Another dose of weekly highlights, this time featuring the glorious downfall of what used to be the most overused meta perk. And some other less historic moments too, I guess. Edited by: / simpingforotz Outro song: / its-all-a-dream
@@inmate92 Is this the newest latest creation invention of Clan Moulder? The rat-hampter? She will destroy kill all who stand in her way path. yes yes.
Since the update, I have been witnessing multiple survivors act cocky in the open and attempt to "DH" to pallets/windows, but instead just DAB and down. You can clearly see that their strategy works on old DH with the distance, but now, if you cannot estimate distance, DH is not gonna save you. I only see one successful DH, even though it is a panic DH where I win the mindgame but he get speed boost, but it felt less less less frustrating.
The most frustrating things about the updated DH: 1. it does absolutely nothing when already deepwounded(its an exhaustion perk, it should do something even lithe and sprintburst still triggers their haste effects after you get downed) 2. even if it does something, the dedicated hits seem to be turned off(I was looking at a friend, they were downed while still having the endurance effect), so you can be exhausted on the floor like the good ol' days. 3. when you do trigger it and get the effect, the speedboost is slightly less than a normal on-hit because the animation hasnt finished yet. If they fix the dedicated part and change DH into ignoring a healthstate reduction like MoM, it would be great enough to be an exhaustion perk. Right now, it might aswell have its own cooldown that is seperate from exhaustion.
The update was fairly balanced, the only problem is: Killer already had some good options, while survivor had these GOD TIER perks and the others were pretty shitty. I Hope next patch buff some survivor perks to widen the perk variety
I hate to be that guy but this update was not fairly balanced. I consistently fail to get past three gens in solo queue with teams that are actually trying and it's very demoralizing to get shit on left and right.
I am 😂 I’ve had a horrible solo-Q experience so far (no gens getting done or at least not more than 2) and want to sit and watch other people’s opinions
@@meganandmichaelrodriguez8874 I've been anxiously waiting for a video like that as well. I need to see him say killers were buffed too much so I know it's not just me... I consistently fail to get past three gens in solo queue. :(
@@meganandmichaelrodriguez8874 I do have some pretty rough games in solo queue sometimes and other times my team of randoms is competent enough and we all make it out tbh they just need to tweak some stuff. This update is very healthy imo
@@gylfie2529 solo q has always been bad. i don’t know why you’re acting like sólo q was amazing before this update. this is a fairly good update but since it’s new and new players are coming back the mmr system is bad. furthermore the dead hard nerf put survivor mains in their place since now they can’t loop without their second chance crutch.
@@independentmissile200 I'm not acting, it wás much better. I escaped more than half of my games in solo queue as compared to the current two escapes since the patch hit. The issues also have diddly squat to do with Dead Hard being nerfed and more so with so many other things being buffed all at the same time.
I don't mind personally, but this patch was a tunnellers dream. -DH may as well be removed completely, because the desync of the servers makes a 0.5 sec ability impossible to reliably time. -DS having only 3 second stun was an overnerf. 4 would have been better. I've seen people use it and be hit again almost immediately because the stun starts before they hit the ground. -nobody using BT anymore, so the tunnellers only need to wait 5 secs, not 12. Some really good changes to other perks though, so overall I think it was a really good patch. I wouldn't have taken the scream off of pain res, especially when they buffed calm spirit, and I'd like to have seen more incentives for killers to play instead of facecamping and tunnelling, but it is what it is.
Sad thing is: this patch was extremely killer sided, and yet I've seen more camping and tunneling than before the patch. Most teams I've been on don't get past 3 gens. This was a horrible over-correction.
