Yeah solo queue is ruined anyway , this changes nothing there , run 4 Gen regression perks, play legion , boom 4k every game ..easy cause gens take 130 seconds to complete with that shit , sometimes even more
I feel like they fixed everything that they needed to on Wesker. Which is extremely strange that they basically listened to all feedback. My biggest complaint was not damaging on windows and pallets if survivor was vaulting, him bumping into everything and then the hitbox for survivors. And they fixed all of it and more.
well that's what they say they fixed, we will have to see it on the update. Im not saying they are lying, but they might be thinking they "fixed", when in reality wesker would still be broken to play
I feel like his recovery animation from hitting a survivor with his ability is just a tiny bit too fast in my opinion. I feel like they should have increased it just a tiny tiny bit since he can traverse so easily and quickly but that’s just me. I can’t wait to play him but that seemed a little fast
@@bigboiouthere6061 the ability is unique in the fact he displaces you in a open location so he can get a hit.I like that uniqueness and hope it gets kept and it doesn’t oneshot down so it’s not like it gg go next if your out in the open like a bubba.
I've met someone online that actually complained about the new blood web because he didn't like that it was LESS of a grind, he actually liked having to grind because it was "the only sense of progression" for him.
There is an argument that with the grind reduction you no longer can force the entity to take things. Which at p3 lvl50 wasn't really a problem with the old system. But im running out of perks at like prestige 1 lvl 25. Which means for the next like 75 bloodwebs to get the p3 teachables Its going to be slower. I wouldn't call it a complaint, more like suffering from success but it's definitely a bit less strategic navigating the bloodweb.
Same. My initial build for him will be Starstruck, Agitation, Awakened awareness, distressing. 62m radius when carrying someone. Somebody is getting struck during this on all but the biggest maps.
Holy shit, BHVR are unironically good devs currently. Addressing issues the smart way, listening to feedback, and being transparent?! Hope this "Good BHVR" status effect lingers much longer, hope they get great money from it.
I was thinking, as I read this update, that maybe we entered an alternate dimension where BHVR are good devs that listen to feedback and introduce good changes and GGG aren't. It's been such a strange past few days. I really like every change in this update which I don't think has ever happened in a dbd update. I hope they keep up with this direction and become more receptive to constructive feedback and make more good changes.
I'm fairly certain they reached a point where the player hemorrhage was too large to ignore. Most of my friends who are on the casual side quit over this last update entirely and even vets like myself are now only logging in once every few days. Granted there's a ton of great updates in other games; FFXIV just released a major content patch, Destiny 2 has one on the way, and of course a lot of fantastic single player experiences to enjoy such as Cult of the Lamb.
Behavior is learning, slowly- but they’re learning. Before they only had to grow their player base but now they’re trying to keep it and it’s good to see that progress
@@shenelljohnson74 LOL, so we can't pat them on the back for making improvements because those improvements don't exactly meet your own personal expectations? Play a different game my dude.
@@shenelljohnson74 Wow- no need for the aggression. I personally feel like they're getting better, if you don't reflect that opinion then make a constructive argument against it or just don't say anything.
@@fart63 This. I’m a proficient DBDer but even I struggle with getting my friends into it. They won’t go anywhere near it because the mechanics are so trial and error-based, you have to fail and lose A LOT before you become decent enough, and even then that may not be enough to win.
I think mettle of man is going back to 3 hits. I think thats what they meant by reverting the changes. I wish they went more in depth with the changes they're talking about for it.
Definitely. Why else would they word it as "reverting the changes"? It's definitely going back to 3 hits, which I'm fine with. As long as I get to keep the effect I essentially threw to get, I don't mind taking an extra hit.
@@boringmonkey6958 Exactly. Mettle of Man had 2 main appeals. One was allowing you to be more confrontational and actually get some kind of reward for it, and the other was being able to pocket the protection as a trump card that'll allow you to get away with doing crazy shit like save in front of a face camping huntress, or to take aggro off of someone because you look more vulnerable. Glad to see that it'll be back to former glory.
@@Duckman_Drake with the reworked dead hard I can imagine people wanting to use MoM with it way more often. You can take up to 2 protection hits with dead hard, heal up and take another protection hit and now your next chase will need 4 hits to get downed (assuming you healed up after taking your third hit)
I feel like all they need to do is make nurse blinks hits count as a special attack and not a basic and that’s it obviously there are other things wrong but I feel like that alone would help change nurse
@@recruit7416 that's a terrible change, let's not punish people for playing well, or playing bad if it's a new nurse, just make it so she can't use exposed perks or sloppy butcher with her power
I think you forgot the mention that survivors can get hit behind windows when Wesker vaults as well now to prevent instantly vaulting back at around the 8 minute timestamp.
yeah, I don't know how that change is going to go over. I think this is one of those classic "issues" that exists only in the heads of noobs and BHVR. The kind of "issue" that mettle of man had, the kind of "issue" billy had, etc. So what if you could vault back? It only happened if the Wesker was bad. Whatever.
@@squidbad Didnt happen only if wesker was bad, if wesker vaulted a window that a survivor was near, the survivor can instantly re-vault before the killer even gets the opportunity to attack, because it puts him on a cooldown.
What is BHVR’s idea of camping because of reassurance is supposed to only be able to used when a killer is camping that would imply that they would some sort of radius that the killer has to be within in order for this to be a genuine perk. Or the perk just allows everyone to just pause wiggle timers for free without the killer actively camping which is not a good idea
3:50 "free killer escape" I know he misspoke but now I can't stop thinking of a killer opening the doors when they're powered and then just leaving giving them a win somehow
@@NinjarioPicmin I could see this being a future update to the perk to add a token system where every time someone is hooked you gain a token, or every time someone changes hook stages you get a token, to make it obvious how many times you can use it.
@@NinjarioPicmin The change isn't perfectly fine though. It has objectively made the perk worse for Solo Q. There is no denying that. And it has objectively nerfed the perk against face camping Bubba's (the only instance I was truly excited for with this perk). A SWF can still hard punish a Bubba with this change but Solo Q can't really, and that's a big problem. I'm tired of BHVR making lazy changes that just end up negatively impacting Solo Q while barely touching SWF. It's getting old at this point. And it's rather annoying that once again, Camping Bubba's are laughing.
Wesker's changes are all quality of life updates except the damage on pallet vault, which was thankfully added to prevent his power to vault pallets from being irrelevant in chase. He could do everything else but it was bugged as hell on the ptb, such as the damage on survivor vaulting a window. It was bugged and would only hurt them at the very beginning or the very end of the animation so you needed to be frame perfect to get the injure, but this was always ment to be this way. What i'm very thankful for is the update on his Bound's collision which was a god damn nightmare to deal with. Dashing into the survivor to get held back by the very edge of a wall that you can't even see in your FoV is absolutely trash.
Yeah the wesker updates are very welcome and it's good to see they're addressing the issues of his power feeling very ineffective at pallets. I was concerned that the only way to get real value out of his power at pallets was going to be that he'd need to run the iri addon all the time to make it so he'd break pallets on collision instead of vaulting. However, with this change, I think vaulting pallets is going to be optimal. Assuming you get damage from hitting survivors in their vault animation over the pallet, this means that you can just leave pallets alone all game and anytime a survivor vaults one you just vault after them and either get free damage, or ignore the pallet and vault over it
@@ThndrMge not entirely. Many loops specially in maps like Autohaven Wreckers have pallets that are pretty safe for the survivor to vault because you can't get a good angle on a dash to them. But anyway, all of this is going go need some testing when he's released.
@@joaopaulol.189 I mean Wesker has 2 dashes. Like Nurse, he can readjust his angle with one, and then use the second to get the hit. I also feel like this might be a little too powerful honestly. A lot of tiles have windows where you essentially have to run in a straight line to get to the window. As a survivor you just won't be able to vault anything unless you're at a god pallet and even then it'll be risky. In fact you won't even be able to be on the other SIDE of a pallet from Wesker. Basically making W gaming against him the only option..
@@jonp1952 Well, we're gonna have to wait and see how these changes turn out. At least the collision fix and the damage if you stay too close to a pallet were all needed imo.
@@joaopaulol.189 I agree that the collision was way too big and needed fine tuning. I was a full survivor away from where he lunged and still took damage. I don't think that people needed to take damage when he vaulted though. I think instead, if he has 2 charges he should be able to bound again AFTER vaulting over a pallet instead of losing all his charges(like if he did it out in the open). That would have fixed the issue of the initial vault doing nothing, but also not making it where you just can't ever vault anything as a survivor.
