Hi everyone, hope you enjoy this video from me (even if you don't enjoy the update as much lol)! Curious to hear thoughts though as I know there's still a good amount of people who really like this update. Also the background footage is from a test we did of the update a while back, so some very small things may be outdated like me picking things up way faster than you would on multiple stacks of Danger. Hope you enjoy regardless!
YESSS I always hated cola mfs who will betray everyone and sell their soul to the devil to get cola or get one more cola then belong in hell and their hell arrived on them thank god.
@@theguywhogamed2400 good, i can actually play human and not have my efforts completely invalidated by the click of a button early round, and they actually have to work to do that in which time i can become more prepared. game balance that's crazy
Imma be honest guys, while I feel for the 079 players who have their favorite SCP being nerfed into the ground, I have been extremely frustrated fighting against computer. There is just something so infuriating about having normal people close doors on you, but having cocmputer close doors on you feels so damn awful. I really wish they would put 079 as a server preference because at the end of the day 079 just feels sooo lame to fight against for some people like me. I would rather people have the choice to play on a server with 079 than completely ruin 079. Just some thoughts though.
Wow, Northwood has done it again. They have hit it out of the park with this one. I can hardly wait until this update graces my system. I even woke up my son Jimmy to tell him, then I realised he doesn't exist, and I was still alone in my studio apartment. This video has helped me deal with the delusions... thank you IceyGuy, and thank you Northwoods Studios for continuing to change stats in your game every 5 months.
LITERALLY. I quit the game a couple weeks ago because the only thing that happened on a lot of servers was the absolute SPAM of captain gun + 207 + half decent player combo which utterly ruined the game. Really happy we will be getting more fair gameplay along with some new possibilities for scps.
i hate the 106 change that gaurentees a kill after someone escapes. SCP-500 is hard to fucking get in the first place(except 914) why did they need to do that. could care less with HP changes. and they just HAD to nerf SCP-207 overall. guess we ain’t getting lone saviors anymore.
Of course of course, because a situation where a guard has 1853, meets a D boi with a gun, and the round isn't at a point where you'd just shoot each other immediately anyway, happens so very often. Oh no so OP
While SCP-207's and SCP-079's nerfs are surprisingly harsh, I have faith that they'll end up doing well, perhaps even slightly weakening after the beta. The SCP-1853 rework is awesome. I also like the rest.
Yeah, I think most of the changes are healthy for the game. Just a few tweaks could really turn this update around in my eyes. And yeah I’m a big fan of 1853’s rework, I can’t wait to unironically use it again!
I can see the cola and 079 nerfs, even as someone who loves the Computer. 079 is still a powerhouse and if played correctly, makes the game basically a slaughterhouse. Nerfing the cola is also a good idea, trying to balance things out. But in both of these cases, why so much? I mean, some of the new values seem just plain ridiculous. If they get toned down a bit I can see agreeing. Also why did they do my boi 049-2 so bad, he ain't even done nothing. Zombies are already cannon fodder, let them be
Me waiting for the day they make the zombie swing animation actually correspond to when you hit the enemy (it takes like an extra second for the arms of your model to act as if they've hit something):
The nerf update. I love that Northwood already knows people won’t like the changes and called them controversial themselves and still can’t land on a decision on it, so they are now doing a Patreon beta to see what those guys think. This will definitely lead to a conclusion everyone will like I’m sure. Edit: The beta died within 4 hours
Honestly, the nerfs really are overkill IMO. Especially 207, whilst yes, I do agree that a nerf for it was a good idea (Definitely needed), holy sh*t is 5 HP/s a massive nerf for it. Personally I think they could've just stopped at the new 207 limit and the movement boost nerf. The increase to damage per second is the final nail to the coffin.
Also DON'T forget, you can't MAKE 207 and 1853 in 914 anymore. That's just straight overkill now for cola. (This probably also killed reverse cola even more ngl LOL, because why would you waste a cola now??)
I disagree somewhat with the 207 nerfs being "overkill", but I would've certainly done it another way. I think they should've simply made it wear off over time (maybe 5 minutes?) instead of being much weaker overall (but keep no crafting in 914) so that it's effective for escaping scps and a temporary boost, but can't be abused long term throughout the match.
@@Ammiad No, you can't. The patch notes specifically state you can't MAKE 207 and 1853 in 914 anymore, which implies they've also changed the flashbang recipe.
I honestly think that the best way to nerf the cola is to make it so that the damage increases the longer you stay on it, rather than it just being a crazy lot of damage from the start, it incentivices you to use it but having and 500 ready ofr when it goes out of control
It's WILD, positively BONKERS, quite possibly CRAZY. Lol but yeah, it's honestly very mixed, the reception to this update, so I thought "controversial" would an apt way to describe it.
@@IceyManDudeyou would be right In Using controversial to discribe this update I do see why they nerfed 079 and 207 they were really broken if you knew how to use them but why they got to due 049-2 like that
096 doesn't need a health buff, he just needs to be removed and replaced with a different playable scp. He's too problematic to balance. also 106 defo needed a buff, what he got wasnt enough lol
@@rattlesnake551 I love 106, he's at the top of my priority list even after his nerf but he is THE round staller. I would be fine with him getting more health but less shield overall.
The devs really went wild with this one. They wanted to kill cola, huh? Not only is it generally weaker and costs more health, you can't even make 207 or 1853 anymore in 914! They really wanted to kill cola, huh? (Reverse Cola fans taking a another painful L again..)
@@Magnusthepapa Cola haters when people aren't just capped by the stamina bar and forced to camp and hide around the facility for multiple spawn waves.
I still like how they haven't bothered to fix bugs from last year. XD Like the 939 pounce glitch, where she can be stuck mid-pounce, or the infamous "rubber-banding in servers" issue. The nerfs are...kinda meh? I don't have any big thoughts on them tbh. But in my mind, sometimes its best to leave things untouched. Not *everything* needs to be rebalanced and changed. Also rip 079. o7
I absolutely love how nw instead of fixing the most broken scp (173 can literally pass through 2cm gaps while the door is closing), gives him more health (which makes him even more op in small servers) and then go on to ruin the one item that could actually slightly help against this parabellum monstrosity (coke). Not to mention that they are ruining scp 079, who was a hard to play scp in itself, and buffing 106 to be even more able to camp and prolongate the match.
Yeah honestly I’m surprised they haven’t made like, scaling HP dependent on how many people are in a server. Guess it’d be hard to balance and if more people join the game after it starts it would kinda mess up the SCP(s). Also yeah I’m surprised they STILL haven’t changed 106’s ability to stall game almost forever lol.
@@IceyManDudemaybe instead of scaling health, they have a damage resistance for larger numbers of people on the server, that way it could change whenever without fuckin with the actual health number
@@TheMoshPit11079 clearly had the highest skill ceiling in game. I'm sorry while being new makes him a wasted scp. Even knowing what to do doesn't make him good. Onyl the best players are capable if getting enough exp. And those unable to hit level 3 before wave one are in trouble. He is the only scp that can't save himself. Meaning the only scp reliant on outside help(other scps or dumb humans). 80% of the time he will be only ok if not useless. This also coupled with the fact people don't want to play him He is scarily.gpod if done right however. Meeting three criteria, he is good, the scps work together, and the scps are competent. The issue isn't this btw. Its the fact I have not once seen a properly coordinated spawn wave. A properly corrdinated spawn wave can easily kill a few scps and even the computer... If the computer makes them more dealable... But not a full counter. Most scps fall of late game, computer is the only real exception. And perhaps 049 with a lot of zombies.