@@garyco766 Part of it was that the punishment for camping and tunneling was reduced but they also haven't fixed the core fundamental problem with the game. Killer objective takes too long if they play fair. Nice killer - So killer starts on the other side of the map and survivors are slamming a gen away in the first 5 seconds of the map. That's 30-50 seconds on a gen before I find a survivor if im lucky. We go into chase. A good survivor can make a chase last for at least 60 seconds. I then pick up that survivor and spend about 12 seconds hooking. That's probably 2 or if i'm unlucky 3 gens gone that I cannot do anything about. Prove thyself at the start of the match with no discordance? That gen is gone with zero chance for the killer to do anything. I have completed 1/12th of my objective. Survivors have completed 2/5 or 3/5ths of their objective. I then leave to go find another survivor and they're already on the move to more gens. The only way that this can be viable is with a overpowered killer that can end chases extremely quickly, or if they make stupid mistakes that allow the killer to snowball. Solo queue is rife with braindead survivors, not doing gens, mistakes which is why solo is painful. Meanwhile if I camp and tunnel, I complete another 1/12th of my objective after 60 seconds (with no travel downtime), and someone has to take the down to get the save, so that's more objective completed and less people on gens. Slugging lets me take a survivor off gens without wasting time hooking. If I can get another chase before they get picked up that's only 1 survivor on a gen because 1 is downed, someone has to pick them up, and I'm in chase. If I down someone while this is going on I can hook the next person without worrying about too many gens flying. Any way you slice it playing "dirty" is just more efficient. At a fundamental level these things need to change because numbers wise the only way to make this fair is to have killers be nearly unbeatable in all chases and end them super quick. This allows them to keep up with survivors having an objective speed that is over twice as fast as killer. Balancing this is unsustainable as you'd have to buff killers into the stratosphere to ever make the imbalanced objective speed viable and the meta for survivor will be to just hide from the killer all game as chases are worthless.
So, I agree that DH and DS have probably been nerfed too hard. I'm not sure DS needed a nerf to the stun time at all, but I've yet to play in really high-level lobbies as a killer. I've seen very little BT usage, but the real benefit for tunnellers is the joke of a chance survivors get to escape after a hit. You go nowhere, it's pathetic. I don't really know how they expect new players to have any kind of good experience in this game now, or learn how to loop when you really have no chance at all without many hours poured into the game. As for buffed Calm Spirit ... that's a joke right? Calm Spirit is still worthless. Not only was the benefit pretty pitiful, but you now open those chests, and cleanse those totems _slower_. And Pain Resonance is already nuts. I spent 30 seconds, to a minute, on a generator the other day (the only survivor on a generator because the Huntress was a little over-skilled for the lobby) making zero progress because the killer got three hooks in that time. What the hell? My solo-queue life is already pain, dude, why is this a thing now? So no, screaming on top of erasing all my generator progress would be way too much.
I agree with DS, personally I think the only change that was needed was to disable it during end game to prevent free escapes. If the devs were serious about fighting tunneling they'd actually have buffed DS if anything - you get it after every hook, remove the time limit but if you do literally anything (except going into a locker maybe) OR if the Killer hooks another Survivor while it is active it is immediately disabled. This alongside OTR would make tunneling just not worth the hassle, it's much easier to go after the rescuer who doesn't have Endurance and can be picked up immediately. One problem though: camping and tunneling are still needed against experienced Survivors. Why? Because in this "extremely killer-sided patch" a good chunk of previously strong slowdown perks were more or less gutted: Ruin was completely destroyed and is completely useless now, Pop is very "meh" for the hoops you have to jump through to get and use it, Corrupt punishes you for getting pressure going quickly, Pain Res damages the gen with the most progress but you don't know which gen it is so Survivors working on it don't have to fear you coming over immediately and can get that progress back in about 10 seconds. If you want to condition Killers not to camp or tunnel, give them reasons not to via reward and punishment - when they know that going after the unhooked Survivor is more trouble than they're worth, just sweeten the deal by giving them some strong slowdown or other means to punish Survivors so though there's technically punishment in place (going back to my suggestion for DS) if they're going for the tunnel they feel rewarded for not doing so instead. Ironically enough the majority of Killer perk nerfs were for most that rewarded leaving the hook and getting into another chase asap... while perks that slow the game down passively were buffed. Why wouldn't you camp when you know that Thana squeezes those sweet few more seconds out of gens, Gift of Pain punishes Survivors that healed and Deadlock prevents Survivors from slamming multiple gens while you camp their buddy to death. Brine and Overcharge need the Survivors not to touch a gen... so, once again, it clearly is best to down a Survivor, hook them near a gen with a lot of progress, kick the gen to apply your perks... and camp both, the Survivor and the gen. 😁 Also since Endurance doesn't stack and DS is super weak now, why not insta-tunnel the person you just camped out of the game after you forced them into second stage? A 3v1 is a lot easier to control than a 4v1. It's just the most efficient (and - in case of a strong team - only viable) tactic using the tools and means the devs provided, nothing "toxic" or sinister about it on the Killer's side. I mean, everybody with more than 100 hours of experience could see this coming after the PTB... everybody except the devs.