Seems like BHVR have really upped their gane recently, and it’s been quite a nice thing to see honestly. The only thing that they haven’t took action for yet is some balance overall change/rework to Nurse. Other than that? More counters to tunnelling and camping is brilliant! Let alone the bloodweb change as well.
Game health is getting so much better, Nurse changes and some other tweaks would have the game in an amazing state. Couple maps should probably get looked at next.
they did change how Nurse problematic add-ons work on the latest PTB patch. Normally, Nurse blinking is fixed by time no matter how far it is. Now, in PTB, Nurse blinking speed is scale relativly by distance. It's much better to fight against Nurse. ruclips.net/video/RncEO2cQh4s/видео.html
I think Reassurance should give all the survivors aura reading on each other so that they know the perk has activated and also can more easily coordinate if the killer is camping.
The hook bar will have a red glow as an outline when the hook timer is paused by any means (unhooking, perks, etc.), so if people see the glow they'll know someone is near the hooked survivor, and likely don't need to hop off a generator and go for the save.
It also should increase gen and healing speed by 75%, grant old DH and give away killer aura to be balanced. Fuck those doctors, clowns, trappers and ghostfaces who just want to secure hook stage on Eyrie or the Game.
@@scotch1148 This is in addition to the regular effect. It's similar to kindred but harder to use, higher reward, and can only be used on others who are being camped. So I think it deserves a more powerful effect.
The biggest issue with the awakened awareness change revolving around nurse is now the only difference is nurse wins the game slightly slower instead of immediately. No reason for BHVR to remove the lingering aura reading tbh
I love that I’ve been watching Scott long enough to understand the inside joke about that one video he made a super long time ago where he basically just said DBD devs should be like path of exile devs and just change shit all the time. Lmao
I completely disagree on the Reassurance nerf. Sure people could be held hostage on a hook but there are way better ways to address that without making this perk way worse in soloQ were you can't really coordinate using it 3 times to counter facecamping. They could've made it so after the reassurance effect is gone it can't be applied for 10 seconds. The perk cooldown basically also applies to the effect as well. Or they could've changed it so you can still try to unhook yourself to get out of stage 1 and that in stage 2 you get skillchecks still that you can miss. There are so many ways to change this perk that wouldn't make it strictly worse for soloQ. This change will make this perk good in swf much like kinship but for soloQ it will be way worse than before.
I just got done rewatching when you got spun by Quentin on the stairs video. Thank you so much for letting me know that gem exists with that one spinning the killer video.
The thing that makes me not so worried about the hyperfocus builds is that that shit is boring. Survivors I play with already dont do gens, and i dont feel like that option will change their minds. The other thing about it is that if you have 2-3 perks dedicated towards that build, thats less perks you have available for other situations; thats less off the records, less exhaustion perks, less boons, less diversion perks. The only thing is in swf scenearios, but tbh most things are strong in swf scenearios, so trying to nerf things for swf will just make everything worse on its own.
I think Hyperfocus is sadly in a bad spot for itself, if they nerf it pretty sure no one will run it, and it will be like a Fast Track 2.0, if they keep it as it is, it's broken, I sadly can't see this perk either being too bad or too good.
Not a fan of the reassurance nerf, it was fine the way it is. They should have just added a feature where the hooked survivor can cancel it if they wish to
@@ToniToniChopaaa right, but that’s really only affective if the killer is camping. Why not unhook them if the killer is nowhere to be found? It was completely fine in it’s original state
It IS a little messed up that BHVR have made it clear that they know Nurse is a problem but they'd rather nerf other Killers' perks than fix her. Other than that though it's a VERY good update. (Just waiting on a Pyramid Head add on rework though...)
@@RyneVera And it goes to show just how bad Pyramid Head's add-ons are when his trail duration add-ons are deemed to be the better add-ons, because they're honestly bad. His range add-ons are the only ones I bother equipping.
@@boringmonkey6958 Sad but true, but on the upside the extended trails still mess with players and they pair nicely with the gimmicks if you're playing weirdly
No collision during unhook endurance genuinely would be the best thing for BHVR to do next, since it stops survivors from aggressively bodyblocking with endurance off of hook, and it ALSO prevents killer from bodyblocking the survivor until the endurance runs out. If the killer REALLY wants the survivor dead, they can still wait and follow and hold off on hitting, but at that point no change BHVR could make would deter those kind of killers. They'd still tunnel off hook if it meant a machine would break their femur every time they did.
I might be hard to please, but I am not happy about the changes to Reassurance. I think people talked about potential abuse a lot, but that's all it was: Talk. No one successfully demonstrated abusive situations on the PTB, and I've said to people that I'm willing to put solid money down on a bet that it simply is *not practical* to actually hold people hostage without the killer's cooperation - an element that can already lead to hostage outcomes. The potentially infinite delay was nice because it was literally only useful as long as the killer was inactive. If the killer commits to chases, then the game is progressing. If the killer doesn't commit to chases and camps, the game isn't progressing - and survivors could've used that perk to make sure that the killer doesn't get *anything* out of it. He gets zero new hook states as long as he ignores the people coming within 6 meters. Proxy camping is one thing (I have won games by proxy camping a 3-gen, I am not unfamiliar with that strategy), but the reward for sitting in one place should not be slight, or delayed by thirty seconds, it should be *nothing*. Face campers are patient, going from 60 seconds to 90 seconds doesn't affect them much. Besides, we acknowledge facecamping is an issue in the game - so even if we agree that the slight, marginal possibility of being held hostage by Reassurance is an issue, we still have to decide which one is the bigger, more practical issue. We have seen hundreds of videos of people getting facecamped, and zero of people getting held hostage. They could keep this change in the wings, and then just bring it in IF they find that there are heavy cases of survivors completely throwing games to troll people. Again, I'd put money down that it's not as simple as people think to pull that off.
Continuing to remove things from survivors during end game is just bad. I agree it was fair for DS and OTR, but removing basekit BT would just kill the first person downed after the gens are done or if they are on hook as the gens pop. This would also KILL end game altruism (except maybe if perk BT still works in end game). Altruism is good for a killer, even if you don't get an additional kill, you're gonna get guaranteed hits/chase, and realistically you SHOULD be able to play it out in a way to get an additional down or force further altruism. If it were to become impossible for the survivors to get that last person out during end game, they would just leave and that would be it. Very boring, anti-climactic end game. Every game. No thank you
All of the changes are great. I wish this activeness from the devs happened years ago when I was far more into the game. In particular, the Wesker changes are what I am personally most happy with. He won't be getting screwed by a lot of stupid things, will feel better to play, and be overall stronger.
I think a decent change to awakened awareness would be to keep it as it was on ptb, but change nurse to make an exposed survivor only go down to a basic m1, and not a blink. Things like Sloppy Butcher should also only apply to that. It would make nurse a lot less oppressive with these kind of perks, which needs to happen
Nurse honestly just needs her add ons nerfed. Mainly the recharge and the ranged blink. Because that’s all they run. The range add ons also have the extra affect of fasting blinks which has been tested. It’s not really fair because she can cross a map way faster than without add ons. Survivors really can’t do much because if they make her fail her first blink and they have distance, the add on likely gives the second blink the range to hit them when it wouldn’t without it. If you run Nurse with the meme add on of less range on your blink she really isn’t strong. Survivor’s can hold W the entire time and she can’t do anything at around 20 meters and further. Because her range is reduced and she gets fatigued and on top of slower movement speed. So she can’t catch up. So it isn’t necessarily the power to ignore everything that makes her too storm but the range that the power has. Because as I’ve seen her meme add ons make her once only weak against good survivors. She still has her normal power of ignoring everything but less range. The range seems to be the issue from what I’ve seen
Nurse with reworked addons, + making her lethal blink an m2 + making her stun durations a bit longer than other killers will make her pretty balanced in my eyes
They should just make so that the nurse hits in his power count as special attacks not special to prevent this situations because it makes less variety :(
as i do like the new blood web changes, i feel like we're gonna see a lot more ultra rare addons on killers, like pinkie finger and mother-daughter ring etc which are extremely boring to go against.
i dont think the cost was somehow preventing overuse of iri addons, it was the rarity. decreasing the cost shouldnt impact how often they appear in bloodwebs.
Am I the only person that rarely gets ultra rares now? I leveled up and prestiged huntress 5 times since the prestige patch and I got a total of 6 iridescent add-ons
Letting the actual playerbase test Hyperfocus instead of nerfing it based on what some players THINK is going to happen is the correct move and I'll happily die on that hill, even if it turns out to be op because then it can just be nerfed based on actual data.
Since the around the anniversary patch, they’ve been doing a great job: the stuff that people complained about got a rework, like Haddonfield and RPD, overused perks got nerfed, underused perks got buffed, two solid, interesting killers got added, only minor missteps like the Garden of Joy, or potentially Hyperfocus. It’s so nice to see considering how much people have hated past changes or additions.
