PLEASE READ TO SEE CHANGES TO WHIPLASH So obviously ACT 2 only came out less than 3 days ago so some of this stuff may be changed with the hotfix, but I think the whiplash nerfs will stay (no revert back to greed). I have heard word on the street that the style reduction rate may be changed? (again from the internet so maybe wrong). If something changes I'll be sure to edit this message with the changes if not, we chillin. Either way rocket launcher supremacy and screwdriver still sucks. 8/28/2022 There have been some whiplash buffs with the new patch so I'll put them here so if anyone comments "why didn't you talk about it", I'm making fun of them. Whiplash will now only cause Hard Damage if the current Hard Damage is below 50 Whiplash no longer builds up Hard Damage while the player is underwater Hard damage cooldown from Whiplashing is now relative to the previous amount of hard damage rather than always resetting to the maximum total amount Reverted player momentum loss when cancelling a pull on a heavy enemy (FIXED THE WEIRD MOMENTUM TALKED ABOUT IN VID) There are some other changes but these seemed to be the most important link to 11b patchnotes steamcommunity.com/games/1229490/announcements/detail/3218405707241214304 Happy big sunday everyone.
What if the Screwdriver were hitscan? I personally don't think this would change much, it just gives it a longer effective range and makes it easier to hit. However, there is one thing it would change that really flips the tides: Coins. It would be able to be ricocheted off of coins, which does plenty of things: 1. It allows the Screwdriver to contribute to you the ULTRARICOSHOT bonus, which helps it contribute to your style. 2. It allows the Screwdriver to increase in damage. The Electric is still the king of coins due to its nigh-unlimited number of piercing hits, and both Electric and Malicious are still better in the "damage NOW" department, so they are still better for medium-low health enemies like Sentries and Virtues.
@@heydudewhatdidudotomygarli5081 small it being a projectile makes it a luck off the draw with how terrible the hitboxes are in this game sometimes the hitboxes are fine with hitscan weapons but with projectiles it reminds me a lot off dmc3 hitboxes which werent good
At first I hated it, but after completing all levels I left out as it's okay, it made me learn to be a little more good at the game, but I'll still spam it on above60% health
@@ImmortalChanger "The fact that the weapon is identical to the op state it was in before doesn't matter" like, you get ultrakill rank and you're playing with the greed whiplash. that's it. plain and simple. also if you really can't deal with having a chunk of damage in exchange for the best movement in the game, I'm not sure you've earned using whiplash anyways
Honestly, I didn’t mind the whiplash changes, it makes it feel more inline as an “option” in your kit rather than a permanent upgrade. The explosion immunity given to soldiers however, I did mind. Now I have actually aim at them and exploit their weaknesses rather than just shooting an explosion at them, which annoys my ape brain playing this game. Great vid, gLud!
@@aarepelaa1142 Same, I also usually go for directs with a pro boost whenever i need coin for something else in 0.6 seconds Edit: Nvm doesnt instadecimate them, well atleast we still have marksman which is still op af
Whats weird to me is that Soldiers can still be mid air'd with the rocket launcher and they'll actually take damage from it instead of just ignoring it, meanwhile street cleaners will just not care and deflect it. Its very weird how two "no rockets" enemies have completely different properties.
I'm kinda torn with this nerf - on one hand it was needed, on the other I think it's TOO much. I think a good middle ground would actually be temporarily Sanding whatever you grappled to, with the duration of the sand depending on style. It would mean that Whiplash couldn't be used to heal easily at lower style, but you could still use it for movement without shooting yourself in the foot.
it was totally needed but yea some parts were a bit much. i personally would love to see whiplash canceling back and functioning as well as some style reduction changes since grey health is brutal with low rank
hakita said that the reason he dint make enemies that got wipslashed just not heal was because the players would just use the wipslash to kill enemies from long distance instead of actually using the movement to get to them, since why bother using slide, dash, slide jump to get to a enemy if you have wipslash, so the wipslash punish you and make you actually use the movement the game give you
@@migueltela2582 I feel like with this logic if the whiplash is this hard to balance then why was it added to the game in the first place? If you're punished for using it (which is what hard damage is; a punishment) then this teaches the player don't use the whiplash .
@@stormlordeternal7663 well, Hakita actually dint wanted to add the wipslash in the first place, but now that he did, i find kinda hard to just remove from the game
@@stormlordeternal7663 also, yeah you do get punished by using it if you 1- dont have a lot of health 2- dont have very big style rank 3-use it in a enemy too far away you can still use it if you have full health or a lot of health, wich is extremely good against maurices and virtues (wipslash+ shotgun swap) and if you have ultrakill rank the hard damage is completely gone, so you can use easy heal before your rank go down
I remember NOT seeing the nerf and then wondering how i die so easily with the same playstyle (which was mainly whiplash and shotgun), so i think these changes are for the better.
Bruh same at first I was like, have I gotten rusty at Ultrakill? But no it was the retarded whiplash nerf. People say it’s a good thing but come on do y’all actually think it’s good or are you simply saying that.
this actually helped me come to terms with the nerf, i wasnt really upset about it but i was really being shy from using whiplash at all. now i have more confidence also could you drop a guide on how to ride the rocket? i personally know the basics but i cannot jump on it on the go like you do in this footage lol it would be much appreciated
The whiplash nerf also feels like an indirect nerf to the shotgun because you can't pull yourself towards maurice and destroy him with shotgun swap anymore, which I think is also a good change because I have been using the nails more since That and the soldiers being immune to explosions
Yes! I too have found myself using more weapons more often, the nerf forced me to play better and think more about how and when I use the whiplash. Glad other people are experiencing this as well.
I really disliked the whiplash change. I know that a nerf was necessary, but the amount of hard damage it applies is just too high. The only change I’d make to the nerf is put a cap on the hard damage it can apply while using it or make it apply more slowly
Or just a portion of your missing health rather than all of the missing health. That way you can whip, yoink like 20 hp, whip, yoink 15, whip, yoink 12, so on- no EZ free heals
the nerf of the whiplash makes it just like suicide, its just weird nerf, i just dont use the whiplash anymore because of that btw. you can infinite fly with the rockets, just to go OOB and you can cheese cybergrind with it
I am of the opinion that I'd like to see whiplashing to enemies still be an actually viable option in some cases, I think the issue is when you're at full health and high style you're probably not fighting for your life, you're probably vibing and doing dope shit anyways, previously, I at least personally found myself only really whipping it out (no pun intended) as a last resort to just stay alive when I was struggling. A crutch? Sure, but this was how I engaged with whiplash. So without it, I find myself playing largely the same but just having less options when I hit low health, and having to be a bit more creative. I think this was the intended consequence of the nerf and for that reason I am not against it at all, it has/will make me a better player. I would like to feel like I am able to use it AT ALL though, which I don't really right now, it feels like suicide, so for that reason I'd like it to be toned down. That said I haven't seen a good argument from the extremely vocal opponents of this nerf that doesn't just boil down "it nerfed my playstyle and therefore I am unhappy about it", so I am much less sympathetic to that. I think those people could stand to learn a thing or two, and I think your video does a nice job of summing that up 👍
even though it has at least a onth of thought behind, it feels rushed and without considering the larger consequences of the nerf my take on this nerf accounting for the "problems" hakita wants to solve (which are long distance healing and extremely high mobility) would be: -any enemy hooked heals 50% less for around 3 seconds -the first whip is free and doesn't generate hard damage -the second hook in succession would generate hard damage exactly like it does now, capping at 50 health -3 or more grapples is thrown increase the cap to 75 hard damage -after 10/5/3/2/0 seconds, the "too many hooks in a short time" debuff goes away depending on the style, D to A, S, SS, SSS and Ultrakill respectively, the hard damage expiring quicker would still be in effect (the debuff can be visually represented as an around screen effect kinda like the current "you used the whip and received hard damage" ) this way you punish long distance healing, without directly punishing whipping in general and if you start to use it a little bit too much you gradually get more and more punished
honestly, the worst part about this is fighting mindflayers. whiplash dogfighting is honestly the most entertaining way to fight them and now it's suicide. on a more serious note, even with the knowledge that higher ratings reduce or nullify hard damage i do think the hard damage nerf was way too harsh and that it should be toned down some, though it being nerfed in general is fine. i pretty much only used the whiplash for healing and map-necessary navigation so aside from navigating maps i doubt i'll ever be using it now, which sucks. on the MOST serious note, fuck soldiers. they aren't even hard now. they're JUST annoying. like the idols.
Whiplash nerf can stay if they get rid of soldiers blocking 100% of (non-red)explosive damage on the ground. I know the rocket launcher can put them in the air but having to do a whole song and dance to kill them at range without the revolver is really irritating. Especially when we already have an enemy who basically requires the revolver to kill - the streetcleaners.
