is. Also, it’s a hex? They have inherent counterplay. Putting it on the same tier as Buckle Up is INSANE.
yes, this was a weird perspective from Otz. cleansing the totem for the first time is "completing side objectives", but no commentary on how the counterplay is exactly same thing, with the additional knowledge of knowing exactly where the new Hex is! what's more, Pentimento hexes are permanently lost: killers only have one chance to get value from it, and a 5-hex Pentimento almost *never* happens. assume the Perk gets changes, as Otz seems to want, what's the effect? we have yet another perk to add to the hundreds that no-one uses.
@@danielj366 my buckle up counterplay is STBFL :)
Yeah and with my luck it will never be me that cleanses the pentimento totem first
This ignores that the survivor who cleansed could be dead prior to Penti comes into play, or on hook, or literally doing any number of things, and even if they KNOW where it is, just like with NOED it can close enough to the killer that you can't cleanse it at all anyways. This also ignores that no other survivor will know where it is and it gives you more time than Pain Res or Pop on every gen in exchange for survivors interacting with a totem which is paramount to wasting time. To even break Penti is buying you 12 seconds wasted from a survivor and that's extra time in chase, on hook, in gen regression never mind that it's THE first effect: Good luck if more than one of your teammates broke Penti and therefore you have to break several, including ones you don't know the location of, before you can go back to normal speed while giving the killer even more pressure for free.
Forced hesitation is sooo evil on the twins, when you down someone with Viktor and a nearby teammate tippy toes your way trying to kick viktor is so hilarious... but evil
I think that Spirit Fury has a similar effect to Coup, if you go against a SWF and it's been called out once, everyone will just pre-drop pallets and it'll just be a very boring chase.
Nah, coup still has utility even when they know you have it. There is only so much survivors can do, a larger lunge is just a straight buff. Spirit fury, on the other hand, will is way less effective against a good swf after the first use (though forcing early pallet drops can still be useful in and of itself)
@@DBZHGWgamer Yeah, which makes SF even worse because it's just a useless perk at that point, the only way you can maybe get value is to surprise people but other than that it just makes chases incredibly boring.
@@Grampa_Swood Yes, my point here is that it isn't like coup. Coup is still great even if survivors know you have it.
@@DBZHGWgamer It is similar in the way that it just makes ppl pre-drop pallets, the only difference is that Coup can still be used when they're pre-dropped. Fundamental issue still stands.
@@Grampa_Swood At that point you just have an issue with pallets in general. Pre-dropping against coup isn't any worse for killer than pre-dropping against someone with pain resonance or bamboozle.
It's only really particularly an issue if you're running spirit fury because now one perk is basically useless most of the time. Coup doesn't lose anything at a down pallet.
Insidious is one of my favorite meme perks, the buff it unironically needs is to allow you to keep Undetectable if you move very slow at a walking/stalking speed so you can set up jumpscares from wack ass angles
Yeah, something like you keep it for 4 seconds after moving or something
What about a charge-based perk that gives you a few seconds of undetectable for each first hook on survivors? Like a diet-ghostface
You could set it to an activation key as well. Losing your bloodstain in chase on command could be fun.
@@Halloweenowl diet ghostface is crazy
@@Halloweenowl If you gave Insidious chase utility, that would completely alter its identity from being a stealth perk. I'm more interested in smaller changes that would better enable goofy scratched mirror Myers type shenanigans but on non stealth killers
I’m so glad Otz mentioned that deliverance countering killer perks is fine. So many killer perks and abilities counter survivor perks I really do think that could apply more, especially when builds like hyper focus stakeout can be completely countered just by being Michael or ghostie for example.
When you bring your autodidact build but the killer is Plague :(
The issue is one perk out of 16 on one side (6%) countering one perk out of four (25%) on the other…
@@CuratorYTyou see, only the survivor with deliverance can counter you. A killer has 4 perks that can effect all 4 survivors while survivors have 16 perks that effect them individually and the ones that do effect your team are either extremely situational or it requires you to be in close proximities which literally helps the killer.
8:43 Always good to see someone calling out what for me is the biggest problem in this game right now. Killers just don't have enough incentives to not just tunnel one survivor out into a 3v1
It really is one of the biggest problems and very annoying for solo or duo que
I miss old buckle up. It was a god awful perk but that made it fun to use as a meme.
old buckle up is fair and fun
(I'm potentially lying about the fun part I don't use surrivors perks on diversity to try it)
I honestly don't know how you can say it was fun, even as a meme. With No Mither at least people can see you're a meme, with buckle up you were just sat silently giggling to yourself?
which old buckle up
@@VeryHungryEggshelleateryour lying about the fair part also its not fair to the perkslot that your running garbage on top of it.