If they just change her power to be special attacks you'll be able to achieve this. Exposed perks like starstruck won't work. Any perks that require a basic attack like sloppy won't work.
Nah, she needs the Freddy treatment where they completely rework her power. The ability to teleport directly on top of survivors for uncounterable hits is an old and crappy design.
Dude they must have hired a bunch of new people with a different vision and a better understanding about listening to the community. People that are also more willing to take chances.
Reassurance is once per hook instance. So if its like a bubba or something you'll only get the 90 seconds. It won't reset when they go second stage. Which is pretty damning against a killer who won't let you trade.
Hyper focus paired with a toolbox and steakout can be insane. But killers have a build that’s can make gens last 4minutes. If hyper focus is a problem, shouldn’t slowdown stacking be looked at as well?
Ya know, why don't they make nurse blinks like blight rushes? No expose effect. No more noed nurse, no more make your choice nurse, no more starstruck nurse.
As a nurse main that only uses aura perks and shadowborn I see this as a completely fair nerf, rather than increasing the amount of time it takes to recharge blinks
@@linkinparkfanthatsdumb2576 I barely play nurse , however something tells me just increasing the time to recharge blinks sounds like some straight awful ass game play with her movement speed.
The update says they're reverting the recent change, but changing MoM so that it grants a unique effect instead of endurance, so you can stack endurance and MoM. Basically its back to pre 6.1.0 patch
Hay scott, is there a way you can look it to this. I have noticed that they secretly updated/changed the way that the bloodweb generates. It used to be a mess with connection's like a spiderweb. Now it is more a small circle with tentacles with sometimes a extra connection after the second circle and at level 5 a connection after the third circle. A view friends of mine noticed it as well.
Better than new actually got a nerf since they removed the bonus to repair speed. I know 6% isn’t crazy, but if you paired it with prove thyself or resilience it would’ve been super useful. Kinda disappointed, as it practically just works like leader now but with the detriment of having to heal.
Just a point of clarification: his mobility collision and his hurtboxes/grab collision are not inherently tied. They could give him a teeny tiny movement capsule while at the same time giving him giant grab collision. The collision box used to detect grabs doesnt actually have to collide with the environment, its just used to detect survivors inside of it. The fact that they made both colliders smaller in this patch was coincidental (and frankly a good change on both sides).
blight isnt even really that bad, just some of his addons. if they were to nerf blight, simply decreasing his speed or how long each rush lasts would do
@@Yeki.az.ma1 Basekit Spirit and Blight are fine, but their addons definitely need some nerfs. But hey, glad to see everyone agrees about Nurse at least
If they were willing to make Feral Frenzy attacks into special attacks ages ago, I don't see why Nurse's blink attacks weren't made special attacks, and still haven't been made into special attacks.
@@ThndrMge back long before Nurse rework I think her blinks was actually special attacks. This was years ago because I remember it being a big deal because she could use Make Your Choice _finally_ when they changed it to normal attacks
For reassurance, I would prefer to give a "give up" option to the survivor on the hook instead of this change. Because the only thing this change does is reducing it's usage on solo plays. If I bring this perk I can only use it once per hook stage but if I swf with 2 people we can still troll the last survivor because 90 seconds is still very long.
Yep. Just another change that hurts Solo Q and barely affects SWF. Nothing new. Something people are missing out on is this change indirectly nerfs the perk against Good Ol' Camping Bubba. Before the change, if a Bubba wanted to be a bore and stand in front of a hook until the survivor dies, this perk guaranteed all gens getting done as a punishment to Boring Bubbs. After the update? Bubba's won't give AF about this perk unless they're facing a SWF. Bubba will continue to absolutely obliterate Solo Q by merely standing in front of a hooked survivor and breathing. Good to see BHVR are finally fixing this issue! 😏
I completely agree with you on the collision! I was rescued the other day and the person purposely kept bumping into me and edging me out of the exit of the loop so that they could leave first and I could take the hit. I essentiallyhad zero haste bc of the body block. I was the only person hooked and we only had 2 gens left so there was no need for the sandbag tbh. No collision after unhook would fix this.
only thing im personally worried about is the change of survirors getting thrown at survivors inflicting deep wound now, i feel like that will be kind of annoying and theres already enough deep wound lol.
You were literally able to save people in end game without it, not always and not against everyone but it happened quite often. Plus 10% haste plus immortality makes weaker killers again weaker. I feel like removing it in end game is a minimum. Still you can run bt, hope etc. if you want an easier save options in end game.
What they need to further improve the grind is to revamp the daily quest system, either by making it equally likely to be either for survivor or killer or where the player can choose which role quest they take. I'm a survivor main and since the release of 6.1.0, my daily quests have been for blight, nightmare, doctor, pig, huntress, twins, nemesis, shape, clown, deathslinger, onyro, cenobite, legion, spirit, nurse, cannibal, trapper, wraith, and zero survivor quests.
Respectfully disagree about removing collision for 10 seconds off of hook. Not because your points aren’t valid…they absolutely are. But limiting player choice isn’t really good. IF the unhooked survivor wants to use their 10 seconds to take the hit instead of getting away it means they can and should be tunneled. Like healing right in front of the killer. But the idea that you can make plays as a team is still valid.
I disagree though, as Scott said, that's not really why basekit borrowed time was implemented. It was only implemented purely to prevent tunneling. In my opinion, body-blocking with borrowed time before was still cheesy, but somewhat fine, because they needed a perk for it (plus the endurance wasn't 10 or potentially 20 seconds.) But everyone just getting a free body-block off of hook with no need for a perk seems like a bit much to me. Especially since they'll have the 10 second haste as well as the speed boost from being hit. It's not like they're sacrificing getting away to take a hit, they can still get away fairly easily. That's the main problem I have with the buff to basekit borrowed time.
@@scotch1148 The endurance was 12 seconds with original Borrowed Time, so it definitely was 10 seconds. Either way, I feel like it's fine to do this because in a WAY this also helps against camping. If a killer wants to camp and trade hooks with survivors, the survivor who was unhooked can body block and prevent the hook trade. Devs said in order to make the changes to killers that they made, they need to do something about tunneling and camping. This is the only base kit change they have made, and this slightly helps against campers(not amazingly, but it's better than nothing), but definitely helps with tunneling.
@@jonp1952 Really? 12 seconds is more than I remember, I do have a bad memory though. Still, my main problem is that there's no risk, and nothing required for it to work or happen. Catching someone unhooking is often how a killer finds a chase, and I don't think that's a bad thing, a killer should defend a hook if it benefits them, their goal is to sacrifice the survivors, so why wouldn't they? I don't mean camping/proxy camping, but if a killer is patrolling, and catches the person unhooking, they shouldn't be penalised for that. At the very least, I think the haste is a bit much if they're choosing to keep the body-blocking aspect of it in.
@@scotch1148 If a killer is patrolling, they're usually walking away from the hook. It's not likely at all that a killer will not find another survivor in the time that they get back to their hook with all the aura reading, loud noise notification, and whatnot perks that killers have. Tracking for killers has never been easier. If they're at a hook when an unhook happens, they were camping(unless someone just farmed someone off the hook). Otherwise they would have cut the survivor coming for the unhook off because they, in all likelihood, would have known where they were coming from or where they were previously due to either a gen completing as they hooked them, BBQ, Dead Man's Switch, Merciless Storm, Infectious Fright, Pain Res, Floods of Rage, Call of Brine, or any other of the who knows how many perks that alerts the killer to the survivor's location.
@@jonp1952 I still stand by what I said though, if a killer catches the person unhooking they shouldn't be punished for that. The unhook-ee can go out of their way to take a hit, and easily get away, when the mechanic was intended for anti-tunneling. Unhook-ee's should not have collision. Nobody runs BBQ, Merciless Storm is a niche perk, Infectious Fright is only on downs. And Dead Man's Switch is only effective with Pain Res, and Pain Res is only effective with a scourge hook. And, even then, it's dependent on gen progress, and how far the gen is from the hook, and what killer you're playing, saying that there's no reason to ever patrol a hook due to perks is not true at all in my opinion.
