I love the shift towards becoming a scary game. The breathing of 106, and the effects of your trauma from the pocket dimension are enough to put you on edge or panic. People complain a lot about the massive changes in SCP SL and while it is good to be skeptical of something new, it still always has a good side to it. Overall I really liked this update, and I am excited for what northwood plans next!
I have to agree, I'm always happy when Northwood tries to venture into making the game more horror, even if the community makes it hard to do that lol. Change is always hard to get used to so I understand peoples' worries about some of the stuff introduced in this update but I'm sure we'll get used to it and styles of play will change, which like you said is a good way to look at it. Glad to hear you're enjoying the update and I hope you enjoyed the video!
While I do agree that most of the changes are good, I do love the horror aspect and all and I think they have been doing good in that aspect, I think they have been nerfing the scps waaay too much, first it was 049 with making his attack more of an annoyance for anyone that knows how to deal with it and slowing him down, on top of people leaving the game to avoid playing zombies although there really isn't a fix for that as far as I can tell, that's always been a problem and all. Then there is the increase to pc with locking doors, it was fine as it was they didn't need it to go up in cost as they go up in levels and I feel that 1/5th of the ap is a biiiit too high. Then 106 which I absolutely hate the changes to bc his problem wasn't that he was a one hit to his dimension, you still have a 1/8 chance to get out it wasn't an instant kill, far from it, his problem was his hume shield/Regen and his ability to nope out of situations to a ridiculous degree and hold the game up way too long which they didn't fix at all. I can't complain much about nut bc he's pretty hard to fuck up outside of them constantly screwing with his range but with shy guy they absolutely have been screwing him over with the fact that it's become a legit strat to stare down at a slight angle to be able to see the nut but not pop off shy guy somehow as long as you don't shoot him.
I REALLY like the new settings. Changing preferences in-game and having more options is great, and there’s even an option to have your health bar show percentages instead. It doesn’t work on shield, AHP, and the spectator list, but it’s a good option nonetheless. I played 106 for a round too, and yeah he’s more of an ambush character now. I miss the old instakill, and he might be too similar to other SCPs, but he’s definitely more fun to fight and play. I still need to try 079, the EXP boost seems powerful but the door locking power usage scaling may just be a bit much, the rest of the changes are good 173 spawning with 049 is great for light containment, but for facility guards it is a NIGHTMARE. They were already suffering with 939 and 096 overpowering them, they didn’t need 173 to be WITH 096 and instant killing them. With D-Class and Scientists, they had somewhere to go to run from 173, facility guards just have to die or pray. I don’t like him in either spot and I think that’s probably because of the nature of the SCP himself, being able to easily kill loners without much effort, and also the weird movement and remodel
Yeah I’d say I pretty much agree with everything you said. Only thing I would disagree on is 173’s change, which I personally think is overall good. With him being in Heavy I feel like it gives him some more opportunities with his starting gameplay other than “kill all the defenseless people in LCZ for PC”. On the human side of things, it’s definitely way nicer for people in LCZ, giving them a few more valuable seconds to leave or get prepared before he and the other SCPs arrive. Finally I think Guards will MOSTLY be fine. A lot of the time SCPs ignore EZ to go mess with the unarmed people in Light and I don’t see that really changing. But even on the rare occasion that a lot of SCPs storm EZ, there’s always the second checkpoint to run to or teamwork to have and at least do some damage to them.
@@IceyManDudeAfter a bit more playing, it turns out not to be as bad for guards as I thought. For some reason, I don’t encounter it often. Although, facility guards can do basically nothing to retaliate unlike other SCPs since 173 has such high HP and shield. Playing 173 is fine though, there isn’t really anyone outside of LCZ though so it’s still most viable to go there anyway. At least it encourages more SCPs to go to light and PC to work with other SCPs a bit more
That’d be really cool actually! I think the new lighting system gives them a lot more control over how everything looks however so idk if they’d go out of their way to have a classic-like mode for lighting. Neat idea though for sure.