@@localidiot2777 some people just like to have fun and not always looking to win it is a game after all and there a many ways to play it
Here's a little fun fact about coulrophobia:
Even if you use a syringe, if you're still inside the killer's terror radius, the syringe will take 50% longer to heal you
Hey otz, interesting idea for a buckle up change. What if when healing a survivor off the ground you get endurance for the amount of time/charges you actually healed. For example if you heal somebody who’s already recovered you only get about a second of endurance. Making the perk not entirely useless but punishing killers who give you time to fully heal the downed survivor
I think the problem with that is that there wouldn't be enough feedback for the killer. For example at the moment if you see someone ftp + buckle up someone you can start a 10 second countdown in your head. The issue is in some scenarios the killer wouldn't have any idea how many charges the survivor healed for and thus wouldn't know how long to count down for in your head. Plus what happens if you say heal for 5 charges stop run around a loop once and heal for the final charge would you get 1 or 6 seconds endurance in that scenario?
A fun idea for hoarder might be that it sets the number of chests in a trial to 1+ the number of items brought in by the survivors. It also takes the items from survivors and puts them, add-ons included, in a random chest in the map.
That's actually a really cool idea.
"Lose your purple beamer unless you open every chest on the map, and hope another survivor doesn't steal it first" sounds absolutely awful.
@@michaelfeldman5952oh no... not one of my 80 purple beamers
@@michaelfeldman5952 EZ, just have the chest be highlighted for like 30 seconds at the start of the match and have it be locked to the specific survivor. This forces survivors to make a choice between their items and gens. Could be very punishing whilst still remaining balanced and actually fulfilling its role as an anti-item perk.
A 40 minute otz video might as well be a RUclips short.
yeah no shut up
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Silence bot
I feel that the problem with Dead by Daylight's current meta stems from the fact that the very commonly used anti-slugging and anti-tunneling perks can be overused and abused in ways they weren't intended to be. There are just too many different play styles to make the game fair in any regard.
I do think that's a large part of what makes DBD fun though.
I really do feel like if this game were hyper balanced to the point that everything was "fair" it would result in this very standardized gameplay that would lack some of the soul of what makes the game feel unique and rife with variety.
The issues with that, of course, are how strong some perks are. I'm not saying like, some semblance of balance isn't necessary, but I do think that past a certain point it would result in a less fun product.
I do, however, think that when it comes to survivor perks, it would be really nice if they'd stop just tacking random endurance effects on. It's not even a balance thing, just a "same old same old" kinda deal again.
As much as I find the prevalence of endurance oriented perks annoying, the use of them in offensive tactics, and subsequent inability of survivors to accept the consequences is what gets me. As a survivor, if you’re going to use your endurance to body block and tank a hit for another survivor, you need to be willing to accept that the killer isn’t going to let you run off, and mend/heal. More often, the smart move is to shift the focus to you, especially if you’re 1 hook state closer than the survivor that you blocked for. It never fails though, that survivors will screech, “tunneling!” in this type of scenario.
@@VinDicator-70 I totally agree, I play the same, but instead of tunneling, it depends on the skill of either survivor. I'd rather not get looped for another gen.
Of the killer perks in very or quite unhealthy tiers, Knock Out is the only one I truly agree is unhealthy because it's simply a perk that encourages slugging. It's why, in the same vein, I think Boil Over is very unhealthy because it encourages a killer to slug.
Boil over also encourages swfs to abuse map offerings
Save the best for last is totally fine in my opinion. It has decent counter play sad they nerfing it
Idea for Blood Rush:
After coming off the hook, *Blood Rush* activates for 60 seconds. If you enter a chase within that 60 seconds, the timer is paused. If hit (regardless of health state) you gain the broken status effect, and the timer turns into a count down from 30/25/20 seconds. If you are not downed within that time frame, you are put into the Healthy health state, and gain a 3 seconds 150% haste speed boost.
This ignores exhaustion, and causes it got 60/50/40 seconds.
This perk ignores Deep Wounds when healing you. (meaning it still makes you healthy)
Keep in mind, this would only work if they made this change to the unhooked status:
Once unhooked, you gain no collision until you perform a conspicuous action. (This means no more body blocking as the unhooked, or body blocking the unhooked.)