It’s not often that you get 4 protection hits let alone 6, so the buff just makes it so you’ll see MoM earlier in the game which is probably better but also now there’s a notably higher chance you’ll eat 2 MoMs from one survivor
But scott if they get rid of the collision for the survivor after an unhook then what's the point of the endurance status effect the whole point is so you don't go down after that hit so I feel like they would have to put in some entirely other mechanic and I think if they're gonna do the whole get rid of collision thing then they should just get rid of the endurance effect as a whole. Idk if this makes sense but yea lmao
Also, how crazy would it be if Wesker could choose wich one of his dashes is the longer one? (think swiching clown bottles, but instead it changes wich dash is longer)
4:57 I interpreted the "...we will be reverting the revent update to MoM. MoM instead will..." as it'll be reverted to how it was before the update with 3 hits, and will also be updated in x y z way. idk tho. awesome patch overall, very excited for Hyperfocus to make doing gens more interesting.
Why can’t they just code that if nurse uses blink, that it’s a special attack till she either hits someone, or goes into blink fatigue? Also still say they should make blight and nurse lose charges for being stunned, cause counterplay is fun.
Do you think Wesker will be able to hit you while vaulting if you're past the normal hit detection (like demo or m1 couldn't hit you because you're too far over) because of his injuring when too close thing. If so I think that'll be broken.
really feel like with awakened awareness that theyre forgetting about hangmans trick. theyre basically the same to some extent, but awakened is gonna be objectively better to keep momentum
I still think hangmans trick is better. More often than not (unless you by some chance go up against a sabo or body block squad which in that case you don't need a perk to see what is right in front of you) survivors will be doing gens from further away and if any of those gens are close enough to hooks you will see them and know where to go next. I'm not saying hangmans trick is good by any means, there are much better aura reading perks out there. But it is definitely better than awakened awareness especially if you want to keep momentum going so you can just head to the next location right away.
@@deletedaccount7 Gens are rarely close enough to hooks for Hangman's Trick to activate though. And it's usually better to know if someone is 32m near you rather than across the map and away from the hook. It seems like knowing where to go immediately after hooking someone is nice, but if you run across the map, and the person you just hooked gets unhooked and healed, even if the person you saw is still there, you essentially now have 0 momentum. That's assuming Hangman's Trick works, which is maybe once a game if you're lucky. The Aura reading on BBQ and Chilli is literally always better than Hangman's, it's never not, and still people rarely run it. Awakened awareness actually at least has synergy with some perks, and works well on some killers. Generally giving you better, easier value than Hangman's Trick or BBQ and Chilli. If nobody's aura is shown, then you can assume they're probably on far gens anyways. Or at least that they're far away. Hangman's Trick doesn't eliminate any of the possibilities whatsoever. And relies solely on completely arbitrary hook placement.
The change to reassurance is a bit different than what I thought they'd do. I'd thought they'd make it so instead of a cool down on the perk, there'd be a cool down on the hooked survivor
MoM is gonna be so good with OoO, the time spent getting the protection hits is reduced with the bonus action speed from OoO AND you get to see the killers aura
I was scared they might overbuff Wesker, with some of the crazy buff suggestions I saw. But I think these buffs are perfectly fine. I don't think these buffs are going to be too impactful honestly, because his hit box is also being reduced. They will just make him feel better to play as, and maybe even against. Which is good, since he really didn't need any crazy buffs from the ptb. I didn't have many instances where I dashed into a survivor while they were vaulting, so I can't see that buff being too significant either. Unless the hotbox after he vaults is too big. Survivors shouldn't get hit unless they really come in contact with Wesker after he vaults. In general most of these patch changes are pretty great. Especially the buff to the anti-tunneling mechanic. I also don't think bodyblocking with endurance is such a problem. It just disourages staying near hooked survivors or going back to an unhooked survivor slightly more, and once the survivor bodyblocks, they can just be tunneled after that.
my only worry about removing survivor collision is it could be easier for them to force the hit on the endurance player by standing inside the killer and forcing auto aim to hit them.
scott gave me trust issues with good dbd patches
*wake up*
I have trust issues as well :(
How?
@@Hybred he used to do videos like these with good patch ideas but it was all parody and he wouldn't reveal it you just had to find out
Gotta remember to cleanse Devour Hope this time
Ever since Scott did his fake patch notes, the devs have been publishing more and more good patch notes.
COINCIDENCE?
probably.
They´re preparing for the real 7.0.0 patch
Bro what if they dead ass name it what he did just to spite him
scott drastically alters the course of dbd balance via a joke video
I still have trust issues whenever I see him talking about patch notes
probably ... NOT!!!!!!!11
It can go without saying, I think they’re doing a pretty good job so far.
finally, we can say this without being a meme.
I can assure you THIS will not age well
Yeah solo queue is ruined anyway , this changes nothing there , run 4 Gen regression perks, play legion , boom 4k every game ..easy cause gens take 130 seconds to complete with that shit , sometimes even more
@@AmanSingh-bt1rx good
I’m just waiting for them to fuck it up.
I feel like they fixed everything that they needed to on Wesker. Which is extremely strange that they basically listened to all feedback. My biggest complaint was not damaging on windows and pallets if survivor was vaulting, him bumping into everything and then the hitbox for survivors. And they fixed all of it and more.
You forgot to wake up.
well that's what they say they fixed, we will have to see it on the update. Im not saying they are lying, but they might be thinking they "fixed", when in reality wesker would still be broken to play
I feel like his recovery animation from hitting a survivor with his ability is just a tiny bit too fast in my opinion. I feel like they should have increased it just a tiny tiny bit since he can traverse so easily and quickly but that’s just me. I can’t wait to play him but that seemed a little fast
@@bigboiouthere6061 the ability is unique in the fact he displaces you in a open location so he can get a hit.I like that uniqueness and hope it gets kept and it doesn’t oneshot down so it’s not like it gg go next if your out in the open like a bubba.
@@doomfishmain5154 fair enough
"I can't think of a reason for anyone to complain about lower bloodweb costs"
Oh I GUARANTEE someone's gonna find something, knowing this community.
I've met someone online that actually complained about the new blood web because he didn't like that it was LESS of a grind, he actually liked having to grind because it was "the only sense of progression" for him.
Only tweak left I want for the blood web is for it to just progress faster. I literally just have too much BP to spend between matches.
There is an argument that with the grind reduction you no longer can force the entity to take things.
Which at p3 lvl50 wasn't really a problem with the old system. But im running out of perks at like prestige 1 lvl 25. Which means for the next like 75 bloodwebs to get the p3 teachables Its going to be slower.
I wouldn't call it a complaint, more like suffering from success but it's definitely a bit less strategic navigating the bloodweb.
It will lead to more items and add-ons, but we’ll see how much of a difference it makes.
@@Shadow6OO Yes because 1 million hour players matter more than anyone else.
I'm actually excited for wesker now its clear what in is power is intended and what is not, he seems really powerful and fun I cant wait
Same. My initial build for him will be Starstruck, Agitation, Awakened awareness, distressing. 62m radius when carrying someone. Somebody is getting struck during this on all but the biggest maps.
First killer since Pinhead that actually looks worth buying
@@flakdampler11 I bought pinhead but I can’t play him cause he’s too hard especially on console lol
me getting ready to mix Jewel Beatle and Lion Medallion for max *YEEEET*
@@sirisaac6225 Yeah idk how console players are supposed to use him. Even on pc he's one of the hardest killers after billy
3:50 “It’s going from a potential free survivor escape to a potential free killer escape”
Damn we finally found the third way to escape a trail
Holy shit, BHVR are unironically good devs currently. Addressing issues the smart way, listening to feedback, and being transparent?!
Hope this "Good BHVR" status effect lingers much longer, hope they get great money from it.
"Status effect" 💀
I hope making good patches doesn't count as a conspicuous action so it doesn't get canceled but we'll see 🤷♂️
@@linkinparkfanthatsdumb2576
When you played too much dbd that you use these words.
All they did was cave to survivors again what a shock just get killer bots its clear they don't care about killers at all
I was thinking, as I read this update, that maybe we entered an alternate dimension where BHVR are good devs that listen to feedback and introduce good changes and GGG aren't. It's been such a strange past few days. I really like every change in this update which I don't think has ever happened in a dbd update. I hope they keep up with this direction and become more receptive to constructive feedback and make more good changes.
They will find a way to mess this all up.
Even in dreams you can’t see them ban cheaters
I'm fairly certain they reached a point where the player hemorrhage was too large to ignore. Most of my friends who are on the casual side quit over this last update entirely and even vets like myself are now only logging in once every few days. Granted there's a ton of great updates in other games; FFXIV just released a major content patch, Destiny 2 has one on the way, and of course a lot of fantastic single player experiences to enjoy such as Cult of the Lamb.
What's GGG
what is GGG
The wording with the Mettle change says they're "reverting" the change, so I'm pretty sure it'll still take three hits.
