Why SCP 106 is TOO WEAK, and HOW to FIX him (SCP: Secret Laboratory)

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  • Опубликовано: 16 ноя 2024

Комментарии • 187

  • @calyxman
    @calyxman 2 месяца назад +29

    IMO, 106 should be styled like his CB depiction.
    Nearly dead silent until you're in his kill range, and turns the game into a psychological horror as soon as he starts chasing you.
    Fighting him should be a team effort, where the main way to survive is to find other people who can scare him off or to outrun him.
    He should get into engagements by waiting on ceilings and dropping down, jumping out of walls, or crawling out of the ground, with black puddles or visible damage appearing around rooms he's hiding in. Players must be physically restrained and abducted, with the ability to break free coming at the cost of HP or quicker decay in the PD.
    He'll struggle hard in open areas or against crowds, but should be very lethal against singular players and in tight spaces. Players who have been attacked should be constantly on their toes for if he appears.
    All of this, imo, creates a 106 that is actually scary, fun to play as and fun to play against.
    Tldr; he stalks people, jumps out of walls, is generally creepy, but dies if he overextends or is lured into a fight

  • @omnicrete7470
    @omnicrete7470 4 месяца назад +118

    Old 106 was a goat, bro 1 tapped everybody and took like 2 damage a bullet and did a glorious t pose towards his victims

    • @MrYitzhak
      @MrYitzhak 4 месяца назад +3

      yeah, i remember entering as larry alone into chaos wave elvator was easy win.

    • @jackfire3439
      @jackfire3439 4 месяца назад +1

      ye i had so many people and admins mad when i would kill the whole server

    • @iamsoangrysoangr4775
      @iamsoangrysoangr4775 3 месяца назад

      femur breaker

    • @KaijuG2
      @KaijuG2 Месяц назад +5

      @@iamsoangrysoangr4775
      1. doors used to be able to be permanently opened
      2. had cooldown regardless if whether he hit or not
      3. exit of pocket dimension can be marked
      4. pocket dimension did NOT have acceleration of damage making it very practical to camp till reinforcements
      5. exit of pocket dimension leads to his rooms which is also the femur breaker
      6. grenades INSTANTLY kill him
      7. micro also INSTANTLY kills him
      8. slow asf even when stamina was added he STRUGGLED to catch is pray (if they have cola forget it your cooked)
      9. Main and only useful ability was rendered obsolete when 079 was added
      10. Other ability was teleporting across the map which was only useful for camping your containment chamber

  • @Sans-iv1wy
    @Sans-iv1wy 4 месяца назад +61

    tbh 106 used to be as the SCP teams main tank
    when you could go and take on a full MTF team of 20 people and still have like half hp
    you couldnt really kill anyone but everyone ran out of ammo and the just the amount of panic you caused was incredible

  • @NinyaBOT
    @NinyaBOT 4 месяца назад +35

    they should make him 1 tap again BUT make the pocket dimension "easier" to escape, and what i mean by that is give it the same chance to escape as it is right now, but dont make the player die via going in the wrong door, just have them keep staying in the pocket dimension until they bleed out entirely or finally get the right door (like teleport back to the center if the wrong door is chosen), kinda like you do in SCP CB
    its kinda wild how scary he is in CB but how.. not he is in SL. I dont even think the micro is worth using on him if there is literally any other SCP around in SL. That's how insignificant he is.

    • @borgedd
      @borgedd 4 месяца назад

      this isnt a bad idea but almost everyone in this game carries atleast 2 to 3 medkits so it just depends on how much times they lose hp and how fast they lose it

    • @MrYitzhak
      @MrYitzhak 4 месяца назад

      @@borgedd not a bad idea, but lore forbids it.

    • @PerryZPlatypus
      @PerryZPlatypus 4 месяца назад

      I like this idea because it would once again make how loud he is justified, but if it’s too easy to escape, 106 will feel bad to play as his kill method will feel inconsistent. Perhaps making it a 1/8 chance instead of 2/8 chance or buff the damage ticks while in the pocket dimension, in addition to not allowing the player to equip items while in the pocket dimension.

    • @Randomdudz2022
      @Randomdudz2022 3 месяца назад

      Maybe make people take some damage scaling each time they go through a wrong door

    • @imokguysivetoldyoutoomanyt2427
      @imokguysivetoldyoutoomanyt2427 3 месяца назад

      ​@@Randomdudz2022 that's what I was thinking. Any time a player chooses the wrong door they'll get a bit slower and loses 1/3 - 2/4 of their HP.

  • @titansmashproductions5001
    @titansmashproductions5001 Месяц назад +3

    We need a separate gamemode of itt just being the human teams as well. It flows so damn well.

  • @nomletparti2622
    @nomletparti2622 2 месяца назад +9

    "I have a great idea, let's take the slow-moving ambush predator, and make it so he can't kill in one shot when catching enemies by surprise."

  • @clive.5686
    @clive.5686 4 месяца назад +40

    My idea would be to completely rework 106 to make his goopy ground form default and make it cost energy to become physical with a decaying attack and goopy surroundings + "grab people from walls" timed attack that costs alot of energy but traps them in his pocket dimension with a chance for other people to shoot 106 + very low health and some hume shield + make escaping the pocket dimension take much longer + victims in pocket dimension give energy

    • @misterhydra7285
      @misterhydra7285 4 месяца назад +1

      That sounds like a promising idea. Would really lean into the ambush aspect of Larry

    • @PerryZPlatypus
      @PerryZPlatypus 4 месяца назад

      This is definitely a fun idea to play around with, but how would you ensure that 106 doesn’t just stay underground permanently and stall games?

    • @aceraddo2556
      @aceraddo2556 4 месяца назад +2

      ​@@PerryZPlatypus I feel like a long cooldown between his two forms could help prevent this, Alongside two other changes
      1. They add the femur breaker back, but make it require the generators to be active, and make it require a keycard with security clearance level 3.
      2. His physical state is his default state on surface, in order to prevent him stalling rounds.

    • @RelentlessStabbingGoBrrr
      @RelentlessStabbingGoBrrr 3 месяца назад

      ​@@aceraddo2556 Level 3 keycard? Is this CB or what

    • @aceraddo2556
      @aceraddo2556 3 месяца назад

      ​@@RelentlessStabbingGoBrrr Level three clearance is on Facility Manager, and 05 cards. It's currently not being used by anything. Because those keycards need 914 to get, or need you to trigger gens for the Facility Manager card, it's reasonable to need those higher tier cards. You also get a manager card by turning on all generators, which is one of the requirements for what could be the new femur breaker.

  • @TRKPurgatos
    @TRKPurgatos 3 месяца назад +6

    The only thing I hate about 106 is that despite his ability to phase through ANYTHING he can still be cheesed around tables and desks.

    • @Pepper2B
      @Pepper2B 2 месяца назад +2

      imo he should be able to also phase through props

  • @MyNameisEasyToSearchUp
    @MyNameisEasyToSearchUp 4 месяца назад +8

    I’ve thought of this idea for 106 which basically makes vigor more useful. The more vigor you have, the more damage you do with each hit. This would make it so that 106 can actually have a use for vigor that’s not just running away or going in the ground. Obviously not one shot because that’s pretty op.

