Do you agree with Otz's Problematic Perks List?
Otz just made new video about problematic perks and there is list.
I am asking to community if you agree with him or not. There is perk list and video source:
Comments
-
Partially agree. I disliked when they changed NWO for instance for basically guaranteeing a death in the 1v1. Stuff like insidious and knockout will never be healthy in my mind. Boil over can never work with problematic map design. And power struggle makes way to many lose-lose scenarios. Some stuff like the off the record thing. I dont mind it keeps the other effects even with endurance gone. And some disadvantages he wanted to give would be a little to intricate.
Post edited by supersonic853 on4 -
It confirms my theory that sooner or later everyone loses their minds if they stick to dbd long enough.
49 -
I actually just finished watching this video. I agree with some of them but not all of them.
I agreed with him that Buckle Up is unhealthy when used with FTP, and STBFL being overpowered (though I didn’t agree with how he suggested to nerf STBFL, it wouldn’t be enough of a nerf imo). Forced Hesitation on unhooked survivor is a problem for sure but I don’t have an issue with it otherwise. And Pain Res deactivating when someone dies is actually a good idea tbh - tunneling one person out and then using the remaining tokens to help you win is kinda stupid when it’s meant to reward hooking unique survivors, considering was the justification for buffing it to 25% in the first place. Knock Out is miserable for solo queue so I agree there. And I agree that Ultimate Weapon is too easy to get and lasts too long.
MFT also definitely needs changes and Boil Over is still unfair vs. controller players. I’d personally like to see the 80% increased struggle either reduced significantly or removed entirely and instead just slightly decrease the killer’s movement speed while carrying (not by much, maybe 3-4%) which would affect all killers the same. The hook aura blocking is not very effective in its current state and could be improved a bit.
While I agree with what he said about NOED being uncounterable if the totem is near the hook, his suggestion of making it have 2 totems I think would make it too weak.
Insidious should also just get a total rework, it’s not useful for anything that’s not camping and no one uses it except camping Bubbas.
I disagreed with him that NWO is problematic in a 1v1, you have enough time to trigger it and still escape if you do it quickly enough, and at that point it should be in the killer’s favor anyway, you’ve basically already lost. Coup is also perfectly fine the way it is.
7 -
Why?
I mean it's fair to disagree with him but what made you say that
8 -
Just seeing Pentimento at the top of the list makes me realize pressing play whould be a waste of time. How can you even compare it to getting an almost guaranteed kill with Rancor, the stupid endurance combos or situations in which a perk totally denies you a hook?
20 -
Normally I agree with Otz, but this list is probably the most I have ever disagreed with someone when it comes to DBD
Everything in Quite Unhealthy with the exception of Knock Out and MFT are perfectly healthy for the game, Adrenaline and No Way Out do literally nothing for you until the very end of a match, Deliverance is a coinflip on if it actually is able to do anything (Requiring the user to not get found first and get a safe unhook) and STBFL isn't even good on 80% of the killers in the roster, and the ones it is good on get value from the user knowing when to m1 and when to m2
As for the Very Unhealthy perks, they're not very strong on their own, Pentimento requires other hexes to entice survivors to actually get rid of totems, and Buckle Up is only good against slugging or with FTP, both perks have simple counters (Just cleanse the totems again/wait out the Endurance) and require you to build a perk loadout around them, which is a good thing since it encourages build variety
The only perks I think really are "Unhealthy" in DBD's current state are Boil Over due to map design, Knock Out due to slugging being boring, and MFT for being a 3% speed boost with zero downside that just ######### over most of the killer roster, that is it, every other perk on the list is either not nearly as unhealthy as he thinks or is just flat-out bad without dedicating builds around them
5 -
I think it's a pretty agreeable list, I can see why he'd have these opinions. Many of these parks are okay by themselves but facilitate really unhealthy plays when paired with other perks or killer powers or even just SWFs. And some of these perks are not okay at all in any context.
3 -
Not really actually.
6 -
Usually agree but this video have a few things that seems weird to me.
Pantimento as problematic? Yeah 30% its strong dont get me wrong, for that survivors need to destroy a totem, you go light it but survivors KNOW where that totem is because it was broken a few moments ago.
Face de darkness? I can understand that pig can use that in a mean way but no way that perk its problematic.
2 -
I don't really agree with it, no.
2 -
I disagree with way more points than agree with.
We all have sometimes our hot takes.
6 -
Pig herself has some issues right now. Especially some Pigs are abusing Ultimate Weapon + Face the Darkness combo to make traps guaranteed kills.
I think i agree with Otz here. Make screams not reset the searching box, make it lose some progress.
8 -
Pentimento is yet another one of those things that's brutal on SoloQ because you don't know what totems your teammates broke and where, and vice versa. So SoloQ players will run circles around the map checking every corner, all the while their teammates are probably dying and nothing is progressing.