@@Skrillmast3r A coordinated spawn wave with a considerable amount of good players would shred any scp team comp, except for one with PC due to the fact he can just click G and open up pick windows for free, PC has the hardest skill floor, not skill ceiling. A good player can juke a bad scp, but PC removes skill from the equation, removing skill is what will always make it broken. you can't play aggro against PC you can't play defensive against PC, your wincon is to all surface camp or hope PC's teammates are new to the game.
The FR-MG-0 "nerf" was very much needed. The amount of players I see just sitting in 914 holding up the round just trying to get it is insane (most of them don't even do good with it, they just die immediately to an SCP or get overwhelmed by Chaos).
@@aexcryl8383 In some servers they have customised 914 so they can "Course Out" and teleport somewhere random at the cost of 50% of max health. Sometimes I will try and go near 914 and suddenly like 20 people vanish to random parts of the map.
i personally don’t really mind the cola nerf and think it’s kinda overdue, but the health drain being increased is a bit excessive. 1853 rework is absolutely insane tho
I definitely get that viewpoint. We’ll just have to see how it plays in the test and see if they change anything by the full release. I’m glad you enjoyed the video tho 👍
079 doesn't need any buffs or nerfs or stat changes. it needs a rework, the gameplay of 079 right now is way way to skill based, veteran 079 players can laugh off any nerfs and still get their team a win, whereas newer players cant even get past tier 1 for the whole round. I have an idea for a rework for 079 that involves changing the ability's from lots of random little features, to an action wheel to apply room-wide status effects on cooldowns that would be lowered throughout the levels, removing the power function in place of cooldowns and removing individual door control entirely (except for gates, which would have their own cooldowns per gate)
Per usual i scoffed at this nerf and my scp preference is still going to be +5 on computer and -5 on everything else. A rework is definitely needed because no matter how hard they nerf 079 vet players will easily get handed a pre-spawnwave win with decent comms.
So just more stat tweaks that dont affect the fundamental flaw of the game which is its map design allowing camping to be the most viable strategy in all cases, how exciting.
207 has been nerfed WAY too hard. It was OP, now it's not worth opening the pedestal for. A good rebalance would be 1 cola just giving infinite stam no speed, and each one after that giving 1.25x initial player speed, stacking to 5 (2x speed total). Each cola giving 0.75 damage instead of the current one. It's mostly a rebalance, but it is also an inarguable nerf - perfect for how strong it is now. 1853 is now both OP and awful. it is autistic. A simple misc buff would have been best. +75% pick-up speed, weapon accuracy +50%, and up all the 20 and 25%s to 34. In that case, 1 max would also be a good idea, but it also now becomes something people playing unmodded servers will use. But, a chance to crit attack like on chaos theory would need testing. 173 having super speed on cooldown from startgame is very nice for human players, and 4500 HP is spectacular. Not being able to shed while being looked at is nice for lore accuracy. Overall, perfection, not a single proper debuff. 049 getting an extra 400 HP is very nice, but at least 2200 was a semi-round number. 2750 would go hard @northwood. Doc sprint now being faster than player sprint is very nice. More gained hume shield after zombifiying someone with call of the doc active on them is nice, and zombie hume shield ability range buff is unnecessary but enjoyed. Very nice! Zombies got nerfed. Only being able to be re-revived once is awful, shoulda been a decrease from 4 re-revives to 3. 106 health buff is very nice, it's still low compared to canon but it's accurate to his playstyle. More damage is cool, shoulda been 50. SCP 500 not curing trauma is uncanon and uncool. At least add 999 as a wandering lc npc instead, desaturated colours are uncool and give you a reason to explore the facility - find a 500. Pocketworld having sinkhole effect is cool for lore, nice that they've been caring about that more and more since mimicry. 079 needing lvl3 to lock doors, and double points for blackouts requires words I can't type on here. Walk into the ocean, buy a faulty parashute, anything works. Plus, lockdown at lvl4 is pitiful, in a horror-to-mankind way, not cutesy. XP on playerkill being reduced is unfortunate, for the forums. Bailiff, break their balls. Your final words are exactly the truth. What they nerfed was nerfed way too hard, what they buffed was perfect - everything, down to the last, minute detail. Except larry and plague. Round number hp gang rise up.
Honestly having the lock at tier 2 would be better. They could've had it unlock at tier 2 then have it drain less fast at tier 3 & 4. That way it scales better late game and makes it harder to rush t5.
They can't just make it so that it removes stamina because then people might remember how much more promising things were in MPII days and before. They'll probably make cola regen all stamina almost instantly before they ever do that.
From playing the beta, Computer has been nerfed way to hard. I get that people are pissed off that computer can really make or break the scp team, but as it currently stands all these changes are doing is making things worse for unexperienced players, who already struggle with computer.
079 was nerfed to a normal standard, before it was insanely good being able to fuck even the best people over but using the teslagate or locking doors cheaply
I kinda miss scp sl version where mtf still had laserguns. I don't know I feel like scp sl today is too competitive and the rounds are too fast. It used to be more social experience before.
I do believe that a lot of games at this point say "something needs a nerf" and proceed to make it functionally useless. They overnerfed Cola and 079, and zombies were fine as they were since they usually don't even make it to that 4th res.
I honestly thought that the system was ALREADY how it is now, I genuinely did not know you could revive zombies more than once Edit: zombies should get variants in the next major update, maybe have like zombie "sub-classes", like one that is tanky but slower, one that is weaker but faster, one that has long range, one that has a larger AoE, etc. and players could set priority for which zomebie they want like how you can set priority for the regular SCPs
207 didn't deserve the hp drain nerfs😭 5 damage per second of running for speed, barely over 2 colas, is kinda nuts. i pray to god it gets nerfed or just removed, and it is the old hp drain. This is a straight gut. I'd say it's on a level of a gut of 106 getting turned into a 2 tap.
Well done video. It seems northwood acknowledges the problems, but goes overkill with it all. It's also good they try to make some real changes instead of sole stat boosts/nerfs, maybe except the 207 and 079.
"northwood try not to switch stats around to confuse players trying to get back into the game instead of actually adding quality of life additions" challenge is literally impossible only change im a big fan of is scp-1853: it brings it more in line with the lore and makes the item much more interesting in general instead of just a flat buff.
@@checkentinders8059 Lol probably true, even when the XP rates were nerfed I got Tier 4 almost 5 twice. Once in the Partner beta and once during the Patreon beta. Since then they actually buffed the rates back to normal! Should be making a video with 13.5's other new changes soon :)
I'm just gonna quit this game, not only it's not scary anymore, it's not even fun. they need to rework the whole facility and ambience. this game doesn't need CS level balancing, this game needs to be fun.