As a Game Designer and a DBD fan is so great watching you proposing little design changes to the game and your whole thinking process, love it!
Hot Take: I honestly think all perks/items related to gen progression/regression are at least somewhat problematic. Gen speeds are so integral to the balance and pacing of the game that the existence of these elements creates a tug-of-war where both sides feel it required to bring something to help push the pacing in their favor. It encourages the same boring perks and items, and it discourages interesting builds on all but the strongest killers. It's obviously a big ask to rework everything related to gen speeds, but I think it could lead to a overall healthier game.
i agree with this wholeheartedly. personally i think the healthiest thing would be to get rid of all gen regression/speed perks and items. drastic i know, but there are too many killers who can't do anything because the game becomes over before it even starts. i hate running builds where i need at least 2 perk slots used up for regression, it doesn't allow for a fun build to shine when you barely have time to use it.
One thing that i find strange is base gen regression being so bad push players to use more perks that increase it, and also, make the devs think that big effects on that kind of perks are healthy and should be appealing.
It's a good point, but the most boring part of the survivor game is doing gens, especially alone. If they removed all perks, items and add-ons that sped up repairs and said "update: all gens will now take longer!," it'd be quite a bummer, because it's just not a fun task.
@@saintjimmy456 That is a fair point. the only remedy i can think of to fix that would be to well... change how gens work. like the idea where you have to find "parts" around the map to place in a gen to progress it... that will allow it to be fun for survivors to patrol around the map looking for stuff while also hiding and running from the killer.
@@antoniosamaelspeziaanaya2500 but progression always wins...the best defense is a good offense lol, and by default survivors get the head start on gens. regression is by definition a defense mechanism, so progression and regression are not made equal. on that same boat, there is no limit to how many times you can help yourself with gens or undo the kick, wereas gen kicks are limited.
When talking about what makes the game more healthy, we need to ask, what exactly is a healthy DBD? The word gets thrown around a lot, but never defined
I went against a 4 man swf all with Buckle up and for the people, that was a really rough game. Every down seemed to get denied. I managed to secure a 3k at the very very end due to a few mistakes on there part, along with me having the play really cut-throat near the end.
@@Fataliese yep. i used to play way more chill, but if people are coming in on overdrive mode then you can't be polite
One thing people don't mention about buckle up is that there are already perks in the game that give you endurance for picking someone off the ground and they have much more complicated activation costs. Its like the devs knew how strong endurance was in the past but somehow forgot to give buckle up an activation cost when they buffed it.
Honestly, I never thought I’d see “Mr Save the Best for Last” come out against the perk.
I still think it’s a good perk just for the fact that it’s an equalizer between M1 killers and killers like Nurse or Blight. M1 killers have so little going for them nowadays, they need everything they can get.
true
I remember once either seeing from someone else or hypothesizing by myself that Insidious can be reworked into still activating undetectable when you stand still for a few seconds, but it only disappears when you attack, and slows you down by 10% when active. That way, it can give pseudo-stealth to less Stealth-oriented killers, at the cost of the momentum loss of standing still for 2 seconds and the movespeed decrease.
For Ultimate Weapon, I think the simplest solution would be a higher CD... so you have to think very carefully when do you want to use it. Yes, you can use it whenever you want, but at what cost...
That's a terrible idea since gen rashers are everywhere
That's a good idea since perks like oppression and dragons grip have 80 sec cool downs
I’ve been hoping for this video for a while. I always wanted the full detailed rant on Otz’s problem perks.
Ultimate Weapon needs to be right next to Buckle Up on the list...The duration and cooldown of the perk is just nasty.
It essentially gives every k1ller Doctor's static blast power but stronger.
Its nowhere near as bad as buckle up
Uw gives info on where to go to start another chase while buckle up erases all the work of a down and gives free distance because of the endurance
@beebus__ I'm not comparing the 2 perks whatsoever...I just said it belongs in the tier where Buckle Up/Pentimento is. Get it?
And it is not "just" a chase perk, the 30s duration is very long and the 30s cooldown is also pretty short. It should be like when you open the locker everyone in your TR reveals their location, kinda like Doctor's static blast or Infectious Fright. In 30s you can go across the entire map and just find everyone easy.
Ultimate Weapon has a perk that completely hard counters it. Buckle up and other perks at that level really don’t have those.