I think it really depends. 106 is definitely VERY bad at taking on groups by himself now, pretty much requiring other SCPs to be a distraction/to finish humans off. But when 106 is against 1-3 people he can still pretty reliably capture people if he plays his cards right. Definitely WAY more of a challenge to do so if the human plays their cards right though so it's definitely 50/50.
Did you know that in Project Zomboid, the Veteran is one of the best gun-wielding combat occupations and will never panic no matter what. The cost to be a veteran is the highest in the game partly due to the unique trait you get from it. War has made the veteran Desensitized, meaning you never get panicked, ever. Panic affects the aim, damage and critical chance of any weapon, be it firearms or melee weapons. As a veteran, You'll never slow down when reloading or aiming, so you won't need to chug bottles of beta blockers when dealing with swarms of the undead. The skill boost you get with aiming and reloading can help you clear out an entire town, so long as you have the ammo for it.
I am quite...conflicted with the 106 attack pattern as the only problem with 106 when I was playing recently was the fact the energy regen was so high that 106 can basically delay the round while instantly getting 25% energy to restalk/go into the ground too basically get their shield again super fast. I kind of see 106 attack pattern almost just super nerfed like way too much when the energy regen was the problem for 106 who can camp at the exit and delay the round for super long time. 079 was quite honestly needs more things than completely making it useless and servers basically having people switch too another SCP. SCP 173 being moved to HCZ I would have wait and see how it's tested. But then again it's just honestly buffing Class D and scientist in LCZ.
106's attack pattern being changed is something I don't think was TOO needed with his other changes but I understand why they did it, as to not get immediately punished for trying to fight him around doors. 079 I feel like is in a pretty good spot honestly, making him not an actual powerhouse 2 minutes into the game and instead him ramping up as the game ramps up. So after making this video I did actually try speedrunning to LCZ as 173 in a private game and I do have to admit that unless you get VERY lucky RNG, it's actually quite hard to do it in the same amount of time as before so that's my bad. Still though, the other SCPs like 106 and SCPs guided by 079 can get to LCZ and mess everyone up like they could before so I don't see D-Boys and Scientists having too much of a walk in the park in the long-run, just not having to die within 30 seconds of the game.
Next 13.2 update Larry takes 3 hits to take you to the pocket dimension and does does 33 damage a click with 1 second corrosion effect and takes 3 seconds longer to phase through doors along with stalk nerfed and it takes 3 seconds longer to submerge into the ground and takes 1 milisecond to unsubmerge from the ground. Also, vigor is nerfed to 75% along with Larry having a stamina bar. In addition, his walkspeed will also be nerfed and his footsteps will be 2x louder to be fair along with Larry breatheing louder the faster his stamina bar drains which lasts 8 seconds in total and takes 20 to recharge. Finally, his health will be nerfed to 1,750 and hume shield will be reduced to 200 with the new limit being 600 maximum HS.
@@150Nameless the 106 change was the best. It makes it so 106 cant delay rounds anymore and more fair to the MTF. He had 900HS which is a LOT. Also kind of instakill pocket dimension where he teleports all your belongings as well. He can walk through every door meaning it was easier for him to camp doors and instakill any mtf by camping a door. Really great to see these nerfs but they made him more ambush which I really like aswell. He didnt get nerfed badly,he got fixed to what his playstyle was supposed to be
for some it feels like theres more gravity but only when jumping, like i fall quicker, but other than that im really fine with how the game currently is, before this update my one problem with the game was 106 basically instakilling but not at the same time
there is something wrong with jumping after the update. Sometimes when you jump you'll take like 98 fall damage. It seems to happen most on slight slopes, i think.
Yeah I've heard a lot of people say that as well. Must've been from them either fixing lag jumps or maybe reworking the physics? It should just be for pickups though so I'm not sure.