@@CarlSloochHey mate, did I say something that didn’t sit right with you or something? I apologise if i did, these videos are just to share a different perspective and allow people to share their perspectives in the comments too which are always really interesting to me. But I appreciate you checking out the video! :)
Infinite warfare zombies in my opinion had the best perk system allowing you to have 5 perks and you can remove perks whenever allowing you to change things up at anytime in the match
YES! the 5th perk slot did what bo4 tried to do; removing "crutch" perks, but infinitely better. jugg adds so much progression to the game by keeping the earlier rounds fairly dangerous without making the later rounds borderline impossible. bo4s difficulty system made it so either the early rounds were way too easy by having a 4/5 hit down or the later rounds were terribly hard by having a 2 hit down, jugg allows the best of both worlds even if it can be considered a crutch
@@COhlen The issue i see with that is going down and having to get all your perks back wich makes a double down very likely to happen, some people might like that but i don't. I also didn't like the early rounds being too hard, after all, they're early rounds for a reason
@Ananonymousguy-nk9oj as a treyarch fanboy, advanced warfare had good zombies and a spec ops mode, ghosts (a horrible game imo) had a fun extinction mode, infinite warfare zombies was okay but like ghosts it was bogged down by a terrible rest of the game. My favorite non-treyarch game is probably actually advanced warfare or if not then close, the only good futuristic cod. (Bo3 doesn't count because literally the only good thing about that game is zombies lmao)
Origins had what I think should be the basis for future zombies games with the empty perk bottle system. You are limited to 4, maybe 5 perks to start. So you need to be selective. But as the map progresses, add challenges that allow the player to earn additional slots as they progress to the later rounds. Every map provides its own challenge, so earning the slots feels more rewarding. And I like the empty bottle over the random perk drop because it gives the player more control
@@AlterianM I don’t play warzone. Never have, never will. And it’s not a brain dead take, it’s just reality. It’s at its core, and arcade game. The only thing that matters is how many rounds you survive. Cope with the reality.
Deadshot should’ve had a feature where headshot damage is wildly overturned. Imagine a high round strategy oh double tap + dead shot where a PaP wall weapon can still kill throughout the high rounds? Would make the perk way more valuable
PHD in origins always felt like a middle finger to the fanbase. Mob of the dead and Die Rise would of benefitted so much from PHD but instead its a troll. Worst part is PHD is available on the Grief version of Mob of the Dead and really shows how much more enjoyable it would of been with it especially since it's the first map with unique PAP skin and Mustang & Sally look badass with the skin.
Honestly, I don't think PHD would be good in BOTD because how really claustrophobic Alcatraz is. A lot of tight spaces, a lot of turns. I can't imagine PHD being usefull there. When it comes to Die Rise, that's probably the only place in BO2 where it make sense because Die Rise is vertical and there are a lot of jump that might be easier with flopping than normal jumping. Even tho Alcatraz is bigger as map, Die Rise has less tight corners. But that's just my opinion
@@g4rpl3i you just described why PHD is extremely useful. Tight spaces and Explosive weapons like the Raygun or Mustang & Sally are the perfect combo for PHD. You basically can't get surrounded and never will take self-inflicted damage due to close quarters nature of the two maps. Same would go to Die Rise for same reasons. Explosives and tight spaces is where PHD exceeds, thats why PHD on Origins is such a middle finger. Open map, fall damage is non-existent and the only explosive weapon is the Ray Gun, in which at this point is heavily outclassed by Mark 2. Mob of the dead has some good places you can fall/shortcut through like anywhere at the top of the prison cells or that gap close to Jug.
@@sonicthehedge I understand your point why it's useful but at the same time, apart from outside of Alcatraz, those tight spaces could be my finish line because I would have nowhere to run away if I would get surrounded. Or do I not remember how much DMG and Radius PHD has? I played with PHD once and it got me killed
@@g4rpl3i What? I don't think you understand. It's PHD as in PHD Flopper, The Perk-a-Cola. PHD damage? Radius? Are you talking about of the Dolphin Dive explosion? No one uses PHD Flopper for the Dolphin diving explosion. People use PHD for it's ability to negate fall damage and self-inflicted damage. If you get surrounded you can use a Ray Gun or Mustang & Sally to shoot at yourself at your feet and save yourself. Thats one of the best strategies in the BO1 maps and is the only method to get out of the situation of getting surrounded without using a Wonder weapon like Thunder Gun.
@@sonicthehedge Huh. If you say it like that, it actually make sense. To be fair, since I only used PHD for Dolphin dive, it might explain why I didn't use it because honestly, I didn't know PHD negate fall and self-inflicted damage. It all coming together. Thanks for explaining. My bad
Honestly to say Zombies was "getting old" or "had a repetitive play style" coming from WaW you're discrediting a lot of things that make the game the way it is. No matter what a new map is super fresh even if it doesn't have a new weapon, people were SUPER excited about Keno when bo1 came out. Also you forgot to mention a whole new cast of guns to PaP and buy, and a new engine. For casual players especially, Zombies was still an incredibly unique and exciting game mode at the time. While ascension and these other maps continued to raise the ceiling for zombies, to say ascension like "saved the game mode" is just inaccurate. *Ascension is: an amazingly fun map* But it didn't save zombies.
Tbh the player base was way less jaded than it is now. That's the main reason they didn't feel that way because they were just happy to have a new CoD game lol
as an older person it deff wained during black ops from my POV i get there’s a layer of revisionsim that is negative and then yours with this pro-zombies stance. (again imo) with the original ppl young enough to remember the first "three" cods then to Waw then BO-1 i think by then its a mixture of aging out of the demographic vs every generation having their “classic” which funnily enough to people like me is WaW/ Cod 4:MW (2007) but to everyone else is BO-1 or even BO-II depending on how old you are. IDK i was excited by Ascencion and the map packs for BO-1 but also it did take the tone from scary to like… idk cartoonish. then after is clown show stuff (i still enjoy it ) which i say only cause WaW and the first DLC kept it serious but by call of the dead it gets Meta.
I loved Cold Wars approach to the perk System. Increased prices but unlimited slots and a TON of perks with good effects. Especially after you could upgrade the oerks through the crystal system. With the change to the point system being tied to damage, it was a lot harder to build points for all the perks and PaP
The problem is that it completely removes choice under the guise of adding more choice, and completely removing the personality of the perks by just making them a standard upgrade system.
I stopped playing CoD after Advanced Warfare. To my recollection, PhD flopper was never considered an essential, but just a fun perk, most player avoided it because of the chance of being caught up by Zombies during their dive and the flopper explosion either bugging out, our the Zombies being too far of killing distance. I died many of times to my PhD flopper not killing zombies and being caught by them, but that's also what kind of made it fun. Ascension is my absolute favorite Zombies maps, period.