Scott, since it says the recent mom changes are reverted, I think this means it's back to 3 hits
oh woops.
meme perk once again
Yeah it's not 100% clear, just as the question if BT now makes it 15 or 20 seconds, but I sadly think it's rather back to 3
@@NinjarioPicmin BT has to be 20 seconds, no one would run it for only 5 extra seconds
@@dadamek8 yes of course, that doesn't mean it's how bhvr intended it though
Behavior is learning, slowly- but they’re learning. Before they only had to grow their player base but now they’re trying to keep it and it’s good to see that progress
Shut up no there NOT
@@shenelljohnson74 LOL, so we can't pat them on the back for making improvements because those improvements don't exactly meet your own personal expectations? Play a different game my dude.
@@shenelljohnson74 Wow- no need for the aggression. I personally feel like they're getting better, if you don't reflect that opinion then make a constructive argument against it or just don't say anything.
Unfortunately they won’t be gaining very many new players until they make the game less pain and hell for beginners.
@@fart63 This. I’m a proficient DBDer but even I struggle with getting my friends into it. They won’t go anywhere near it because the mechanics are so trial and error-based, you have to fail and lose A LOT before you become decent enough, and even then that may not be enough to win.
I’m glad that BHVR is really taking action lately and making genuine improvements on the game.
only 10 years later when half the player base left lol
Nurse exists, so NO.
@@PoorIdentification426 Yeah that thing should have never been made. If she was removed the game would be MUCH better.
@@VitunVatiVille I mean the perk-tweaking revolving around Nurse instead tweaking the Nurse herself, which BHVR have clearly embraced
Ever since that midchapter, and doubly so since the Legion update. We might need to play Great Revival for them
I think mettle of man is going back to 3 hits. I think thats what they meant by reverting the changes. I wish they went more in depth with the changes they're talking about for it.
That's also what I was thinking
Definitely. Why else would they word it as "reverting the changes"? It's definitely going back to 3 hits, which I'm fine with. As long as I get to keep the effect I essentially threw to get, I don't mind taking an extra hit.
I have 0 clue how people could take "reverting the changes" as anything *but* giving it's 3 hit + protection status effect back
@@boringmonkey6958 Exactly. Mettle of Man had 2 main appeals. One was allowing you to be more confrontational and actually get some kind of reward for it, and the other was being able to pocket the protection as a trump card that'll allow you to get away with doing crazy shit like save in front of a face camping huntress, or to take aggro off of someone because you look more vulnerable. Glad to see that it'll be back to former glory.
@@Duckman_Drake with the reworked dead hard I can imagine people wanting to use MoM with it way more often. You can take up to 2 protection hits with dead hard, heal up and take another protection hit and now your next chase will need 4 hits to get downed (assuming you healed up after taking your third hit)
A lot of good changes except they keep nerfing perks instead of just nerfing nurse
Make her pallet stuns double duration,more fatigue,more time to recharge
Just switch her basekit with the effect of her matchbox addon
I feel like all they need to do is make nurse blinks hits count as a special attack and not a basic and that’s it obviously there are other things wrong but I feel like that alone would help change nurse
@@recruit7416 that's a terrible change, let's not punish people for playing well, or playing bad if it's a new nurse, just make it so she can't use exposed perks or sloppy butcher with her power
@@misery1500 wtf is that 😬
THANK YOU for liking the docs in the video description.
So many people make a video on this but never link the docs.
I think you forgot the mention that survivors can get hit behind windows when Wesker vaults as well now to prevent instantly vaulting back at around the 8 minute timestamp.
yeah, I don't know how that change is going to go over. I think this is one of those classic "issues" that exists only in the heads of noobs and BHVR. The kind of "issue" that mettle of man had, the kind of "issue" billy had, etc. So what if you could vault back? It only happened if the Wesker was bad. Whatever.
@@squidbad I’m pretty sure there were situations where you literally couldn’t do a thing about survivors vaulting back so that’s a nice change.
@@squidbad Didnt happen only if wesker was bad, if wesker vaulted a window that a survivor was near, the survivor can instantly re-vault before the killer even gets the opportunity to attack, because it puts him on a cooldown.
I love so many of these changes, especially for Wesker and for the BP grind, but it seems that they still don’t understand anything about camping.
They consider Reassurance their fix to camping lol. You know BHVR and their bandaids.
@@jonp1952 Yeah, it’s sad.
@@jonp1952
Yeah... And then went and nerfed it for Solo Q players... Gotta love BHVR's way of thinking.
What is BHVR’s idea of camping because of reassurance is supposed to only be able to used when a killer is camping that would imply that they would some sort of radius that the killer has to be within in order for this to be a genuine perk. Or the perk just allows everyone to just pause wiggle timers for free without the killer actively camping which is not a good idea
3:50 "free killer escape"
I know he misspoke but now I can't stop thinking of a killer opening the doors when they're powered and then just leaving giving them a win somehow
The DBD devs must've gotten Freaky Fridayed with the PoE devs
It's the only explanation I can think of
Im convinced Scott secretly works on the balance team with his secret alter ego Jott Scund
9:55 not per hook stage I think, "per hook instance" implies you can't use it more than once on the same person without saving them
Yeah that's what I think too, every time someone is hooked it basically reactivates
@@NinjarioPicmin I could see this being a future update to the perk to add a token system where every time someone is hooked you gain a token, or every time someone changes hook stages you get a token, to make it obvious how many times you can use it.
@@ThndrMge sure, but I don't even think any of that is necessary, the change they did seems perfectly fine
@@NinjarioPicmin
The change isn't perfectly fine though. It has objectively made the perk worse for Solo Q. There is no denying that. And it has objectively nerfed the perk against face camping Bubba's (the only instance I was truly excited for with this perk).
A SWF can still hard punish a Bubba with this change but Solo Q can't really, and that's a big problem. I'm tired of BHVR making lazy changes that just end up negatively impacting Solo Q while barely touching SWF. It's getting old at this point.
And it's rather annoying that once again, Camping Bubba's are laughing.
Wesker's changes are all quality of life updates except the damage on pallet vault, which was thankfully added to prevent his power to vault pallets from being irrelevant in chase. He could do everything else but it was bugged as hell on the ptb, such as the damage on survivor vaulting a window. It was bugged and would only hurt them at the very beginning or the very end of the animation so you needed to be frame perfect to get the injure, but this was always ment to be this way.
What i'm very thankful for is the update on his Bound's collision which was a god damn nightmare to deal with. Dashing into the survivor to get held back by the very edge of a wall that you can't even see in your FoV is absolutely trash.
Yeah the wesker updates are very welcome and it's good to see they're addressing the issues of his power feeling very ineffective at pallets. I was concerned that the only way to get real value out of his power at pallets was going to be that he'd need to run the iri addon all the time to make it so he'd break pallets on collision instead of vaulting. However, with this change, I think vaulting pallets is going to be optimal. Assuming you get damage from hitting survivors in their vault animation over the pallet, this means that you can just leave pallets alone all game and anytime a survivor vaults one you just vault after them and either get free damage, or ignore the pallet and vault over it
@@ThndrMge not entirely. Many loops specially in maps like Autohaven Wreckers have pallets that are pretty safe for the survivor to vault because you can't get a good angle on a dash to them.
But anyway, all of this is going go need some testing when he's released.
@@joaopaulol.189 I mean Wesker has 2 dashes. Like Nurse, he can readjust his angle with one, and then use the second to get the hit. I also feel like this might be a little too powerful honestly. A lot of tiles have windows where you essentially have to run in a straight line to get to the window. As a survivor you just won't be able to vault anything unless you're at a god pallet and even then it'll be risky. In fact you won't even be able to be on the other SIDE of a pallet from Wesker. Basically making W gaming against him the only option..
@@jonp1952 Well, we're gonna have to wait and see how these changes turn out. At least the collision fix and the damage if you stay too close to a pallet were all needed imo.
@@joaopaulol.189 I agree that the collision was way too big and needed fine tuning. I was a full survivor away from where he lunged and still took damage. I don't think that people needed to take damage when he vaulted though. I think instead, if he has 2 charges he should be able to bound again AFTER vaulting over a pallet instead of losing all his charges(like if he did it out in the open). That would have fixed the issue of the initial vault doing nothing, but also not making it where you just can't ever vault anything as a survivor.
Seems like BHVR have really upped their gane recently, and it’s been quite a nice thing to see honestly. The only thing that they haven’t took action for yet is some balance overall change/rework to Nurse. Other than that? More counters to tunnelling and camping is brilliant! Let alone the bloodweb change as well.
Game health is getting so much better, Nurse changes and some other tweaks would have the game in an amazing state. Couple maps should probably get looked at next.
@@MrFusion couldn’t agree more! Hopefully that’s what they’ll focus on next.