    • @MrYitzhak
      @MrYitzhak 4 месяца назад +1

      or just use right click to consume vigor and speed up.

    • @PerryZPlatypus
      @PerryZPlatypus 4 месяца назад

      I think ideas playing around vigor are fun, since it’s unique to 106, however, without any way to gap close, and not being able to one hit, it wouldn’t solve any of the core issues with 106’s current kit. Maybe tweaking other aspects of the character and allowing one shot with high vigor could somehow put him in the meta 🤔

  • @EDOTAMADAHIRA
    @EDOTAMADAHIRA 4 месяца назад +2

    We all remember the time when SCP-106 1 tap us into pocket dimension

  • @Scrotes
    @Scrotes 4 месяца назад +5

    I do not understand the latest changes. They made corrision's DOT slightly better, and applied an incredibly annoying and long-lasting stamina drain penalty. It helps chases down the line, but against militants, you need to capture them quickly and get out - long chases are just asking for your HP to be deleted.
    They literally could have just done one of two things.
    - Reduce the attack cooldown
    - Add a speed boost on a hit
    Both of these would help immensely in the moment. But instead, they over complicated things with a buff that really only works against unarmed opponents (who are easy enough as is anyway.)

    • @homsterluder5364
      @homsterluder5364 4 месяца назад

      and unarmed opponents are only a thing for like the first 5 minutes of the round anyway so yeah they really screwed up with that change

  • @ErrorCodeFileEXE
    @ErrorCodeFileEXE Месяц назад +1

    Whenever I play as 106, you can’t flank successfully since:
    1. You can’t see people from far away in sinkhole so you can’t see the back of the MTF line.
    2 You can’t flank without losing a sh!t ton of health (depending on your team.)
    Whenever I play against 106,
    1. He is always the last one remaining and stalls the round (To the point where it gives time for another spawn wave.)
    2. He is so weak to the point where I have been on multiple servers when guards…yes, guards can kill him. Even though this is the same as 096, 096 can actually kill a thing or two before maybe dying but hunting brave guards as a 106 is a death sentence.
    I only know one good 106 player and it is because he relies on his team since 106 despite being a sneaky ambush predator, is loud as f*ck, slow, and relies on energy to retreat and that makes it vulnerable. Making it so you have to run in order to hide which you will lose a sh!t ton of health.
    He can only flank with a teammate, be good in early game, and waste med-kits which is the same as 049 without flanking however 049 is better since he forces people to retreat and limits the spawn wave.
    Not only this but his kill feature, 2/8 chance (correct me if I am wrong), two tap, prolonged death (I have prolonged this and it has lead to an MTF spawn wave), and Patreon supporters have a higher chance of escaping. (This is a joke but it happens to me for some reason.)

  • @novkabannanic2056
    @novkabannanic2056 4 месяца назад +9

    i compleatly agree with this but you did not talk about the main annoyance with 106 that is the post nuke surface camping where he just goes from the escape tunnels to the nuke activation room

    • @extra_bite5
      @extra_bite5  4 месяца назад +5

      That's true, but as of recent I've been getting 106 players that either camp nuke with their life, so they die before nuke can go off, players that jump into the pit at the beginning of the round as 106, or players who just die before nuke goes off, so that just didn't cross my mind. I haven't really seen 106 in post-nuke gameplay with his recent "buff", yet I do remember months ago in other updates when he was annoying.

  • @lucasbaptista6696
    @lucasbaptista6696 Месяц назад +1

    I think he still is very good, he is practically immune to micro, can get from dangerous situations easily, cannot be locket, can quickly recover his shield by just entering the ground and is actually very good at chasing, he only sucks at damage. when you know how to play him he is very good, he has the biggest survivability and can easily survive the entire game with a lot of health, helping the other scps when they are low health. He isn't good against a lot of enemies, thats why you need to attack 1 to 3 enemies alone and when reinforcement arrives you get away. That is why he sucks so much now, because he has a big skill ceiling. I am a main 106, I don't think I am THAT good but when I play him I generally play better or as good as any other regular scp player

    • @lucasbaptista6696
      @lucasbaptista6696 Месяц назад +1

      But yes, playing against good 106 Is annoying, I once was the last scp and they simply could not kill me, I decided to just give up and run straight up to the mtfs

  • @jadenmudge
    @jadenmudge 4 месяца назад +1

    I love playing as 106, he is just a straightforward fellow. He doesn't have abilities to counter someone, only manifesting away. And yes, I realize that he is very easy to counter and only particularly powerful when you have solid teammates or if the round just has begun. Many times I was "juked" or "outwitted" at the end of rounds as someone who can't walk fairly fast and can't attack somebody like... at all with adrenaline. Playing against him, I don't really have an opinion, he's pretty annoying but never really killed me often as I always get adrenaline but can easily see how it's frustrating.
    Just like you, I don't know how to balance him, as I'm not good at that sort of stuff, but he does need an update at some point.

  • @AHHA54
    @AHHA54 3 месяца назад +1

    I have an explanation for this, he only became so weak because Femur Breaker was removed, previously due to his high resistance to bullets he needed an alternative method of killing, this was the only way to easily contain SCP-106, but since this function has been removed revision, the developers had to weak him

  • @Enphixo
    @Enphixo 4 месяца назад +2

    As a balancer for the game. You do not want to take away abilities that make the SCP unique. Being able to TP up or down elevators is a great ability to have. You'd have a much better time balancing other aspects of 106 that make this ability balanced and fair to play against. A thought that comes up would be Vigor Regen Stun like if you warp out of the facility to surface it stuns ur regen of vigor for 20 seconds and has to be at 90%-100% Vigor to use. That makes sense as if he gets himself in a bad situation he has to deal with it. Another idea while writing this up would be to use vigor as a kind of sprint bar to give 106 30% speed boost for 2% Vigor a second with 2-3 seconds of stun of vigor regen. I see this as a skill based system as he would have to manage his vigor, and have to think about situations he goes into. Lemmie know ur thoughts!

    • @Enphixo
      @Enphixo 4 месяца назад

      Meant to say a Balancer for another game. Whoops

    • @PerryZPlatypus
      @PerryZPlatypus 4 месяца назад

      I agree with not removing the tp between floors, especially because there are better ways to nerf it than to straight up remove it. On the other hand, using vigor as a sprint bar is problematic as it results in 106 losing agency since his kit becomes similar to 939s. Additionally, 106 gains vigor by walking around, so he’d be using vigor but gaining vigor faster as well because he is covering more area. However, I think it’s early to write off the idea, perhaps instead of speeding himself up he could slow others down, or maybe an ability to corrode doors so that they don’t open for maybe 3s or so and then break after. These changes would keep 106s agency among the scp roster.