I stopped playing years ago when the general attitude of the community went from just goofing around and not taking the game super seriously to just trying to hard on everything. Granted I should acknowledge that the main reason I got into SCP SL in the first place was because of goofiness and having a community that really didn't care that much. I'm aware some people probably like the more serious aspects but I also just miss back when people would do stupid RPs only to then having things descend into chaos because an SCP comes in.
@@mrmeep2047 I stopped playing cause I felt like the fun in the game comes from the fact the other parts of the game arent fun. Like I was a gambling addict waiting to get an scp, and then you also have to sit in spectator for 5 mins whenever you die
Im honestly unsure why people are so mad about this update proposal, its like peoples nostalgia for getting 2+ cokes blinds them fron the fact that getting 2 of them was utterly op and unless you had a skilled 079 as an scp team they could stall matches near infinately because they were uncatchable with the low hp drain and painkillers making them survive for the entire game, its a super nice escape tool and its only ever used by super tryhardy people that make the game round more unfun by getting cracked in 914. The breakneck speeds im happy for as while it doesnt patch the issue it does help slow him down for a moment. Super hyped for the 049 changes as while i feel its a lil *too* harsh to only have one re-revive (i feel two is fair), 4 was a bit much, alao all the stat buffs and the good doctor zombies not getting uber nerfed the second they die is VERY nice. 106 needed the stam drain for chasing potential and the 500 not curing the trauma effect really helps him be a bit more menacing as a human, he does still need nerfs to his stalk as endgame it can be pretty annoying. The ONLY change im sad about is 079 which, while admittedly needing nerfs (i know my scp main needed them), are far too harsh. The energy bump ups are a bit too severe and the regen nerfs are WAY too much,especially with nerfed XP gain, but im sure they will be mitigated some as people give feedback. Overall i dont see whats 'controversial' about this update, they are jsut making the 2 opposing scp consumables an actual either or is good situation depending on how your playing that round and mitigating some of the issues scps have. Overall i hope msot of these changes stick for the next live update
When are they going to buff anti-207? If they increased damage taken from 207 then anti-207 regeneration should be buffed. Either that or give it scaling all damage resistance.
I’m pretty sure I’ve played scp:sl like once 2 years ago or something Anyways cool video I’ll be sure to use this information 5 years from now when I decide I want to play the game
I really like what they did to the slime, but i despise what they did to cola. Its practically pointless to even use more than one time, as you can only carry 3 medkits at a time. You will practically be forced to use every pill you can find to balance it out!
@@The_protein_Titin maybe should’ve buffed duration or gave them a set time to nullify the damage instead of just healing? Like a Grace period for coke health drain, take a medkit and you get no health drain for 45 seconds or sm shit
What we needed was more counterplay to the shit computer constantly pulls, and make it so he actually feels like he's contributing and a constant threat so people start using said counterplay. Not to give him the capabilities of an actual MS-DOS 1981 operating system.
I understand that computer is bullshit, but like, so is this game??? You're gonna get fucked by otherworldy beings and otherworldy stupidity and racism and a misinputs, sorry but you decided to play secret lab so this is what you sign up for. The issue is that it feels like computer shows up, gives you a wedgie, and disappears again without you being able to do anything, at all, and you didn't even know you were about to be fucked. That should be fixed, as it can end up with an unfun experience for all parties. Give computer more accessible threats to what he can do beyond a flashlight, a grenade, or a ghostlight, and make him more present beyond a blue dot on the cameras.
207 nerf should be brought back a lot, mainly the HP drain. Simply removing the ability to print them from medkits is a big enough nerf which combined with the speed nerf I think puts in in a good place.
ok i am so much better at this than NW. watch: - keep og 207 and 079 as they were fine before - keep new 1853 and 049 as its the only good thing in the update - og 173 was fine and the changes werent necessary - buff zombies so people actually want to play them instead of killing themselves in tesla gate - reintroduce all the seasonal items and roles to the RA, so that servers can make plugins to add whichever ones they want - and please add more stuff in entrance. theres so many doors in the corridors that dont lead open. add something. but thank you NW for what will now be called "the who fucking asked for this shit" update
Tier 5 075 is meant to be strong, not be basically the same as t4 but with a +1 aux regen. And along with the other nerfs, getting to t5 would be harder.
i swear, first im pretty sure they REMOVED his nuke (istg it was in old versions i remember it) next they TEASE the nuke feature in a beta and then they REMOVE IT AGAIN
Imagine increasing the costs of everything for SCP-079 and then reducing the EXP you get to be able to use anything. That's totally gonna make people want to play 079 more.
My unproffesional opinion on the whole balance "Everyone hates playing as the 079, let's make it worse!" 173 aint really changed, other than that he can't zoom to LCZ or guards. Not like guards die 90% at the start of the round 049 is shit unless you return the oneshot touch, *PERIOD* 049-2 rerevive is nothing intresting since 99,99% of the people just don't chose to revive 106 don't really got a change, since either you two-tap and boom, or get outhealed and smacked 079 - I, honestly, can't even comment this. In a nutshell, fuck the balance team of SCP SL. Fire them and give them worst characteristics ever.
Finally good to see the piss bottle have some use. I was always using it over cola but holy hell the cola nerf is such an overkill. I wont see myself stacking colas ever again. And the 079? My favorite SCP but after the nerf im not sure if that will be the case. I already saw newbies having trouble playing as 079 and leaving the game and now they made it even worse and probably just a filler role with no real meaning.
People have been wanting a 106 pocket dimension for a while now..... visual effects and speed was not what we were talking about LOL (I don't think they're BAD, i like them actually, I just wish there was more) I've heard some great ideas like, kinda like the SCP CB game, instead of insta dying, you keep being "spawned" in another part of the pocket dimension (this really could just look exactly like the floor u originally spawn in) and then u keep trying until u either finally get it or die. esp if only 1 out of the many doors is the correct one? you also lose health reallly fast in there so i feel like it would make a lot of sense. if theyre worried about it making it too easy to escape, they could extend the hallways so that youd need to slow walk even more, decreasing your chances of getting out. basically gotta just get a move on instead of picking off dead bodies
summary 173 basically is the same except he's a bit tankier + cant appear in Light instantly 049 shouldeve been buffed in the zombie department 049-2 is dead 106 buffs werent enough 079 is dead
"Oh boy, I sure cant wait to play SCP: Secret Laboratory and play everything ENTIRELY as it was the last update!" (opens the game to see a NERF® advertisement on my screen) "Uh oh."