I guess ftp bu can be countered by save the best for last if u have enough stacks, tho it is true that not every killer wants to play stbfl
Survivors easily know what it is due to the scream, and it can be countered completely with Calm Spirit or going in lockers
Calm Spirit might could do with adding a Vigil affect against the Oblivious condition. "Your calmness allows you to quickly understand your surroundings," or whatever
Otz: tells people that buckle up is problematic because people use it with FTP
Also Otz: tells people to run Buckle up and FTP in a previous video
Hes singlehandedly changing the whole game just by having these weird as takes, its so cringe to watch him say how PENTIMENTO is the most unhealthy perk in the game. This just proves how braindead his takes are 💀💀💀💀
He’s a survivor main posed as a killer main.
@@mcahtme2977 how?????????????????? bro has plenty more hours on killer than survivor, no? why you actin so goofy
@@red.4712 but complains 100x more about killers than survivors. You right.
@@mcahtme2977 You must’ve not seen very many videos from otz lmao. He seems pretty neutral most times but honestly seems to lean more killer side than survivor from the many many videos I’ve seen from him. Not to mention, like I said, he has way more time on killer. Stop yapping nonsense
Absolutely love Otzdarva-analytics videos. Always insightful. Thinking entartains me)))
Tough topics have to be discussed even though judgement is regularly clouded about them. Good job, Otz! Don't forget to be awesome
Thwack makes survivors near you at the exact moment scream. Why not do that for Ultimate Weapon, too? When a Nurse or Blight can travel across an entire map within its entire duration and get to see everyone for free, that is what makes a perk like that even more unhealthy.
Also, maybe make the cooldown longer
If you made it so it only affects you on the spot, that would be a great nerf but it would also be tame enough to not need a longer cooldown imo
Or it could be limited to distance traveled rather than time limited. So it activates for the next 20 meters you walk for instance.
I feel like Coulrophobia's main issue Otz is that, while yes on its own it may not be too good, it works with other perks that affect terror radius like Dark Devotion and Distressing, and then because of the secondary effect on skill checks, can also work with Huntress Lullaby among other things. At the very least they could either reduce the skill check speed debuff, considering that again, it works with other perks that affect skill checks, or even just remove that part entirely and only have it slow down healing speed, that way it can still see some practical use with Sloppy Butcher which is currently a niche perk. Maybe they could even tweak the perk so that it just has a radius of 32 meters around you, that way terror radius perks don't make the debuff feel oppressive, and you don't end up in scenarios where a Survivor is across the map but is having trouble healing due themselves or someone because of Dark Devotion and Coulrophobia working together
Otz you should make a quick guide on how to counter Boil over, just by turning away from whichever side youre getting pulled towards, so the pull becomes a push in the direction you wanna go.
I've played this game on and off for 6+ years now, and I am still blown away at how little I know in comparison to Otz. Always love these types of videos!
Aww don't say that my guy. Big hugs Connor.
I totally agree with the Coulrophobia one, i face lots of weskers that send you to small indoor maps where you spend the most time in one place (like R.P.D) and it's actually impossible to heal, if they have a build around it you just can't heal
i really hate that wesker has a game-changingly huge terror radius for no reason
@@DoctorDarlingTTV There IS a reason.
His terror radius marks the furthest possible distance from where you can be slammed with two dashes.
It is as if Huntress’s lullaby would coincide with how far hatchets can travel.
People complaining about perks that will activate once a game *maybe* will always be hilarious to me. What do you mean nerf Adrenaline and Deliverance? Most of the time they're a wasted perk slot 😭
ash IV
Adrenaline can completely turn around lost games
@@ststudios12345and so can no ed and it’s still incredibly powerful. u can get a 4k last minute from a lost game.
@@ststudios12345OH MY GOD, HOW ABSURD! THE PERK IS HELPING THE SURVIVORS! NERF IT, NOW!!!!
For Rancor, maybe a condition that needs to be met, i.e. an action that either the survivors or killer need to complete in order for a survivor to be chosen, rather than a random selection. of course other obsession perks may affect who ultimately gets exposed.
Or remove the exposed status affect so it's not so similar to noed and just make everyone moriable >:)
Barely play DBD (around 60-70 hours, not as fun as watching it for some reason), but you're really refreshing to watch. Positive energy all round!
im surprised not to see distortion on this list, most distortion users play super inmersed, and the perk completely kills aura builds wich can most of the time be more fun than 4 slowdowns
yes! survivors will say they want chases, and that chase is the superior way for killer to play, but if they'll never show their faces and just play secret gen rush agent, then don't blame killers for not even bothering with aura read. Why try and catch you r enemy when you can stop them by proxi lol (not that i'm encouraging it, i like different perks, but you can't blame killers picking the same 4 when 1 single survivor perk erases aura read perks and makes so you would have to go on a three perk aura read build to exhaust it's tokens.