    • @Enphixo
      @Enphixo 3 месяца назад

      @@PerryZPlatypus Slowing others down in a certain radius would be insane, and maybe a bit to OP for the current course of the rounds. However, for support abilities with corroding would be amazing. Something that comes to mind would be slower door opening when 106 passes through for a certain amount of time. Another thing would be a snare trap like the old 106 pit thing in the rooms. You make a good point though for 106 sprint with vigor it would be to much, thought it being similar to 939 I don't see much problem if we add something along with it such as a corrosion trail with sprinting. Though just giving thought.(also sprinting with vigor I meant for it to be stunning vigor regen while sprinting)

  • @mrgodzillaraptors8632
    @mrgodzillaraptors8632 4 месяца назад +25

    Imo, a cool buff for 106 would be giving him a slight speed buff, allowing him to walk on ceilings (he can do this in lore), give him more Hume sheild, and allow him to set traps up. Granted, he still has the same hp and his teleportation ability’s take up more energy.

    • @borgedd
      @borgedd 4 месяца назад

      i don't understand why he would need to walk on the ceiling unless its to hide because I'm pretty sure humans don't chill and levitate on the ceiling

    • @flaming_zombie
      @flaming_zombie 4 месяца назад +1

      @@borgedd you just said the reason why he needs to walk on the ceilings, to set up traps, or 'hide'

    • @MyNameisEasyToSearchUp
      @MyNameisEasyToSearchUp 4 месяца назад +1

      Honestly I a big thing they need to remove is the hiding aspect of 106 because it makes the game incredibly boring and makes it stall for a while

  • @PerryZPlatypus
    @PerryZPlatypus 4 месяца назад +1

    In my opinion, 106 is meant to be an opportunist type SCP, however, their current tools are very underwhelming, resulting in the character feeling underwhelming, the teleport is hard to use unless you know exactly where the person you are chasing is going, and as mentioned in the video, the pocket dimension that 106 enters encourages the player to use it to run away. As such I think both abilities need a good bit of tweaking.
    The first change is obviously to make him quieter like extra bite said, it’s just plain goofy that something slower and weaker than 939 is louder than them while they are sprinting. Alternatively, making 106 quieter upon exiting the pocket dimension would be fun to play around with as it would definitely align with the opportunist role that he fills and allow him to jump scare people.
    The second thing I want to talk about is 106’s pocket dimension. Pocket dimension usage is currently what makes 106 unfun to play as AND against in my opinion because 106 will simply run, close a door, and immediately enter it when their Hume shield gets low resulting the game being stalled for long periods of time. By making the cast time longer to enter the pocket dimension and shortening the cast time to exit, the pocket dimension becomes more punishing when used to escape big groups, but becomes more lethal when searching for kills. Additionally, giving 106 a slight speed boost upon exiting to help catch its prey would allow for some degree of agency, allowing him to act on his own.
    Since 106 is an opportunist, they struggle at simply brute forcing it, and require the help of other SCPs to take down large groups of enemies, however, assuming the above changes were to be applied to 106, they would struggle to escape said big groups. As such, I’d propose they make the teleport map show red dots (each dot being an enemy he hears), giving it its own cooldown (~60s), increasing the vigor cost to be 50%-100%, and making the cast time to enter the teleport shorter while making the exit longer. The idea behind giving it a 50% vigor minimum is to make it used as a sort of “get one get out,” sort of ability, while the long cooldown on it would be there in order to avoid people from spamming the teleport and causing frustration. Additionally, since 106 cannot teleport on the surface this would stop him from stalling games after nukes gone off.
    Problems with suggested changes. It’s possible that making the teleport 106’s escape would result in players hiding in a corner until the teleport cooldown is up.one possible change would be to make 106 start quiet, but get louder the longer they remain in the over world to aid players in finding him.
    As a 106 enjoyer, it’s not fun to fear 2 security guards with their fsp’s, and so I am hoping that he will get some well deserved buffs that will give him a well defined place in the scp pool and not just the frail grandpa that was supposed to get put into a nursing home but somehow got put in site-19.
    ~I love hearing potential changes for characters so if y’all have any, please reply, I’d love to read some of them!~

  • @BreadBanks5490
    @BreadBanks5490 4 месяца назад +2

    I feel like 106 would be really good, less as something that actively kills but heavily supports the SCP team.
    He could be really tanky again with his pocket dimension being quite easy to escape, not killing you if you choose the wrong way.
    He could be used more so to split the humans up so they can't group up easily and bully the SCP team to death

  • @HockeyM.M.
    @HockeyM.M. 4 месяца назад +6

    old scp-106 was exactly what he should be, considering his unstoppable and slow yet intimidating self from containment breach which this game is egregiously based off of and inspired from.
    removing his 1 tap potential was the biggest mistake

  • @hackerboytv3379
    @hackerboytv3379 22 дня назад +1

    SCP's should be like this.
    Single Scp > Single Human
    Group Of Human's > Single SCP
    Group Of SCP's > Group Of Human's.

  • @Tservator
    @Tservator 4 месяца назад +1

    7:04 thankfully I havent encountered a player camping nuke silo as 106 yet(mainly because of autonuke) but when their camp gate a stairs/ the nuke room after the nuke goes off, it's the worst/most boring way to end a round

  • @silverdragon7385
    @silverdragon7385 22 дня назад

    In my eyes, it's pretty simple.
    1. Whenever someone escapes his pocket dimension, they should get a glow like 049 and 096 has. For a limited time, of course.
    2. 106 should be able to enter a silent mode, where energy is slowly drained in exchange for making no noise.
    3. Do away with that stupid limited visibility thing.
    4. And finally, give him an ambush attack. This attack would be an alternative way of getting out of the ground, where you immediately 1-tap a person and emerge from the ground.
    With these changes, 106 becomes ideal for easily dealing with stragglers or small groups, as well makes his attack more consistent as he can hunt down those who manage to escape his dimension. While he will struggle with large groups, he can be used to sow terror and confusion. Also, a nice bonus, the possibility of being pulled into the ground out of nowhere will add a degree of terror, as he can litterally strike before you know you're under attack.

  • @GDJAEGER
    @GDJAEGER 4 месяца назад +1

    I love it when im looking for a good YT vid and find you, one critic though. adding a speed up ability would make them feel VERY similar to SCP 049 with doctors sense (i think thats what its called). And Also making footsteps hard to distinguish also feels like SCP 049. This is because SCP 049 has a pretty decent design i guess, so larry may need significant changes, or a full rework.
    Anyways good job! got yourself a new sub.

  • @JustCallMeElGamer
    @JustCallMeElGamer 4 месяца назад +7

    Litterally last night, I got 106 and tried to go against a few guards, I only got one guard and lost half my hp, ten minutes later, mtf was in entrence and was with a cuffed d-class, I tried to get them but got so low I had to retreat but had no vigor so I ran into intercom, then I heard upstairs saying “coward”, I didn’t care that they said that since I knew they will die later in the round but got mad that I lost a lot of health with no reward
    I like the horror of 106 where there is no escape from him and have to handle a lot of strategy of different scps, and the strat of “closing doors on scps” that 106 counters but I just feel like he has less strategy, yes you can teleport behind a charge of mtf, but after you use your vigor, what else can you do? aswell as different scps can do what 106 do but better, 939, put gas on gate B and wait till mtf pass, 173, just speed past or around mtf with breakneck, 049, he can’t do much but he is more silent and gets more reward for a kill, and 096 is built to take a charge but I also notice his hp has changed like 106
    Idk, I just want him to be a little better