For high rounding yeah you don't really need double tap or you are just using the wonder weapon as your primary, but for practically in like the first 30 rounds double tap is a must have if you are running around the map not using a wonder weapon
I love the way certain perks play with each other. If I have a huge gun that's optimal in every way except for its egregious reload time (Dingo, Wunderwaffe, etc.), Speed Cola is a great way to make that gun optimal, but then if I get the Double Tap Root Boor, I'm now reloading twice as often and it becomes a problem again. Widow's Wine can save me when I'm trapped by zombies, but Stamin-Up can keep me out of those situations to begin with. Mule Kick can give me a third gun, which is huge for getting Wonder Weapons, keeping a healthy amount of ammo, and cycling through weapons when a reload is getting inconvenient. To put it shortly, it increases my chances of survival exponentially. But if I get back up with Quick Revive, I lose my third gun along with all my perks. Since Quick Revive puts me back at such a disadvantage, I might take my chances and neglect Quick Revive for a Mule Kick. All of these perks have a web of intertwining pros and cons, making for very interesting decisions.
Tombstone can be good, but only in a specific scenario when playing Tranzit. Picture this: you and your friend are playing Tranzit, you are at one location, and your friend is on the other side of the map, all of a sudden, your friend goes down, you can't get to where he is to rez him, but he has tombstone, so he feeds the zombies, and gets to keep his weapons and perks. This scenario is the only reason Tombstone isn't an F Tier perk for me.
I only played Town if I played the Green Run area, so for me Tombstone was a must have as I could have 6 perks, just buy Tombstone plus 3 more perks, down yourself before the round ends and unalive yourself, tell your friends to start the next round, when you respawn buy the two missing perks and Tombstone and then pick up your stuff again. Of course this was only possible when playing coop, but yeah Tombstone has a really niche use but it’s really useful for that specific scenario.
The problem was not and never could be a double tap buff. It was the removal of PhD flopper. If the player had multiple good choices they had to pick between it would have easily balanced out. Bo2 is my favourite but the one glaring mistske was excluding PhD. It should've been in every bo2 map without question.
That is a very interesting take mate! I guess maybe giving double tap 2.0 a buff, keeping PhD, and maybe buffing stamin-up just a little more would’ve made the bo2 perk system better than bo1. Now you got me kinda disagreeing with my video 😂
The thing is, Tranzit and die rise especially needed PHD. Mob of the dead could have had PHD and staminup as an alternative to Electric cherry. Buried ironically didn’t need phd much. Origins being origins.
@@Shamoose I think the more perks for the 4th and in coop 3rd and 4th slots available the better. In my experience games designed around "choose from 2 good things" instead of "good and bad thing" are always more replayable and entertaining.
Id have to argue sort of against your point that double tap was the issue. It truly was PHD. The thing is that sure stamin up / Double Tap / PHD had use cases that made them shine, phd has the flop which does not require an explosive weapon. This in turn made it quiet stacked, since you could neglect its normal usecase. You train at a spot that has a little elevation ? Just flop them to death. The flop in turn also removed the need for speed cola. I mean why reload, you just flop em. Edit: Something i just thought about was how broken the Mustang and Sally were with it. Thats probably the reason it only returned in origins
@RedEyesWokeGoose people flopped for the first 25 hours of there games during the old high round strategy to get to mid 70s brother even if it's not a one shot it still kills them
I mean that's not a fair argument because Town was the only survival map with PaP at launch. So not even accounting for all the people who never bought the DLC, that map was the one there from the beginning
Yeah I get that it wasn’t important to his grander plot, but it deserved a shoutout. Very strong perk and one I loved. Def one of the (many) reasons Buried was easy/fun
8:25 to be fair stamin up is much more useful on a tranzit than on any other map, as you may need to run from one part of the map to the other as quickly as possible
@@XD_Kiwi789 yeah, im gonna also add that sometimes on tranzit when you got down and you need to get all of your perks back you really need to buy stamin up first to skip bus and long roads
seeing as cold war was my first black ops game, i dont think i have the experience to comment on it, but i think it was fine. deadshot was a w perk on console, i would have liked to see electric cherry or widows wine in there now that ive played bo3. i also (mildly) enjoyed the upgrade system for the perks.
I totally agree that the 4 OG perks are just too strong to ignore. Over the years, Treyarch has attempted to remove the players incentive to want these 4 perks by either removing them entirely or creating new systems to replace them. In the end, players will never stop loving the OG four, and I think they should be the basis of a system built on them, not replacing them but rather upgrading and branching them out as you progress each game
@@miguel_7515I’d rather have Stam+speed but having stamin up let’s you run trains 100x more effectively which means more fighting and less running away
I found your opinion interesting but I strongly disagree with it. I think there were some important oversights in your evaluation. In black ops 1, the perks are always going to be the same when playing for high rounds, I doubt most if not all people would be interested in double tap, Deadshot, mule kick, or PhD if they are aiming to play optimally. The reason I point this out is because it is the same across all games. The majority of the player base does not care about how optimal perks are. Black ops 2 and 3 definitely made the perk system better by simply adding more options to mess around with. I don't think there's any way for there to be enough good perks for me to have to decide which I want. There will always be a meta in games like call of duty but I think that's ok. If you are playing casually then it just doesn't matter to you, so why not have more fun and unique perks instead. I think bo3 did it best personally. Hopefully my position makes sense, I had trouble explaining it lol
Thats a very good point bro. I failed to cover the point that it really comes down to how you like to play the game. For high round players i guess no matter what there will always be perks that are more useful. But personally, i don’t find myself going past about round 40 often so more perks are useful to me, or at least should be in my opinion. But thanks for watching anyway! :)
Origins has 9 perks and all of them can be gained via the empty perk bottles, which can net you up to 8 perk slots and then the free double tap pushes you to 9. And any map that allows you to gain more perks eliminates any real need to pick and choose. Like maybe Ascension you still want to pick and choose because the monkeys can steal your perks, but on maps like Call of the Dead and ZNS you can consistently get all of them.
In my opinion, Double Tab 2.0 was introduced because of the abysmal amount of Ammo and damage of every weapon. They knew they had to introduce something that made every weapon at least usable until you get the Wonderweapon.
The double pack system in bo3 fixes the problem by limiting Double Tap 2.0’s usefulness to the early game imo. Once the zombies are tanky asf around round 50, there’s no reason to shoot at them with anything but wonder weapons and double-pack ammo, so it frees up a slot
Id say Speed Cola lost its use over time, in B03 I never puck it and always go with Stamin up and in CW its one of the last perks I buy as I think moving quicker is way more helpful over all
Tbh I never knew Double Tap 2.0 worked like that when it came to full auto weapons... I always assumed the 2 bullets fired at once thing only applied only to semi-auto, bolt action, pump action, etc weapons, and assumed the increased fire rate was the only impact on bust and full auto weapons.