I think they should make it so that the whiplash makes only 1/2 to 2/3 of your missing health gray so you still can have quick healing but that quick healing still has a long term drawback because as of now the whiplash is strongest when you don't need it. It's kinda like the candy cane in tf2 in that the benefit and the downside completely contradict each other. If you are getting hit then the downside is incredibly punishing but if you aren't then the upside is far less helpful. The main difference is that the whiplash is still helpful for movement but there's still many ways to get movement that don't kill your health. The current downside should stay in cyber grind thou, it was too broken there. Also change that one water room in 5-1 that requires the whiplash but is shear pain now that the whiplash is nerfed
The whiplash nerfs was expected, felt a little harsh at first, but was able to adapt to it. The Soldiers change however, is so annoying and the thing with them is that they spawn way more frequently than Street Cleaners and are ranged unlike the SCs meaning you either have to chase them or coin priority goes to other closer enemies, so you’ll just keep getting pestered from far away and just adds another thing in the priority list when we already had enough. The most reliable and consistent way of taking crowds of it from far away is the sawblades, since coins will probably be on cooldown on how often we use for other enemies and whiplash got nerfed, it doesn’t add anything other than an extra annoyance imo and I’m mainly talking about the campaign, imagine on cybergrind
It was surprising to do the cybergrind and find myself right above you in the rankings for a bit. Fortunately I've found myself having a lot more fun playing without the whiplash and taking advantage of all the other fun movement options the game offers. The style changes really help me stay alive in the later waves, I think. Although my reliance on using explosions on taking out the soldiers is gonna be hard to adapt.
A pretty good thing i noticed for most small enemies is to hit them with the nail gun and place magnets, it basically stuns them for a great amount of time as they fly around and you can either focus something else or kill them easier. (That really helped me a shit ton in the small cabin room against the street cleaners on the level with the ferryman.)
What I actually don't like about the whiplash nerf is that it requires too much looking around the HUD to see if you should use it or not. You need to check your missing health, see how much grey health you already have, and then all the way on the other side of the screen, you need to check your style ranking so you know how bad the grey health is going to be. I love the strategy of sacrificing your max health for healing, but I'd love it a lot more if the letter grade of your style ranking could be out next to your health.
there are other hud options also the style letters have distinct colors to help contrast the screen, if that doesnt work you could always customize game colors
If you could give feedbacker and knuckleblaster separate hotkeys (there are 2 arms and two keys why do we have to swap between them) you could use that slot for style letters
@@JackInTheBack3359 what a mood. Like, I guess it's just to add a small layer of mechanical complexity, but I genuinely never use the knuckleblaster because so much of my playstyle relies on shotgun projectile boosts. Every time I swap to knuckle to get a punch in, I forget and end up trying to boost with the blaster and failing lmao
although i coped hard enough already by just playing (gabe 2 is literally a hard damage machine), still thanks for the info. also, i wish i could ride the rockets like you do at 2:00, looks so stylish, cant wait for the rocket launcher guide
the biggest problem is that the nerf changed how people played to the point where using the whiplash lost all that gratification, making the game less enjoyable to a point that many are unbinding it personally, i want fun and enjoyment out of ultrakill, not external challenge, so i literally got a pirate copy of the saw your heart update to play the, to my eyes, superior experience in enjoyment terms that said, i agree with the idea of the nerf, not the execution, and i think if hakita made specifically whiplash hard damage being able to turn of on major assist (similar to old style, which is not a problem i have but many do), most of the complains would have been nullified
Precisly this, I feel these balance changes were made for the sake of the players who sought more 'challenge' from the game so Hakita made the game 'harder' with these balance changes. However there are TWO harder difficulties that will come later and honestly the game as it feels now feels like this is how hard should be, not standard and violent.
@@stormlordeternal7663 i am ok with the game requiring more thought to be played optimally, nothing extremely wrong about that, what i dislike is the destruction of the old gameplay without a legal way to go back, it literally is a "let me ruin my fun" thing
1:10 the problem word is “FORCES”. The game forcing variety instead of finding it naturally is a lot more in line with doom eternals philosophy. Whereas before there was no wrong way to play, now there is. Usually when I’m on low health, I could grapple a husk and kill it. But now I have to frantically run away while my hard damage resets because I have a B on style for now switching weapons enough and hopefully run up to a stray that isn’t charging up and kill it.
@@anormalusername2748 That’s not really my point. In doom eternal there’s a mechanic where can shoot a grenade in a cacodemons mouth allowing it to open for a glory kill. The problem is that every other method of taking care of cacodemons is “the wrong way” because it’s harder and takes more time. That is what the whiplash is doing. Instead of rewarding the player in other ways to dissuade over using it, it punishes the player for simply using the mechanic. It’s really strange since for the most part hakita has been really good with this.
@@bigdog7632 HERE WE GO AGAIN WITH THE MILLION THE GAME FoRcEs you To pLaY OnE waY argument i would go on a rant about eternal but this is ultrakill so i bite my tongue if the whiplash wasnt nerfed then you would be forced to play one way since there were no other movement options AND SO IT BE THE WrONg WaY cAuSe IT tAke more time to kill enemys and also there is no wrong way to kill a caco in eternal you can grenade him for hp you can balista ssg for armor and more but this is the utrakill community and they have to have everything handed to them so they wont get angry
Wow an ultrakill player that understands both parts of the arguments and points out the individual flaws of both and tells other to better their ways. I sure do hope every other ultrakill player is like this.
The one problem with the whiplash's current state in my opinion is how it's tied to the style system. Sometimes, like in the first room of heresy, there's simply not enough enemies to get a high rank with unless you do the fanciest tricks in existence. Also, the style meter goes down a little too much when you get hit which is really hard to avoid in late game levels with the amount of enemies on the field at any one time. Otherwise, I find it a good change.
I think it effects newer players the most honestly, having it be introduced as a recovery and movement tool and you can't do like half of that with it kinda sucks, it's like the game giving you this shiny new toy and introducing it showing you what it could POTENTIALLY do but it then slaps you in the face and says "no you can't recover health lmao loser" which dosen't really fall in like with how other movement things like the stomp is balanced although thats an unfair comparison, so I think it'll just confuse and discourage new players from using it, although yeah a nerf was necessary I just think that particular change didn't sit well with me. the rest of it is cool and fine though, it forces you to be more offensive to be more defensive, neat shit
the problem with leaning on the improved style system to lessen the blow of the whiplash nerf is that you can't really predict it. you aren't running mental calculations in your head and you sure as hell aren't keeping your eyes glued to the corner of the screen when shit is getting tense, so the hard health damage you get just ends up feeling inconsistent. it's really annoying having seemingly arbitrary amounts of health shaved off whenever you use the thing, as having to look at my current health AND whatever my style ranking happens to be at that exact moment AND making sure i'm not going to get hit by anything on the way to the target just isn't feasible at the times when the whiplash would actually be useful in a situation. it's just annoying to use now, so i just don't use it at all anymore.
@@gLud3 that only goes so far though. style can deplete VERY quickly, and from the time you last looked to when you actually use whiplash, the amount of hard damage you take can sometimes be the difference between life and death. i like how the style system encouraged you to play in the way that made the game most fun, but being forced to check that every few seconds if you want to actually utilize whiplash is annoying. I used to look at the style meter only when I knew I was doing really well, and it felt awesome to see a visual confirmation of that. now I whenever I look at the style meter, the only thing I think is "can I use whiplash now? can I use whiplash now? can I use whiplash now?" my ideal whiplash would be one that wouldn't break the game, but just be more consistent than it currently is. instead of relying directly off the style meter which can be all over the place in any given fight, style points could also fill a separate meter specifically for the whiplash, and depending on how full it is, you would take an amount of hard damage. this meter would be split into pieces so that it is easy to see how full it is, and you would only take fixed amounts of hard damage depending on how many sections are filled. once it's fully charged however, you would take zero hard damage, and this meter does not deplete until you use whiplash. this is more akin to the stamina meter and the railcannon's charge system, both of which have served the game well.
@@flynntaggart8549 i have to give you props, the idea sounds like a lot of fun can be had with the balance and it would fit more in line with other mechanics we know of While i sadly doubt that what hakita will end up doing will resemble this idea, i want you to know that this proposal is one if not the best one i read Most other solutions are still a hard restriction on one way or another with no nuance as to why are you using the whip
If Hakita wants the whiplash to not be used to cheaply heal, then perhaps it should just sand enemies it hits since that's already a built in mechanic for denying healing. Itd fit with the green arms unlock layer too. Though, that's flawed in its own ways as well
I feel like the lower your health, the less of your missing health should be converted to hard damage, proportionally. So after a point if you're already running a massive risk and you end up in a situation where you _need_ it, you don't get ultrakilled
can I just say it's ironic whiplash coming from the greed layer. *people got too greedy with it* , almost like it's a cursed artifact v2 stole when he got his arm stolen.
I feel that the original Nerf where it became a much tighter aiming thing was already good enough I also feel that the hard damage nerf is fine but combined the whiplash becomes much less broadly useful than the sum of the two what I would have liked to have seen is just this hard damage one happened initially and then have it be left alone for act 2
I had to change my playstyle a LOT due to this change, especially when working on P-ranks. I didn't realize THIS was the reason I had so much more hard damage until I read the patchnotes, so now I can actually adapt rather than just thinking: "Wow the game got a lot harder all of the sudden!"