    • @Samuel35239
      @Samuel35239 4 месяца назад +2

      thats a skill issue

    • @JustCallMeElGamer
      @JustCallMeElGamer 4 месяца назад

      @@Samuel35239 xD

    • @Samuel35239
      @Samuel35239 4 месяца назад

      @@JustCallMeElGamer ik i am sorry you suck a the game

  • @wagnertal
    @wagnertal Месяц назад +1

    How about a medium ranged attack that slows down the enemies slowly leaching their health

  • @sneaky1053
    @sneaky1053 4 месяца назад +1

    I feel like the stamina drain is a pretty good buff to it

  • @maximusjones5981
    @maximusjones5981 4 месяца назад +1

    YES SOMEONE AGREES. granted ive gotten better at him but still. he needs to be reworked or buffed or smth

  • @Oyeo76
    @Oyeo76 4 месяца назад +3

    A small idea of mine is to speed up 106, but make him walk through doors slower, this is helpful to both 106 and players, and my last idea is that 106 has a similar ability as 173 where he can leave a puddle of his goo that when you walk in it, it tells 106 that someone is walking on his puddle, and if someone walks on the puddle for to long, like in Scp containment breach, you fall into 106s pocket dimension

  • @DrSpoon-iu4hs
    @DrSpoon-iu4hs 4 месяца назад +4

    Extra bite always spitting nothing but facts

  • @JIMMMYYYYYYYY
    @JIMMMYYYYYYYY 4 месяца назад

    making this a mp3 for my soundboard keep it up bro

  • @aperks
    @aperks 4 месяца назад +3

    i didn't know shadow played scp sl

  • @MrMooseIsAMoose
    @MrMooseIsAMoose 2 месяца назад

    I feel like what would make 106 a good scp is to make him quicker make it a 1 tap a keep everything else (maybe give him a health boost so that he has the health of dog) adding onto the original post I do think it would be a cool mechanic in which every body that is in his dimension (dead or alive) buffs his hume sheild by 50 or something so that as the game progress 106 will become stronger to compensate for the better guns the humans will have.

  • @michelechiarbonello9263
    @michelechiarbonello9263 2 месяца назад

    I wish 106's dimention was expanded upon, mabye put the trenches with the giant metal bird or one of the obstacles from containment breach, it would make 106 gameplay a lot more fun and lore accurate

  • @mustartd4819
    @mustartd4819 22 дня назад

    The problem with 106 is that he's slow and has nothing to chase people with at all; sure, you can use his stalk, but the time it takes to go in and out of it is completely useless, as by the time you've fully come up, they're already out of range, and as you mentioned, he's incredibly loud, so people just run away as soon as they hear him. So my suggestion is this: change his map ability so that he can place down portals up to a maximum of 10-12 with a short cooldown. (~10 seconds). These portals can be placed on any surface, including the ceiling. SCP-106 can use these portals anytime (as long as he can physically access them) and can use these portals to travel to any other portals. (Portals would be destroyed by things like decontamination or the nuke going off.) Anyone can see the portals. When SCP-106 emerges from a portal for the next 8 seconds, he can send people to his pocket dimension in one touch, and his movement speed is temporarily increased to 6 m/s and a 25% damage reduction. allowing him to easily catch people for the duration of the buff, and to give him a bit of protection. perfect for catching people out of position. Whenever you would enter a portal, a map would appear, marking the location of all your other portals so you could choose where you wanted to teleport to. For his pocket dimension, instead of it just randomly killing you or letting you live, going down a path would teleport you to a random obstacle (like in the original cb). Also, SCP-106 should be able to manually enter his pocket dimension (creating a massive black puddle on the ground much like the one in the light containment zone); this action will take a few seconds. Once inside, SCP-106 should be able to mess with the people inside it (SCP-106 loves to toy with people) by making the obstacles less fair, whatever that entails, idk. Perhaps the more you manually kill people in your PD, you would gain some sort of permanent buff, but manually killing people in the PD would take a lot of time, time you could be spending helping your fellow SCPs. Like for every manual kill, he could gain increased maximum HS by 50 (up to a maximum of 250) and a very slight movement speed increase in his base mode. (maybe.1 m/s up to a maximum of.5 m/s). This could be extremely unfair and unbalanced, but this is just how I would personally change SCP-106.

  • @AnnoyD
    @AnnoyD 4 месяца назад +1

    The only thing I can see that would make 106 better is no slow when walking through objects. There would then be no incentive to closing doors on him.

  • @luisgurumendy5561
    @luisgurumendy5561 Месяц назад

    I think they should reward the player if they use SCP 106 Abilities in an offensive way instead of defensively, making it so that for example if you leave where a player is, 106 will have a cooldown of 6 seconds before you can leave again, but if you use the ability to run, you have a cooldown of 20 seconds before you can use the ability again (reduces the cooldown by 10 seconds), the teleport does not count since it does not regenerate shield, but let's say it does not regenerate energy until 15 seconds later

  • @strav8337
    @strav8337 4 месяца назад

    I think a good rework/buff to 106 would be to make it so 106 heals whenever he damages people or gets kills. It could be they heal 2 hp for every one damage dealt and heal like 200 whenever they take someone to pd/an scp teammate kills someone under corrosion effect. To balance this out a little you could reduce the amount of humshield the sinkhole gives to maybe half or 1 third. I think this would be a decent change because it would encourage 106 players to attack instead of just hiding and regening from the sinkhole. It would also be pretty lore accurate because 106 heals/gets stronger from peoples fear. I think 106’s corrosion damage should also be buffed to like 90 because getting attacked just feels so negligible. 106 would probably be too op with the stats i gave but i think it is a pretty good suggestion and the regen or damage stats could be changed to whatever seems fit. Just feels like 106 lost their entire role of being a tank and i think this could fix it and also make 106 viable in team combat.
    Feel free to comment what you think the flaws of this idea are and how you might fix them.

  • @the.novanator
    @the.novanator Месяц назад

    this is a huge reach, but it'd also be awesome if 106 could just walk through walls. keep him at the same speed, maybe nerf the sound a bit, but giving him the ability to hide in walls or cut corners within the grid would make him very unique, more ambushy, and more fun to play as. it'd also be more lore accurate to his SCP entry on the scp wiki.

    • @the.novanator
      @the.novanator Месяц назад

      you could even have it so that the longer he's in the wall, the slower he moves, or starts taking damage, or is somehow attracted to open space after a while (some kind of push trigger), so that he can't camp it

  • @quisquiliarum7710
    @quisquiliarum7710 4 месяца назад +8

    Annnnd we've arrived at "increase his speed" have you considered that this combined with his ability to phase threw doors would make him literally inescapable? He could just walk you down and you litterally couldent do anything about it

    • @extra_bite5
      @extra_bite5  4 месяца назад +8

      Fair point, but they could just make his phasing through doors always slow or making it even slower than currently. I mean, what would you suppose to make SCP-106 stronger? His slow speed makes it impossible to catch up to other players if a lone SCP, being dependent on other factors. That's where I personally find the problem with SCP-106

    • @johnjohnjohnson7720
      @johnjohnjohnson7720 4 месяца назад +1

      @@extra_bite5 Immune to bullets and physical harm. Micro basically only counter. Then make him less player controlled. Just like how scp 96 can't see those he aint raged against in his rage form you could make it so he can only target one person because hes locked onto their fear.