I think with the addition of Widow's Wine in Bo3, we achieved that level of balance within Bo1. I found that Widow's Wine was often directly competed with Double Tap 2.0 depending on if I was going for a more aggressive or safe playstyle. I find myself switching between using Widow's Wine and Double Tap pretty much every game. Besides that I still found this video really well made, hope to see more man.
Double Tap II was necessary for this one reason alone in my opinion, Treyarch needed to give players more power to their weapons to make completing easter eggs more accessible to a wider group of people as mistakes and missteps happen constantly, pushing rounds higher and compounding pressures to make an untenable situation more inevitable, but by giving people the means to have their weapons last to higher rounds, the margins of error are increased giving people more leeway to complete those end goals The Stamin-up vs. Speed Cola pretty much comes down to training or camping respectively, because if you're training, you are making your own time to reload making speed cola redundant except for if you're in some really tight squeezes, but if you're camping and don't have an exit strategy, reloading is everything Deadshot was more ideal for console because it had the enhanced aim assist to allow you to snap directly to the nearest zombie's head, meaning if you spammed ADS you could literally jump from head to head without ever missing a beat, but it was greatly toned down in BO3, pretty much killing that one utility it had Tombstone was the greatest perk ever.... on town, because you could abuse the tombstone to collect all 6 perks on the map (Buying 3 perks + Tombstone, going down before the end of the round and popping tombstone after ensuring that you had enough points to not only rebuy tombstone after you respawned, but enough to buy the remaining two perks you didn't have slots for, and once you picked up your tombstone, you got the perks you had in your first life added onto the ones you had just purchased, leaving you with all of the perks on the map Who's who? Never heard of her Electric Cherry, definitely more useful in tighter maps like MoTD
They really didn't understand what to do with the perks. I feel like every perk should be borderline overpowered, and there needs to be 1-3 more available perks on a map besides the ones that fit in your slot. I think the devs really overestimated how important it was to maintain the 4 perk slot design choice. That number could've varied based on the size/style of map they were going for, maybe giving 5 or 6 perk slots with 7 or 8 perks on the map. This is where custom maps can really shine.
I think the problem with perks in zombies is just that it has an awkward identity crisis of whether it's meant to be a set of essential progression upgrades, or a set of optional customizations to suit your playstyle. I love Double Tap II in how it adds to the progression when looking at the essential 4 perks as a progression system and I think it fits in great with that early game decision of "What order should I get the essentials in?" (though it should probably be more expensive), and I think the game would lose a lot by not having it. I think leaning too far into either side just makes for a worse experience, so I really wish that in their radical changes in BO4, they had tried separating the two rather than axing the essential progression ones. Gobblegum was a great idea for leaning in this direction, even if it ended up taking a different design direction in how overpowered some were and what types they would add. Regardless, it still filled that hole in the design of player customization to suit playstyles extremely well. I think the way BO4 should have handled it was make some other kind of system to compliment the essential perks (and maybe make a fifth slot, I do like progression and feel that maybe Staminup is good enough to qualify for it given the larger maps in later cods). It might be a bit much alongside perks and elixirs, but I'd rather it replace elixirs if anything tbh, even if it's nothing other than having separate stations that look different from perks but function the same only on a separate group of 4. Honestly though regardless of anything else I think it'd just be best to add a fifth perk slot as a bandaid fix, the amount of good perks has grown and it feels like you never get to use some cause they're just not good enough to compete. Or an alternate idea that I like less but think is still interesting, they could maybe have done it by making you choose between a limited set of perks unique to each slot, such that the cola could be your "survivability" perk ie jug or widows, brew being your "damage" perk like double tap or a buffed deadshot that improves headshot damage, soda being a " " like speed cola or maybe , tonic being a "support" with more miscellaneous things like electric cherry or phd or staminup. Basically just having alternatives to the main perks that fill their roles and are buffed enough to compete. I think this would greatly benefit from having a fifth perk slot too. Also something that doesn't really fit in this comment but that I've always loved and sad wasn't mentioned, is the dynamic of how due to quick revive, you're effectively stronger on your last life since you get to have an extra perk slot. Really ups the tension on that last life.
I have no idea why they just didn't go with Infinite Warfare's system of 5 perks Cold War was close by making Self Revives a separate resource to Quick Revive but that game just lets you buy all the perks. Which is really empowering but it makes me miss having to do stuff like having Perfect Monkey rounds, Killing George, or purposely letting monkeys steal drops to get past the 4 perk limit. I can see a true solution being: 4 perk restriction Self Revive separate from Quick Revive Double Tap 1.0 returning, with 2.0 being tied with Pack a Punch Special difficult challenges to get free perk drops That way now the mandatory perks were Jug and Speed Cola. You could use Fast Mag attachment to get rid of the need for Speed to have 3 open slots but at the cost of not reloading Special weapons and Wonder weapons faster. But this opens up radically different perk selections while still being limited to 4 and if you want more you need to have a better understanding of the map's mechanics to complete difficult challenges.
this is such a good perspective. perks should aim to impact and improve the player, rather than the weapon and its damage - thats what pap and (in later games) weapon kits are for. thats the approach taken in MP too, and its what allows perks to drive different and unique playstyles. the best example is phd, it doesnt make explosive weapons inherently better, but it allows the player to use them risk free and enables a playstyle that is otherwise exceptionally dangerous.
I always found it weird that I never knew anyone that disliked using Quick Revive for solo like me. I quite literally never buy it solo, which really helps me pick perks because just that one extra perk slot allows me to properly ‘build’ around the weapons I get from the box, which makes the gameplay more repayable imo. If you’re feeling that the perks don’t offer as much freedom, I recommend just boycotting QR for a few games and seeing how you play more carefully but also with more customisability
Phd also allowed no fall damage. Jugg would allow some increased fall damage to be tollerated on some maps, phd singlehandedly removed the issue with fall damage. That alone made Phd broken and why it was teased in die rise. Additionally, staminup was better than speed cola on most maps because you could just outsprint the zombies and have all the time you need to reload. This issue was only highlighted on smaller maps like alcatraz where the speed cola and zap cherry combo was preferred instead of sprinting since firing more was the gameplay style of that map. Most modern play for solo would be double tap 2, jug, self revive, and a 4th optional perk depending on the map you were on. Multiplayer play would just be jug, double tap 2, staminup, and a 4th optional as long as you had monkey bombs. This changes the stragegy a little bit since monkeys weren't the best but as long as you were patient and threw them correctly, you would solve most issues that you could encounter. Bo3 changed everything with the double pap where the wonder effects would trump the need for double tap 2 as long as you let the effect recharge. Its just adapting with the games and using what you had at the time.
12:14 "Deadshot Daiquiri being Deadshot Daiquiri" Deadshot Daiquiri:quit complaining, about your bad aiming! Just try, try again for me! With the headshot power of a Deadshot Daiquiri!
