For some reason I actually cant stop using saboteur it's just so fun to save team mates. Theres like 3 clutch saves almost every game I feel naked when i don't run it 😂
Better not picked than picked every time. Theres no worse feeling than not getting a hook for downing someone. Imagine you finish a gen and theres a chance that it resets to 0. Thats how it feels, and sometimes you cant even do anything about it
As someone who's consistently been using Iron Will after it's nerf, I think it's definitely still strong. Weaker than before for sure, but being 75% quieter is nothing to laugh at, especially if you're crouching or in a locker. Pair it with Lightweight and it becomes very difficult to track you, especially on indoor maps
If you prestige jake park, meg thomas and yui kimura, to get all their perks, then you can use a loadout with: “Quick and Quiet” “Iron Will” and “Lucky Break” and whatever fourth perk you can pair well with this to get away from the killer easier. At least it works for me ;-;
I remember back in late 2018 before Legion was out and BT had still the old visual effects, you could not mend like you can now. You had to heal or get healed during the bleed out timer or you would go down. This meant that the killer just had to chase you for that duration and you would drop dead. That was the reason why I started to use Self Care until it got changed.
Borrowed Time is a really weird one, because on release it literally only borrowed you some time, because the timer would always go down no matter what, unless you were healing. So after a 45 second chase, you would simply go down. And you also needed a med-kit or self-care to heal yourself from that state. So technically thanks to deep wounds that were added with the Legion, BT provides a much stronger efffect for the unhooked survivor (although the release version is probably still stronger, because it also protected the unhooker)
That sprint burst one is kinda like looking at your work from highschool. You could tell they wanted to really embrace the survivor aspect but the devs couldn't have predicted how big this game would be, fascinating to remember
@@muysli.y1855 ruin was never overpowered, and if we had the old ruin instead of all new regression perks we have nowadays the game would be more health! Fact is, ruin, no matter how strong remains a totem, easy to cleanse and to put out of game mate.
Id like to say that even though overcharge used to be terrible, recent builds with doctor and the right perks made overcharge the strongest regression perk. Pair that with doctors tier III you scream, revealing your location, you see fake pallets and doctors which in my opinion, puts pressure on survivors and makes them have to think about which doctor could be you. All in all I think overcharge has improved and in the right hands it's op
I honestly miss the old double endurance borrowed time effect. i would love to see it come back but if the unhooker takes the endurance hit they are broken for 60 seconds as well. so they cant just heal after mending. seems like a fair price to pay for double endurance. but with the new anti camp mechanic coming soon it prolly will never happen.
Balanced landing was pretty overpowered up till they removed the fall stutter effect. Because on maps like haddonfield you could make infinites with it. Even though it was seen as one of the weaker end exhaustions. It had its time up till then and that one change dropped it.
Hex: Ruin. This used to be a nightmare to deal with. The effect used to turn skill checks into red ruin skill checks. A good would result in 5% generator regression, and a great would simply be no regression. As such, this used to be crucial to most killer builds simply due to the game slowdown, even worse when paired with certain killers like Doctor. It became worse for people who can't hit great skill checks regularly. One of my friends actually had to run Technician just because she couldn't hit good skill checks reliably just to prevent even more serious generator reduction. Amusingly, it became the reason I always ran Small Game, a perk I still run in my totem build alongside Inner Healing/Strength and Overzealous.
12th video asking ➡️ 1) Who from the killers is the most sensible/in touch with reality/in full control of themselves. 2) Ranking survivors' commentary, grunts, screams, etc., on how believable and realistic they sound? Like which are overdone, which are strange, which are so realistic you feel for the survivor, etc. Love ya.❤
5:08 I agree that Saboteur shouldn't be able to permanently disable hooks, but I wish it was more viable than it is now. An example of how I think it could be balanced is if hooks stayed broken for longer, but breaking multiple hooks in one area would cause some to respawn.