Honestly the nerf of the whiplash specifically is okay imo (especially considering how you can pretty much completely ignore it when it comes to movement options because of the new rocket launcher), however changes to hard damage as a whole are genuinely awful. There are lots of situations where avoiding damage is really not an option, so you just spend pretty much all of the time running with 50 health max at Violent during encounters. You can easily just get spammed with projectiles in a normal room and drop dead, whilst the bosses pose way less of a threat. It's genuinely stupid that you get punished for not having omnisense of where everything is, and it needs to be toned down a notch since being in S-SSS all the time still isn't enough to reliably get rid of hard damage due to how quickly it goes down if you take a single or couple hits, and getting ULTRAKILL now is like the game is expecting you to do a triple backflip pissfart chargeback railcoin every room when everything just dies before you can get enough points
I still think the nerf to the whiplash was overkill and the changes to the style meter obtuse but better than the old one but I really don't see a good reason of using the rocket laucher to be honest because for me the only good thing the rocket launcher has it is being an easier core eject to hit since the rockets are basically core ejects you can shoot and overall I feel the update being kinda undercooked but I feel I'm being to bitchy about it and if you disagree tell me how wrong I am and how much of a little bitch I am for bitching and moaning at an indie game in development, cheers
@@enn1924 kinda worthless because there is still Slam Storage if you wanna go high, if you want explosions you have PRO boosting, Core eject and the malface variant of the Railgun
@@gLud3 I have tried but I just don't like it mainly because some levels aren't built for the thing and thefact it bouncea off Maurice really hurts it (And the buff for the lust suckers for explosions), it doesn't sinergize well with the rest of the kit, I feel a rework would be better, maybe something like the tau cannon of HL1, this would drain you health and maybe add you Hard damage but the more you charge it the bigger the explosion and the more damage it and maybe nerf the whiplash hard damage to a max of 50 instead of fully draining your health would be awesome (And explaining better how the hell the new freshness works)
In short: S or SS should completely nullify the hard damage from grappling hook. ULTRAKILL rank nullifies the hard damages as a whole. So even if you are a mediocre player (like me), you won’t have to handicap yourself and use the hook pretty consistently. And maybe a little less hard damage for grapple (maybe fixed 40 or so) Because right now it can leave you with 2 hp and no way to heal and it’s too punishing to risk Nerf is needed but is it actually that fair? In ULTRAKILL you have to be aware of pretty much everything, the cooldown of every weapon, every enemy and efficient way to take them off, hp and style. However now to use grappling hook, not only you have to keep everything in mind, you have to calculate if it’s worth it or not, keep a closer eye on weapon “freshness” and think how to up the style. For my nonexistent brain that’s too much to think about and I think it just doesn’t worth it anymore, even if you grappled with high style, you can take damage midair which leads to loosing style, which leads to getting hard damage which leads to imminent death you were grappling to since you have a cap and not a lot of hp to survive. Maybe if you are permanent ULTRAKILL style pro, you can risk it but I think how punishing grappling now is if you didn’t make a quantum math in half a second on can you do it without dying, it doesn’t worth it As ULTRAKILL fan, I loved the game for insane mobility and speed (people love speed, hence why scout tf2 is popular without anything special apart the speed and a bit cooler shotgun) and I really don’t like the change with loosing a big chunk of my mobility. As for me, i think grappling hook should be demanding style but not godlike, i can keep consistent S SS style but this doesn’t nullify the punishment, it just removes it faster but by the time it removes, it’s probably too late The style and hard damage shouldn’t be changed, ULTRAKILL style should the only who nullifies hard damage fully because let’s be honest, this rank by itself is already godlike dopamine rush and having absolutely zero hard damage with this rank is more than fair. But grapple shouldn’t give hard damage at all if you are at S or at least SS rank Sorry for this noob rant, I will shut up here
yea honestly i would rather them change style system to be a bit more lenient than buff the whiplash. Sometimes you're 1 hp and cant do stylish shit because you gotta live which doesnt really let you get rid of that hard damage
@@gLud3 hopefully you still do that, we need it now more than ever now that our whiplash is omega nerfed. I'm excited for that rocket launcher video because I'm still not very good with it.
imo adding the "light enemies don't heal you if you whiplash them" with an optional addition "from X range" to this so you wouldn't be able to attract that one filth from the other side of the map JUST FOR HEAL and use whiplash if you really want on the enemies around you would be perfectly fine and not ass-blasting I just want to grapple to the beeg enemies and unload stream of nails and heat into their face, man, not cheaply heal for god damn's sake sorry for that little rant here
as someone who feels partly crippled by the whiplash nerf, I welcome this. I feel Old whiplash kind of took away some of the main substance of the game (style) by being to effect of an answer to a broad range of situations. Now we're all effectlvy forced to get good at all the other movement tech. when I relazed this, I realized I didn't need the green arm as much as It felt like I did. slam storage, slide hopping etc. are more than enough to get from enemy to enemy, as well as escape when needed. additionally I also like the style change because it gives me a reference as to "oh, I should do this other weapon combo I know now," and helps me understand the thought process behind crazy ass weapon chaning some people like Herb and G_hyze do now, as opposed to just throwing shit at the wall without understanding why I'm using a certain weapon at a certian time, for a certain enemy or group of enemies. also the reward of being able to use the whiplash (almost) like it was pre-nerf, for however long you can maintain Ultrakill style rank, means even MORE motivation to git gud. Even if it is over-nerfed, I think this is the kind of thought process that should be behind nerfs in other games, as opposed to just "make the strong thing un-useable."
The game just kinda *feels* worse after act II. Probably because basically everything got nerfed The whiplash obviously but its nerf was also an indirect nerf to the shotgun by making it harder to get close. The soldiers blocking explosions is also a *direct* nerf to the shotguns and since you'll be at farther ranges and not using them as much you'll be relying more on the revolvers which with the new style system will almost always be stale. Even the slam was nerfed. I bet no one's noticed that one yet. You can't slam groups of enemies into the air anymore, only a few
Yeah this is how I feel. These balance changes made the game hard in a way that feels like we've gone up a difficulty when we didn't want to. If these were used on the very hard difficultes then it would make sense but now it just feels more frustrating.
I think that while the nerf is necesarry, this way of nerfing it is literally making me just not wanna use the whiplash at all, at least in cybergrind, unless I got blasted off the arena. Like, I actually found myself resisting to press R on an enemy because of the hard damage. At the same time, pboosts are deflectable and now most of cybergrind enemies are immune to direct pboost hits, so now I can't use just the shotgun for 70% of the game. I'm glad that happened. I also think most nerf hate is because people aren't used to the new whiplash. Also I just found out about the new style mechanics from this video?
tbh i kinda dig the new rewarding style system. it made the game more fun for me because i had to think about how to spice things up, and higher waves were actually challenging and entertaining when applying the intentional style and figuring out ways to mobilize outside of the whiplash since it wasn't a mindless clusterfk of shooting in an enemy's general direction and making as much explosions as possible. i could see which implements had higher style value (really clear how hated the pro-boost is) and stringing them in combos to keep that multiplier up made it feel less like a fps and like the mix of style-movement shooter ultrakill and the cyber grind were meant to be.
i love how it makes the game harder, and i love how it forces me to think more creatively and fluidly about my movement like using ground slams and sliding more often instead of just whiplashing everywhere. good update, i still need to get good at weapon swapping tho
I’d say it’s super overnerfed given how easy it is to get hit by random garbage during the grapple and thus preventing you from healing hard damage. I didn’t play it at its prime because I wanted to experience all the new levels of act 2 at once but I can’t bring myself to use the thing because the possibility of 30 or more hard damage for one Maurice or Virtue kill smothers any chance of me taking the risk. It feels as situational as messing with overpump now and that really kills it for me.
I was trying to P rank 4-3 the other day on the new patch and always ended up getting peppered to death by soldiers in the last room because there's just no easy way to kill them without going from one to another and personally handing them a shotgun treatment, it's horrible
just like the overpump, there is a real risk and reward with using the whiplash that can be improved with practive. it's gonna take some time but im sure the whiplash will find its place more comfortable as time goes on
@@gLud3 True, but the place it finds itself might be one below most other tools in how often you want to use it. I mean how often do you really use the overpump and for what reasons? There are a lot of things that can do the same job as overpump but for less risk and I hope the Whiplash doesn't find itself in the same spot and end up a limp noodle after all the hype because that just don't feel good. Especially from the perspective of a first time player getting the thing and then deciding that it sucks and never using it.
@@gamespender8605 Alt revolver does wonders on soldiers, pretty much the only good way to kill them now that they're immune to explosions for some ungodly reason.
oh god, i legitimately never noticed the nerf in the first place and just assumed i died a lot because i was rusted from not playing the game in a long time
I kinda love how the whiplash is now honestly. Given the hard damage does not exceed your current health and style points speed up the decay of hard damage, using the whiplash freely feels like a reward for skilled play, and before that, it’s a risk/reward tool to reach that high skill level
That explains a few of my deaths lmao. I was so used to just grabbing skizms to shotgun them for health before. The update hit me with this and I didn't even realize it until now. I'm so dumb for not noticing lmao
I think the nerf gave me whiplash because of the fact that I had to change my playstyle massively. At first I was wondering why my screen was red more than usual ("Who's hitting me?"), Then I looked and saw the health bar be completely gray despite not being hit that much. Now I've kinda adapted, so it's fine. The problem isn't that it's bad, the problem is that it takes some getting used to it.
I didn’t even see the twitter post about the nerf I just noticed it when I started playing act 2.I think the nerf was good because I don’t rely on whiplash as much anymore and play more varied.
The whiplash was a crutch I completely relied on at all times. Its good having my game shaken up, but its also incredibly difficult to adjust. Especially doing weaponless runs. That shit is hard, as you pretty much need to whiplash, its about knowing when its a good idea and when it will kill you
IDK man it needed a nerf but the hard damage wasn't the way to do it. I think that they should have made it so they whiplash makes enemies bleed out so when they get to you or you get to them they wont give you health, being able to just grab any enemy and take their blood is too much, . I think that you should be able to use whatever movement you have at any time without being punished for it.