I think black ops 3 does a great job encouraging customization, especially with the new at the time three hit system nerfing the biggest crutch perk, and widows wine being a more offensive replacement for skilled players. Wunderfizz doling out perks randomly also encourages me to try new things, as well as different maps encouraging different setups
7:15 Incorrect, double tap 2.0 does NOT double the damage. The 2nd bullet that is generated deals 50% the amount of damage as the original. Still a 50% damage increase overall though, very good.
Whenever I play bo3 I don’t necessarily use quick revive in solos to increase replayability and improve my skills. I also only really use double tap on der eisendrache for dealing with panzers, otherwise it becomes useless around round 30 anyway. I think double pack a punch added a new dimension which definitely makes double tap less valuable
When you don't have perkaholic like me, BO3 zombie chronicles has given me some decent choices. The only issue is like on Moon where jug/speed are doon the bottom and rng spawn.
Muke kick isn't bad if you think strategically about it and know how it works, the moment you pick up a 3rd weapon, the slot that weapon is in is the "3rd weapon slot". If you keep this in mind, you effectively choose what weapon you get. Having 3 guns is very useful too, as you can get the full combination of a utility weapon, a power weapon, and a wall weapon. Need to revive someone? Utility weapon. Need some quick damage to get out the situation you're in? Power weapon. Just shooting zombies? Time to use your upgraded AK74U
No, the BO1 system wasn't that good, while it's true that it's better than BO2's and BO3's, it's far from perfect simply due to the fact that they were very badly balanced. QR on solo and Jugg being must-haves, Mule Kick only being a good choice on Kino and Five and Deadshot and DT 1.0 being wastes of a perk slot wich can clearly be seen in Ascension where they removed DT and nobody cared
Good job remembering that Bo1 was a heavily co op influenced experience. So no, quick revive is not always a guaranteed slot. Also, double tap was very useful in Bo1 back when people weren’t training as much and lots of the maps have tight areas where having a slightly higher DPS could be the difference between life or death. Some times i’d rather have mule kick, sometimes i’d rather have double tap and not worry about losing a gun. Anyone who says DT is a waste of a slot automatically loses a valid opinion. Bo1 system was good.
@M4Studios double tap 1.0 is straight up poopy, and the specific niche scenario of needing to kill a zombie fast before it corners you is so rare and so easily fixed by having a better gun that it doesn't mean anything. Also it being co op influenced doesn't change the fact you have 2 perk slots in solo because jugg and quick are both mandatory in solo
@@riley2492 Sorry dude that’s just a low IQ take. If you shoot faster you kill faster, it’s not a waste of ammo. Each bullet still hits the zombie and does damage. if ammo goes faster, zombies die faster. basic logic, obtain skill and stop writing essays about how shooting faster is bad
@M4Studios I have never been a situation in my life where double tap 1.0 saved me. I have, however, been in a situation where my gun runs out of ammo faster because instead of shooting 2-3 bullets after the zombie dies, I'm shooting 4-5. Double tap 1.0 doesn't increase damage, it just increases dps. So if you are training like a normal person and don't need dps, why would you ever use double tap if it simply doesn't benefit you?
Absolutely right, the lack of options in perks definitely made the experience worse. Besides a few niche options like deadshot being helpful in call of the dead, tombstone helping with getting more than 4 perks and phd only being useful if you wanted to run mustang and sally - the community would have enjoyed more options in perks. I usually went out of my way to use the niche options where I could usually replacing either quick revive in solo (usually bought in multiplayer unless I had monkey bombs) or speed cola. Double tap 1 kinda just feels like your making everything shoot faster and wasting ammo where as double tap 2 actually makes the perk feel better to use. Stamin up is just goated, especially by the time BO3 comes around as it makes training in tight spaces on WAW maps VERY viable. But then again with all the options you have to escape collapsing trains, or throw the training wheels on with widows wine - bo3 is just an easier and somewhat more enjoyable way to play zombies. And mule kick is only really annoying if you cant break your own habits when it comes to reload canceling and getting caught, otherwise it helps so much with avoiding hitting the box as often when you run out of ammo in higher rounds.
unless solo it was always Jug->Stam->reload then whatever seemed most usefull. The fist 2 kept you alive on even on high rounds, and quick reloade kept you from getting bored.
QR, Jug, DT2.0, Literally any perk that suits the map, speed cola isn’t a “necessary” perk at all and I often replace it but I will admit I could see the argument because you really do find yourself missing those fast reloads. Also widows wine is one of if not the best perk introduced after the first 4, you will never find me on a bo3 map without widows. Great video man keep up the good work, I’ve never thought this much about perks. 👍
I think it's round dependant. If you're relying on AATs, some perks aren't useful. Training and already have good mag size/speed, Stamina can replace Speed Cola. Widow's can help when stuck, gives enough time for monkeys/WW and forms a barrier. Deadshot for midrounds, it makes your aimbot go to the head, so enough damage to not need to rely on infinite damage sources. Deadshot's underrated imo. Mostly talking on BO3.
Bo3 in general made double tap 2 less needed because of double pack a punch and weapon balencing in general and Der eisendrache specifically had a good perk system. Speed cola wasn't a need because of the bows same with double tap so jug, widows, revive in solo then 1 or 2 flex spots
I'm gonna say it: Black Ops 4 would have been a much better direction for the perks if: A) they had found some way to work Jugg in without making it a full-on perk, since people seem to unanimously agree that 4-hits by default is too easy and B) the perk selection for each slot wasn't so crowded with garbage
Yeah, In solo, the og three + double tap 2 is normally what you get, but remember. Multiplayer exists. Most people drop quick revive for other perks there. plus, some people don't even buy quick revive on solo Also, Mule kick on Origins is... Actually pretty useful. Get a staff. A AR/LMG then the Mark 2 and your nigh immortal, capable of cutting down pretty much everything thrown at you (screw YT breaking comments)
Yeah, In solo, the og three + double tap 2 is normally what you get, but remember. Multiplayer exists. Most people drop quick revive for other perks there. plus, some people don't even buy quick revive on solo Also, Mule kick on Origins is... Actually pretty useful. Get a staff. A AR/LMG then the Mark 2 and your nigh immortal, capable of cutting down pretty much everything thrown at you (YTstopping comments be like:)
It’s funny that Cold War fixes the problem and ruins it at the same time. The Quick Revive rework is great and makes it a useful perk without feeling necessary. Instead self revives are a separate thing (basically like Mob of the Dead) but then they take away the perk limit which ruins it! It was actually a perfect system imo if they just limited it to 4 perks.
Seeing all the differing opinions i think speaks volumes about the variety of perks people like and dislike, maybe the perk system is still good and still requires decisions
It makes me a little sad that everyone s**** on tombstone it literally lets you get every perk on the map 😢😢😢😢😢😢😢 and if you die you literally keep your load out
World at War never had a perk limit. With the release of the SDK you could make your own levels, weapons and perks. All perks added could be purchased without limitations to the player. Starting with Black Ops 1, Treyarch added the perk limit.