I hate how DBD usually fluctuates between perks being overpowered/ meta to them being barely used/ not viable. I was they were better at balancing perks to encourage ppl to use a larger variety of perks/ builds.
Hot take: I miss old dead hard. Both as a killer, and as a survivor. I main both on a 50/50 basis. I miss it as survivor because it made the game fun, your own super power of sorts that allows you to negate a hit easily, but you can be punished for playing badly by a killer who saw it coming. As a killer, someone with dead hard was irritating but fun, the times I see it coming, bait them and catch them just 5 seconds later than I usually would is entertaining. A game of cat and mouse, I don't want the mouse dead immediately. I prefer to play with my food
Maybe the midchapter update will change them. Fun fact Buckle Up isn't even a good perk if the killer never slugs, only For The People made it overpowered.
@@d.m.darkmatter8286 They don't. Buckle Up is only a strong combo with For The people because it gives endurance for BOTH players which is an absolute bs like old Borrowed Time used to work.
There’s nothing wrong with For the People + Buckle Up. It leaves two survivors injured and one of them broken. Endurance doesn’t last forever; it really only benefits you if the killer slugged and is camping the body.
Mettle of Man used to require you to take hits to get the Endurance. Not protection hits. Just normal, basic hits. Meaning it was virtually unavoidable, it was guaranteed to extend chases and punish the killer for spreading damage, and it required absolutely no player input or special condition. It was just take hits, free Endurance. How was that perk ever allowed to be released?
Ultimate Weapon is a bit overpowered if you ask me. Like killers get so much just by opening a locker, you scream and reveal your location AND your blinded long enough for them to find you. Maybe it's just me but most of my matches have spiraled into disaster because of that perk.
I don't particularly like current Saboteur's cooldown. Not that it isn't needed, but the fact that if you let go early, it's cancelled... Like, I didnt even actually sabotage!
I definitely disagree with iron will being weak. Even after the nerf I use it and it's incredibly strong. Killers have a much harder time tracking you around loops so mindgaming and running away is a lot easier, flashlight saves or just hiding in general while crouching the killer can only hear you barely if you are VERY close. Definitely still strong
Don’t forget to mention mettle of man, back then you just had to be hit you didn’t have to take protection hits no you just get hit 3 times and gain the endurance status effect
Trapper is clearly the strongest killer, he needed 2 perks to directly counter him and his great power (small game, saboteur)! Plus old dead hard could let you avoid his traps.
In my opinion Circle of Healing got kinda gutted down. Ok, it was strong, but no self-heal basically repels anyone from using it since it isn't sure if it will be usefull by any means. Moreover, now it doesn't make sense to take CoH for healing purposes when We'll Make It or even a good old medkit will do the job quicker and thus will be way more efficient than CoH which requires you to bless totem and later get to it even may require to go further away from any objective
1. I think Dead Hard managing to go so long without nerfs is because they were trying to be considerate of the "Adept David" achievement and it was the only Exhaustion perk for a long time that required you to be injured. So seen as enough of a gamble. 2. I feel bad for Jake. All of his perks have been through the wringer. Jakes used to be infamous for sabo squads and Lauries were overpowered with old DS and Object. However, maybe it was for the best. Laurie and Jake don't seem to have the toxic stereotype circulating around them anymore and I'm glad for that. The same can't be said for Nea or Nancy imo. 😅
I used to use Iron Will soley because I got tired of hearing the sexual ah moans from whoever i was playing as lol I didn't even consider the benefits it had in game
How was mettle of man not picked the perk was absolutely busted the fact it was just take a hit and get bt which never even put you in mend was the dumbest perk the game has ever seen.
Ikr, Im glad I didn´t have to face it before exhaustion changes because I started to play with portrait of murder chapter. The mere thought of the "press E for skill" being recoverable while running would probably make me uninstall instantly. That shit was riddiculously overpowered as it was after changes and used by every single survivor in every single game. The fact it stayed that way for so many years is still something I don´t understand at all.