This change is actually quite positive for me since I really REALLY relied heavily on it during cybergrind. It was the only reason I could get past wave 20-22. But now I have to learn how to stop taking so much damage so I can lessen my need for blood. Whiplash kind of stops newer players from learning how to dodge correctly since it's practically unlimited blood.
The moment I started noticing the nerf was during the ship with the two Mindflayer and I was a like "how am I dying this fast?" because I was getting blood but wasn't healing. Honestly it hurts way too much to be worth the hard damage and I never spammed it too much to begin with. Also make a video explaining why the rocket launcher isn't completely useless.
It's really good to kill small enemies by ground slamming them up and shooting them, or maybe even freezing the rocket above and have the enemies bounce into it. It also gets a boosted explosion range for in the air falling enemies, basically floating ones don't count, like the angel balls and faces, but they'll bounce the rockets off anyway.
Going back to warm up in greed when act II released i got fucking fisted and i didnt know why. then i realized hard damage builds up on whiplash so my dumbass spamming whiplash for easy kills and health wasnt viable anymore. decided to play the game from prelude up to act II again to adapt to this new mechanic and i gotta admit, it forces more strategy into the play so i think its a good change.
The problem is this change was specifically targeting cybergrind players without any regard to the campaign, making the new levels feel worse. Its also harder to maintain style in campaign when moving to room to room compared to the endless combat of cybergrind, making it feel even more worthless to a large amount of the playerbase. Most of the people I see who think the nerf was 100% justified were also huge cybergrinders like yourself, and the reasons hakita listed as his motivation for these changes made no sense to people who didnt live in the cybergrind and know how broken it was there. EDIT: AAAND I noticed a new update that fixes a lot of the major issues with this system in campaign. I still dont like it in concept but now theres an option to disable it entirely without eliminating hard damage itself.
also for me I do really wish that this hard damage aspect was explain somewhere because currently it's not explained anywhere unless you are active on forums or read through every nook and cranny of the change log I was struggling to P rank all of the new levels until I found out that the hard damage buff that I thought was from enemies had actually been coming from my whiplash and there's no coincidence that suddenly I was able to get a p rank on every level an hour later I do feel a little bit though like I've been slapped in the face for this as well because I've been intentionally trying to figure out the best way to incorporate whiplash into all of my plays for months expecting combat to get crazier than the later waves of cybergrind and whiplash to be an absolute necessity but due to this entirely on telegraphed nerve instead of becoming an integral part of my strategy it's antithetical to it if there was just a ingame heads up or even if Akita had just said y'all it's getting nerfed in the next update on Twitter so I could practice in anticipate I would be way less salty
With the style change I'm actually motivated to look at style instead of it just being cool to see ULTRAKILL occasionally. I feel it's a good change and not too much. Many times the whiplash allows for at least a small or medium heal in return for some HD.
"hey watch this, here's a nerf we overdid and now if you even slightly can't get enough style or just want to not be as slow as a fucking snail you're fucked!" -ultrakill
Style affects hard damage??? I wish I knew that, that would have helped so much... Because high style usually means higher focus on what's actually going on, it's so hard to tell that hard damage has less effect with good style.
I already didn't use the whiplash, but now I have an active reason not to. I feel like temporary sanding of enemies instead of hard damage would be a bit more reasonably
I feel like this nerf was a bit too big but also needed. On one hand the whiplash was far too good for recovery (especially on cybergrind). But on the other hand it incentives the use of the rocket launcher (hopefully by next patch the option to switch its bind becomes available).
I went into act 2 totally blind so I died way too many times cause I was addicted to whiplash, I thought I sucked after not playing for awhile, and while that is true, the whiplash probably killed me more than anything
Honestly I think having it give an amount of Hard Damage based on difficulty would be better since if someone is playing on Standard they're going to want a middle of the road experience and losing pretty much all your missing health to Hard Damage feels a bit too extreme for Standard. I like Standard as a brain off mode to just play some Ultrakill on where it's not so challenging it gets me worked up but not so easy it just straight up removes certain phases/features/attacks on enemies.
The nerf is definitely overdone and needs some tuning. The hard damage persists way too long and the style bonuses don't do enough to make it decay quickly. Also feels a lot more difficult to build and maintain style than it was before (even swapping weapons constantly to maintain the 1.5x freshness multiplier) so getting to ULTRAKILL to negate hard damage entirely feels impractical in most arenas outside of cybergrind. Didn't ruin the game or anything. I actually beat all of act ii without knowing the whiplash nerf was even a thing (though I did catch myself wondering why I was getting so much hard damage), finally beat p-1 earlier today, so stuff's still doable. It's just frustrating, I avoid using the whiplash if I can at all help it now because dear god that health burn lasts a while. The way it's tuned right now makes it feel like the skill floor has been raised a bit more than I think it should be. Also gotta be real the rocket launcher isn't really viable as a mobility tool in combat, IMO. Mounting rockets is way too clumsy to do while trying not to get hit. Maybe if you could always whiplash to mount (instead of only being able to do that when they're coming at you from below) they'd be a bit more useful, but as is I only ever use them to skip platforming bits lmao, and even then I usually prefer to do slam storage fucker or build moment with slidehops to get past stuff.
PLEASE READ TO SEE CHANGES TO WHIPLASH
So obviously ACT 2 only came out less than 3 days ago so some of this stuff may be changed with the hotfix, but I think the whiplash nerfs will stay (no revert back to greed). I have heard word on the street that the style reduction rate may be changed? (again from the internet so maybe wrong).
If something changes I'll be sure to edit this message with the changes if not, we chillin.
Either way rocket launcher supremacy and screwdriver still sucks.
8/28/2022
There have been some whiplash buffs with the new patch so I'll put them here so if anyone comments "why didn't you talk about it", I'm making fun of them.
Whiplash will now only cause Hard Damage if the current Hard Damage is below 50
Whiplash no longer builds up Hard Damage while the player is underwater
Hard damage cooldown from Whiplashing is now relative to the previous amount of hard damage rather than always resetting to the maximum total amount
Reverted player momentum loss when cancelling a pull on a heavy enemy (FIXED THE WEIRD MOMENTUM TALKED ABOUT IN VID)
There are some other changes but these seemed to be the most important
link to 11b patchnotes
steamcommunity.com/games/1229490/announcements/detail/3218405707241214304
Happy big sunday everyone.
yeah the screawdrives needs another buff but like i think everyone forgot that the alternate marksman needs a buff lol like no one uses it
wondering if making screwdriver hitscan is a small or major buff
@@heydudewhatdidudotomygarli5081 would be pretty major
What if the Screwdriver were hitscan? I personally don't think this would change much, it just gives it a longer effective range and makes it easier to hit. However, there is one thing it would change that really flips the tides: Coins. It would be able to be ricocheted off of coins, which does plenty of things:
1. It allows the Screwdriver to contribute to you the ULTRARICOSHOT bonus, which helps it contribute to your style.
2. It allows the Screwdriver to increase in damage. The Electric is still the king of coins due to its nigh-unlimited number of piercing hits, and both Electric and Malicious are still better in the "damage NOW" department, so they are still better for medium-low health enemies like Sentries and Virtues.
@@heydudewhatdidudotomygarli5081 small it being a projectile makes it a luck off the draw with how terrible the hitboxes are in this game sometimes the hitboxes are fine with hitscan weapons but with projectiles it reminds me a lot off dmc3 hitboxes which werent good
At first I hated it, but after completing all levels I left out as it's okay, it made me learn to be a little more good at the game, but I'll still spam it on above60% health
it takes some gettin used to but the game feels so fresh now that it isnt just whiplash
I think the whiplash is completely useless now. The fact that you don't get hard damage on Ultrakill style doesn't help either
@@ImmortalChanger "The fact that the weapon is identical to the op state it was in before doesn't matter"
like, you get ultrakill rank and you're playing with the greed whiplash. that's it. plain and simple.
also if you really can't deal with having a chunk of damage in exchange for the best movement in the game, I'm not sure you've earned using whiplash anyways
@@ImmortalChanger yeah you use whiplash only for fishing heals :/
@@WaluTime I just wanna be spiderman dude. Lemme be spiderman
Honestly, I didn’t mind the whiplash changes, it makes it feel more inline as an “option” in your kit rather than a permanent upgrade. The explosion immunity given to soldiers however, I did mind. Now I have actually aim at them and exploit their weaknesses rather than just shooting an explosion at them, which annoys my ape brain playing this game. Great vid, gLud!
this is my exact take with the act 2 changes, minus the idols but thats for another day. soldiers are pretty annoying now lol
Huh, i usually just coined or decimated the soldiers with the chonky revolver.
@@aarepelaa1142 I parried or multiparried them.
@@aarepelaa1142 Same, I also usually go for directs with a pro boost whenever i need coin for something else in 0.6 seconds
Edit: Nvm doesnt instadecimate them, well atleast we still have marksman which is still op af
Whats weird to me is that Soldiers can still be mid air'd with the rocket launcher and they'll actually take damage from it instead of just ignoring it, meanwhile street cleaners will just not care and deflect it. Its very weird how two "no rockets" enemies have completely different properties.