    • @syntaxicalecho8281
      @syntaxicalecho8281 4 месяца назад +7

      @@johnjohnjohnson7720 Wouldn't that make SCP-106 MORE annoying to play both as and against? I mean at least before you could shoot him and make him leave, but now you'd have to run. And then there's the obstacle of how 106 players lose the little agency they have. Personally I'm a bigger fan of just buffing his speed, lowering his HS, and allowing him to place black voids similar to those in SCP:CB. Then, if you're getting chased, watch the ground and shoot him until he leaves, because if you don't he might chase you into one of those pits, forcing you to gamble your life.

    • @johnjohnjohnson7720
      @johnjohnjohnson7720 4 месяца назад

      ​@@syntaxicalecho8281 and add femur breaker.
      The "speedy" wouldn't make it unique it would be an old man somehow mock 10 chasing you. We already got 96 and 939. A different avenue where he can teleport really quickly and chase one single person over and over making them fear for their lives. Even a "fear" meter maybe that when 106 kills the person he gets a buff after feasting.
      Just trying to go for lore 106 basically and make him stand out more.

    • @dieselfuel8988
      @dieselfuel8988 4 месяца назад

      @@extra_bite5 what about doing it like spooky's mansion, where when he goes through doors and other things he gets a massive speed boost

  • @rattheungodlyrat.6466
    @rattheungodlyrat.6466 4 месяца назад

    your statement on his downs is generally correct, your slutions will probobly make 106 flee even faster so he can teleport and avoid the extended cooldowns

  • @BigOrangeLizard
    @BigOrangeLizard 28 дней назад

    106 is still great, you have to really think out your strategy or be lucky, i have managed to obliterate a few spawn waves by waiting until they open the gate and are in an engagement, and going in to their rear by using the TAB function. 60 % of the times it works everytime!

  • @Pepper2B
    @Pepper2B 2 месяца назад +1

    106 shouldn't be fleeing humans, humans should run in fear from *him.*

  • @FelidaeEnjoyer
    @FelidaeEnjoyer 4 месяца назад +4

    So, 106. I have no faith he will be fixed. I have no faith in this game anymore. I'm skipping my two cents, I'm gonna go get a caramel toffee with them.

    • @extra_bite5
      @extra_bite5  4 месяца назад +3

      Lol, fair. R.I.P old 106, he will be missed

  • @Kian00
    @Kian00 4 месяца назад

    As a relatively long time player its kinda strange to see the game go from more of a multiplayer horror game where the monsters are playable to an asymmetrical pvp game so caught up in balance changes

    • @xtxownage
      @xtxownage 4 месяца назад

      yeah....stopped playing after the weapon overhaul. It stopped feeling like a funny game where you get jumped by peanut and scream loudly before dying.

  • @nukeplayer2847
    @nukeplayer2847 4 месяца назад

    Just give him 10s of speed boost when out of stalk, thanks for being on my ted talk

  • @drxshock6957
    @drxshock6957 4 месяца назад

    One thing that would've helped is if Northwood didn't arbitrarily decrease its initial Hume Shield for no real reason (Common Northwood L as of late)

  • @BowelSyndrome
    @BowelSyndrome 4 месяца назад +2

    In my opinion, 106 is completely fine right now. He used to be too overpowered to go up against, but now, he's actually manageable for both playing AS and AGAINST. Everyone who says 106 sucks doesn't get how to play him. You're a stalker. You're not a brute, or a tank, you follow people and trap them by blocking them off with a teleport. I've had countless people chase me without teleporting infront and I almost always end up escaping. Whereas if you teleport, they have to go back through every single door they closed, allowing you to catch to them. 106's abilities don't encourage fleeing, they encourage stealthy offense and defense. Going into the ground to regenerate shield leaves a window to mag dump 106, which usually leads to his death. Walking through doors can be used to your advantage if you wait for enemies to go up and open one, allowing you to instantly walk through to kill them. That's just my opinion though.

  • @thebonkman
    @thebonkman 4 месяца назад

    the only scp i have played so far is 106 because im new and only once but i like him, the only thing i would change though is how loud he is and maybe buff his speed a little

  • @eric-gardon
    @eric-gardon 4 месяца назад +1

    2:29 Northwood eternally dooms me to only play 106 and I don't know why 😭

    • @floodlight9817
      @floodlight9817 4 месяца назад

      Try SCP priorities? Would be a shame if 106 sits at max priority.

    • @Pranav-uj6ds
      @Pranav-uj6ds 4 месяца назад

      A pitfull sight I might say

    • @strav8337
      @strav8337 4 месяца назад

      Up all the other scp priorities so you’re less likely to get 106

  • @coltonwheeler4294
    @coltonwheeler4294 4 месяца назад

    They should make him not have a speed debuff when walking through doors

  • @Vulgun
    @Vulgun 4 месяца назад +2

    Here's how I'd honestly fix SCP-106:
    -Reintroduce his bullet resistance passive while reducing his Hume Shield to be a now-flat 250.
    -Give him a new passive effect that allows him to corrode doors that he passes through; when a door is corroded, attempting to open or close it will cause it to delay that action for 3 seconds. This effect lasts 30 seconds, so as to prevent abuse from SCP-106, but give enough time for him to use it properly.
    -Give him a new base movement speed increase when there are players currently affected by his Traumatized or Corrosion effect; this is by +3% per player and caps at +15%.
    -Give his primary attack the ability to allow him to lunge toward a player to damage them with a punch.
    -Give him a new secondary attack that is the ability to instantly grab a person and take them into the pocket dimension. This goes on a small cooldown if missed and a larger cooldown if hit.
    -Rework the current Stalk ability into a more proper teleportation; now, SCP-106 will teleport a set distance toward a wall or floor surface, submerging and emerging from that location at breakneck speed. This allows him to properly ambush a target when in chase.
    This would make SCP-106 so much more viable, much more fun to play as, much better to play against and overall would make people happier.

  • @daerth_4433
    @daerth_4433 4 месяца назад

    I belive that 106 should be the only SCP that can be dependent,for right now i belive he ether needs more hume shild or 1 tap possibility with slighter faster speed.096 should be a group wiper,so with it how many people look at him he should get more 20 more hume shild,173 is fine as it is.939 is a stealth killer so he should be one that suprises you,and i belive 939 is acttualy the best digisgnd scp rn.049 is another story,he really depends on the team and is underpowerd.Maybe he should have get more hume shilds by of how many zombies he got so far for example 15 by one zombie ge rivived.

  • @LodFB78
    @LodFB78 4 месяца назад

    I lov ur videoz :)

    • @extra_bite5
      @extra_bite5  4 месяца назад

      I luv urs, epic funny man

  • @thisismykingdomcome8743
    @thisismykingdomcome8743 4 месяца назад +1

    They need to remove his ability to prolong the game

  • @Hallelujah-nq8jo
    @Hallelujah-nq8jo 4 месяца назад

    I have never played this game before because I only play on console however my Dad has PC so he could download this game but I have played scp containment breach so here is a rework I thing could be used so first he should be able to 1 tap you and once you are in his pocket dimension it should be like or the same as the pocket dimension from scp cb and also he should be able to set traps in the form of the black goo so if someone isn’t paying attention and they step on it they will get teleported to the pocket dimension and I have no idea what else to say but that is what I think.