@@xxLiquidxxSnakExx I see you and other killers talking about how they "must" do certain things to be competitive because of the changes. This flies in the face of the fact that the changes were EXTREMELY killer sided, and the result of the change is that killers are absolutely dominating matches now. No, you don't need to tunnel, and no you don't need to camp. The slowdown perks were nerfed because they gave you automatic slowdown, built in, without need for a single perk! Then they gutted all of the good 2nd chance perks on top of that! To say you need to tunnel and camp is just preposterous. Killers are dominating games now, and the balance is WAY off.
Hi Otz, I recently decided to give DbD a proper try after watching alot of your guide videos. Im still a baby killer, but making decent progress with a couple of them (Doctor mainly, bubba as backup). Thanks for your help!
Funny thing is dead hard doesn't look like dead hard anymore. I mean the icon literal shows a dude dashing. The only thing that makes u start dashing is u actually getting hit during that. Might as well call it limp hard and make the icon look like a person that's doing his last stand. Just like decisive strike, though that's also not a decisive strike anymore. More like Walmart pallet drop strike.
U saying it like I'm crying but this is legit facts my man. Just look at the vid lol. Also look at otz's killer vid on how ds works on diff killers. Do u even understand that ds might as well be a troll perk right now?
@@jaywalking4608 Or it's not just free distance and you actually have to use your brain with the stun and not just hold W to shack. Also it can still be synergized with Parental Guidance so after DSing you have no scratch marks, no injured noises and no blood.
killer mains : 'I see tryhards dead hard, rank 1 swfs too, I see them fail for me and others, and I think to myself...what a wonderful patch' - Legion main
With this new dead hard, Victor will have a much easier time getting survivors, especially with the slower gen speeds, maybe a 50 win streak on them soon? 2:08 biggest brain play I've ever seen the twins
Although I feel the .5 seconds is too restrictive, I will say it's amazing to watch people try to use dead hard for distance fail and finally get SMASHED.
Am I the only one who would’ve preferred they removed the invincibility frames from dead hard and keep the movement? It feels so awkward to use with the animation but no distance being made
The movement is what people were complaining about for the most part, though. That's why they got rid of it. People were mad that survs could extend chases another 10-20 secs by just dead harding for distance to a pallet
Its actually crazy how many "good survivors" have been outed as mediocre loopers now that they can't erase their mistakes with E, I knew the nerf would change things but I had no idea it would be this far reaching
Hey Otz, with the Meta shake up I have a really fun pyramid head build I’ve been getting great results with. It’s Im all ears, lethal pursuer, corrupt intervention, and the last perk is flexible and up to preference but I like running dead mans switch or discordance. Would love to see you try it out next stream, thanks for the great content daily
when survivors cant time a .5 sec resist it only tell how much unskill they where Love too see them dh know to get distance and say yea I got so much skill
Mr. Darva, may I recommend trying the delicate yet daring experience known as the "Jimmy build" for Hillbilly that includes perks with great synergy as well as the strongest possible add ons for M1 Billies. The build consists of Save The Best For Last, Hangman's Trick, Mad Grit and Forced Penance. The add ons used for the build are the Lo Pro Chains as well as the Speed Limiter. I would personally be extremely excited to see you use this god-like build.
I take it back, the new deadhard is basically unusable against a good killer, lmao, sprint burst will get you the same thing without risking a down lmao, the dead hard animation is longer than the actual invincibility-
Honestly this year We need to get Otz to 1 mil subscribers that would be huge for DBD to finally have a streamer that pulls a clean mil and streams for the game that gets so many more eyes in the long run and helps for future titles
LMFAOOO 2:00 I wish there was a reaction cam for the survivor! would love to see the wind sucked outta those sails... "I BELIEVE I CA......~smack~ " 3:19 SOMEONE didnt read the Update notes LuL
I can feel you. Played over the Double-Points-Weekend a lot to prestige killers. So I played many games and realized on Sunday: why do want to prestige killers and play so much when I basically hate this game, what is wrong with me? And then I went back to Elden Ring, a good game
Honestly, with the new deadhard, I do think it's usable? Endurance on demand is still pretty nice, imo. Just not as obscene as Deadhard used to be! Far more in line with other exhaustion perks, where it has risk/reward. That said, this video is absolutely hilarious, I adore it!! Also loving the new deadhard change as Legion, it's so funny to watch people dab, and where they would have previously denied a frenzy hit, instead give the stack anyway and achieve nothing-
It really doesn't look usable at all, lmao. There's risk, sure, but it's way too high to justify the reward now. I never used Dead Hard anyway, though.
@@irregularassassin6380 9 months later I accidentally came back to this video, and I would like to congratulate you on this comment finally being correct lmao