I'm kinda torn with this nerf - on one hand it was needed, on the other I think it's TOO much. I think a good middle ground would actually be temporarily Sanding whatever you grappled to, with the duration of the sand depending on style. It would mean that Whiplash couldn't be used to heal easily at lower style, but you could still use it for movement without shooting yourself in the foot.
it was totally needed but yea some parts were a bit much. i personally would love to see whiplash canceling back and functioning as well as some style reduction changes since grey health is brutal with low rank
hakita said that the reason he dint make enemies that got wipslashed just not heal was because the players would just use the wipslash to kill enemies from long distance instead of actually using the movement to get to them, since why bother using slide, dash, slide jump to get to a enemy if you have wipslash, so the wipslash punish you and make you actually use the movement the game give you
@@migueltela2582 I feel like with this logic if the whiplash is this hard to balance then why was it added to the game in the first place? If you're punished for using it (which is what hard damage is; a punishment) then this teaches the player don't use the whiplash .
@@stormlordeternal7663 well, Hakita actually dint wanted to add the wipslash in the first place, but now that he did, i find kinda hard to just remove from the game
@@stormlordeternal7663 also, yeah you do get punished by using it if you 1- dont have a lot of health 2- dont have very big style rank 3-use it in a enemy too far away
you can still use it if you have full health or a lot of health, wich is extremely good against maurices and virtues (wipslash+ shotgun swap) and if you have ultrakill rank the hard damage is completely gone, so you can use easy heal before your rank go down
I remember NOT seeing the nerf and then wondering how i die so easily with the same playstyle (which was mainly whiplash and shotgun), so i think these changes are for the better.
Ikr the nerf ruined my playstyle which I’m pretty bummed out about
Bruh same at first I was like, have I gotten rusty at Ultrakill? But no it was the retarded whiplash nerf. People say it’s a good thing but come on do y’all actually think it’s good or are you simply saying that.
I lost a bet becuase of this nerf and had to change my discord profile pic.
this actually helped me come to terms with the nerf, i wasnt really upset about it but i was really being shy from using whiplash at all. now i have more confidence
also could you drop a guide on how to ride the rocket? i personally know the basics but i cannot jump on it on the go like you do in this footage lol it would be much appreciated
glad i could help, i plan to do a whole rocket launcher guide including rocket riding but im waiting for the hotfix in case they change or nerf it
The whiplash nerf also feels like an indirect nerf to the shotgun because you can't pull yourself towards maurice and destroy him with shotgun swap anymore, which I think is also a good change because I have been using the nails more since
That and the soldiers being immune to explosions
Very true, Maurice was a plain joke when you could kill him in like 2 or 3 shots in less than a second.
Still can so exactly that, dude.
just instakill maurice by shockwave parry, it only takes an overpump to do
@@realhumanbean7915 but it's very risky if you are low on health
respect for my mans maurice, respect the hell hustle
Yes! I too have found myself using more weapons more often, the nerf forced me to play better and think more about how and when I use the whiplash. Glad other people are experiencing this as well.
I really disliked the whiplash change. I know that a nerf was necessary, but the amount of hard damage it applies is just too high. The only change I’d make to the nerf is put a cap on the hard damage it can apply while using it or make it apply more slowly
I think 10 hard damage per use and it dosent go past the health u have should be good
Or just a portion of your missing health rather than all of the missing health. That way you can whip, yoink like 20 hp, whip, yoink 15, whip, yoink 12, so on- no EZ free heals
It does 66 hard damage per second, using a program called dnspy you can change or remove the hard damage.
@@toafloast1883 i agree, but i also think the rate of hard damage should be reduced
@@ProGamer-kz2hp you do realise hard damage already cant be more than the amount of health you're missing right?
If Hakita doesn’t make the next Prime Sanctum a wide open arena you can ride rockets around then I’m gonna find out how blood as fuel might work
tbf minos prime doesnt require whiplash at all, i would even argue its easiest without it
@@gLud3 whiplash makes him harder tbh
How do you feel about p-2 now
the nerf of the whiplash makes it just like suicide, its just weird nerf,
i just dont use the whiplash anymore because of that
btw. you can infinite fly with the rockets, just to go OOB and you can cheese cybergrind with it
I am of the opinion that I'd like to see whiplashing to enemies still be an actually viable option in some cases, I think the issue is when you're at full health and high style you're probably not fighting for your life, you're probably vibing and doing dope shit anyways, previously, I at least personally found myself only really whipping it out (no pun intended) as a last resort to just stay alive when I was struggling. A crutch? Sure, but this was how I engaged with whiplash. So without it, I find myself playing largely the same but just having less options when I hit low health, and having to be a bit more creative. I think this was the intended consequence of the nerf and for that reason I am not against it at all, it has/will make me a better player. I would like to feel like I am able to use it AT ALL though, which I don't really right now, it feels like suicide, so for that reason I'd like it to be toned down.
That said I haven't seen a good argument from the extremely vocal opponents of this nerf that doesn't just boil down "it nerfed my playstyle and therefore I am unhappy about it", so I am much less sympathetic to that. I think those people could stand to learn a thing or two, and I think your video does a nice job of summing that up 👍
yoo wassup dumpster man
am sure its ganna get tweaked a little bit tho i am afraid this is how its ganna be on utrakill must die
you’ve summed it all up very nicely and even put a cool lookin ribbon right on top
even though it has at least a onth of thought behind, it feels rushed and without considering the larger consequences of the nerf
my take on this nerf accounting for the "problems" hakita wants to solve (which are long distance healing and extremely high mobility) would be:
-any enemy hooked heals 50% less for around 3 seconds
-the first whip is free and doesn't generate hard damage
-the second hook in succession would generate hard damage exactly like it does now, capping at 50 health
-3 or more grapples is thrown increase the cap to 75 hard damage
-after 10/5/3/2/0 seconds, the "too many hooks in a short time" debuff goes away depending on the style, D to A, S, SS, SSS and Ultrakill respectively, the hard damage expiring quicker would still be in effect (the debuff can be visually represented as an around screen effect kinda like the current "you used the whip and received hard damage" )
this way you punish long distance healing, without directly punishing whipping in general and if you start to use it a little bit too much you gradually get more and more punished
@@skylex157 that's not a bad idea still viable but balanced and punishes the player for going to whip happy
honestly, the worst part about this is fighting mindflayers. whiplash dogfighting is honestly the most entertaining way to fight them and now it's suicide.
on a more serious note, even with the knowledge that higher ratings reduce or nullify hard damage i do think the hard damage nerf was way too harsh and that it should be toned down some, though it being nerfed in general is fine. i pretty much only used the whiplash for healing and map-necessary navigation so aside from navigating maps i doubt i'll ever be using it now, which sucks.
on the MOST serious note, fuck soldiers. they aren't even hard now. they're JUST annoying. like the idols.
The air battle still works ^^
Whiplash nerf can stay if they get rid of soldiers blocking 100% of (non-red)explosive damage on the ground. I know the rocket launcher can put them in the air but having to do a whole song and dance to kill them at range without the revolver is really irritating. Especially when we already have an enemy who basically requires the revolver to kill - the streetcleaners.
lots of red damage and also coins
I think they should make it so that the whiplash makes only 1/2 to 2/3 of your missing health gray so you still can have quick healing but that quick healing still has a long term drawback because as of now the whiplash is strongest when you don't need it. It's kinda like the candy cane in tf2 in that the benefit and the downside completely contradict each other. If you are getting hit then the downside is incredibly punishing but if you aren't then the upside is far less helpful. The main difference is that the whiplash is still helpful for movement but there's still many ways to get movement that don't kill your health. The current downside should stay in cyber grind thou, it was too broken there. Also change that one water room in 5-1 that requires the whiplash but is shear pain now that the whiplash is nerfed
that would be kinda busted, also hookshots do not give you hard damage only enemies
The whiplash nerfs was expected, felt a little harsh at first, but was able to adapt to it. The Soldiers change however, is so annoying and the thing with them is that they spawn way more frequently than Street Cleaners and are ranged unlike the SCs meaning you either have to chase them or coin priority goes to other closer enemies, so you’ll just keep getting pestered from far away and just adds another thing in the priority list when we already had enough. The most reliable and consistent way of taking crowds of it from far away is the sawblades, since coins will probably be on cooldown on how often we use for other enemies and whiplash got nerfed, it doesn’t add anything other than an extra annoyance imo and I’m mainly talking about the campaign, imagine on cybergrind
It was surprising to do the cybergrind and find myself right above you in the rankings for a bit. Fortunately I've found myself having a lot more fun playing without the whiplash and taking advantage of all the other fun movement options the game offers. The style changes really help me stay alive in the later waves, I think. Although my reliance on using explosions on taking out the soldiers is gonna be hard to adapt.
new cybergrind has been a bit rough on me but i love it so much, hard stuck 40s but with rocket riding should be ez 50 :)
A pretty good thing i noticed for most small enemies is to hit them with the nail gun and place magnets, it basically stuns them for a great amount of time as they fly around and you can either focus something else or kill them easier. (That really helped me a shit ton in the small cabin room against the street cleaners on the level with the ferryman.)
What I actually don't like about the whiplash nerf is that it requires too much looking around the HUD to see if you should use it or not. You need to check your missing health, see how much grey health you already have, and then all the way on the other side of the screen, you need to check your style ranking so you know how bad the grey health is going to be.