@@luisgurumendy5561 yes you could if your scp team has a brain they easily can kill a cola user first 096 can quite easily kill him you could also get 939 to camp a door that the cola user is close to and get another scp to lure the cola user to that door or 173 could rush him (you do need skill but its possible) and if your good as 049 its also possible to kill the cola user you just have to ambush him in an elevator or somewhere else or you could get 079 to close doors on the cola user hope this helps
@@fanafelgminecraft5789 yes, that is true, but come on all that for a guy? and usually scp teams are not that cordinated, and you have to remember that they also are dealing with other threats like MTF or Chaos, so they will drop chase when they see that the cola boy is going wild, they usually target cola when he is the only remain and then you have to find him and pray that you have a good PC to stop him from running
@@luisgurumendy5561 "all that for one guy" if your scp team isnt targetting the cola user i fully understand why your having problems with it since your team simply doesnt understand shit the cola user is the one who should always be targeted and about the "usually scp teams are not that cordinated" thats just on the team not on the game design all the teams i have been in understands the game and targets the cola user/sets a trap for them so thats why we dont struggle with a cola user also you should not even allow mtf into the facility at any point of the game other than sometimes first wave a solo 049 if played well can take out a whole mtf wave at their elevator so thats dealt with in like 1 or 2 min so basically your scp team doesnt understand who the target since you should never allow the cola user to be the last one left your meant to deal with him as early as you can and you have to work with your team thats a huge part of the game human or scp you need to comunicate and play with the team
@@fanafelgminecraft5789 Well i only said how most games go when there is a cola user, i said it needed a change, because A round in scp secret laboratory is very unpredictable, you cannot have everything in your control, you cannot decide your scp team and of course you cannot prevent one of your group from dying, just imagine this, you are the plague doctor along with the dog, against a COLA BOY user and 2 MTF, there is nothing you can do, and your only way to win is if that user makes a mistake, I wasn't complaining so much about this since getting four sodas is not so accessible to the most players, but it did need some changes, not as drastic as what they did, but enough to make it better to take it off after a while, for example, as time goes by the damage to the Cola increases. don't make it useless, but also don't overpowered, trust me, i am a cola user, it is op
207 did not need a nerf as it is already balanced by making you weaker in human vs human. Also instead of nerfing 079 just make it always spawn in wich would remove the need to balance it compared to other SCPs and turn generators into a objektive
The balancing is really nice but I just don’t think imo that 207 needed to be hit by a semi it just seems like to much to me also I didn’t play 079 before and that will just make me want to less lol
I rarely used SCP-207 because I was never a fan of the health drain being the end of you if you could not find enough medicals but now I don't think I would ever use it because that proposed health drain increase is too harsh, the pervious drain was somewhat fair because it gave you more time to find more medical equipment and while you're doing that you are still risking getting almost one shot by a single bullet.
im glad scp 1853 is now useful its REALLY needed the buff but as for cola they either should remove the extra damage you take from it or should increase speed again i can see why scp-079's locking abilities got locked behind tier 3 but they really just nuked the poor computer
Hi everyone, hope you enjoy this video from me (even if you don't enjoy the update as much lol)! Curious to hear thoughts though as I know there's still a good amount of people who really like this update.
Also the background footage is from a test we did of the update a while back, so some very small things may be outdated like me picking things up way faster than you would on multiple stacks of Danger. Hope you enjoy regardless!
YESSS I always hated cola mfs who will betray everyone and sell their soul to the devil to get cola or get one more cola then belong in hell and their hell arrived on them thank god.
207 nerf was deserved u could never get someone as scps if they had more than 2
they done made the zombies more suicidal 😭
SIR, BACK AWAY FROM THE TESLA GATE…
Dear god what the hell did they do to my beloved computer
ong, not being able to lock doors is actually crazy
@@theguywhogamed2400 good, i can actually play human and not have my efforts completely invalidated by the click of a button early round, and they actually have to work to do that in which time i can become more prepared. game balance that's crazy
Imma be honest guys, while I feel for the 079 players who have their favorite SCP being nerfed into the ground, I have been extremely frustrated fighting against computer. There is just something so infuriating about having normal people close doors on you, but having cocmputer close doors on you feels so damn awful. I really wish they would put 079 as a server preference because at the end of the day 079 just feels sooo lame to fight against for some people like me. I would rather people have the choice to play on a server with 079 than completely ruin 079. Just some thoughts though.
What it deserved.
Bros cpu got downgraded
Wow, Northwood has done it again. They have hit it out of the park with this one. I can hardly wait until this update graces my system. I even woke up my son Jimmy to tell him, then I realised he doesn't exist, and I was still alone in my studio apartment. This video has helped me deal with the delusions... thank you IceyGuy, and thank you Northwoods Studios for continuing to change stats in your game every 5 months.
Glad I could help brotha
liar; no scp sl player has a studio apartment
Why does everyone talk like they work in Hollywood and are a top tier critic? Most dez man are hillybillys
LITERALLY. I quit the game a couple weeks ago because the only thing that happened on a lot of servers was the absolute SPAM of captain gun + 207 + half decent player combo which utterly ruined the game. Really happy we will be getting more fair gameplay along with some new possibilities for scps.
i hate the 106 change that gaurentees a kill after someone escapes.
SCP-500 is hard to fucking get in the first place(except 914)
why did they need to do that. could care less with HP changes.
and they just HAD to nerf SCP-207 overall. guess we ain’t getting lone saviors anymore.
The armed danger thing is kinda OP as you can use it as a guard and you can know if a d-class is carrying a weapon.
Yeahhh that’s what I was thinking too!
"My Spider-Sense is tingling!"
@@IceyManDude imagine if u code a little hack which shows danger etc it makes u know EVERYTHING (too op tbh)
Of course of course, because a situation where a guard has 1853, meets a D boi with a gun, and the round isn't at a point where you'd just shoot each other immediately anyway, happens so very often. Oh no so OP
Good damn luck trying to get it as a guard, also if a d-class is armed, you'll know by the amount of bullets in the air
While SCP-207's and SCP-079's nerfs are surprisingly harsh, I have faith that they'll end up doing well, perhaps even slightly weakening after the beta. The SCP-1853 rework is awesome. I also like the rest.
Yeah, I think most of the changes are healthy for the game. Just a few tweaks could really turn this update around in my eyes. And yeah I’m a big fan of 1853’s rework, I can’t wait to unironically use it again!
I can see the cola and 079 nerfs, even as someone who loves the Computer. 079 is still a powerhouse and if played correctly, makes the game basically a slaughterhouse. Nerfing the cola is also a good idea, trying to balance things out.
But in both of these cases, why so much? I mean, some of the new values seem just plain ridiculous. If they get toned down a bit I can see agreeing.
Also why did they do my boi 049-2 so bad, he ain't even done nothing. Zombies are already cannon fodder, let them be
@@marcinkot4482 049-2 nerf is perfectly reasonable, because you mowing down 5 of them only for all 5 to return multiple times was ridiculous.
lets pray that the incursions made by said patreon supporters could give northwood the right ideas
@@marcinkot4482 computer's ap nerfs though :| i love 079 and now im going to be able to fuck with people LESS
Me waiting for the day they make the zombie swing animation actually correspond to when you hit the enemy (it takes like an extra second for the arms of your model to act as if they've hit something):
The nerf update.
I love that Northwood already knows people won’t like the changes and called them controversial themselves and still can’t land on a decision on it, so they are now doing a Patreon beta to see what those guys think. This will definitely lead to a conclusion everyone will like I’m sure.
Edit: The beta died within 4 hours
It’s Nerf or nothin’
I guess
How did the beta die in 4 hours? Nobody is playing it? Servers died?
@@tatsunithelennyking2540 why would you? the nerfs aren't that great
Honestly, the nerfs really are overkill IMO. Especially 207, whilst yes, I do agree that a nerf for it was a good idea (Definitely needed), holy sh*t is 5 HP/s a massive nerf for it.