Yeah, In solo, the og three + double tap 2 is normally what you get, but remember. Multiplayer exists. Most people drop quick revive for other perks there. plus, some people don't even buy quick revive on solo Also, Mule kick on Origins is... Actually pretty useful. Get a staff. A AR/LMG then the Mark 2 and your nigh immortal, capable of cutting down pretty much everything thrown at you (YT breaking comments be like:)
it is crazy to think about but with the influx of new players mwz and cold war brought that most of the new age zombies players don't even know what double tap is , i remember when cold war had that easter egg of the double tap poster in the diesel mp map , some people thought it was a new perk tease altogether.
As a high rounder when i play zombies, mule kick was one of the best additions to bo1. With bo1 having the weakest guns in cod zombies you needed lots of ammo. One way to increase ammo is to increase your total guns.
Every perks video I’ve seen never mentions how Tombstone allowed you to exceed your normal perks cap (get 3 perks + tombstone, then go down and get the other perks before picking up your tombstone drop). Still not incredible, but it is absolutely worth mentioning
Hey man, Yes I thought about mentioning it but decided not to since I was running out of time. But yes that is very true and can be especially great on town. But i personally see that as a glitch or exploit of the perk and not something it’s intended to do. Hope that makes sense. Cheers for watching!
@@XD_Kiwi789 yeah Town is definitely where I used that the most. I never thought of it as a glitch, seems to me like it ought to be a pretty easy fix and it survived into future maps. But did they say it was unintended at some point? Anyway, it depends on the player going down to function, which fundamentally will always make it worse than other perks that function to help survival, so I get why people really don't bother spending time on it. It just seems odd to me to never mention its actual strength: unlocking extra perk slots.
Yeah i remember hearing a couple times that tombstone unlocking extra perk slots is a glitch and not actually supposed to be a thing. But I could totally be wrong on that though, at which point tombstone definitely would not be the worst perk. I think people don’t tend to mention it because you could really argue either way whether its meant to do that or not
I do agree with this however if you were a player like me who didn’t do solos and played with friends QR wasn’t used so it was always Jug, Stam, Speed, and whatever new perk. (BO1-2) BO3 is as Jug, Wid, Stam, Doub, or Perkiholic
You didn't mention how when other perks were added to zombies, they got added to previous maps. I remember mule kick in the second room on kino but you had to be connected to online for it to be there. Pretty sure they were on other maps also.
when I was younger, I definitely liked DT 2.0, cause extra damage is always so fun right? yeah, as I've grown older, I've started to hate it because it is far too powerful. A single perk really should not be doubling your damage. and it sucks feeling like I'm in the minority, I don't get how people don't see how that one perk just trivializes zombies and feels so necessary.
you voiced in opinion in this video that I've held for years, double tap 2.0 was truly a ridiculous addition, a perk that makes your gun do more damage? if only there was some sort of buyable upgrade that could make your gun stronger that doesn't require a perk slot 🤔(seriously why did they not just buff PaP)
I actually don’t buy Quick Revive so in Bo1 the variety especially on Moon is a lot more open for me. Bo2 and Bo3 is when I basically have to get Double Tap 2.0, but at least I have one more open perk slot.
Good video, but Double Tap 2.0 role in BO3 was definitely diminished with the introduction of double pap abilities. Widow's wine took over it's spot as an essential perk for increased survivability since 9/10 everybody was running the wonder weapon/double pap weapon/specialist to kill zombies
In my opinion I feel the perks in Call of Duty: Infinite Warfare had the best perks in my opinion! They fit the game so well and I just feel the worked better than normal zombies perks! Now I know they are the exact same thing but the feel in IW Zombies just feels so OP! Especially Deadeye DewDrops best perk in that game!!
A close friend of mine and I have talked about this a lot as "The Juggernog Problem" - with Juggernog being such a good perk, there's really only 3 perk slots, and that feels bad. As for the video, while I think you're overly attached to Speed Cola (high explosive and sniper builds, as an example, can live without the reload buff since there's gonna be a long wait with or without) but you're absolutely right that BO1 has the most varied perk loadouts and buildcrafting options. Great video!
I will 100% admit it. If given the chance. I am always going to get PHD and run mustang and sally. Every single time. I understand that not everyone does/would do this, but it’s obvious that this was not the playstyle that treyarch wanted ANYONE doing.
My argument is the fact that quick revive, jugg, and speed cola being necessities is terrible. I think a better system would have all 4 perk slots being available to variety as you are able to incorporate the ideas of speed cola in attachments or the modifier in bo4, jugg in armor or keeping it as a perk but not tying it to the 4 perk slots, and quick revive in using salvage to buy self revives. I just think that any perk that you feel like you have to buy is immediately poorly designed and needs reassessment
Might be a hot take but I think widow’s wine has hurt me more often than it has helped me. Stray zombie hits while training can stick zombies in positions awkward to train around. Happens all the time. “Just throw the grenades so that doesn’t happen”. Then why I am using perk anyways?
I'm getting real sick and tired of people hating on dead shot, other than if you're a pc player of course, dead shot is genuinely busted and has only gotten more and more busted with each release.
VERY well made video, and you got a point, I don't like the fact that basically you have to keep buying the same 4 perks, the bo1 system offering different playstyles was honestly great. I honestly would just make a 5 perks limit or in every map have an easter to complete to unlock more perk slots like origins/zetsubo etc... in zetsubo i actually think it's perfect because by doing 1 of your challenges you unlock a permanent 5th slot for a perk. it would be nice if you suggested ways treyarch could fix the perk system at the end of the video but I'll ask here, how would you alter the perk system? also I'm not a fan of the no perk limit in cold war, it makes the game too easy
@@Andrekenz The game can always be made harder by other means, if we can have a 6 perk limit on a specific map due to it having more perk machines than normal, that same map could be made very close quarters wich is more or less what happened with MoTD: You get an insanely broken version of QR that doesn't cost you a perk slot but the map itself is very close qurters, there is no infinite dmg wonder weapon outside of the very slow hell's redeemer and the only really good place to train is the bridge but you get no drops there
What I think would make a better perk system would be if they tied perk cost into the perk limit. Then, less useful, more situational perks that cost less would take up less of your overall limit. If you had space for, say 12,000 points in your perk slot, you could use Jugg, Mule Kick, Speed Cola, and Stamin Up, with 500 points to spare, so your solo revive. But, you could swap out Mule Kick and Speed Cola and have 7000 points left in your slot, which would tie perk price into the overall perk balance, rather than just being a barrier to entry.
i cannot like this video. i wont dislike it but i cannot like this video. each perk has its uses some more than others but the fact that you dont even touch on all the uses of the perks you says are trash tier it just hurts to even listen. like yea over the years they made deadshot better but not everyone utilizes quick revive in solo. hell when i play games like bo2 or bo3 solo i have a 0 down policy meaning if i so much as get triple tapped by 1 zombie and am downed i immediately end the game. after all how else am i to improve on my dodge skills if i have to utilize such crutches? dont get me wrong some perks in their older states were less useable but that didnt mean that people didnt use them or find uses for them(take tombstone that you say is completely useless. YOU CAN USE THAT PERK TO GET ALL PERKS ON A MAP. TRANZIT WAS HARDER TO GET ALL: PERKS BUT WAS POSSIBLE.) like sure perks had their niches but i feel you arent actually giving the perks a full proper use.