I love the strategy of sacrificing your max health for healing, but I'd love it a lot more if the letter grade of your style ranking could be out next to your health.
there are other hud options also the style letters have distinct colors to help contrast the screen, if that doesnt work you could always customize game colors
If you could give feedbacker and knuckleblaster separate hotkeys (there are 2 arms and two keys why do we have to swap between them) you could use that slot for style letters
@@JackInTheBack3359 macro maybe? Just have one that switches and uses the arm and then a regular keybind
OR you could just check your crosshair where you can see your stamina, health and hard damage
@@JackInTheBack3359 what a mood. Like, I guess it's just to add a small layer of mechanical complexity, but I genuinely never use the knuckleblaster because so much of my playstyle relies on shotgun projectile boosts. Every time I swap to knuckle to get a punch in, I forget and end up trying to boost with the blaster and failing lmao
The only kind of change I would make to the current whiplash would be to change the hard damage build rate depending on difficulty.
"Find something else to worship."
Alt-revolver my beloved
I could really get to like round 30 on Cyber Grind just with it
I didn't like how the whiplash was nerfed at first but now I know that style reduces the hard damage its okay now
yea they really do go hand in hand
although i coped hard enough already by just playing (gabe 2 is literally a hard damage machine), still thanks for the info. also, i wish i could ride the rockets like you do at 2:00, looks so stylish, cant wait for the rocket launcher guide
You can parry 2briel's projectile spears to get back to 100 HP instantly, kinda like with Minos Prime.
the biggest problem is that the nerf changed how people played to the point where using the whiplash lost all that gratification, making the game less enjoyable to a point that many are unbinding it
personally, i want fun and enjoyment out of ultrakill, not external challenge, so i literally got a pirate copy of the saw your heart update to play the, to my eyes, superior experience in enjoyment terms
that said, i agree with the idea of the nerf, not the execution, and i think if hakita made specifically whiplash hard damage being able to turn of on major assist (similar to old style, which is not a problem i have but many do), most of the complains would have been nullified
Precisly this, I feel these balance changes were made for the sake of the players who sought more 'challenge' from the game so Hakita made the game 'harder' with these balance changes. However there are TWO harder difficulties that will come later and honestly the game as it feels now feels like this is how hard should be, not standard and violent.
@@stormlordeternal7663 i am ok with the game requiring more thought to be played optimally, nothing extremely wrong about that, what i dislike is the destruction of the old gameplay without a legal way to go back, it literally is a "let me ruin my fun" thing
remember to buy it if you enjoyed it and wanna support the dev!
@@reimuhakurei2123 i literally uninstalled the game
@@skylex157 thats also fair since you didnt enjoy the game but didnt lost any money
1:10 the problem word is “FORCES”.
The game forcing variety instead of finding it naturally is a lot more in line with doom eternals philosophy. Whereas before there was no wrong way to play, now there is.
Usually when I’m on low health, I could grapple a husk and kill it. But now I have to frantically run away while my hard damage resets because I have a B on style for now switching weapons enough and hopefully run up to a stray that isn’t charging up and kill it.
that is kind of the point you need to be better at the rest of the game and not just spam whiplash as a get-out-of-jail-free card
Well that's honestly a good thing, boring to watch someone whiplashing to space 24/7
thats... that is kinda the point of the nerf
@@anormalusername2748
That’s not really my point.
In doom eternal there’s a mechanic where can shoot a grenade in a cacodemons mouth allowing it to open for a glory kill. The problem is that every other method of taking care of cacodemons is “the wrong way” because it’s harder and takes more time.
That is what the whiplash is doing. Instead of rewarding the player in other ways to dissuade over using it, it punishes the player for simply using the mechanic.
It’s really strange since for the most part hakita has been really good with this.
@@bigdog7632 HERE WE GO AGAIN WITH THE MILLION THE GAME FoRcEs you To pLaY OnE waY argument i would go on a rant about eternal but this is ultrakill so i bite my tongue if the whiplash wasnt nerfed then you would be forced to play one way since there were no other movement options AND SO IT BE THE WrONg WaY cAuSe IT tAke more time to kill enemys and also there is no wrong way to kill a caco in eternal you can grenade him for hp you can balista ssg for armor and more but this is the utrakill community and they have to have everything handed to them so they wont get angry
Wow an ultrakill player that understands both parts of the arguments and points out the individual flaws of both and tells other to better their ways. I sure do hope every other ultrakill player is like this.
lettuce pray :pray:
sadly he is the 1%
The one problem with the whiplash's current state in my opinion is how it's tied to the style system. Sometimes, like in the first room of heresy, there's simply not enough enemies to get a high rank with unless you do the fanciest tricks in existence. Also, the style meter goes down a little too much when you get hit which is really hard to avoid in late game levels with the amount of enemies on the field at any one time. Otherwise, I find it a good change.
Rocket riding gives you yuge movement like the old whiplash except it's waaaaay cooler, big fan!
rocket riding is lowkey busted in cybergrind it is actually crazy
@@gLud3 I just read your comment in Max0r narrative manner, dude.
@@gLud3
Oh no no no rocket bros
I think it effects newer players the most honestly, having it be introduced as a recovery and movement tool and you can't do like half of that with it kinda sucks, it's like the game giving you this shiny new toy and introducing it showing you what it could POTENTIALLY do but it then slaps you in the face and says "no you can't recover health lmao loser" which dosen't really fall in like with how other movement things like the stomp is balanced although thats an unfair comparison, so I think it'll just confuse and discourage new players from using it, although yeah a nerf was necessary I just think that particular change didn't sit well with me. the rest of it is cool and fine though, it forces you to be more offensive to be more defensive, neat shit
the problem with leaning on the improved style system to lessen the blow of the whiplash nerf is that you can't really predict it. you aren't running mental calculations in your head and you sure as hell aren't keeping your eyes glued to the corner of the screen when shit is getting tense, so the hard health damage you get just ends up feeling inconsistent. it's really annoying having seemingly arbitrary amounts of health shaved off whenever you use the thing, as having to look at my current health AND whatever my style ranking happens to be at that exact moment AND making sure i'm not going to get hit by anything on the way to the target just isn't feasible at the times when the whiplash would actually be useful in a situation.
it's just annoying to use now, so i just don't use it at all anymore.
the style page has a distinct coloring system for a reason, i find quick glances help a lot in keeping style up
@@gLud3 that only goes so far though. style can deplete VERY quickly, and from the time you last looked to when you actually use whiplash, the amount of hard damage you take can sometimes be the difference between life and death.
i like how the style system encouraged you to play in the way that made the game most fun, but being forced to check that every few seconds if you want to actually utilize whiplash is annoying. I used to look at the style meter only when I knew I was doing really well, and it felt awesome to see a visual confirmation of that. now I whenever I look at the style meter, the only thing I think is "can I use whiplash now? can I use whiplash now? can I use whiplash now?"
my ideal whiplash would be one that wouldn't break the game, but just be more consistent than it currently is. instead of relying directly off the style meter which can be all over the place in any given fight, style points could also fill a separate meter specifically for the whiplash, and depending on how full it is, you would take an amount of hard damage. this meter would be split into pieces so that it is easy to see how full it is, and you would only take fixed amounts of hard damage depending on how many sections are filled. once it's fully charged however, you would take zero hard damage, and this meter does not deplete until you use whiplash. this is more akin to the stamina meter and the railcannon's charge system, both of which have served the game well.
@@flynntaggart8549 i have to give you props, the idea sounds like a lot of fun can be had with the balance and it would fit more in line with other mechanics we know of
While i sadly doubt that what hakita will end up doing will resemble this idea, i want you to know that this proposal is one if not the best one i read
Most other solutions are still a hard restriction on one way or another with no nuance as to why are you using the whip
oh my goodness I absolutely love your cadence!!
If Hakita wants the whiplash to not be used to cheaply heal, then perhaps it should just sand enemies it hits since that's already a built in mechanic for denying healing. Itd fit with the green arms unlock layer too. Though, that's flawed in its own ways as well
Who needs a whiplash when you can RIDE YOUR FUCKING ROCKETS!
shit be like a plane fr fr
I enjoy that this change has impacted so much. Veering towards encouraging stylish play is probably a great thing.
I feel like the lower your health, the less of your missing health should be converted to hard damage, proportionally. So after a point if you're already running a massive risk and you end up in a situation where you _need_ it, you don't get ultrakilled
can I just say it's ironic whiplash coming from the greed layer. *people got too greedy with it* , almost like it's a cursed artifact v2 stole when he got his arm stolen.
lore balancing
Seeing that sad bear picture with the vine boom sfx earned a damn sub
I feel that the original Nerf where it became a much tighter aiming thing was already good enough
I also feel that the hard damage nerf is fine
but combined the whiplash becomes much less broadly useful than the sum of the two
what I would have liked to have seen is just this hard damage one happened initially and then have it be left alone for act 2
I had to change my playstyle a LOT due to this change, especially when working on P-ranks. I didn't realize THIS was the reason I had so much more hard damage until I read the patchnotes, so now I can actually adapt rather than just thinking: "Wow the game got a lot harder all of the sudden!"
the only part i care about the whiplash nerf is HOW LONG the hard damage
IT LASTS FOR 7 SECONDS
that's longer than flesh prison blackhole
I just realised I never really noticed the hard damage part because i already play weapon swapping pretty much every shot
the big winner of act 2
Honestly the nerf of the whiplash specifically is okay imo (especially considering how you can pretty much completely ignore it when it comes to movement options because of the new rocket launcher), however changes to hard damage as a whole are genuinely awful. There are lots of situations where avoiding damage is really not an option, so you just spend pretty much all of the time running with 50 health max at Violent during encounters. You can easily just get spammed with projectiles in a normal room and drop dead, whilst the bosses pose way less of a threat. It's genuinely stupid that you get punished for not having omnisense of where everything is, and it needs to be toned down a notch since being in S-SSS all the time still isn't enough to reliably get rid of hard damage due to how quickly it goes down if you take a single or couple hits, and getting ULTRAKILL now is like the game is expecting you to do a triple backflip pissfart chargeback railcoin every room when everything just dies before you can get enough points
i agree, hard damage is really rough now at times even while disregarding the whiplash. depends on the scenario tho
Yes, rocket launcher supremacy ftw
That weapon is so busted LOL
also i saw u on the leader boards on like wave 70~ congrats and very impressive
@@gLud3 Busted is definitely an understatement hahaha
Thanks for the encouragement man!