Calm Spirit could get buffed by either making it take longer for certain status effects to kick in, like Sadako's condemned or Plague's infection rate, or it could slow the needle down on skill checks to counter Coulrophobia.
Probably just slowing the skill check down. Perks shouldn't counter a specific killer power. That's part of the problem with adrenaline
shoutout to knight for having his whole kit be here
Artist prob boutta have her kit here too know with grim embrace being buffed 😂
Forced Hesitation is a weird one, one of my favorite uses was pairing it with Make Your Choice. That way if the 2 survivors stuck together to heal, either person that goes down will sandbag the other. It actually allows me to take finish other chases with the potential for insane value after finishing the chase you started before the unhook. Its just especially toxic if paired with movement killers like Dredge, who can just teleport to the unhook after MYC triggers. It also gets more value out of STBFL which is already absurdly strong.
Thank you Otz for your informative views on the current states of perks. I mainly only play survivor since I like to play the game with friends and it helps to rationalize the problems for the other side. Overall the information was short concise and got the points across in a nice way. I love the content and will always look forward to more.
I feel like some of the suggested improvements you have, are based on a 100% success rate ideal. Some of the changes you suggest feel like you are aiming to get both sides of the match to get a full win. Or setting up the perks to make that easier. Would some of these suggestions by themselves not absolutely demolish balance? You even said yourself about several perks that you have an issue with, that it's very niche or run with very few specific builds. Not only that, a good portion of them are used by newer players or players that aren't great at the game, and they need some of the boosts to aid them in a win or two.
knight with all of his 3 perks on the list 💀
I LOVE seeing and trying stealth gameplay in DBD. For Insidious, what if it was a scourge hook that gave the killer a few seconds of undetectable and reduced the hooked survivors sight (e.g. Dredge Nightfall) for a similar/same amount of time? Interested to hear thoughts on that. Feel like it could be spooky and fun.
I feel like pentimento as a concept isn't an issue, I think it's just the numbers, if they changed it to 10/15/20% instead of it's current 20/25/30% it would be in a much better position. Right now it's just so oppressive that people are using it as the core of there builds rather than as the fall back for when there hex builds fail. My only real counter argument for nerfing STBFL is to agree with your issue's about other perks, because without STBFL the killer is so punished by things like Buckle up, Adrenaline, Made For This, and BT/Base BT that you can't realistically nerf STBFL until those are taken care of.
make it go to a max of 6 stacks rather than 8 so its like old stfbl
@@r1singhell After they fix the issues that make STBFL balanced that would be fine.
"I don't ever cleanse my plaything"
-not Otzdarva
Here is one of MANY examples why MFT broke DBD looping, for example, it makes running the top side of Grim Pantry main building an INFINITE even if you run it THE WRONG WAY AROUND!
I was curious to see the argument against adrenaline. The waking up part is because you get a shot of, as the name suggests, adrenaline. It makes sense realistically you would be woken up but gameplay wise it does hurt Freddy a little. (I say a little because they aren’t immune to the dreamworld and if they get hit off hook they go straight back into it.) As for Adrenaline not working while being carried after being hooked, it previously did work this way. However BHVR has made it clear that was not the way they intended the perk to work and changed it to its current state. So I highly doubt Adrenaline is going to get any changes in the near future. If I eat my words about that soon that’s okay.
It makes all anti heal useless
A lot of perks have thematic names. Like Save the Best for Last. Otz said that changing the obsession after or such could be healthy. But then, who is the best for last one according to the perk. Myers has very immersive perks that was meant for an older or slower DBD.
Nowhere to Hide, No Way Out are perks exactly what it says on the tin.
Hubris too. Thematically, as the name says, the survivor feels confident after stunning the killer, ie feel hubris. The Knight or whatever killer, punishes that by making them exposed
So I get what you mean as the name says thats why its named Adrenaline.
Even tho I hate the perk lol
But indeed if its changed to much the name wont make sense. Like Off The Record.
@@Melbeezo Only in endgame. It’s one health state (per survivor that has it) at endgame and antiheal is meant to be slow down to prevent gens from being done or force survivors to be easy targets. Not clutch the endgame. It’s a difficult playstyle you normally see on Legion.