Personally I think they could've just stopped at the new 207 limit and the movement boost nerf. The increase to damage per second is the final nail to the coffin.
My thoughts exactly!
Also DON'T forget, you can't MAKE 207 and 1853 in 914 anymore. That's just straight overkill now for cola. (This probably also killed reverse cola even more ngl LOL, because why would you waste a cola now??)
@@uningeniousyou can still make cola, just not out of adrenaline, the nonsensical flashbang-to-cola recipe is still a thing for some reason
I disagree somewhat with the 207 nerfs being "overkill", but I would've certainly done it another way. I think they should've simply made it wear off over time (maybe 5 minutes?) instead of being much weaker overall (but keep no crafting in 914) so that it's effective for escaping scps and a temporary boost, but can't be abused long term throughout the match.
@@Ammiad No, you can't. The patch notes specifically state you can't MAKE 207 and 1853 in 914 anymore, which implies they've also changed the flashbang recipe.
I honestly think that the best way to nerf the cola is to make it so that the damage increases the longer you stay on it, rather than it just being a crazy lot of damage from the start, it incentivices you to use it but having and 500 ready ofr when it goes out of control
CONTROVERSY in a game? people on THE INTERNET, comPLAINING? no way
It's WILD, positively BONKERS, quite possibly CRAZY. Lol but yeah, it's honestly very mixed, the reception to this update, so I thought "controversial" would an apt way to describe it.
@@IceyManDudeyou would be right In Using controversial to discribe this update I do see why they nerfed 079 and 207 they were really broken if you knew how to use them but why they got to due 049-2 like that
what did the zombies do to Northwood? do they got hidden beef?😫
Clearly died to a zombie one too many times
i dont think zombies need a nerf
maybe just any new zombies have less max health or hume shield?
@@Pepper2Bif anything they need a buff...
They are hard carrying 049 viability rn...
Love how the two SCP's that don't need a health buff (173 and 106) get one, while the one that absolutely needed it (096) didn't get one. Wonderful!
I’m not sure if a health buff for 096 would do much for him.
Honestly, I’m not sure what should be done about him.
@@destroyerofturtles5024 more cowardly mtf waves
096 doesn't need a health buff, he just needs to be removed and replaced with a different playable scp. He's too problematic to balance.
also 106 defo needed a buff, what he got wasnt enough lol
@@rattlesnake551 fax
@@rattlesnake551 I love 106, he's at the top of my priority list even after his nerf but he is THE round staller. I would be fine with him getting more health but less shield overall.
The devs really went wild with this one. They wanted to kill cola, huh? Not only is it generally weaker and costs more health, you can't even make 207 or 1853 anymore in 914! They really wanted to kill cola, huh? (Reverse Cola fans taking a another painful L again..)
Cola fans when they can't use one item to easily speed run out of the facility lol
@@Magnusthepapa i prefer to just race the scp's across the facility instead of escaping. much more fun. sad i wont be able to do that anymore
This is a dark day for the Coca Cola corporation..
@@Magnusthepapa
Cola haters when people aren't just capped by the stamina bar and forced to camp and hide around the facility for multiple spawn waves.
@@somerandomname3124 what does having the stamina bar capped and camping have to do with eachother? I can have 2 207 and still camp
CompletelyDestroying079SoThatNooneWantsToPlayIt Any% Speedrun
WR!!!
Nobody wanted to play it before too lmao, it was so easy to get to play it on a server that allowed SCP swaps
079… What have they done to you😢
They downloaded a virus on SCP-079 it’s joever
@@IceyManDude ITS SO JOEVER NOOOOOOO😭😭😭😭
I still like how they haven't bothered to fix bugs from last year. XD
Like the 939 pounce glitch, where she can be stuck mid-pounce, or the infamous "rubber-banding in servers" issue. The nerfs are...kinda meh? I don't have any big thoughts on them tbh. But in my mind, sometimes its best to leave things untouched. Not *everything* needs to be rebalanced and changed.
Also rip 079. o7
o7
pounce glitch is quite funny though.
I absolutely love how nw instead of fixing the most broken scp (173 can literally pass through 2cm gaps while the door is closing), gives him more health (which makes him even more op in small servers) and then go on to ruin the one item that could actually slightly help against this parabellum monstrosity (coke). Not to mention that they are ruining scp 079, who was a hard to play scp in itself, and buffing 106 to be even more able to camp and prolongate the match.
Yeah honestly I’m surprised they haven’t made like, scaling HP dependent on how many people are in a server. Guess it’d be hard to balance and if more people join the game after it starts it would kinda mess up the SCP(s). Also yeah I’m surprised they STILL haven’t changed 106’s ability to stall game almost forever lol.
pc is not hard to play, it's hard to learn, once you learn how to play pc it is by far the easiest scp in the game.
@@IceyManDudemaybe instead of scaling health, they have a damage resistance for larger numbers of people on the server, that way it could change whenever without fuckin with the actual health number
@@TheMoshPit11079 clearly had the highest skill ceiling in game.
I'm sorry while being new makes him a wasted scp.
Even knowing what to do doesn't make him good.
Onyl the best players are capable if getting enough exp.
And those unable to hit level 3 before wave one are in trouble.
He is the only scp that can't save himself.
Meaning the only scp reliant on outside help(other scps or dumb humans).
80% of the time he will be only ok if not useless.
This also coupled with the fact people don't want to play him
He is scarily.gpod if done right however.
Meeting three criteria, he is good, the scps work together, and the scps are competent.
The issue isn't this btw.
Its the fact I have not once seen a properly coordinated spawn wave.
A properly corrdinated spawn wave can easily kill a few scps and even the computer...
If the computer makes them more dealable...
But not a full counter. Most scps fall of late game, computer is the only real exception. And perhaps 049 with a lot of zombies.
@@Skrillmast3r A coordinated spawn wave with a considerable amount of good players would shred any scp team comp, except for one with PC due to the fact he can just click G and open up pick windows for free, PC has the hardest skill floor, not skill ceiling. A good player can juke a bad scp, but PC removes skill from the equation, removing skill is what will always make it broken. you can't play aggro against PC you can't play defensive against PC, your wincon is to all surface camp or hope PC's teammates are new to the game.
Excellent video, no other video needed from anyone else to cover this with how well it's done
Thanks Star! Means a lot :)
The FR-MG-0 "nerf" was very much needed. The amount of players I see just sitting in 914 holding up the round just trying to get it is insane (most of them don't even do good with it, they just die immediately to an SCP or get overwhelmed by Chaos).