Thank god you told me about the whiplash nerf I was wondering wtf happened to my health. Me was thinking it was a violent difficulty thing.
this video actually helped me cope and now i enjoy the whiplash again
this explains a lot, I didn't even realize there had been a change no wonder I kept dying so much lol
OH THAT'S WHY, I thought the fucking water was giving me grey hp
that wrath water got extra chlorine in it lol
I still think the nerf to the whiplash was overkill and the changes to the style meter obtuse but better than the old one but I really don't see a good reason of using the rocket laucher to be honest because for me the only good thing the rocket launcher has it is being an easier core eject to hit since the rockets are basically core ejects you can shoot and overall I feel the update being kinda undercooked but I feel I'm being to bitchy about it and if you disagree tell me how wrong I am and how much of a little bitch I am for bitching and moaning at an indie game in development, cheers
You can use it to rocketjump for no damage, if you do it at the same time as slide jumping you gain more horizontal speed than a dash jump
@@enn1924 kinda worthless because there is still Slam Storage if you wanna go high, if you want explosions you have PRO boosting, Core eject and the malface variant of the Railgun
its going to take time but it is actually really strong, red explosion airshots, rocket riding, extra cerb dmg. give it a whirl
@@gLud3 wait cerberus takes extra damage from the rocket launcher?
@@gLud3 I have tried but I just don't like it mainly because some levels aren't built for the thing and thefact it bouncea off Maurice really hurts it (And the buff for the lust suckers for explosions), it doesn't sinergize well with the rest of the kit, I feel a rework would be better, maybe something like the tau cannon of HL1, this would drain you health and maybe add you Hard damage but the more you charge it the bigger the explosion and the more damage it and maybe nerf the whiplash hard damage to a max of 50 instead of fully draining your health would be awesome (And explaining better how the hell the new freshness works)
In short: S or SS should completely nullify the hard damage from grappling hook. ULTRAKILL rank nullifies the hard damages as a whole. So even if you are a mediocre player (like me), you won’t have to handicap yourself and use the hook pretty consistently. And maybe a little less hard damage for grapple (maybe fixed 40 or so) Because right now it can leave you with 2 hp and no way to heal and it’s too punishing to risk
Nerf is needed but is it actually that fair? In ULTRAKILL you have to be aware of pretty much everything, the cooldown of every weapon, every enemy and efficient way to take them off, hp and style. However now to use grappling hook, not only you have to keep everything in mind, you have to calculate if it’s worth it or not, keep a closer eye on weapon “freshness” and think how to up the style. For my nonexistent brain that’s too much to think about and I think it just doesn’t worth it anymore, even if you grappled with high style, you can take damage midair which leads to loosing style, which leads to getting hard damage which leads to imminent death you were grappling to since you have a cap and not a lot of hp to survive. Maybe if you are permanent ULTRAKILL style pro, you can risk it but I think how punishing grappling now is if you didn’t make a quantum math in half a second on can you do it without dying, it doesn’t worth it
As ULTRAKILL fan, I loved the game for insane mobility and speed (people love speed, hence why scout tf2 is popular without anything special apart the speed and a bit cooler shotgun) and I really don’t like the change with loosing a big chunk of my mobility. As for me, i think grappling hook should be demanding style but not godlike, i can keep consistent S SS style but this doesn’t nullify the punishment, it just removes it faster but by the time it removes, it’s probably too late
The style and hard damage shouldn’t be changed, ULTRAKILL style should the only who nullifies hard damage fully because let’s be honest, this rank by itself is already godlike dopamine rush and having absolutely zero hard damage with this rank is more than fair. But grapple shouldn’t give hard damage at all if you are at S or at least SS rank
Sorry for this noob rant, I will shut up here
yea honestly i would rather them change style system to be a bit more lenient than buff the whiplash. Sometimes you're 1 hp and cant do stylish shit because you gotta live which doesnt really let you get rid of that hard damage
Wait does ultrakill remove hard damage only when you first get it or the entire time youre in it
entire time, but if you get hit you lose style
Man, I played Act 2 on release while checking the Discord, the Discord was a literal battlefield.
me too, those fake as fuck update “screenshots” actually gave me tummy aches
I didn't realise it and thought hard damage got increased in general
So THAT’S why Gabriel kept trolling me
0:15 Basically summarizes all the arguments on the Subreddit and Discord right now.
honestly ive found that learning to rocket ride effectively gives me the movement i missed with the whiplash
I was just wondering when the next Ultrakill video would be
was going to do a cybergrind guide but then they announced act 2 date lol
@@gLud3 hopefully you still do that, we need it now more than ever now that our whiplash is omega nerfed. I'm excited for that rocket launcher video because I'm still not very good with it.
I genuinely didn't even notice the whiplash does that now
imo adding the "light enemies don't heal you if you whiplash them" with an optional addition "from X range" to this so you wouldn't be able to attract that one filth from the other side of the map JUST FOR HEAL and use whiplash if you really want on the enemies around you would be perfectly fine and not ass-blasting
I just want to grapple to the beeg enemies and unload stream of nails and heat into their face, man, not cheaply heal for god damn's sake
sorry for that little rant here
as someone who feels partly crippled by the whiplash nerf, I welcome this. I feel Old whiplash kind of took away some of the main substance of the game (style) by being to effect of an answer to a broad range of situations. Now we're all effectlvy forced to get good at all the other movement tech. when I relazed this, I realized I didn't need the green arm as much as It felt like I did. slam storage, slide hopping etc. are more than enough to get from enemy to enemy, as well as escape when needed. additionally I also like the style change because it gives me a reference as to "oh, I should do this other weapon combo I know now," and helps me understand the thought process behind crazy ass weapon chaning some people like Herb and G_hyze do now, as opposed to just throwing shit at the wall without understanding why I'm using a certain weapon at a certian time, for a certain enemy or group of enemies. also the reward of being able to use the whiplash (almost) like it was pre-nerf, for however long you can maintain Ultrakill style rank, means even MORE motivation to git gud. Even if it is over-nerfed, I think this is the kind of thought process that should be behind nerfs in other games, as opposed to just "make the strong thing un-useable."
i don't need to cope i want that fucking nerf removed
The game just kinda *feels* worse after act II. Probably because basically everything got nerfed
The whiplash obviously but its nerf was also an indirect nerf to the shotgun by making it harder to get close. The soldiers blocking explosions is also a *direct* nerf to the shotguns and since you'll be at farther ranges and not using them as much you'll be relying more on the revolvers which with the new style system will almost always be stale. Even the slam was nerfed. I bet no one's noticed that one yet. You can't slam groups of enemies into the air anymore, only a few
soldiers are only immune to regular explosions, not red explosions so shooting core ejects is still game
Yeah this is how I feel. These balance changes made the game hard in a way that feels like we've gone up a difficulty when we didn't want to. If these were used on the very hard difficultes then it would make sense but now it just feels more frustrating.
I do feel that these should've been used for higher difficulties aswell
I think that while the nerf is necesarry, this way of nerfing it is literally making me just not wanna use the whiplash at all, at least in cybergrind, unless I got blasted off the arena.
Like, I actually found myself resisting to press R on an enemy because of the hard damage.
At the same time, pboosts are deflectable and now most of cybergrind enemies are immune to direct pboost hits, so now I can't use just the shotgun for 70% of the game. I'm glad that happened.
I also think most nerf hate is because people aren't used to the new whiplash.
Also I just found out about the new style mechanics from this video?
shotguns took a BIG hit this patch but thankfully nuking, overpump, and just swappin up close is still nice.
tbh i kinda dig the new rewarding style system. it made the game more fun for me because i had to think about how to spice things up, and higher waves were actually challenging and entertaining when applying the intentional style and figuring out ways to mobilize outside of the whiplash since it wasn't a mindless clusterfk of shooting in an enemy's general direction and making as much explosions as possible. i could see which implements had higher style value (really clear how hated the pro-boost is) and stringing them in combos to keep that multiplier up made it feel less like a fps and like the mix of style-movement shooter ultrakill and the cyber grind were meant to be.
i love how it makes the game harder, and i love how it forces me to think more creatively and fluidly about my movement like using ground slams and sliding more often instead of just whiplashing everywhere. good update, i still need to get good at weapon swapping tho
I’d say it’s super overnerfed given how easy it is to get hit by random garbage during the grapple and thus preventing you from healing hard damage. I didn’t play it at its prime because I wanted to experience all the new levels of act 2 at once but I can’t bring myself to use the thing because the possibility of 30 or more hard damage for one Maurice or Virtue kill smothers any chance of me taking the risk. It feels as situational as messing with overpump now and that really kills it for me.