Nurse needs an addon pass and that's really it. No killer needs anything other than an addon pass or buffs.
@@QrowxClover blink attacks need to be special attacks
they did change how Nurse problematic add-ons work on the latest PTB patch. Normally, Nurse blinking is fixed by time no matter how far it is. Now, in PTB, Nurse blinking speed is scale relativly by distance. It's much better to fight against Nurse. ruclips.net/video/RncEO2cQh4s/видео.html
I think Reassurance should give all the survivors aura reading on each other so that they know the perk has activated and also can more easily coordinate if the killer is camping.
The hook bar will have a red glow as an outline when the hook timer is paused by any means (unhooking, perks, etc.), so if people see the glow they'll know someone is near the hooked survivor, and likely don't need to hop off a generator and go for the save.
But only if the killer is camping, cause otherwise it punishes the killer for playing "fair" which isn't good
It also should increase gen and healing speed by 75%, grant old DH and give away killer aura to be balanced.
Fuck those doctors, clowns, trappers and ghostfaces who just want to secure hook stage on Eyrie or the Game.
*Kindred has entered the chat*
@@scotch1148 This is in addition to the regular effect. It's similar to kindred but harder to use, higher reward, and can only be used on others who are being camped. So I think it deserves a more powerful effect.
The biggest issue with the awakened awareness change revolving around nurse is now the only difference is nurse wins the game slightly slower instead of immediately. No reason for BHVR to remove the lingering aura reading tbh
I love that I’ve been watching Scott long enough to understand the inside joke about that one video he made a super long time ago where he basically just said DBD devs should be like path of exile devs and just change shit all the time. Lmao
The problem I have with the bloodweb is that it takes ages to spend all my blood points I cba to sit there for 10mins spending 2m bp
I completely disagree on the Reassurance nerf. Sure people could be held hostage on a hook but there are way better ways to address that without making this perk way worse in soloQ were you can't really coordinate using it 3 times to counter facecamping.
They could've made it so after the reassurance effect is gone it can't be applied for 10 seconds. The perk cooldown basically also applies to the effect as well.
Or they could've changed it so you can still try to unhook yourself to get out of stage 1 and that in stage 2 you get skillchecks still that you can miss.
There are so many ways to change this perk that wouldn't make it strictly worse for soloQ.
This change will make this perk good in swf much like kinship but for soloQ it will be way worse than before.
I just got done rewatching when you got spun by Quentin on the stairs video. Thank you so much for letting me know that gem exists with that one spinning the killer video.
The thing that makes me not so worried about the hyperfocus builds is that that shit is boring. Survivors I play with already dont do gens, and i dont feel like that option will change their minds. The other thing about it is that if you have 2-3 perks dedicated towards that build, thats less perks you have available for other situations; thats less off the records, less exhaustion perks, less boons, less diversion perks.
The only thing is in swf scenearios, but tbh most things are strong in swf scenearios, so trying to nerf things for swf will just make everything worse on its own.
I think Hyperfocus is sadly in a bad spot for itself, if they nerf it pretty sure no one will run it, and it will be like a Fast Track 2.0, if they keep it as it is, it's broken, I sadly can't see this perk either being too bad or too good.
Not a fan of the reassurance nerf, it was fine the way it is. They should have just added a feature where the hooked survivor can cancel it if they wish to
Fair, I still think it’s going to be pretty good though. I was worried they were going to make it absolutely garbage, thankfully not!
Bro you could have someone infinitely on hook if only too people had it
@@ToniToniChopaaa right, but that’s really only affective if the killer is camping. Why not unhook them if the killer is nowhere to be found? It was completely fine in it’s original state
@@matthewmarrello323 then they just stay on the hook and can unhook whenever they want
What’s the point of leaving someone on the hook? That literally hurts the survivors 🤦♂️
It IS a little messed up that BHVR have made it clear that they know Nurse is a problem but they'd rather nerf other Killers' perks than fix her. Other than that though it's a VERY good update. (Just waiting on a Pyramid Head add on rework though...)
Facts, his trail duration and distance increase are great but the rest are too gimmicky to work well
@@RyneVera
And it goes to show just how bad Pyramid Head's add-ons are when his trail duration add-ons are deemed to be the better add-ons, because they're honestly bad. His range add-ons are the only ones I bother equipping.
@@boringmonkey6958 Sad but true, but on the upside the extended trails still mess with players and they pair nicely with the gimmicks if you're playing weirdly
how about buffing other killers as well as soloq instead of nerfing nurse? hmm?
@@_sarpa nurse op
No collision during unhook endurance genuinely would be the best thing for BHVR to do next, since it stops survivors from aggressively bodyblocking with endurance off of hook, and it ALSO prevents killer from bodyblocking the survivor until the endurance runs out.
If the killer REALLY wants the survivor dead, they can still wait and follow and hold off on hitting, but at that point no change BHVR could make would deter those kind of killers. They'd still tunnel off hook if it meant a machine would break their femur every time they did.
I might be hard to please, but I am not happy about the changes to Reassurance. I think people talked about potential abuse a lot, but that's all it was: Talk. No one successfully demonstrated abusive situations on the PTB, and I've said to people that I'm willing to put solid money down on a bet that it simply is *not practical* to actually hold people hostage without the killer's cooperation - an element that can already lead to hostage outcomes.
The potentially infinite delay was nice because it was literally only useful as long as the killer was inactive. If the killer commits to chases, then the game is progressing. If the killer doesn't commit to chases and camps, the game isn't progressing - and survivors could've used that perk to make sure that the killer doesn't get *anything* out of it. He gets zero new hook states as long as he ignores the people coming within 6 meters. Proxy camping is one thing (I have won games by proxy camping a 3-gen, I am not unfamiliar with that strategy), but the reward for sitting in one place should not be slight, or delayed by thirty seconds, it should be *nothing*. Face campers are patient, going from 60 seconds to 90 seconds doesn't affect them much.
Besides, we acknowledge facecamping is an issue in the game - so even if we agree that the slight, marginal possibility of being held hostage by Reassurance is an issue, we still have to decide which one is the bigger, more practical issue. We have seen hundreds of videos of people getting facecamped, and zero of people getting held hostage. They could keep this change in the wings, and then just bring it in IF they find that there are heavy cases of survivors completely throwing games to troll people. Again, I'd put money down that it's not as simple as people think to pull that off.
Continuing to remove things from survivors during end game is just bad. I agree it was fair for DS and OTR, but removing basekit BT would just kill the first person downed after the gens are done or if they are on hook as the gens pop. This would also KILL end game altruism (except maybe if perk BT still works in end game). Altruism is good for a killer, even if you don't get an additional kill, you're gonna get guaranteed hits/chase, and realistically you SHOULD be able to play it out in a way to get an additional down or force further altruism. If it were to become impossible for the survivors to get that last person out during end game, they would just leave and that would be it. Very boring, anti-climactic end game. Every game. No thank you
All of the changes are great. I wish this activeness from the devs happened years ago when I was far more into the game. In particular, the Wesker changes are what I am personally most happy with. He won't be getting screwed by a lot of stupid things, will feel better to play, and be overall stronger.
No they suck its just killer nerfs and survivor buffs
I think a decent change to awakened awareness would be to keep it as it was on ptb, but change nurse to make an exposed survivor only go down to a basic m1, and not a blink. Things like Sloppy Butcher should also only apply to that. It would make nurse a lot less oppressive with these kind of perks, which needs to happen
Nurse honestly just needs her add ons nerfed. Mainly the recharge and the ranged blink. Because that’s all they run. The range add ons also have the extra affect of fasting blinks which has been tested. It’s not really fair because she can cross a map way faster than without add ons. Survivors really can’t do much because if they make her fail her first blink and they have distance, the add on likely gives the second blink the range to hit them when it wouldn’t without it. If you run Nurse with the meme add on of less range on your blink she really isn’t strong. Survivor’s can hold W the entire time and she can’t do anything at around 20 meters and further. Because her range is reduced and she gets fatigued and on top of slower movement speed. So she can’t catch up. So it isn’t necessarily the power to ignore everything that makes her too storm but the range that the power has. Because as I’ve seen her meme add ons make her once only weak against good survivors. She still has her normal power of ignoring everything but less range. The range seems to be the issue from what I’ve seen
Nurse with reworked addons, + making her lethal blink an m2 + making her stun durations a bit longer than other killers will make her pretty balanced in my eyes
They should just make so that the nurse hits in his power count as special attacks not special to prevent this situations because it makes less variety :(
Hilariously I read that blink attacks used to and was changed so that MoM could actually work against Nurse.
as i do like the new blood web changes, i feel like we're gonna see a lot more ultra rare addons on killers, like pinkie finger and mother-daughter ring etc which are extremely boring to go against.
you’ll probably go against them the same amount honestly.
i dont think the cost was somehow preventing overuse of iri addons, it was the rarity. decreasing the cost shouldnt impact how often they appear in bloodwebs.
that never stopped myers from using tombstone piece every time u see him at high MMR. so no, it wont change anything.