@@FinestFantasyVI I’m saying I just don’t foresee a change anytime soon. Adrenaline is soooo freaking annoying as killer but once again, the devs have made it clear it’s in a place they like.
@jaimmiecaskeett2744
Most survivors will just stay injured and genrush
Once adrenaline hits they can immediately go for gates or an unhook without wasting any time
I'd move ultimate weapon up a tier or 2. It's insane how quick the cooldown is, that it makes the best killers even more powerful and that, aside from revealing survivors, also makes them blind. I don't even know how to fix it, its so incredibly broken. Maybe double the cooldown? Would also solve the pig box problem.
Cope is not broken
@master-d2776 on the top 3 it def is, which is why it is problematic. With nurse you can just open a locker, tp and get info of everyone 5 seconds into the match. And then repeat that every 30 seconds.
I love these kinds of vids. Just chill otz ranting about perks. 😊
Main problem i have with MFT is, that it makes already weak killer alot weaker. Blight, nurse, spirit, oni give a shit about your MFT. It hurts Killers like legion, GF, Trapper, Myers and 110% killers. Especially that there is literally no downside to the perk at all. Getting injured is part of the game and just for that you get a huge bonus like that. Its actually brutal how much it extends a chase against those killers while there is almost no effect against the top tier ones.
Sometimes when i face legion, i wish i had MFT. Couldn’t care less how it affects legion. You have to stay injured the whole game in a mending simulator. So boring. Same against Plague. Otherwise, i totally agree with you. Played Huntress, Myers and weaker killers less because of that perk.
@@JonteNitak *has to mend like, twice, and actually benefits from being affected since it nullifies legions power, and it takes long for it to take effect" = mending simulator. let's make it even more boring by straight up not letting the killer ever reach you so you can press spacebarr, awesome
In regards to pentimento, I personally have started bringing 1 boon perk to 90% of my games just in case there’s totems hexed
Me too. Gotta get that "Bless 20 Hex Totems" achievement somehow.
I feel like ultimate weapon should be in the second row but ive also slowed down playing survivor because of it so maybe theres something I don't know. I believe the best thing that can happen to it is give it something like thwack though.
Exceptional idea for shattered hope. I think if they choose to keep pentimento the same, they could maybe add a 2 minute timer or something on the broken totem before it can be pentimento'ed
the value you get from pentimento shattered hope is extremely rare. books aren’t even as popular anymore. no one is composing about this besides otzdarva
I love the change you proposed for noed! Super creative!
I think the best thing to do with Ultimate Weapon is to remove the duration. Just make it so that it works after you open a locker and if no survivors are in your terror radius nobody screams and then it goes on cooldown.
But Survivors have Fogwise
Terrible change
@@zashimi1345 Fogwise is not the same though. Ultimate Weapon triggers at the perfect time with only 1 very terrible counter, and Fogwise is RNG that often does nothing while only being on a gen. It’s like comparing Overzealous to Pentimento lol, very different ballgames.
So basically kill the perk... lmfao thats the problem with bad design in this game, several perks and even killer powers have been gutted since they become unhealthy at some point...
That kinda robs it of all utility. I believe you could maybe make it have a 30 second cooldown IF no one screams. If 1 person screams +20 seconds cooldown, if 2 people scream +40 seconds cooldown. Up to a maximum of 90 seconds.
Stbfl should not gain tokens on endurance hits. Or even lose 1 token on endurance hits. This imo is problematic especially when a killer farms against an unhooked survivor (and if he already has high tokens, this can be an action that has no punishment for the killer)
It's kinda stupid that the perk encourages you VERY heavily to hit off-hook targets even if you don't want to tunnel them just for the stacks.
@@notOtzdarva Well resilience and MFT rewards you for being injured :(
@@notOtzdarvahow many times have you had the person off the hook ready to use the Endruance to take a hit for their buddy, especially with OTR? If they are ready to keep playing than it's not tunneling
@@zashimi1345What does that have to do with the issue though? If they do that you can just tunnel, and that issue has nothing to do with STBFL. It’s a strong perk, and shouldn’t actively reward tunneling people who clearly aren’t trying to take chase immediately. Even if you do because they played aggressively, you’d still be at a net positive for stacks.