I was trying to P rank 4-3 the other day on the new patch and always ended up getting peppered to death by soldiers in the last room because there's just no easy way to kill them without going from one to another and personally handing them a shotgun treatment, it's horrible
just like the overpump, there is a real risk and reward with using the whiplash that can be improved with practive. it's gonna take some time but im sure the whiplash will find its place more comfortable as time goes on
@@gLud3 True, but the place it finds itself might be one below most other tools in how often you want to use it. I mean how often do you really use the overpump and for what reasons? There are a lot of things that can do the same job as overpump but for less risk and I hope the Whiplash doesn't find itself in the same spot and end up a limp noodle after all the hype because that just don't feel good. Especially from the perspective of a first time player getting the thing and then deciding that it sucks and never using it.
@@gamespender8605 Alt revolver does wonders on soldiers, pretty much the only good way to kill them now that they're immune to explosions for some ungodly reason.
overpump is one of the best and most easily accessible burst aoe
oh god, i legitimately never noticed the nerf in the first place and just assumed i died a lot because i was rusted from not playing the game in a long time
I kinda love how the whiplash is now honestly. Given the hard damage does not exceed your current health and style points speed up the decay of hard damage, using the whiplash freely feels like a reward for skilled play, and before that, it’s a risk/reward tool to reach that high skill level
That explains a few of my deaths lmao.
I was so used to just grabbing skizms to shotgun them for health before.
The update hit me with this and I didn't even realize it until now. I'm so dumb for not noticing lmao
i didnt read any changelogs and rushed head first into act2. now i know why i was being dragged through the floor, that and my atrocius aim
Reeeeally interesting video didnt know about style and regen
i just wish the rocket launcher grants more style compared to proboosting since using it feels so damn good
proboosting in general gives more style than most base things in the game simply due to more actions
ONE STEP FROM EDEN MUSIC LETS GOOOOOOOOOOOOOOOO
perfect change, only difference i'd personally make is make the damage scale so like 0.5s whiplashes does no dmg and then ramps up
i genuinely forgot the whiplash was a thing right after 4-1 and did the rest of act 2 without it
I think the nerf gave me whiplash because of the fact that I had to change my playstyle massively. At first I was wondering why my screen was red more than usual ("Who's hitting me?"), Then I looked and saw the health bar be completely gray despite not being hit that much. Now I've kinda adapted, so it's fine. The problem isn't that it's bad, the problem is that it takes some getting used to it.
I didn’t even see the twitter post about the nerf I just noticed it when I started playing act 2.I think the nerf was good because I don’t rely on whiplash as much anymore and play more varied.
I am here from the discord just to add more comments for you to reply too, also rocket riding is best feature to ever be added to this game.
damn you smite
I'm in the camp of "it got nerfed? I never really used it so I didn't notice"
I never noticed the hard damage thing was a nerf, or that it was there at all.
The whiplash was a crutch I completely relied on at all times. Its good having my game shaken up, but its also incredibly difficult to adjust. Especially doing weaponless runs. That shit is hard, as you pretty much need to whiplash, its about knowing when its a good idea and when it will kill you
IDK man it needed a nerf but the hard damage wasn't the way to do it. I think that they should have made it so they whiplash makes enemies bleed out so when they get to you or you get to them they wont give you health, being able to just grab any enemy and take their blood is too much, . I think that you should be able to use whatever movement you have at any time without being punished for it.
*sniff* whiplash will always be my boy, but he changed.. *S N I F F*
This change is actually quite positive for me since I really REALLY relied heavily on it during cybergrind. It was the only reason I could get past wave 20-22. But now I have to learn how to stop taking so much damage so I can lessen my need for blood. Whiplash kind of stops newer players from learning how to dodge correctly since it's practically unlimited blood.
The moment I started noticing the nerf was during the ship with the two Mindflayer and I was a like "how am I dying this fast?" because I was getting blood but wasn't healing. Honestly it hurts way too much to be worth the hard damage and I never spammed it too much to begin with. Also make a video explaining why the rocket launcher isn't completely useless.
It's really good to kill small enemies by ground slamming them up and shooting them, or maybe even freezing the rocket above and have the enemies bounce into it. It also gets a boosted explosion range for in the air falling enemies, basically floating ones don't count, like the angel balls and faces, but they'll bounce the rockets off anyway.
i plan to make a rocket launcher guide, but im waiting for a potential hotfix so the information is less likely to change or become irrelevant
@@gLud3 makes sense
I didn't even realize they nerfed it, I couldn't figure out why it was impossible to beat Gabriel until this point.
Going back to warm up in greed when act II released i got fucking fisted and i didnt know why. then i realized hard damage builds up on whiplash so my dumbass spamming whiplash for easy kills and health wasnt viable anymore. decided to play the game from prelude up to act II again to adapt to this new mechanic and i gotta admit, it forces more strategy into the play so i think its a good change.
yea no whiplash is eye opening
If this is the case why use whiplash at all? Why is it in the game?
@@stormlordeternal7663 so you can grapple enemies to you or yourself to enemies. It sometimes having a cost doesn't change that
I didn't realize it was nerfed so I beat all of the new content spamming the whiplash and wondering why I was taking so much hard damage.
The problem is this change was specifically targeting cybergrind players without any regard to the campaign, making the new levels feel worse. Its also harder to maintain style in campaign when moving to room to room compared to the endless combat of cybergrind, making it feel even more worthless to a large amount of the playerbase. Most of the people I see who think the nerf was 100% justified were also huge cybergrinders like yourself, and the reasons hakita listed as his motivation for these changes made no sense to people who didnt live in the cybergrind and know how broken it was there.
EDIT: AAAND I noticed a new update that fixes a lot of the major issues with this system in campaign. I still dont like it in concept but now theres an option to disable it entirely without eliminating hard damage itself.
I think I would come to terms with the nerf if hakita nerfed or patched out mindflayers
learn how to insta kill them, its not that hard with practice
also for me I do really wish that this hard damage aspect was explain somewhere because currently it's not explained anywhere unless you are active on forums or read through every nook and cranny of the change log
I was struggling to P rank all of the new levels
until I found out that the hard damage buff that I thought was from enemies had actually been coming from my whiplash
and there's no coincidence that suddenly I was able to get a p rank on every level an hour later
I do feel a little bit though like I've been slapped in the face for this as well because I've been intentionally trying to figure out the best way to incorporate whiplash into all of my plays for months expecting combat to get crazier than the later waves of cybergrind and whiplash to be an absolute necessity
but due to this entirely on telegraphed nerve instead of becoming an integral part of my strategy it's antithetical to it if there was just a ingame heads up or even if Akita had just said y'all it's getting nerfed in the next update on Twitter so I could practice in anticipate I would be way less salty
Good afternoon glud,
The hard damage shit was FUCKED
But rocket riding makes up for it
Sincerely,
Rednbloo
big agree, rocket launcher stay winnin
With the style change I'm actually motivated to look at style instead of it just being cool to see ULTRAKILL occasionally. I feel it's a good change and not too much. Many times the whiplash allows for at least a small or medium heal in return for some HD.
"hey watch this, here's a nerf we overdid and now if you even slightly can't get enough style or just want to not be as slow as a fucking snail you're fucked!" -ultrakill
learn movement techniques, whiplash was not the pinnacle of speed
I went into the update blind and all of a sudden found i could barely heal, sometimes. now i know why
Style affects hard damage??? I wish I knew that, that would have helped so much...
Because high style usually means higher focus on what's actually going on, it's so hard to tell that hard damage has less effect with good style.
I actually didnt notice the nerf until i saw people talk about it
I already didn't use the whiplash, but now I have an active reason not to. I feel like temporary sanding of enemies instead of hard damage would be a bit more reasonably
I feel like this nerf was a bit too big but also needed. On one hand the whiplash was far too good for recovery (especially on cybergrind). But on the other hand it incentives the use of the rocket launcher (hopefully by next patch the option to switch its bind becomes available).
I went into act 2 totally blind so I died way too many times cause I was addicted to whiplash, I thought I sucked after not playing for awhile, and while that is true, the whiplash probably killed me more than anything
Honestly I think having it give an amount of Hard Damage based on difficulty would be better since if someone is playing on Standard they're going to want a middle of the road experience and losing pretty much all your missing health to Hard Damage feels a bit too extreme for Standard. I like Standard as a brain off mode to just play some Ultrakill on where it's not so challenging it gets me worked up but not so easy it just straight up removes certain phases/features/attacks on enemies.
The nerf is definitely overdone and needs some tuning. The hard damage persists way too long and the style bonuses don't do enough to make it decay quickly. Also feels a lot more difficult to build and maintain style than it was before (even swapping weapons constantly to maintain the 1.5x freshness multiplier) so getting to ULTRAKILL to negate hard damage entirely feels impractical in most arenas outside of cybergrind.
Didn't ruin the game or anything. I actually beat all of act ii without knowing the whiplash nerf was even a thing (though I did catch myself wondering why I was getting so much hard damage), finally beat p-1 earlier today, so stuff's still doable. It's just frustrating, I avoid using the whiplash if I can at all help it now because dear god that health burn lasts a while. The way it's tuned right now makes it feel like the skill floor has been raised a bit more than I think it should be. Also gotta be real the rocket launcher isn't really viable as a mobility tool in combat, IMO. Mounting rockets is way too clumsy to do while trying not to get hit. Maybe if you could always whiplash to mount (instead of only being able to do that when they're coming at you from below) they'd be a bit more useful, but as is I only ever use them to skip platforming bits lmao, and even then I usually prefer to do slam storage fucker or build moment with slidehops to get past stuff.