  • @EXP256
    @EXP256 4 месяца назад

    106 having no bullet resistance sucks like why did they even remove that feature?

  • @Pranav-uj6ds
    @Pranav-uj6ds 4 месяца назад +2

    We can't make him slower it would be impossible to escape him nor can we give him bullet resistance as people will grenade camp more. Sooo yeah SCP 106 BEING ASS IS INEVITABLE. 😂

  • @Nate_dagreat8586
    @Nate_dagreat8586 4 месяца назад

    Witterly A good video

  • @Quanzybulgaria
    @Quanzybulgaria 3 месяца назад

    I think they should return the old 106 remove his asthma make his footsteps less loud and keep the other abilities but nerf them a bit

  • @katkubed
    @katkubed 4 месяца назад

    I might be the odd one out, but 106 is good or bad depending on the player. 106 paired with Computer or Peanut makes for a great flanker, which in of itself is effective. Being able to use the map using tab is also extremely effective and can help be used to help other SCPs navigate through containment. I do agree with your point that 106 should be buffed, but I would definitely argue that 106 isn't weak as it is right now. It is weak compared to how it once was, sure, but as it is now, I think 106 is at a happy medium. I'd love to hear what you all think though.

    • @extra_bite5
      @extra_bite5  4 месяца назад +1

      I think 106 can be good with the right teammates, yes, which is why I used the words "alone" when talking about why he is unfun to play as. He's better with teammates, most definitely, but I don't really like the idea of forcing you to have to be with other teammates to be good. I think SCPs should be somewhat good alone, which I find 106 to in no way be. He can be outrun, outmaneuvered, and he easily crumbles under a handful of people with guns. He's weak alone, far weaker than any other SCP alone.
      I think just a small buff to fix a couple of these things would put him at a happy medium.

    • @katkubed
      @katkubed 4 месяца назад +1

      @@extra_bite5 Great point yeah. I guess my reasonings flawed bc all SCPs are good with good teammates.

  • @James-z4i4t
    @James-z4i4t 4 месяца назад

    i think they should have given 173's tantrum to 106 instead. i also think that they should either make 106 a one tap or at least give players who he taps a speed debuff.

    • @extra_bite5
      @extra_bite5  4 месяца назад

      They do have something of the sorts. Whenever he taps a player, it gives them a stamina drain, where they cannot regain stamina, and it slowly drains. This is during the entire corrosion effect, so if you are in a 1v1, as long as 106 taps you, he'll probably be able to tap you again. More players, and it might be harder to focus on one person, but you can still catch up with them

  • @shledon
    @shledon 4 месяца назад

    just make him not slow down through doors, literal perfect gimmick, idk why he was ever nerfed from the alpha

  • @Pranav-uj6ds
    @Pranav-uj6ds 4 месяца назад +1

    Sure that's great and all but e
    Won't it be un fun to play against since he can teleports behind you while facing a another scp and you can't hear his breathing 😅 so you just die. Also the reason the devs made it like this is because it's canon scp 106 is not fast nor silent in the lore. Ik scp sl is different from scp lore but they have to atlest slightly respect it. Yeah sorry for yapping but hopefully you understand my prepective. 😊

    • @regular_steam_user
      @regular_steam_user 4 месяца назад

      And in canon 096 never gives up chase yet ingame he gives up after like 20 seconds.... Canon doesnt really matter

    • @extra_bite5
      @extra_bite5  4 месяца назад

      Game design and functionality over lore. I agree, lore should be respected, this game is literally based around a fanbase of lore, but that doesn't mean 106 should be left in this broken state where nobody wants to play as or against him.
      SCP-106 is also a feared SCP in lore that can take a lot of damage, yet in game that doesn't translate well. He's weak, they removed his bullet resistance. 106's loud footsteps make sense when he's an actually deadly SCP, but when they nerf him and he can now lose half of his health to a couple facility guards, I don't understand why they keep these factors.

  • @ericcorbin5450
    @ericcorbin5450 4 месяца назад +16

    This video explains why I would rather jump into the pit then play 106

    • @extra_bite5
      @extra_bite5  4 месяца назад +8

      My 106 death speedrun is 2-3 seconds, as you can just jump through the window directly in front of you when you spawn

    • @raptor_gaming9610
      @raptor_gaming9610 4 месяца назад +3

      @@extra_bite5 personnaly im playing a lot 106 and do a lot of kills with it but i think he should be more fast be able to go in he's dimension and be silent like 939

    • @Milo_hAt3r
      @Milo_hAt3r 4 месяца назад

      106s lungs should be corroded enough that it doesn't even make a raspy sound. He shouldn't sound like my 90-year-old grandpa.

    • @commanderkris93
      @commanderkris93 4 месяца назад +2

      Get banned get banned get banned

    • @aperks
      @aperks 4 месяца назад +3

      i always become 106 on empty servers

  • @firestarex3544
    @firestarex3544 4 месяца назад +1

    Honestly old 106 was better. Easy to detect, hard to take down, and a persistent threat into the late game. Now he gets melted instantly if he dares attack a group and the most use he has to the team is turning the nuke off and stalling the round.

  • @floodlight9817
    @floodlight9817 4 месяца назад

    Don't know, like 106 gameplay very much, flanking spawnwaves, closing off people's ways of escape and taking them one-by-one, especially if you work with your teammates to grab their attention.

  • @Mango-i5b
    @Mango-i5b 26 дней назад

    maybe they will fix it in the heavy containment update - i hope.

    • @Mango-i5b
      @Mango-i5b 26 дней назад

      just adding, i got 106 in a tiny server, five people, and there was no chance. 1v4 asymmetric, i should be in the lead, but there is just no chance. even well versed D-class could get away easily.

  • @LiamW1ls0n
    @LiamW1ls0n 4 месяца назад

    I agree that 106 is pretty weak, but I still find it fun to play sometimes unlike others who instantly kills themselve after getting 106.

  • @ThatKlyntarfreak
    @ThatKlyntarfreak 3 месяца назад

    I give a Like because Larry sucks
    I played with the idea of giving him his sinkholes back and using them as traps to pull targets into his pocket dimension. I think they should return because they are a part of his lore after all right?
    I like that he is slow, because he is The Old Man, but I agree that he is way too noisy. Northwood gives us him breathing, but his iconic chuckle nah thats too much!

  • @ShourbajiWalid
    @ShourbajiWalid 4 месяца назад

    He is very fast though

  • @gopnikkasarj6797
    @gopnikkasarj6797 4 месяца назад

    Scp 106 is supporter, but I think it would be great, if they just increase hp or return resistance, I don’t agree to reduce him teleporting in 049 or nuke, if we do this, he become the easiest target. Also in description you said that he’s weak, but you want to nerf him, so he’s weak or not?