@@XxENJINxXhey that’s allgood with me man, i value people leaving a comment of their opinion just as much as leaving a like or dislike, if not more. This video is only my perspective and absolutely not true for everyone. And as for tombstone, being able to get all the perks is really good, but personally i view that more as a glitch or exploit of the perk. And not what the perk is actually meant to be used for. But appreciate you checking the video out always!
Really enjoying reading what you guys have to say, and all your opinions on this whether you agree or not. Keep em coming!
Bro your vids are awesome keep em up!!
I'm about to comment lol
get a grip jackass how bout that
@@CarlSloochHey mate, did I say something that didn’t sit right with you or something? I apologise if i did, these videos are just to share a different perspective and allow people to share their perspectives in the comments too which are always really interesting to me. But I appreciate you checking out the video! :)
I'm just crankin your hog gang, just havin a laugh
Infinite warfare zombies in my opinion had the best perk system allowing you to have 5 perks and you can remove perks whenever allowing you to change things up at anytime in the match
If just Treyarch fanboys were willing to acknowledge the other zombies game's achievements...
YES! the 5th perk slot did what bo4 tried to do; removing "crutch" perks, but infinitely better. jugg adds so much progression to the game by keeping the earlier rounds fairly dangerous without making the later rounds borderline impossible. bo4s difficulty system made it so either the early rounds were way too easy by having a 4/5 hit down or the later rounds were terribly hard by having a 2 hit down, jugg allows the best of both worlds even if it can be considered a crutch
@@COhlen The issue i see with that is going down and having to get all your perks back wich makes a double down very likely to happen, some people might like that but i don't. I also didn't like the early rounds being too hard, after all, they're early rounds for a reason
@Ananonymousguy-nk9oj as a treyarch fanboy, advanced warfare had good zombies and a spec ops mode, ghosts (a horrible game imo) had a fun extinction mode, infinite warfare zombies was okay but like ghosts it was bogged down by a terrible rest of the game. My favorite non-treyarch game is probably actually advanced warfare or if not then close, the only good futuristic cod. (Bo3 doesn't count because literally the only good thing about that game is zombies lmao)
Absolutely bro
For multiplayer, quick revive wasn't strictly necessary. Which then opened up some options
Only needed it if you knew your friend was a noob but even then if your doing the easter egg then you shouldn't have a noob
@@FrostyBastion Or if you're being the team medic but then you can use the Ballistic Knife which is better than Quick Revive
Origins had what I think should be the basis for future zombies games with the empty perk bottle system. You are limited to 4, maybe 5 perks to start. So you need to be selective. But as the map progresses, add challenges that allow the player to earn additional slots as they progress to the later rounds. Every map provides its own challenge, so earning the slots feels more rewarding. And I like the empty bottle over the random perk drop because it gives the player more control
This level of passion and creativity isn’t allowed in zombies anymore.
@@NemoWasHere idk, depending on how bo6 does and how much creativity they put into the game it may be the turning point but I'm not expecting much
Buddy, it’s an arcade game. It’s about getting a high score (in this case, rounds survived).
@@kevinbadger8030Thats such a braind dead take, but you can't expect much more from warzone kids
@@AlterianM I don’t play warzone. Never have, never will. And it’s not a brain dead take, it’s just reality.
It’s at its core, and arcade game. The only thing that matters is how many rounds you survive. Cope with the reality.
Deadshot should’ve had a feature where headshot damage is wildly overturned. Imagine a high round strategy oh double tap + dead shot where a PaP wall weapon can still kill throughout the high rounds? Would make the perk way more valuable
Thats exactly what deadshot does in Cold War and Black ops 6 lol
Bo4 did this
Infinite warfare Deadshot do this!
@@VikingGoblinup to 20%, max level, ifrc
PHD in origins always felt like a middle finger to the fanbase.
Mob of the dead and Die Rise would of benefitted so much from PHD but instead its a troll. Worst part is PHD is available on the Grief version of Mob of the Dead and really shows how much more enjoyable it would of been with it especially since it's the first map with unique PAP skin and Mustang & Sally look badass with the skin.
Honestly, I don't think PHD would be good in BOTD because how really claustrophobic Alcatraz is. A lot of tight spaces, a lot of turns. I can't imagine PHD being usefull there. When it comes to Die Rise, that's probably the only place in BO2 where it make sense because Die Rise is vertical and there are a lot of jump that might be easier with flopping than normal jumping. Even tho Alcatraz is bigger as map, Die Rise has less tight corners. But that's just my opinion
@@g4rpl3i you just described why PHD is extremely useful.
Tight spaces and Explosive weapons like the Raygun or Mustang & Sally are the perfect combo for PHD. You basically can't get surrounded and never will take self-inflicted damage due to close quarters nature of the two maps.
Same would go to Die Rise for same reasons.
Explosives and tight spaces is where PHD exceeds, thats why PHD on Origins is such a middle finger. Open map, fall damage is non-existent and the only explosive weapon is the Ray Gun, in which at this point is heavily outclassed by Mark 2.
Mob of the dead has some good places you can fall/shortcut through like anywhere at the top of the prison cells or that gap close to Jug.
@@sonicthehedge I understand your point why it's useful but at the same time, apart from outside of Alcatraz, those tight spaces could be my finish line because I would have nowhere to run away if I would get surrounded. Or do I not remember how much DMG and Radius PHD has? I played with PHD once and it got me killed
@@g4rpl3i What? I don't think you understand. It's PHD as in PHD Flopper, The Perk-a-Cola.
PHD damage? Radius? Are you talking about of the Dolphin Dive explosion? No one uses PHD Flopper for the Dolphin diving explosion. People use PHD for it's ability to negate fall damage and self-inflicted damage.
If you get surrounded you can use a Ray Gun or Mustang & Sally to shoot at yourself at your feet and save yourself. Thats one of the best strategies in the BO1 maps and is the only method to get out of the situation of getting surrounded without using a Wonder weapon like Thunder Gun.
@@sonicthehedge Huh. If you say it like that, it actually make sense. To be fair, since I only used PHD for Dolphin dive, it might explain why I didn't use it because honestly, I didn't know PHD negate fall and self-inflicted damage. It all coming together. Thanks for explaining. My bad
Honestly to say Zombies was "getting old" or "had a repetitive play style" coming from WaW you're discrediting a lot of things that make the game the way it is. No matter what a new map is super fresh even if it doesn't have a new weapon, people were SUPER excited about Keno when bo1 came out. Also you forgot to mention a whole new cast of guns to PaP and buy, and a new engine.