7 -
No disagree with everything except knock out and ultimate weapon, he didn't mention sloppy or franklin for me that's the definition of "unhealthy but no op" perks..
he asks for OTR nerfs when it's the only anti tunnel perk still in the game, weird video
4 -
All hexes when broken will have a loud noise notification for survivors to see. Very rarely do you actually have to worry about survivors cleansing dulls for pentimento.
0 -
I don't think it's reasonable to expect survivors to memorize where Hex Totems have been broken through a very vague notification system while they're in the middle of doing other things before they even know Pentimento is in play.
4 -
To be frank, watching the entire thing would have taken more effort than I wanted to dedicate, not to mention reflecting on even just the bits I have heard.
So let me only pick my favorite: Rapid Brutality, the perk that barely sees play besides a few low-tier m1 killers like Doctor or Clown -BUT- it may going to be a problem in the future. If it gets buffed. Or if a high-tier m1 killer releases. M-kay. Let's envision hypothetical problems, and complain preemptively! How much more far-sighted that is than complaining about problems we currently have! Let's also nerf No Mither in case suddenly Twins become hip and meta!
It makes me feel OTZ realized that he's popular enough that whatever he says will bring views and revenue, so he just talks whatever. I seriously don't even want to hear what he has to say about Shattered Hope. I'd rather like to remember him as the wise fellow who I got to know when I was a baby-killer.
4 -
Keeping some map awareness is a key skill for survivors. Having the general idea of where totems where incase pentimento is in play is not asking for a lot.
1 -
I'm not knowledgeable enough to comment on all of those perks, but Knockout I agree with for sure. Only ever seen Killers slug but never hook when using this perk. Can end a match very quickly.
Adrenaline is also potentially kinda horrible to play against. I once saw 4 Adrenalines pop at once while playing as Legion. If I saw this in every game, I'd run NOED and I hate NOED. Just spirit crushing, really.
I would maybe add a few to that list:
Dark Devotion, maybe? Don't get me wrong, it's very funny to use (I love using it on my spooky killers like Sadako) but it's pure evil against a Solo Q team. Pretty uncommon too, so it's almost always going to confuse Survivors who face it (stopping them from unhooking, picking up slugs, etc).
Sloppy Butcher is pretty nasty and demoralising to see. Virtually guarantees no heals ever and turns any basic attack Killer into a one hit Killer like Bubba for the rest of the game.
I also think Lethal Pursuer is kinda unhealthy for the game, too. Speeds the game up way too much and when I suspect the Killer has it, I fully expect to earn 5-10k BP max. Usually means the Killer wants to end the game as quickly as possible. Maybe any perk that speeds the game up too much is problematic, to be honest.
2 -
There were a few good takes in there that I agreed with, but man, there are some huge flaws in this one.
For starters, he completely failed to demonstrate why Deliverance is unhealthy outside of like, comp level play where you'd be expecting someone to have it. It's not the kind of perk you have to play around even if it isn't there, but that's the way he was treating it, which felt very weird to me.
There's also a couple perks in here that aren't problematic even by his argument against them? Like Streetwise, which is pretty clearly a perfectly fine and healthy perk that only becomes obnoxious regarding toolboxes. Considering toolboxes need to be nerfed anyway, it's really weird to put Streetwise on this list.
In general, there's a weirdly huge emphasis on tunnelling, and a repetition of the bizarre idea that a perk is "punishing" players when it activates, which really isn't how that works. I do think it was pretty irresponsible of him to tell people that you need to tunnel, when that's absolutely not true, but that's kind of besides the point here. What I think all this demonstrates is that Otz has sort of lost touch with what DBD looks like for the average player, and not someone with ten thousand hours who plays it for a living and regularly faces off against literal comp teams like him. Not the worst problem to have, but it's where some of the bizarre takes in this video came from, I'm willing to bet.
Also, advocating for an honest to god dramatic nerf to NOED in 2023 is laughable.
11 -
I seriously don't even wanna hear what he has to say about Shattered Hope.
He says that because Boons aren't run anymore since Circle of Healing's nerf that it's a completely worthless perk when no one brings Boons (which is now often) so it has little to no reason to exist, and he suggests buffing it to be usable on Dull Totems for one-time aura reads but not synergize with Pentimento.
0 -
Mostly no:
Basically the parts i agree with are:
- NWO shouldn't work on the 1v1, that seems fine
- Adrenaline working off hook is dumb
- BuckleUp +FTP is dumb
- Made for this is dumb
- Haste stacking for survivors is dumb
- Knockout being OP against solo queue is true, although in general i think blindness as a mechanic is far too powerful against randos and useless against SWF, whole mechanic needs to be reworked IMO.