    • @extra_bite5
      @extra_bite5  4 месяца назад

      He's weak, but also annoying. He should be changed.
      SCP-106 can't catch up to players, which made sense when he was a bullet sponge (had bullet resistance) and was 1 tap, but now that he is not those things, his slow speed and loud footsteps do not make sense. He is objectively weak.
      His abilities can make him stronger (slightly), but they much more are used to prolong his death. It's a never-ending cycle of 106 pushing, breaking their hume, running away, sinkholing, replenishing their hume, hiding for a minute to replenish their vigor, and then pushing again. It makes 106 almost take no damage, and you barely scratch his health.
      It makes taking a minute or two to kill 106, turn into 10 to 15 minutes if you are going against a player who really knows how to play 106. Also, microing 106 is almost impossible. When 106 emerges from the ground, he can quickly gain his ability to submerge again.
      So, he needs an overall buff, and his abilities need to be tweaked, changed, or just straight up reworked.

    • @gopnikkasarj6797
      @gopnikkasarj6797 4 месяца назад

      @@extra_bite5 Well, I would say that depending on the person who plays for 106, he can play very poorly or well, and if the person plays well, then he will successfully run away from opponents, but imagine if, simply, as you said, increase the CD between teleportations, he will simply be an easy target, namely, he has a large hitbox, secondly he is slow, thirdly he has catastrophically low HP and he needs teleportation, if you remove this opportunity, he will die like a fly, and I don’t see the point in reducing the ability to 106 without any buffs in the form of an increase in resistance or HP. You also talked about sounds, I didn’t understand, you wanted to directly remove the sounds or make them quieter, if it’s just quieter, then taken together with nerfed abilities, then 106 will become weaker.

    • @extra_bite5
      @extra_bite5  4 месяца назад

      @@gopnikkasarj6797 Yes, correct! That's my point! If the player plays well, he will successfully run away from opponents! No other SCP has this ability where if they made a mistake when pushing people, they can teleport away or hide in the ground to avoid losing any HP, denying good pushes and things of the sort (A get-out-of-jail-free-card). While this ability can be used in a good and fun way, that makes the game hard and engaging, it's much more commonly abused, and used so SCP-106 never gets their health scratched. A good 106 player will run away whenever their health starts taking a toll and stretching it out to the entire round where this happens every time 106 encounters people, it turns into taking minutes to kill 106 into 10s of minutes. It makes the game boring (filler) and makes killing 106 a niche and annoying mission.
      "Secondly, he is slow" ...I asked him to be faster? The entire second half of your argument doesn't make sense, because I literally explained these things in the video. I quite literally stated his slow speed was justified when he had bullet resistance, but now that that is removed, he should be faster and actually able to catch up to people, because he is no longer a bullet sponge. I asked him to be quicker in this video.
      Now that he is two-tap, and has no bullet resistance, he is much less of a threat, so his footsteps should be quieter. He is also heavily treated like a stalker SCP, so it doesn't make sense to have these loud footsteps that lets people know where he is sooner than he knows where they are. I say in the video, word for word, "I think we could make SCP-106s footsteps much more quiet and indistinguishable".

    • @gopnikkasarj6797
      @gopnikkasarj6797 4 месяца назад

      @@extra_bite5 ok, the question is how much faster? Faster enough so that he could at least run away (that is, thereby trying to get away from them with the cooldown on regeneration to the shield)? Yes, it will completely change the gameplay, but I think that his survivability will still be low, he will be like scp 173, he will not be able to resist the crowd or run away from it. I will also clarify the gameplay on both sides. But if it turns out that the only person can resist 106 so much that he can inflict great damage, it’s quite possible that 106 even turns out to be a strong player, then the opposite person, who also knows how to play scp and what needs to be done, will simply be able to inflict damage, for example, a situation when 106 tries to escape from MTF using doors, and that person simply interferes with 106, and so, when the grandfather is about to leave for his dimension, during this the player hears this, and immediately goes to kill 106 (already with broken shield) thus 106 has already been beaten for several damages. And as I can say for a person who played 106 more than once, there were quite a few people who managed to inflict damage behind the shield. There are also methods and tactics for scaring people away while you go into your dimension, so I think that you can simply die if you play poorly for 106, if not, then you can live a little longer, but that doesn’t mean that you are not killable, keep in mind that you have energy that is not infinite, and people can, if they really want to, kill you. It’s quite true that scp 939 can also be said that it can easily run away from targets, and in most cases, I saw that the most durable scp remained scp 939. Therefore, due to the small HP of 106, a good balance is obtained. As you said that you will only increase the speed, then I did one of two things, did a one-shot or increased the resistance or HP, or even increased the shield.

    • @extra_bite5
      @extra_bite5  4 месяца назад

      ​@@gopnikkasarj6797 Well, I suggested that as SCP-106 chases somebody and is line of sight of them, he would slowly get faster and faster (capped at maybe +50%, idk), until SCP-106 can catch up with the victim or disengages with them (the victim escapes or something).

  • @Mrw1274
    @Mrw1274 3 месяца назад

    imo 106 is VERY good. everytime i have played 106 i have had fun and gotten lots of kills. is this just me?

  • @EXP256
    @EXP256 4 месяца назад +1

    11:20 daamn

  • @JIMMMYYYYYYYY
    @JIMMMYYYYYYYY 4 месяца назад

    aw hell nah yo ass tripping!

  • @LT_Silver
    @LT_Silver 4 месяца назад

    They are SCPs. They are meant to be annoying to fight.

  • @AAgreyy
    @AAgreyy 4 месяца назад

    new 106 buffs are good tho i got like more than 20 kills

    • @EXP256
      @EXP256 4 месяца назад +4

      bro was playing against special ed 💀

    • @Pranav-uj6ds
      @Pranav-uj6ds 4 месяца назад

      Well he's got experience touching people😂

  • @Fooxey
    @Fooxey 4 месяца назад +24

    SCP:SL Shouldn't be balanced. The SCPS in the lore are indestructible, giving them more and more nerfs doesn't make sense

    • @RealPyro88
      @RealPyro88 4 месяца назад +19

      From a gaming point of view that is not ideal. If the humans stand no chance, then to the majority of people there is no point in playing them. We see this now with SCP-049-2.

    • @mrgodzillaraptors8632
      @mrgodzillaraptors8632 4 месяца назад +6

      But fighting something thats invincible isn’t fun at all.

    • @noahthesk
      @noahthesk 4 месяца назад +2

      not all of them most are just extremely durable and can tank all types of damage however there are certainly a bunch as well who would fit the description of “you cannot kill it but can kill you”

    • @3DFella
      @3DFella 4 месяца назад +5

      “The SCPs in the lore are indestructible”
      I love how this is not even true for a majority of the scps ingame.
      939 - The foundation has killed instances of 939 before
      049 - is never stated to be immune to damage at all, and has very similar anatomy to humans, could probably just be shot in the head and immediately die.
      173 - never stated to be immortal, is likely just as durable as a concrete statue would be
      096 - The foundation is trying to kill 096 due to how dangerous he is, currently they haven’t found a method but the fact they haven’t given up means he can probably die.
      079 - he’s just a sentient computer
      106 - okay this guys actually immune to damage I’ll give you that.