I will look like a jerk saying it, but I dislike all of these changes, especially the 079 nerf
Agreed
Wow, it's almost like there is even less reasons for me to even try and learn 079 now!
not being able to look doors isnt even bad
I LOVE 0-79 WHY DID THEY DO THIS TO MY BOY. XP IS ALREADY HARD ENOUGH TO GET IN THE CURRENT STATE
Ikr, they should've at least kept XP gain values the same to counteract the extreme door lock nerf
Me when I help with a kill and it counts as “Termination Witness”: 😔
u can get tier 3 so quickly u just help kill 3 people and then blackout 914 and get trillions of xp
@@aexcryl8383 In some servers they have customised 914 so they can "Course Out" and teleport somewhere random at the cost of 50% of max health. Sometimes I will try and go near 914 and suddenly like 20 people vanish to random parts of the map.
i personally don’t really mind the cola nerf and think it’s kinda overdue, but the health drain being increased is a bit excessive. 1853 rework is absolutely insane tho
Why would I pay for the patron just to see the game get worse? Good stuff Icy
I definitely get that viewpoint. We’ll just have to see how it plays in the test and see if they change anything by the full release. I’m glad you enjoyed the video tho 👍
Because if the rest of people paying for patreon like it its more likely it will be a final change
079 doesn't need any buffs or nerfs or stat changes. it needs a rework, the gameplay of 079 right now is way way to skill based, veteran 079 players can laugh off any nerfs and still get their team a win, whereas newer players cant even get past tier 1 for the whole round. I have an idea for a rework for 079 that involves changing the ability's from lots of random little features, to an action wheel to apply room-wide status effects on cooldowns that would be lowered throughout the levels, removing the power function in place of cooldowns and removing individual door control entirely (except for gates, which would have their own cooldowns per gate)
Per usual i scoffed at this nerf and my scp preference is still going to be +5 on computer and -5 on everything else. A rework is definitely needed because no matter how hard they nerf 079 vet players will easily get handed a pre-spawnwave win with decent comms.
people are gonna cry or leave when they get 079 (they already did that before)
they just gave more reasons to alt f4 when you play him
I am still wiating for a buff to the com 15... I'm still waiting...
One day…
So just more stat tweaks that dont affect the fundamental flaw of the game which is its map design allowing camping to be the most viable strategy in all cases, how exciting.
Nuke room be like:
@@IceyManDudeI think both a nuke and surface zone redesign needs to happen, though it’ll be a while if they do that
207 has been nerfed WAY too hard. It was OP, now it's not worth opening the pedestal for.
A good rebalance would be 1 cola just giving infinite stam no speed, and each one after that giving 1.25x initial player speed, stacking to 5 (2x speed total). Each cola giving 0.75 damage instead of the current one.
It's mostly a rebalance, but it is also an inarguable nerf - perfect for how strong it is now.
1853 is now both OP and awful. it is autistic. A simple misc buff would have been best. +75% pick-up speed, weapon accuracy +50%, and up all the 20 and 25%s to 34. In that case, 1 max would also be a good idea, but it also now becomes something people playing unmodded servers will use. But, a chance to crit attack like on chaos theory would need testing.
173 having super speed on cooldown from startgame is very nice for human players, and 4500 HP is spectacular. Not being able to shed while being looked at is nice for lore accuracy. Overall, perfection, not a single proper debuff.
049 getting an extra 400 HP is very nice, but at least 2200 was a semi-round number. 2750 would go hard @northwood. Doc sprint now being faster than player sprint is very nice. More gained hume shield after zombifiying someone with call of the doc active on them is nice, and zombie hume shield ability range buff is unnecessary but enjoyed. Very nice!
Zombies got nerfed. Only being able to be re-revived once is awful, shoulda been a decrease from 4 re-revives to 3.
106 health buff is very nice, it's still low compared to canon but it's accurate to his playstyle. More damage is cool, shoulda been 50. SCP 500 not curing trauma is uncanon and uncool. At least add 999 as a wandering lc npc instead, desaturated colours are uncool and give you a reason to explore the facility - find a 500. Pocketworld having sinkhole effect is cool for lore, nice that they've been caring about that more and more since mimicry.
079 needing lvl3 to lock doors, and double points for blackouts requires words I can't type on here. Walk into the ocean, buy a faulty parashute, anything works. Plus, lockdown at lvl4 is pitiful, in a horror-to-mankind way, not cutesy. XP on playerkill being reduced is unfortunate, for the forums. Bailiff, break their balls.
Your final words are exactly the truth. What they nerfed was nerfed way too hard, what they buffed was perfect - everything, down to the last, minute detail. Except larry and plague. Round number hp gang rise up.
its stupid how scp 500 the thing meant to cure everything cant cure some ptsd
Honestly having the lock at tier 2 would be better. They could've had it unlock at tier 2 then have it drain less fast at tier 3 & 4. That way it scales better late game and makes it harder to rush t5.
@@The_protein_Titin Agreed
They can't just make it so that it removes stamina because then people might remember how much more promising things were in MPII days and before. They'll probably make cola regen all stamina almost instantly before they ever do that.
Awesome work, thanks for the Info! Greetings from Argentina!
Yay another balance update. Thank god SL dont get new content cause players LOVE balance updates not CONTENT ONES !!!!!!!!!!!!
We need time to make the current features of the game fun and balanced before we add even more content which would require it’s own balancing updates
Also scp-939 amnestic gas is WAY more visible, maybe its just me but i feel like it's WAY darker
so the "cola rebalance" was actually just northwood making them unusable? epic
From playing the beta, Computer has been nerfed way to hard. I get that people are pissed off that computer can really make or break the scp team, but as it currently stands all these changes are doing is making things worse for unexperienced players, who already struggle with computer.
A beta being controversial is good, it opens up the potential for change really fast.
Very true! Getting feedback early is vital to making the full thing better.
Absolutely
079 IS DEAD. :( I mean it did need a nerf but this is ridiculous!!!
079 was nerfed to a normal standard, before it was insanely good being able to fuck even the best people over but using the teslagate or locking doors cheaply
I kinda miss scp sl version where mtf still had laserguns. I don't know I feel like scp sl today is too competitive and the rounds are too fast. It used to be more social experience before.
Yeah I missed back when the community didn't take the game seriously
I do believe that a lot of games at this point say "something needs a nerf" and proceed to make it functionally useless.
They overnerfed Cola and 079, and zombies were fine as they were since they usually don't even make it to that 4th res.
I honestly thought that the system was ALREADY how it is now, I genuinely did not know you could revive zombies more than once
Edit: zombies should get variants in the next major update, maybe have like zombie "sub-classes", like one that is tanky but slower, one that is weaker but faster, one that has long range, one that has a larger AoE, etc. and players could set priority for which zomebie they want like how you can set priority for the regular SCPs
they killed pc 😭
106 is op as is, no need to buff him. Also, SCP-500, the cure for all... Can't cure... Bruh
Its heals many physical maladies, i dont think mental trauma is one of em though lol
106 is not op
not for killing at least
@@thegamefur7330I mean does curing a hangover count as mental trauma?
207 didn't deserve the hp drain nerfs😭
5 damage per second of running for speed, barely over 2 colas, is kinda nuts. i pray to god it gets nerfed or just removed, and it is the old hp drain. This is a straight gut. I'd say it's on a level of a gut of 106 getting turned into a 2 tap.
Well done video. It seems northwood acknowledges the problems, but goes overkill with it all. It's also good they try to make some real changes instead of sole stat boosts/nerfs, maybe except the 207 and 079.