Am I the only person that rarely gets ultra rares now? I leveled up and prestiged huntress 5 times since the prestige patch and I got a total of 6 iridescent add-ons
Personally never ever ran out of whatever iri addon I regularly use (mainly thanks to Black Wards) but you're probably right.
good morning scott. We are blessed with a cat the entire video!
Letting the actual playerbase test Hyperfocus instead of nerfing it based on what some players THINK is going to happen is the correct move and I'll happily die on that hill, even if it turns out to be op because then it can just be nerfed based on actual data.
Since the around the anniversary patch, they’ve been doing a great job: the stuff that people complained about got a rework, like Haddonfield and RPD, overused perks got nerfed, underused perks got buffed, two solid, interesting killers got added, only minor missteps like the Garden of Joy, or potentially Hyperfocus. It’s so nice to see considering how much people have hated past changes or additions.
wow they actually did a pretty good job on this patch. That’s unusual
I feel like the game should have perks change when equipped to Nurse but stay the same for everyone else, that way everyone wins.
That would be a bandaid fix and feel reaaaaally arbitrary. Nurse just needs a nerf.
If they just change her power to be special attacks you'll be able to achieve this. Exposed perks like starstruck won't work. Any perks that require a basic attack like sloppy won't work.
Nah, she needs the Freddy treatment where they completely rework her power. The ability to teleport directly on top of survivors for uncounterable hits is an old and crappy design.
Dude they must have hired a bunch of new people with a different vision and a better understanding about listening to the community. People that are also more willing to take chances.
Genuinely good changes and Wesker buffs? Fantastic!
You definitely should do a video about Kalandra league, the changes are quite something to say the least.
Missed your content dearly mister Jund
Reassurance is once per hook instance. So if its like a bubba or something you'll only get the 90 seconds. It won't reset when they go second stage. Which is pretty damning against a killer who won't let you trade.
Bt not being disabled during end game basically means if you get hooked near a gate it’s a free escape in most situations
Hyper focus paired with a toolbox and steakout can be insane. But killers have a build that’s can make gens last 4minutes. If hyper focus is a problem, shouldn’t slowdown stacking be looked at as well?
Ya know, why don't they make nurse blinks like blight rushes? No expose effect. No more noed nurse, no more make your choice nurse, no more starstruck nurse.
As a nurse main that only uses aura perks and shadowborn I see this as a completely fair nerf, rather than increasing the amount of time it takes to recharge blinks
@@linkinparkfanthatsdumb2576 I barely play nurse , however something tells me just increasing the time to recharge blinks sounds like some straight awful ass game play with her movement speed.
The update says they're reverting the recent change, but changing MoM so that it grants a unique effect instead of endurance, so you can stack endurance and MoM. Basically its back to pre 6.1.0 patch
Hay scott, is there a way you can look it to this. I have noticed that they secretly updated/changed the way that the bloodweb generates. It used to be a mess with connection's like a spiderweb. Now it is more a small circle with tentacles with sometimes a extra connection after the second circle and at level 5 a connection after the third circle. A view friends of mine noticed it as well.
Ever since 5.3.0 these patches have been good. yes there has been occasional bad things like boil over and coh. But other than that, its been great.
6.1.0 saved the game this has to be bait right
I agree. Heck, ever since Blight and his fixes I have been warming up to them. The Legion buff just sealed the deal and they just keep improving
You a survivor main?
@@linkinparkfanthatsdumb2576 no, I main killer, why?
@@larryandfuzz10 why is 6.1.0 bad then? It's without a doubt a top 10 patch in the last 100 patches
Rebecca is absolutely bringing the tasty perks for Survivors
reassurance will fully destroy campers
Finally...
Better than new actually got a nerf since they removed the bonus to repair speed. I know 6% isn’t crazy, but if you paired it with prove thyself or resilience it would’ve been super useful. Kinda disappointed, as it practically just works like leader now but with the detriment of having to heal.
I didn’t even notice they removed the repair speed bonus. The perk is just terrible now wtf
Just a point of clarification: his mobility collision and his hurtboxes/grab collision are not inherently tied. They could give him a teeny tiny movement capsule while at the same time giving him giant grab collision. The collision box used to detect grabs doesnt actually have to collide with the environment, its just used to detect survivors inside of it. The fact that they made both colliders smaller in this patch was coincidental (and frankly a good change on both sides).
Whenever I see a "This is a fantastic update" video from Scott I check to make sure it's not a prank
Updates are fine honestly. Would really like to see a nurse, spirit and blight nerf tho
a nurse nerf sure but nerfing everything that's strong is a dumb idea and always the downfall of a game
Spirit is fine but I agree with nurse and Blight
blight isnt even really that bad, just some of his addons. if they were to nerf blight, simply decreasing his speed or how long each rush lasts would do
@@Yeki.az.ma1 Basekit Spirit and Blight are fine, but their addons definitely need some nerfs.
But hey, glad to see everyone agrees about Nurse at least
lol spirit is completely fine
Im super excited for this patch. I haven't been this excited for anything DBD related since the 4th Anniversary event.
More and more as time goes on, making Nurse's blink attacks be M2 attacks would just solve more and more problems...
If they were willing to make Feral Frenzy attacks into special attacks ages ago, I don't see why Nurse's blink attacks weren't made special attacks, and still haven't been made into special attacks.
@@ThndrMge back long before Nurse rework I think her blinks was actually special attacks. This was years ago because I remember it being a big deal because she could use Make Your Choice _finally_ when they changed it to normal attacks
a really good patch, making reassurance more reasonable and buffing getting unhooked. man of mettle is back baby
For reassurance, I would prefer to give a "give up" option to the survivor on the hook instead of this change. Because the only thing this change does is reducing it's usage on solo plays. If I bring this perk I can only use it once per hook stage but if I swf with 2 people we can still troll the last survivor because 90 seconds is still very long.
100% agree. give up button is exactly what i was thinking
Yep. Just another change that hurts Solo Q and barely affects SWF. Nothing new.
Something people are missing out on is this change indirectly nerfs the perk against Good Ol' Camping Bubba. Before the change, if a Bubba wanted to be a bore and stand in front of a hook until the survivor dies, this perk guaranteed all gens getting done as a punishment to Boring Bubbs. After the update?
Bubba's won't give AF about this perk unless they're facing a SWF. Bubba will continue to absolutely obliterate Solo Q by merely standing in front of a hooked survivor and breathing. Good to see BHVR are finally fixing this issue! 😏
It was wild that you thought the exact same thing I did when I saw this regarding Path of Exile.
I completely agree with you on the collision! I was rescued the other day and the person purposely kept bumping into me and edging me out of the exit of the loop so that they could leave first and I could take the hit. I essentiallyhad zero haste bc of the body block. I was the only person hooked and we only had 2 gens left so there was no need for the sandbag tbh. No collision after unhook would fix this.
only thing im personally worried about is the change of survirors getting thrown at survivors inflicting deep wound now, i feel like that will be kind of annoying and theres already enough deep wound lol.
The one thing I was worried about from the PTB (Hyperfocus) was one of the only things left untouched. That's worrisome
Why worried?
@@zwergz1122 43 second solo gen repairs
@@Ssscrubbb you assume that everyone is going to hit every single great skill check?
@@zwergz1122 your forgetting stake out this is not happening, as he mentioned in the video
@@linkinparkfanthatsdumb2576 TINH only applies when injured fyi
I thought the title was ”Yet another update for Dead by Daylight which is weird”
Path of Daylight & Dead by Exile, my two favorite games!
You were literally able to save people in end game without it, not always and not against everyone but it happened quite often. Plus 10% haste plus immortality makes weaker killers again weaker. I feel like removing it in end game is a minimum. Still you can run bt, hope etc. if you want an easier save options in end game.
Any time Scott says "they did almost exactly what I suggested!" I immediately become suspicious that this is another fake patch :V
What they need to further improve the grind is to revamp the daily quest system, either by making it equally likely to be either for survivor or killer or where the player can choose which role quest they take. I'm a survivor main and since the release of 6.1.0, my daily quests have been for blight, nightmare, doctor, pig, huntress, twins, nemesis, shape, clown, deathslinger, onyro, cenobite, legion, spirit, nurse, cannibal, trapper, wraith, and zero survivor quests.
The Mettle of Man changes being reverted makes me so damn happy.