For casual players especially, Zombies was still an incredibly unique and exciting game mode at the time. While ascension and these other maps continued to raise the ceiling for zombies, to say ascension like "saved the game mode" is just inaccurate.
*Ascension is: an amazingly fun map*
But it didn't save zombies.
Tbh the player base was way less jaded than it is now. That's the main reason they didn't feel that way because they were just happy to have a new CoD game lol
as an older person it deff wained during black ops from my POV i get there’s a layer of revisionsim that is negative and then yours with this pro-zombies stance. (again imo) with the original ppl young enough to remember the first "three" cods then to Waw then BO-1 i think by then its a mixture of aging out of the demographic vs every generation having their “classic” which funnily enough to people like me is WaW/ Cod 4:MW (2007) but to everyone else is BO-1 or even BO-II depending on how old you are. IDK i was excited by Ascencion and the map packs for BO-1 but also it did take the tone from scary to like… idk cartoonish. then after is clown show stuff (i still enjoy it ) which i say only cause WaW and the first DLC kept it serious but by call of the dead it gets Meta.
@@BopLouie kinda but then again we can’t really speak for each other.
I loved Cold Wars approach to the perk System. Increased prices but unlimited slots and a TON of perks with good effects. Especially after you could upgrade the oerks through the crystal system. With the change to the point system being tied to damage, it was a lot harder to build points for all the perks and PaP
The problem is that it completely removes choice under the guise of adding more choice, and completely removing the personality of the perks by just making them a standard upgrade system.
Stamin-Up is necessary because maps got so damn big as time went on. Jugg, Quick Revive, Stamin-Up and Speed Cola are always my go-to
I only picked quick revive if my teammates sucked tbh 😭
I stopped playing CoD after Advanced Warfare. To my recollection, PhD flopper was never considered an essential, but just a fun perk, most player avoided it because of the chance of being caught up by Zombies during their dive and the flopper explosion either bugging out, our the Zombies being too far of killing distance. I died many of times to my PhD flopper not killing zombies and being caught by them, but that's also what kind of made it fun. Ascension is my absolute favorite Zombies maps, period.
Black Ops 3 perks is quick revive, jug, double tap, and widows wine. 9 times out of 10 I’m getting those 4 perks
Same but with stamin-up instead of widow's wine if i'm going to train
Especially since fast mags worked as a pseudo speed cola on weapon kits
I usually go for stamin up over double tap. With double pack a punch perks its not really necessary
For high rounding yeah you don't really need double tap or you are just using the wonder weapon as your primary, but for practically in like the first 30 rounds double tap is a must have if you are running around the map not using a wonder weapon
10 times out of 10 I just use all perks because of perkaholic
I love the way certain perks play with each other. If I have a huge gun that's optimal in every way except for its egregious reload time (Dingo, Wunderwaffe, etc.), Speed Cola is a great way to make that gun optimal, but then if I get the Double Tap Root Boor, I'm now reloading twice as often and it becomes a problem again. Widow's Wine can save me when I'm trapped by zombies, but Stamin-Up can keep me out of those situations to begin with. Mule Kick can give me a third gun, which is huge for getting Wonder Weapons, keeping a healthy amount of ammo, and cycling through weapons when a reload is getting inconvenient. To put it shortly, it increases my chances of survival exponentially. But if I get back up with Quick Revive, I lose my third gun along with all my perks. Since Quick Revive puts me back at such a disadvantage, I might take my chances and neglect Quick Revive for a Mule Kick. All of these perks have a web of intertwining pros and cons, making for very interesting decisions.
I agree, I sometimes try to play maps without Quick Revive just to see if I am good at zombies. And sometimes I do pretty well.
Tombstone can be good, but only in a specific scenario when playing Tranzit. Picture this: you and your friend are playing Tranzit, you are at one location, and your friend is on the other side of the map, all of a sudden, your friend goes down, you can't get to where he is to rez him, but he has tombstone, so he feeds the zombies, and gets to keep his weapons and perks. This scenario is the only reason Tombstone isn't an F Tier perk for me.
Or just use a perk that'll increase your odds to surviving aka Stamin-up
I only played Town if I played the Green Run area, so for me Tombstone was a must have as I could have 6 perks, just buy Tombstone plus 3 more perks, down yourself before the round ends and unalive yourself, tell your friends to start the next round, when you respawn buy the two missing perks and Tombstone and then pick up your stuff again. Of course this was only possible when playing coop, but yeah Tombstone has a really niche use but it’s really useful for that specific scenario.
You can actually get all 6 perks with tombstone if you use it right ppl don't mention that
@@sonicthehedge A perk doesnt increase your skill level
@@sonicthehedge What's StaminUp gonna do if you get swarmed by zombies
The problem was not and never could be a double tap buff. It was the removal of PhD flopper. If the player had multiple good choices they had to pick between it would have easily balanced out. Bo2 is my favourite but the one glaring mistske was excluding PhD. It should've been in every bo2 map without question.
That is a very interesting take mate! I guess maybe giving double tap 2.0 a buff, keeping PhD, and maybe buffing stamin-up just a little more would’ve made the bo2 perk system better than bo1. Now you got me kinda disagreeing with my video 😂
The thing is, Tranzit and die rise especially needed PHD. Mob of the dead could have had PHD and staminup as an alternative to Electric cherry. Buried ironically didn’t need phd much. Origins being origins.
@@Shamoose I think the more perks for the 4th and in coop 3rd and 4th slots available the better. In my experience games designed around "choose from 2 good things" instead of "good and bad thing" are always more replayable and entertaining.
1:50 Bro really said, “now moving on to Black Ops 1…” proceeds to play black ops 3😂
That’s not bo3.
Id have to argue sort of against your point that double tap was the issue. It truly was PHD. The thing is that sure stamin up / Double Tap / PHD had use cases that made them shine, phd has the flop which does not require an explosive weapon. This in turn made it quiet stacked, since you could neglect its normal usecase. You train at a spot that has a little elevation ? Just flop them to death. The flop in turn also removed the need for speed cola. I mean why reload, you just flop em.
Edit: Something i just thought about was how broken the Mustang and Sally were with it. Thats probably the reason it only returned in origins
Phd flopper does not have infinite damage, it stop one shooting one wave 25 or 35 I can't remember
@RedEyesWokeGoose people flopped for the first 25 hours of there games during the old high round strategy to get to mid 70s brother even if it's not a one shot it still kills them
Yeah no explosive splash damage, made the ray gun decent too
holy shit the thumbnail is so well done i actually did think it was a lemino vid 😭
Did bro forget about mule kick being on kino multiplayer?