Look, if you have endurance and you choose to take a hit instead of booking it. Thats on you, im not gonna say no to free stacks. But if I see you run, ill leave you alone. Stop acting like a damn hero right off hook, and you're fine
hey otz, not about the content of the video, but I wanted to give an idea for a possible future challenge, what about merging the all perk streak with the random pek streak? randomizing the perks and having it limited in the way you can't repeat them once you used everything, the same for the add-ons, but also to make it even harder, randomizing the killer, so imagine you are given myers with no add-ons plus a useless perk like stridor midway through the challenge, or even at the end of it? I guess it would spice things up and make it longer than 5 months to complete. It would be very interesting to see you try it! luv u otz
Hey otz, id like to see you make a video on the opposite side. Go over what you think are the most useless perks in the game and maybe possible ideas on how to improve them. Love the content either way
I don’t even play this game. I watch these vids for chad Otz 😎
Noo leave my boy Pentimento alone
Nope
Lul he about to get less than top 50 perk nerfed.
I feel like Pentimento isn’t really that bad. As soon as survivors realize it’s there, they can just go back to the totem they already cleansed and do it again. It’s way easier to find than other totems because you’ve already found it, so it’ll never be in certain impossible-to-find places like other hexes, and it requires active effort by the killer. It would be really dumb if it’s effect wasn’t much stronger than other hex perks.
Idk if it's been patched now but a few weeks ago me and my friend noticed killers with no terror radius and we were wondering why, found out that Deja Vu blocks the yellow aura from Trsil of Torment, no clue if it's a bug or not
I think that having perks that benefit specific killers speaks less about the flaws of the perk and more about the design choices for the killer. At that point, rework the killers instead, i believe that it would result in a much healthier state for the game
@@sage7117They do not need permission from the license holders to buff or nerf the killer. If they intend to add anything content to the killer or survivors that they do not have permission for (skins, assets from the original film/game, etc.) then they do need licenser permission.
NOED could instead be a powerful Scourge Hook perk, where once you hook each survivor 4 times, you get 4 uses of exposed in the endgame. At 8 hooks, you get unlimited exposure. It’d be a perk that’s strong, but relies on a killer being both good and not tunneling.
thats terrible idea for noed. making it a scourge hook thats uncleanseable. this punishes bad survivor teams rather than rewarding good killers. I feel like a good killer or even just a nurse player could easily abuse this system and make a miserable end game. the reason it is a hex is because it should be removable.
I've got a few points with some of the killer perks, if people wanna reply with some counters to the SURVIVOR perks he mentions, I'd like to see.
1. STBFL doesn't do much on great killers, but makes bad killers better.
2. Forced Hesitation might be better if you tunnel, but like you said, many perks are.
3. Pain Res literally only works 4 times in a match and can only affect 4 generators a game. As well as it's limited by the RNG of the hook spawns.
4. Ultimate Weapon doesn't have a short timer. 30 seconds isn't that short. I agree it does a bit much like the lockers not hiding the scream and the blindness, but it's not that unhealthy.
5. Coul only works if you go full hog on the build. Even then, you don't HAVE to heal.
6. Coup is gonna get you a few hits per game. And doesn't work with the best killers. Much like STBFL, it makes bad killers better, but not as much.
Your point with coul. Nobody runs it without the rest of anti heal/slug build . So that argument is invalid and if you can’t “heal” someone down, yourself, your teammates, then you’re going through hook stages faster than an addict taking their stash of drugs.
I think perk combos have to answer for a lot of the issues. For example, I enjoy running NWO, Blood Warden, Rancor and Game Afoot - this combination frequently allows me to mori all 4 survivors with a mere 4-5 hooks as long as I manage my chase time with each survivor, despite none of these perks being crazy on their own.
The problem with things like Pentimento is that is is incredibly strong against solo que and much much weaker against SWF who can just say "oh yeah the 1 totem we've collectively cleansed is in shack someone go get rid of it again". If BHVR doesn't want to give killers an outright buff againt SWF then they need to be much more aware of that sort of thing when designing perks
What a great idea, lets balance the game around solo players, what could possibly go wrong🤣Man, do I get the people here saying they still watch Otz but dont play the game anymore😂
@@MagicNash89 I actually do not think the game should be balanced around soloque... it should be balanced around not pretending people don't have access to 3rd party communication and buffing killers and/or solo survivors accordingly
14:00 This is a massive L take. So the killer managed to kill off all the survivors AND found the hatch before the survivor did and they did that with only three perks, but the survivor should still get a chance to open the exit gate because ????. Why does it matter if it works in the 1v1 or not? If you got it to this state in the game then you destroyed the survivors with only three perks why should you now be punished for beating the survivors? I don't understand why so many people in this community believe survivors should get a chance to escape even if the killer won. Name any other game that has a pity win in it. DBD is the only game I know with a pity win and people act like survivors should always get it or at least get an attempt at it. The killer won, but they shouldn't be allowed to guarantee the 4k by slugging for it, or using something like No Way Out to find the last survivor if the killer manages to find hatch first. No no no we need to give survivors their chance at a pity win. Why does the entirety of the DBD community refuse to accept that they lost? 14:38 "It's not that important that you get that 4th kill every time." Okay but by that EXACT SAME LOGIC it's not that important that you get the escape every time. Why does this community condemn killers for wanting a 4k but praise survivors for wanting a pity escape?! It makes no fucking sense. This weird belief that survivors are more entitled to a chance at a pity escape than a killer that earned a 4k is entitled to a 4k.