Parts where i disagree:
- Pentimento is fine, because it is easy to counter by just paying attention to where totems have been cleansed. Survivors see the bubble when a Hex is cleansed so they know where they all are. And in general pentimento/plaything probably isn't slowing the game down more than pain res/pop. Its just a different way to defend gens that focuses on forcing secondary objectives instead of just instant regression.
- Most of his complaints and "changes" are "this should work better against tunneling" In general i think we should not be fixing tunneling by bandaid via perks. It should be fixed via a core mechanic in the game, not something that requires a perk slot.
- Pain res is hella healthy i have no idea what he is on about. Again that is more about tunneling/camping being strong, which should be addressed baseline, not via perk changes.
- His take on STBFL is wrong as well, generally he mentioned it about NOED where he said like, nurse isn't using it. And that is true for STBFL, the killers that use it, are the ones that need the most help, you won't see a nurse spirit or blight using STBFL. So its fine.
- His take on coup is just bizarre. Even scott jund, who i often disagree with got this right. Coup only gets you ONE time, the entire game. You get surprised ONE time out of 6 hits (minimum minus exposed). And from then on, you know it is in play and can play around it. Not every little thing has to constantly be told to survivors. Similar to STBFL, the best killers aren't using coup anyway.
8 -
I actually don't agree with the majority of it. Pentimento at the top is crazy to me.
6 -
I disagree with adrenaline. The perk is fine. The rest i dont care about
Post edited by EmmaFrostyEyes on0 -
I watch Otz a lot and love him as content creator, but sometimes he says absolutely crazy things.
If some dudes can't break a totem they already did is a biggest problem in the game, well, i guess game in the great spot right now.
And i agree with this. He lives this game so much that he started overthink it.
7 -
Then it's nice to hear that only a single completely worthless perk remains in dbd.
It would be really problematic if we managed to find some more.
0 -
Here's mine
Edit: I forgot to move deliver to feels bad
2 -
Nope.
Just leave it alone, the more they remove the more predictable and boring this gets.
0 -
The logic just seems unsound for the reasoning.
If I were to broadly paint a brush over the concept of the video, is that the game functions with innate assumptions. Otz's claim (taken to the logical conclusion) is that all perks that change these innate assumptions are bad. That means We'll Make It and Resurgence are bad (by that same logic) because it halves the heal timeframe (Botany as well, but to a lesser extent). That means Enduring/Spirit Fury are bad because you are supposed to reach another major structure loop given a stun, and with Enduring they can't. Similar with Spirit Fury but this de-gods god pallets.
If you go down the list, any perk worth anything changes the innate assumptions. UB allows slugs to pick themselves up, BBQ lets you know where distant Survivors are. All these innate assumptions fall apart with perk, and that is part of the charm of the game. Part of the game (at least to me) is to puzzle out the opposition's perks, and figure out how to outplay/counterplay those perks, while also doing the micro game of chase decisions and macro game of pallet drops and gen pops to outplay your opponent(s).
A second broad brush concept is that perks design should encourage spreading the pressure, not tunneling. Well the problem there is there is no (direct) benefit to spread pressure, and insufficient penalties for targeting someone out early. Since anti-tunnel has been gutted, there is no threat of penalties for tunneling. Since there is no Devour Hook styled mechanic to keep Killers away from hook or BBQ styled spread hook rewards, Killers don't care and hook whoever.
I would address anti-tunnel having teeth by buffing DS a separate way (Killer cannot use power for 5s per remaining gen, and allow for 2 uses), and including the current perk version as basekit. Also anti-tunnel endurance effects no longer cause Deep Wound. This means you could basekit BT into OTR into a Styptic or DH. This would be countered with removing collision on unhooked Survivors until they do a CA. That way a Killer can 'shoulder check' a potential bodyblocker, and if they phase through, the Killer can ignore them and know they are wasting their time.
To encourage spreading hooks, I would reveal the aura of the lowest hooked Survivor for 5s after a hook, and no forms of aura block work while you are the least hooked Survivor (other than Sole Survivor). In the case of ties, the furthest Survivor is revealed. One caveat though is this new basekit effect would never reveal the last Survivor standing, but other effects still could. The Killer also gets a Devour Hope styled speedboost delayed after hook, but this haste ends early on chase/power use/or getting within 12m of a Survivor. This way normal M1 Killers can crossmap safer, but already mobile Killers don't get anything on top of that.