"northwood try not to switch stats around to confuse players trying to get back into the game instead of actually adding quality of life additions" challenge is literally impossible
only change im a big fan of is scp-1853: it brings it more in line with the lore and makes the item much more interesting in general instead of just a flat buff.
wtf are these 079 changes
I get he was op but you literally need a good 079 player for it to be good
also hi (said from weatherman himself)
That only applies to new players, you play on a component server and playing against 079 is actual pain
I have no idea what northwood is trying to do, take every fun thing out of the game because they are trying to make it competitive
Just off of that Tesla clip im subscribing to you, god that was beautiful
Thank you! I'm still shocked that worked (pun not intended)
@@IceyManDude even with this nerf us 079 players are still gonna dominate 🙏
@@checkentinders8059 Lol probably true, even when the XP rates were nerfed I got Tier 4 almost 5 twice. Once in the Partner beta and once during the Patreon beta. Since then they actually buffed the rates back to normal! Should be making a video with 13.5's other new changes soon :)
@@IceyManDude awesome, ima be sure to watch that, I haven’t personally gotten to play 079 yet since the nerf but I’m sure the day will come.
LEAVE MY COLA ALONE
I’m sorry for your loss.
I'm just gonna quit this game, not only it's not scary anymore, it's not even fun. they need to rework the whole facility and ambience. this game doesn't need CS level balancing, this game needs to be fun.
I stopped playing years ago when the general attitude of the community went from just goofing around and not taking the game super seriously to just trying to hard on everything. Granted I should acknowledge that the main reason I got into SCP SL in the first place was because of goofiness and having a community that really didn't care that much. I'm aware some people probably like the more serious aspects but I also just miss back when people would do stupid RPs only to then having things descend into chaos because an SCP comes in.
@@mrmeep2047 I stopped playing cause I felt like the fun in the game comes from the fact the other parts of the game arent fun. Like I was a gambling addict waiting to get an scp, and then you also have to sit in spectator for 5 mins whenever you die
i love how according to 1853 suffering from cardiac arrest isn’t as scary as being informed the whole site is going to explode in 90 seconds or less
Im honestly unsure why people are so mad about this update proposal, its like peoples nostalgia for getting 2+ cokes blinds them fron the fact that getting 2 of them was utterly op and unless you had a skilled 079 as an scp team they could stall matches near infinately because they were uncatchable with the low hp drain and painkillers making them survive for the entire game, its a super nice escape tool and its only ever used by super tryhardy people that make the game round more unfun by getting cracked in 914. The breakneck speeds im happy for as while it doesnt patch the issue it does help slow him down for a moment. Super hyped for the 049 changes as while i feel its a lil *too* harsh to only have one re-revive (i feel two is fair), 4 was a bit much, alao all the stat buffs and the good doctor zombies not getting uber nerfed the second they die is VERY nice. 106 needed the stam drain for chasing potential and the 500 not curing the trauma effect really helps him be a bit more menacing as a human, he does still need nerfs to his stalk as endgame it can be pretty annoying. The ONLY change im sad about is 079 which, while admittedly needing nerfs (i know my scp main needed them), are far too harsh. The energy bump ups are a bit too severe and the regen nerfs are WAY too much,especially with nerfed XP gain, but im sure they will be mitigated some as people give feedback. Overall i dont see whats 'controversial' about this update, they are jsut making the 2 opposing scp consumables an actual either or is good situation depending on how your playing that round and mitigating some of the issues scps have. Overall i hope msot of these changes stick for the next live update
When are they going to buff anti-207? If they increased damage taken from 207 then anti-207 regeneration should be buffed. Either that or give it scaling all damage resistance.
Don’t touch the colas if you’re gonna buff 049’s speed or buff scp health
10:2 that "nice" got me way to hard wth.
there goes my fun using 079
Deserved your fun is at the expense of literally every single human player on the server
@@alexcrisman1954 079 really wasnt that hard to counter
@@fanafelgminecraft5789 at a macro scale
@@alexcrisman1954 no?
Green juice becoming meta is nice.
New cola is way more balanced now. Now you don’t have d class moving at the speed of sound being unkillable.
So this is basically the nerf humans update.. cola my beloved… WHAT HAVE THEY DONE!
I’m pretty sure I’ve played scp:sl like once 2 years ago or something
Anyways cool video I’ll be sure to use this information 5 years from now when I decide I want to play the game
Sad about the cola damage nerfs, but not a bad update overall.
They massacred my Computer 😭😭
I really like what they did to the slime, but i despise what they did to cola. Its practically pointless to even use more than one time, as you can only carry 3 medkits at a time. You will practically be forced to use every pill you can find to balance it out!
I feel like they should've buffed painkillers/ medkits to help balance it out.
@@The_protein_Titin maybe should’ve buffed duration or gave them a set time to nullify the damage instead of just healing? Like a Grace period for coke health drain, take a medkit and you get no health drain for 45 seconds or sm shit
What we needed was more counterplay to the shit computer constantly pulls, and make it so he actually feels like he's contributing and a constant threat so people start using said counterplay.
Not to give him the capabilities of an actual MS-DOS 1981 operating system.
I understand that computer is bullshit, but like, so is this game??? You're gonna get fucked by otherworldy beings and otherworldy stupidity and racism and a misinputs, sorry but you decided to play secret lab so this is what you sign up for.
The issue is that it feels like computer shows up, gives you a wedgie, and disappears again without you being able to do anything, at all, and you didn't even know you were about to be fucked. That should be fixed, as it can end up with an unfun experience for all parties.
Give computer more accessible threats to what he can do beyond a flashlight, a grenade, or a ghostlight, and make him more present beyond a blue dot on the cameras.
NORTHWOOD - nerf scp-096? no
also NORTHWOOD- nerf scp 049-2? yes
096 needs a buff
207 nerf should be brought back a lot, mainly the HP drain. Simply removing the ability to print them from medkits is a big enough nerf which combined with the speed nerf I think puts in in a good place.
ok i am so much better at this than NW. watch:
- keep og 207 and 079 as they were fine before
- keep new 1853 and 049 as its the only good thing in the update
- og 173 was fine and the changes werent necessary
- buff zombies so people actually want to play them instead of killing themselves in tesla gate
- reintroduce all the seasonal items and roles to the RA, so that servers can make plugins to add whichever ones they want
- and please add more stuff in entrance. theres so many doors in the corridors that dont lead open. add something.
but thank you NW for what will now be called "the who fucking asked for this shit" update
i am continually impressed by the internet's ability to confidently conjure unfiltered sewage takes like this
@@crouton7070NW fed spotted
@@fxracer1860not an nw fed 207 was not fine before
@@ExtraPrivatable it was it had so many counter plays
Yeah, Northwood has just killed my 2 fav spc/scp items. I am definitely not playing the game while this shit is gonna be on.
It’s a beta, and since most people don’t seem to like it, it’ll prolly be changed so dw
well there goes me killing 13 chaos as a zombie ever happening again.
My poor old s&w 500 revolver
NO WAY THEY'RE BUFFING WORSE 049??
ALSO NERFING ULTRASWEAT GAMER JUICE????
W UPDATE. W UPDATE.
Talk about kicking the computer
Release the Experimental Weapons, the new scp item or do something new after making us wait for months? No. Controversial update.