And I hate that I have to say this because this community is what it is. But I have ~1200 hours and the majority of that ~700 is on survivor. When I've lost I've lost. If I see the killer slugging for the 4k, I give it to them because they have earned it way more than I earned a pity escape. Especially because hiding and letting my teammate bleed out for four minutes so I can get an attempt at a pity escape is stupid.
he's just yapping
@@Pokemon_Doge Yeah. I really think he just wanted to complain about a few perks, but thought it would be better to add a few more so it didn't seem like he was targeting a singular perk/side and because of that we get goofy perks being complained about.
@otzdarva what do you think about dredges who hook someone then get in a locker 5 ft away from the hook😂
for pain res, would it be better make it 5 or 6 tokens but loses stacks each time you hook a survivor that has already been hooked?
It's still funny how the buff the funny lunge perk is the closest thing to a twins buff well get, and then right after, it becomes an unhealthy perk
i dont understand why lightborn isnt here, yes its a very bad perk but so is hoarder, its problematic because it makes a fair interaction unfair, people seem the need to run it, boring to play against but ig fun for killer when it works but its still unhealthy, but i would put it in the kinda weird
I agree. Lightborn needs to be adjusted. It just makes the game boring.
I think Ultimate Weapon needs to only work after hooking a survivor. I know Thwack is basically the same so I think Thwack should be changed to just show auras after breaking a pallet and its on a 30 second cooldown. What do you guys think?
That is a good idea, in all honesty. Fair and balanced
Honestly surprised OTR’s effects aren’t given to Slippery Meat. It makes more sense that your stealth and endurance from being unhooked which makes you difficult to catch is from a perk called Slippery Meat, and out of the general survivor perks it’s the most outdated right now.
Perks that work well when paired with other perks shouldn’t be nerfed. If you’re running a build just to get value out of an ordinarily weak perk, your efforts should be rewarded. Like the impossible skill check build, the perks individually such as Distressing, Overwhelming Pressence, etc. are pretty meh on their own, but complement each other extremely well. Just my take on it.
The only problematic perk I see on this list is MfT, the rest do not feel as unfair as you make them sound. There's so many instances where these perks almost always do nothing, getting value out of these perks often require more than the base perk itself, which I don't think makes them problematic.
if every perk that can change the course of the game was nerfed to the ground every single game would play out the exact same and just be boring
Maybe some others survivours perks too, but aside of that im agree.
Deliverance, STBFL, Knockout, Ultimate weapon? These perks work fine by themselves and you get value from them very easily.
I was really suprised not to see breakdown on this list, I'd like to hear other people's opinions on the perk since I've experienced some teams that like to use the perk in coordination with breakdown and it can turn into a pretty unfun match until the hook or hooks that have despawned reappear, I think that there could be some ways to rework the perk I dont necessarily think it's the worst but I dont think it's the most healthy for gameplay
Sabo toolboxes and Breakdown encourage killers to slug which is honestly worse for survivors. It's not helped by the fact that some maps have TERRIBLE hooks on the edges.
@@JackBytez I agree, it just makes it unfun for both sides and a lot of the time stops the game from going anywhere at all because all or mostly survivors are either on the ground or trying to save the ones who are or healing from their injuries instead of doing gens and moving the game forward. For me it has caused long bloated games that just weren't all that enjoyable
Forced Hesitation: One of my favorite killers' Perks! I honestly think it probably shouldn't activate unless it can actually affect a survivor and otherwise I think it's fine. Punishing survivors for altruism is something that an intense number of other killers perks do already, and after the Background player buff, I think this perk is perfectly ine.