A final idea is to give the 'Ruin treatment' to all gen slowdown perks (and we could honestly buff Ruin back up to 200%). By that I mean all regression/gen slowdown perks are less effective the fewer Survivors alive there are. This could be as harsh as a dead perk after a kill like current Ruin, or something like half as effective after a kill. Pop would regress 15% current after a kill instead of 30% current from Live, and Deadlock lasts 15s instead of live's 30s. This way you take gen slowdown perks because you want them to function while all 4 Survivors are alive, and it wouldn't be possible to giga-regress gens AND turbo-tunnel someone out at the same time. You could bring all lethality perks and not be perk punished by tunneling people out, but gen regression is reduced. You could also 8 hook safely while maintaining all regression perks, then have a final sprint of killing all the Survivors. I would recommend full effectiveness at 4 Survs, half at 3, and dead perk slots at 2 Survs, but if they wanted to especially encourage spreading the pressure the perk slots could be dead at 3 Survs. Making the perk slot dead at 3 would help further against the proxy camp to prevent all unhooks (or the anti-facecamp Kobe system), but I wouldn't recommend this until(/if) we have an epidemic of this new level of 'facecampers' to necessitate such a change.
2 -
I'll just disagree with clickbait. The guy is just pushing out content that they know will cause debate around it.
5 -
Absolutely
1 -
He's absolutely right about knock out. In 4000 hours I have never seen anyone who wasn't trying to ruin the game use this perk. It's always the guy who wants to bleed the entire team out and never hooks anyone. This perk exists for no reason other than to make solo players miserable. I predict salty campers will use this a lot when the patch goes live and we'll have to wait 6 months for it to get reworked. I don't have strong opinions about the rest of the perks.
10 -
I’ve always hated Pentimento because it completely invalidates most builds a survivor has that are totem related.
I used to run Inner Healing 24/7. Was great. Then Pentimento/Plaything became a thing and I realized that they don’t want us touching totems ever unless Devour Hope is in the mix.
3 -
Doesn't Pentimento just give you more charges of Inner Healing? I'd probably be pretty happy to see Pentimento in a match where I'm running Inner Healing.
3 -
I don’t think the realistic use you get out of inner healing is gonna help when you slow the gens down for the rest of the team all because you wanted to eat the dull totem.
7 -
Literally witnessed buckle up/for the people combo last week in a swf squad. Wow. It really is strong. You have to tunnel someone out to survive the match. Otherwise free endurance for all.
2 -
Eh, if you're the one who cleansed the totem to begin with, it's only slowing the gens down for as long as it takes to get back over there and cleanse it again.
If you aren't the one who cleansed it, that's great too, it means that totem wasn't stolen from you.
2 -
Imo, pentimento was kept in check by boons. You could play around the perk by blessing the (probably plaything) hex totem without activating pentimento.
But now that boons have effectively been deleted, there's nothing to counterbalance the perk, and arguably the strongest, most desired effect only takes one stack.
2 -
Yes but its reasonable to expect survivors to know general totem placement, against newer survivors sure this is a problem. but then thats a matchmaking problem not a pentimento problem
0 -
I haven't watched the video, yet.
What was negative about it?
0 -
What do you mean when you put a perk on there twice?
0 -
No. I never thought Pentimento was a problematic perk.
Also I expected to see Resilience and Deja-Vu in any of unhealthy lines but not in any categories?
0 -
Negativity is what gets click$
1 -
It was a mistake, didn't realize i put it in the pool twice
1 -
The quest to make sure killers have bad perks will never end.
8 -
Don’t get me wrong, I like Otzdarva — he’s one of the few DbD content creators I actually watch.
But this list is way off base.
There’s a few genuinely problematic perks here, but most are fine and his rework ideas would just completely gut them…
3 -
I'm not going to subject myself to watching an Otz video, can someone tell me how Plot Twist and Deadlock are bugged? They have seemed fine all instabnces I've seen lately
0 -
- Generators blocked by Deadlock can still lose progress from Pain Resonance.
- Activating Plot Twist while holding the Lament Configuration will instantly solve it.
3 -
The fact that this guy wants to see pentimento nerfed (one of the last few hexes on a decent state but needs pre work before that and a build supporting it) makes it kinda of a joke.. even if the player has 10k+ hours. STBFL and NWO is no where near close to usage.
This kind of videos and tier lists are a massive red flag specially coming from a big YT such as his.. dev's could be already on the way to nerf pentimento or hell even coup de grace for all we know after watching a video like this..
3 -
Mostly agree, but instant damage perks like PR should absolutely damage blocked gens. PR is only 4 times a game AND it can literally get 0 or subpar use if the highest gen is below the max PR hit percentage. On top of that, experienced survivors just 99 a far corner gen to eat every PR anyway. If a blocked gen stopped instant hit perks, then survivors could simply use Alliance to nullify every single PR token use and make it do 0%. I feel he's completely off-base when saying PR should give 0% for its token if a gen is blocked. It also means the killer would be punished for ever using other gen blocking perks.
1