    • @Idktoname
      @Idktoname 4 месяца назад

      @@3DFella049 is immune to bullets, and shy guy is mostly immortal he had survived nukes and stuff

  • @Miniviolent
    @Miniviolent 4 месяца назад

    hey bro, the thumbnail is ass. I make the renders for Lars? and if you want ill make you a better one cause this video is goated

  • @FelidaeEnjoyer
    @FelidaeEnjoyer 4 месяца назад

    Comment for algorithm

  • @DugdoesDigging
    @DugdoesDigging 4 месяца назад

    I'm gonna be honest, Larry just shouldn't be playable, plain and simple remove him from the game, add SCPSL that actually have balance and can be defeated in lore simpler

  • @Thurden_mixd
    @Thurden_mixd 4 месяца назад

    i feel like some AOE attack or a ranged attack could be good (throwing his goop at ppl or doing something like the peanut poop but damaging)

  • @b0bTheGreat-real
    @b0bTheGreat-real Месяц назад

    So you complain about how hard it is to kill people and the risks of losing hp when pushing someone, and then complain about 106's being able to flee and not being able to kill him. Bro who's side are you on.

    • @extra_bite5
      @extra_bite5  Месяц назад

      A rework for 106. His problems are not black and white.
      I thought I stated it pretty clearly, but the complaint with SCP-106 is he too loud and slow for him to be threatening, and his abilities to easily flee without much thought or effort not only exacerbate this problem, but also make him super annoying.
      SCP-106 is entirely dependent on other factors if he can catch up to and kill players. With many factors of the game leaving doors open more often than not, it limits SCP-106’s ability to corner and trap targets. SCP-106's loud footsteps reveal its position to targets before 106 can locate them, making it even harder to catch a player off guard and corner them. Even a single player with a weapon you can receive from a spawnwave can inflict significant damage on SCP-106, and his inability to catch up with players sprinting fuels this issue. This makes SCP-106 struggle to be threatening, especially due to the fact he's so heavily treated like a stalker scp. This is boring to place as, they should make him stronger in this regard.
      SCP-106's ability to sink into the ground allows it to constantly retreat and regenerate its hume shield and energy, making it frustrating to combat. It's accessible and a get-out-of-jail-free-card that you have to put no thought into. You can create an organized rush that would guarantee any SCP dead, and SCP-106 can just sinkhole and completely make it a blunder. This strategy prolongs encounters significantly as SCP-106 can evade damage by repeatedly escaping and returning with his hume shield back. It's annoying, not a fun gameplay mechanic. They should change up his ability in this regard, or rework it so it doesn't make gameplay frustrating.
      I mostly just copied and pasted the conclusion here, so, yeah.

    • @b0bTheGreat-real
      @b0bTheGreat-real Месяц назад

      @@extra_bite5 So what if larry gets his one shot back? Would that even out everything else?

    • @extra_bite5
      @extra_bite5  Месяц назад

      @@b0bTheGreat-real Just adding his one-shot back alone, I believe it would help SCP-106 be more threatening, but not significantly enough imo, as you can still easily outrun him and never come close to being tapped. This would also never solve the second problem, being 106s get-out-of-jail-free-card.
      But this won't happen, or at least I doubt it would. Majority of this community hates one taps, and Northwood giving him a one-tap or bullet resistance back would essentially just revert the changes they made to 106.
      If they made his footsteps quieter, and gave him an ability to go faster, I think this would make 106 be a considerable threat and have some leg to stand on while on his own. If you also changed up his ability to less promote prolonging death, yes, I do believe that would even everything out, and be a change Northwood would possibly implement

    • @b0bTheGreat-real
      @b0bTheGreat-real Месяц назад

      @@extra_bite5 what if 106 got a speed boost for everyone currently in the dimension

    • @extra_bite5
      @extra_bite5  Месяц назад

      @@b0bTheGreat-real I'm no balancing expert, I definitely hope you don't take my word as final or a good piece to go by just on its own, I'd ask others a well. This is a very interesting idea, but to me that honestly seems like that would not be long enough and convenient enough to really help 106 in actual gameplay.
      The best area it would work would be in pursuing spawn-waves or multiple targets, where you can hit one, and be able to get another, and another. To your credit this would be 100x better than the stamina drain they recently added that only makes being a alone player with no items harder. (Not trying to dog on your suggestions it's an interesting idea)
      Yet this still has the problem, imo, that you kind of need to hit somebody initially to get that speed boost, which is the hard part in the first place. There is a chance that you'd just never get the speed boost. This is not to mention how people can spend like 5 seconds in the pocket dimension, not really being convenient or helping you out.
      What I suggested was a "fear" meter, similar to SCP-049-2's bloodlust, where the longer 106 pursues a target the faster he gets, this would help 106 have a guaranteed speed boost that would be convenient for 106 without making him an unbeatable threat immediately. Of course, there's probably other ways to execute this, this is just my best guess on what could work.

  • @mrheadcrab1233
    @mrheadcrab1233 4 месяца назад

    In my opinion, 106 is OP.
    They took away one of the only early game strategies with dealing with him
    (femur breaker)
    They gave him the ability to walk through doors, destroying any possible safe haven the survivors could make.
    Pocket dimension escape is randomized for each player and thus, nearly impossible to escape
    (reverting it back to the one-way exit would definitely combat back the door thing)
    If anything, I have a feeling that 106 is OP

  • @baseddepartment6469
    @baseddepartment6469 4 месяца назад +1

    BALANCING RUINED SECRET LAB MAKE THE GAME HARD AGAIN

  • @zaevskiandrej197
    @zaevskiandrej197 4 месяца назад +1

    Playing as scp is easy mode. While as human it's not. Stop bitching that scps are weak. Also good luck taking down a 106 after nuke wich can 1 tap and camps exit or gate A stairs.

    • @extra_bite5
      @extra_bite5  4 месяца назад +3

      Lmao, 1 tap? That was removed years ago my friend.
      I'm also guessing you've never played with people who know how to aim, shoot, run efficiently, and stick together, god forbid find good items to use. Play with people like these, and you'll realize how much damage can be done to SCPs when an organized group of people who know how to shoot go against them.

    • @zaevskiandrej197
      @zaevskiandrej197 4 месяца назад

      The way that scps play is get couple of kills run, regen HS and repeat. Especially if 079 is good at the game, then you got real shit show. Plus it's much harder to coordinate as a big group of humans then it is as scps because they can communicate wherever they are on the map.

    • @extra_bite5
      @extra_bite5  4 месяца назад

      ​@@zaevskiandrej197 First of all, that's what I'm complaining about. What about being an SCP and taking a break from this "be hunted and killed gameplay", makes you want to play this boring bs where you have to get a couple of cheap kills here and there where you are also constantly retreating? I also don't know why you are talking about SCPs as a whole, this video is about 106, who is objectively weaker than every single SCP.
      Second, an SCP team falls flat if one SCP leaves or isn't good at the game, even with an 079. A good 079 falls flat with bad teammates. Too little SCPs in regard to the number of targets is a death sentence to SCPs.
      Lastly, of course it is, that's the entire point. SCPs are a fraction of the server size, of course they need to be a little more advantaged. Human players could also just stick together or actually hold onto their radios, but people don't do that even though it leaves themselves at a disadvantage. People close doors and elevators on each other, go off alone, and other things, making them easier to kill. That doesn't mean it's impossible to play as a human.