Tier 5 075 is meant to be strong, not be basically the same as t4 but with a +1 aux regen. And along with the other nerfs, getting to t5 would be harder.
1 year and still no 079 warhead
i swear, first im pretty sure they REMOVED his nuke (istg it was in old versions i remember it)
next they TEASE the nuke feature in a beta
and then they REMOVE IT AGAIN
@@agamerintheworldit was only in pears and they aren’t bringing it back
Most of these updates are controversial, but it will die down eventually as we can't do nothing but get used to it 😅
Imagine increasing the costs of everything for SCP-079 and then reducing the EXP you get to be able to use anything. That's totally gonna make people want to play 079 more.
Did soda dirty ' I'd revert the damage overtime but the speed nerf seems fine
My unproffesional opinion on the whole balance
"Everyone hates playing as the 079, let's make it worse!"
173 aint really changed, other than that he can't zoom to LCZ or guards. Not like guards die 90% at the start of the round
049 is shit unless you return the oneshot touch, *PERIOD*
049-2 rerevive is nothing intresting since 99,99% of the people just don't chose to revive
106 don't really got a change, since either you two-tap and boom, or get outhealed and smacked
079 - I, honestly, can't even comment this.
In a nutshell, fuck the balance team of SCP SL. Fire them and give them worst characteristics ever.
079 nerf was justified , 079 try hard and 207 sweats are worst scums who ruin games for chill players
Finally good to see the piss bottle have some use. I was always using it over cola but holy hell the cola nerf is such an overkill. I wont see myself stacking colas ever again. And the 079? My favorite SCP but after the nerf im not sure if that will be the case. I already saw newbies having trouble playing as 079 and leaving the game and now they made it even worse and probably just a filler role with no real meaning.
We shall eat the pink candy
just when you think the game cant get worse
Amazing video my Iceyguy!
Thank you Slayer of Draco!
Horror game that hyperfpcuses pvp balance over scary content.
The hell happened to this game man...
People have been wanting a 106 pocket dimension for a while now..... visual effects and speed was not what we were talking about LOL
(I don't think they're BAD, i like them actually, I just wish there was more)
I've heard some great ideas like, kinda like the SCP CB game, instead of insta dying, you keep being "spawned" in another part of the pocket dimension (this really could just look exactly like the floor u originally spawn in) and then u keep trying until u either finally get it or die. esp if only 1 out of the many doors is the correct one? you also lose health reallly fast in there so i feel like it would make a lot of sense. if theyre worried about it making it too easy to escape, they could extend the hallways so that youd need to slow walk even more, decreasing your chances of getting out. basically gotta just get a move on instead of picking off dead bodies
They should add something you can do while you wait to respawn
even tough this game is no longer interesting to me, you somehow found a way to make this entertaining
Heck yeah, I appreciate that a ton 😎
summary
173 basically is the same except he's a bit tankier + cant appear in Light instantly
049 shouldeve been buffed in the zombie department
049-2 is dead
106 buffs werent enough
079 is dead
"Oh boy, I sure cant wait to play SCP: Secret Laboratory and play everything ENTIRELY as it was the last update!"
(opens the game to see a NERF® advertisement on my screen)
"Uh oh."
Just saw this comment, this is gold.
I think they nerfed some things hard mainly to shake up the meta and prevent it from getting a bit stale.
207 didnt need to be touched at all, i never saw anyone complaning about it, I dont even think its being overused.
it needed a change, you couldn't do nothing against a cola user if you was SCP, but, they overdid it
@@luisgurumendy5561 yes you could if your scp team has a brain they easily can kill a cola user first 096 can quite easily kill him you could also get 939 to camp a door that the cola user is close to and get another scp to lure the cola user to that door or 173 could rush him (you do need skill but its possible) and if your good as 049 its also possible to kill the cola user you just have to ambush him in an elevator or somewhere else or you could get 079 to close doors on the cola user hope this helps
@@fanafelgminecraft5789 yes, that is true, but come on all that for a guy? and usually scp teams are not that cordinated, and you have to remember that they also are dealing with other threats like MTF or Chaos, so they will drop chase when they see that the cola boy is going wild, they usually target cola when he is the only remain and then you have to find him and pray that you have a good PC to stop him from running
@@luisgurumendy5561 "all that for one guy" if your scp team isnt targetting the cola user i fully understand why your having problems with it since your team simply doesnt understand shit the cola user is the one who should always be targeted and about the "usually scp teams are not that cordinated" thats just on the team not on the game design all the teams i have been in understands the game and targets the cola user/sets a trap for them so thats why we dont struggle with a cola user also you should not even allow mtf into the facility at any point of the game other than sometimes first wave a solo 049 if played well can take out a whole mtf wave at their elevator so thats dealt with in like 1 or 2 min so basically your scp team doesnt understand who the target since you should never allow the cola user to be the last one left your meant to deal with him as early as you can and you have to work with your team thats a huge part of the game human or scp you need to comunicate and play with the team
@@fanafelgminecraft5789 Well i only said how most games go when there is a cola user, i said it needed a change, because A round in scp secret laboratory is very unpredictable, you cannot have everything in your control, you cannot decide your scp team and of course you cannot prevent one of your group from dying, just imagine this, you are the plague doctor along with the dog, against a COLA BOY user and 2 MTF, there is nothing you can do, and your only way to win is if that user makes a mistake, I wasn't complaining so much about this since getting four sodas is not so accessible to the most players, but it did need some changes, not as drastic as what they did, but enough to make it better to take it off after a while, for example, as time goes by the damage to the Cola increases. don't make it useless, but also don't overpowered, trust me, i am a cola user, it is op
i like the ablility to disable fog, my eyes are already bad enough. I dont need people blending inn with the air
They really never stop speedrunning the death of their own game huh, the meme is more real every update
And I thought we would finally get the ability to start the nuke as 079...
"People kill themselves when they play as zombies, what should we do about it?"
"Let's make playing zombie even WORSE."
207 did not need a nerf as it is already balanced by making you weaker in human vs human. Also instead of nerfing 079 just make it always spawn in wich would remove the need to balance it compared to other SCPs and turn generators into a objektive
The balancing is really nice but I just don’t think imo that 207 needed to be hit by a semi it just seems like to much to me also I didn’t play 079 before and that will just make me want to less lol
I rarely used SCP-207 because I was never a fan of the health drain being the end of you if you could not find enough medicals but now I don't think I would ever use it because that proposed health drain increase is too harsh, the pervious drain was somewhat fair because it gave you more time to find more medical equipment and while you're doing that you are still risking getting almost one shot by a single bullet.
im glad scp 1853 is now useful its REALLY needed the buff
but as for cola they either should remove the extra damage you take from it or should increase speed again
i can see why scp-079's locking abilities got locked behind tier 3 but they really just nuked the poor computer
Jesus Christ… and I thought the 096 nerfs were bad. I feel for the 079 mains out there. Game balance hurts.
my opinions: remove zombie nerfs, keep nerfed 079 blackout, revert everything else 079 related
I've heard about this update a while back about 2 - 3 months ago and I thought it was already implemented lol