Respectfully disagree about removing collision for 10 seconds off of hook. Not because your points aren’t valid…they absolutely are. But limiting player choice isn’t really good. IF the unhooked survivor wants to use their 10 seconds to take the hit instead of getting away it means they can and should be tunneled. Like healing right in front of the killer. But the idea that you can make plays as a team is still valid.
I disagree though, as Scott said, that's not really why basekit borrowed time was implemented. It was only implemented purely to prevent tunneling.
In my opinion, body-blocking with borrowed time before was still cheesy, but somewhat fine, because they needed a perk for it (plus the endurance wasn't 10 or potentially 20 seconds.)
But everyone just getting a free body-block off of hook with no need for a perk seems like a bit much to me. Especially since they'll have the 10 second haste as well as the speed boost from being hit.
It's not like they're sacrificing getting away to take a hit, they can still get away fairly easily. That's the main problem I have with the buff to basekit borrowed time.
@@scotch1148 The endurance was 12 seconds with original Borrowed Time, so it definitely was 10 seconds. Either way, I feel like it's fine to do this because in a WAY this also helps against camping. If a killer wants to camp and trade hooks with survivors, the survivor who was unhooked can body block and prevent the hook trade. Devs said in order to make the changes to killers that they made, they need to do something about tunneling and camping. This is the only base kit change they have made, and this slightly helps against campers(not amazingly, but it's better than nothing), but definitely helps with tunneling.
@@jonp1952 Really? 12 seconds is more than I remember, I do have a bad memory though.
Still, my main problem is that there's no risk, and nothing required for it to work or happen.
Catching someone unhooking is often how a killer finds a chase, and I don't think that's a bad thing, a killer should defend a hook if it benefits them, their goal is to sacrifice the survivors, so why wouldn't they?
I don't mean camping/proxy camping, but if a killer is patrolling, and catches the person unhooking, they shouldn't be penalised for that. At the very least, I think the haste is a bit much if they're choosing to keep the body-blocking aspect of it in.
@@scotch1148 If a killer is patrolling, they're usually walking away from the hook. It's not likely at all that a killer will not find another survivor in the time that they get back to their hook with all the aura reading, loud noise notification, and whatnot perks that killers have. Tracking for killers has never been easier. If they're at a hook when an unhook happens, they were camping(unless someone just farmed someone off the hook). Otherwise they would have cut the survivor coming for the unhook off because they, in all likelihood, would have known where they were coming from or where they were previously due to either a gen completing as they hooked them, BBQ, Dead Man's Switch, Merciless Storm, Infectious Fright, Pain Res, Floods of Rage, Call of Brine, or any other of the who knows how many perks that alerts the killer to the survivor's location.
@@jonp1952 I still stand by what I said though, if a killer catches the person unhooking they shouldn't be punished for that.
The unhook-ee can go out of their way to take a hit, and easily get away, when the mechanic was intended for anti-tunneling. Unhook-ee's should not have collision.
Nobody runs BBQ, Merciless Storm is a niche perk, Infectious Fright is only on downs. And Dead Man's Switch is only effective with Pain Res, and Pain Res is only effective with a scourge hook. And, even then, it's dependent on gen progress, and how far the gen is from the hook, and what killer you're playing, saying that there's no reason to ever patrol a hook due to perks is not true at all in my opinion.
People still play this repetitive ass game??? 6 years later and the same meaningless objective
Why you watching this then? 👀
Yeah. It’s pretty fun.
Yes, is fun, any problem?
Yknow people can play for fun right💀? I hop in a customs with friends half the time I play at this point
@@linkinparkfanthatsdumb2576 sounds repetitive
It’s not often that you get 4 protection hits let alone 6, so the buff just makes it so you’ll see MoM earlier in the game which is probably better but also now there’s a notably higher chance you’ll eat 2 MoMs from one survivor
But scott if they get rid of the collision for the survivor after an unhook then what's the point of the endurance status effect the whole point is so you don't go down after that hit so I feel like they would have to put in some entirely other mechanic and I think if they're gonna do the whole get rid of collision thing then they should just get rid of the endurance effect as a whole. Idk if this makes sense but yea lmao
Also, how crazy would it be if Wesker could choose wich one of his dashes is the longer one? (think swiching clown bottles, but instead it changes wich dash is longer)
4:57 I interpreted the "...we will be reverting the revent update to MoM. MoM instead will..." as it'll be reverted to how it was before the update with 3 hits, and will also be updated in x y z way. idk tho.
awesome patch overall, very excited for Hyperfocus to make doing gens more interesting.
Why can’t they just code that if nurse uses blink, that it’s a special attack till she either hits someone, or goes into blink fatigue? Also still say they should make blight and nurse lose charges for being stunned, cause counterplay is fun.
dude I play poe and dbd and that first comment about what is happening in both of those games got a really good laugh out of me lmfao thanks scott
Do you think Wesker will be able to hit you while vaulting if you're past the normal hit detection (like demo or m1 couldn't hit you because you're too far over) because of his injuring when too close thing. If so I think that'll be broken.
I don't know who they took out back and shot to get these updates but good on them
Waiting for this to be an elaborate "experiment" from Mr. Scott
really feel like with awakened awareness that theyre forgetting about hangmans trick. theyre basically the same to some extent, but awakened is gonna be objectively better to keep momentum
I still think hangmans trick is better. More often than not (unless you by some chance go up against a sabo or body block squad which in that case you don't need a perk to see what is right in front of you) survivors will be doing gens from further away and if any of those gens are close enough to hooks you will see them and know where to go next.
I'm not saying hangmans trick is good by any means, there are much better aura reading perks out there. But it is definitely better than awakened awareness especially if you want to keep momentum going so you can just head to the next location right away.
@@deletedaccount7 Gens are rarely close enough to hooks for Hangman's Trick to activate though. And it's usually better to know if someone is 32m near you rather than across the map and away from the hook.
It seems like knowing where to go immediately after hooking someone is nice, but if you run across the map, and the person you just hooked gets unhooked and healed, even if the person you saw is still there, you essentially now have 0 momentum.
That's assuming Hangman's Trick works, which is maybe once a game if you're lucky. The Aura reading on BBQ and Chilli is literally always better than Hangman's, it's never not, and still people rarely run it.
Awakened awareness actually at least has synergy with some perks, and works well on some killers. Generally giving you better, easier value than Hangman's Trick or BBQ and Chilli. If nobody's aura is shown, then you can assume they're probably on far gens anyways. Or at least that they're far away. Hangman's Trick doesn't eliminate any of the possibilities whatsoever. And relies solely on completely arbitrary hook placement.
The change to reassurance is a bit different than what I thought they'd do. I'd thought they'd make it so instead of a cool down on the perk, there'd be a cool down on the hooked survivor
MoM is gonna be so good with OoO, the time spent getting the protection hits is reduced with the bonus action speed from OoO AND you get to see the killers aura
Well it's not clear if they aren't just reverting mom complerely
Its nice that they are reducing the grind, that was one of the things that made be quit because it took ages to level up characters for perks I needed
Scott: talking about changes
Me: cat loaf
ngl i wasn't even listening to scott and was just looking at the cat and searching for comments about the cat :/
I was scared they might overbuff Wesker, with some of the crazy buff suggestions I saw. But I think these buffs are perfectly fine. I don't think these buffs are going to be too impactful honestly, because his hit box is also being reduced. They will just make him feel better to play as, and maybe even against. Which is good, since he really didn't need any crazy buffs from the ptb. I didn't have many instances where I dashed into a survivor while they were vaulting, so I can't see that buff being too significant either.
Unless the hotbox after he vaults is too big. Survivors shouldn't get hit unless they really come in contact with Wesker after he vaults.
In general most of these patch changes are pretty great. Especially the buff to the anti-tunneling mechanic. I also don't think bodyblocking with endurance is such a problem. It just disourages staying near hooked survivors or going back to an unhooked survivor slightly more, and once the survivor bodyblocks, they can just be tunneled after that.
Scott is going to have a the matrix deja vu moment
Left Behind only reveals the Hatch now. Sole Survivor gives the gen speed bonus.
my only worry about removing survivor collision is it could be easier for them to force the hit on the endurance player by standing inside the killer and forcing auto aim to hit them.
It says they're reverting the previous change, which I interpret as the entirety of the changes. So Mettle of Man should be 3 hits again to activate
not gonna lie when I saw the reduced bloodweb costs I immediately scrolled to the comments to see if this was another dream update
No mention of the Any Means Necessary wesker interaction which is strange. It definitely seems unintentional and is quite annoying at certain pallets
I wouldn’t remove base BT during End Game, but I might reduce it back down to 5 seconds during EG.