Wasn’t there on release
Wasn’t there at release
People really forget that Town was Bo2s most played map, and Tombstone is arguably the 3rd best on the map behind Jug and Double Tap
I mean that's not a fair argument because Town was the only survival map with PaP at launch. So not even accounting for all the people who never bought the DLC, that map was the one there from the beginning
No mention of vulture aid
Yeah I get that it wasn’t important to his grander plot, but it deserved a shoutout. Very strong perk and one I loved. Def one of the (many) reasons Buried was easy/fun
8:25 to be fair stamin up is much more useful on a tranzit than on any other map, as you may need to run from one part of the map to the other as quickly as possible
That is a good point dude, and I would argue that stamin up is in a better location than speed cola on TranZit as well. Cheers for watching!
@@XD_Kiwi789 yeah, im gonna also add that sometimes on tranzit when you got down and you need to get all of your perks back you really need to buy stamin up first to skip bus and long roads
Was so useless in bo3 (jump slide)
In the original speedrunning community, mule kick is actually a necessity, allowing for a point weapon, boomhilda, and a staff to be held at once
Wait till he hears about Cold Wars perk system...
He literally brings it up in the video...
seeing as cold war was my first black ops game, i dont think i have the experience to comment on it, but i think it was fine. deadshot was a w perk on console, i would have liked to see electric cherry or widows wine in there now that ive played bo3.
i also (mildly) enjoyed the upgrade system for the perks.
I feel bad for all the kids starting with the new "zombies". It's hard to truly recreate the magic if the times. Go play Plutonium Black ops 2.
@@its.shame_elemental pop kinda turns into electric cherry once u upgrade it enough
I do like how cold war merged some of the "lesser" perks into a more useful one with the aetherium upgrades
I totally agree that the 4 OG perks are just too strong to ignore. Over the years, Treyarch has attempted to remove the players incentive to want these 4 perks by either removing them entirely or creating new systems to replace them. In the end, players will never stop loving the OG four, and I think they should be the basis of a system built on them, not replacing them but rather upgrading and branching them out as you progress each game
Honestly speed cola is not needed on any maps. Double tap, stamin-up, and widows wine are all significantly better
If i remember correctly in World at war, there isn't actually a 4 perk limit, there are simply 4 purchaseble perks
Staminup>Speed Cola
I agree
L take
@@Yellets25 you must not make it very far huh?
So you rather run away then fight ?🤡
@@miguel_7515I’d rather have Stam+speed but having stamin up let’s you run trains 100x more effectively which means more fighting and less running away
Save your time. It’s stamin up-perk. Thank me later.
Bro forgot to mention Who’s who
nobody is mentioning whos whos bro 😭
@@teethpaste8568 Why not?
Most underrated perk, that shit is self-revive in multiplayer
I found your opinion interesting but I strongly disagree with it. I think there were some important oversights in your evaluation. In black ops 1, the perks are always going to be the same when playing for high rounds, I doubt most if not all people would be interested in double tap, Deadshot, mule kick, or PhD if they are aiming to play optimally. The reason I point this out is because it is the same across all games. The majority of the player base does not care about how optimal perks are. Black ops 2 and 3 definitely made the perk system better by simply adding more options to mess around with. I don't think there's any way for there to be enough good perks for me to have to decide which I want. There will always be a meta in games like call of duty but I think that's ok. If you are playing casually then it just doesn't matter to you, so why not have more fun and unique perks instead. I think bo3 did it best personally.
Hopefully my position makes sense, I had trouble explaining it lol
Thats a very good point bro. I failed to cover the point that it really comes down to how you like to play the game. For high round players i guess no matter what there will always be perks that are more useful. But personally, i don’t find myself going past about round 40 often so more perks are useful to me, or at least should be in my opinion. But thanks for watching anyway! :)
Origins has 9 perks and all of them can be gained via the empty perk bottles, which can net you up to 8 perk slots and then the free double tap pushes you to 9. And any map that allows you to gain more perks eliminates any real need to pick and choose. Like maybe Ascension you still want to pick and choose because the monkeys can steal your perks, but on maps like Call of the Dead and ZNS you can consistently get all of them.
Toumbstone gets hated on so hard but it was meta on co-op and allowed you to get all perks.
In my opinion, Double Tab 2.0 was introduced because of the abysmal amount of Ammo and damage of every weapon. They knew they had to introduce something that made every weapon at least usable until you get the Wonderweapon.
The double pack system in bo3 fixes the problem by limiting Double Tap 2.0’s usefulness to the early game imo. Once the zombies are tanky asf around round 50, there’s no reason to shoot at them with anything but wonder weapons and double-pack ammo, so it frees up a slot
im going to say that dead shot is amazing for controller users since its aims directly at the head dealing more damage to the zombies
Id say Speed Cola lost its use over time, in B03 I never puck it and always go with Stamin up and in CW its one of the last perks I buy as I think moving quicker is way more helpful over all
It was a lot more useful back when you didn't have built in Fast-Hands in Zombies and couldn't run while reloading
@lotion5238 True after B02 it stopped being as useful
Fun fact, juggernog didnt increase the players health it just pushed your health regen very fast
Tbh I never knew Double Tap 2.0 worked like that when it came to full auto weapons... I always assumed the 2 bullets fired at once thing only applied only to semi-auto, bolt action, pump action, etc weapons, and assumed the increased fire rate was the only impact on bust and full auto weapons.
I think with the addition of Widow's Wine in Bo3, we achieved that level of balance within Bo1. I found that Widow's Wine was often directly competed with Double Tap 2.0 depending on if I was going for a more aggressive or safe playstyle. I find myself switching between using Widow's Wine and Double Tap pretty much every game. Besides that I still found this video really well made, hope to see more man.
Double Tap II was necessary for this one reason alone in my opinion, Treyarch needed to give players more power to their weapons to make completing easter eggs more accessible to a wider group of people as mistakes and missteps happen constantly, pushing rounds higher and compounding pressures to make an untenable situation more inevitable, but by giving people the means to have their weapons last to higher rounds, the margins of error are increased giving people more leeway to complete those end goals
The Stamin-up vs. Speed Cola pretty much comes down to training or camping respectively, because if you're training, you are making your own time to reload making speed cola redundant except for if you're in some really tight squeezes, but if you're camping and don't have an exit strategy, reloading is everything
Deadshot was more ideal for console because it had the enhanced aim assist to allow you to snap directly to the nearest zombie's head, meaning if you spammed ADS you could literally jump from head to head without ever missing a beat, but it was greatly toned down in BO3, pretty much killing that one utility it had
Tombstone was the greatest perk ever.... on town, because you could abuse the tombstone to collect all 6 perks on the map (Buying 3 perks + Tombstone, going down before the end of the round and popping tombstone after ensuring that you had enough points to not only rebuy tombstone after you respawned, but enough to buy the remaining two perks you didn't have slots for, and once you picked up your tombstone, you got the perks you had in your first life added onto the ones you had just purchased, leaving you with all of the perks on the map
Who's who? Never heard of her
Electric Cherry, definitely more useful in tighter maps like MoTD
They really didn't understand what to do with the perks. I feel like every perk should be borderline overpowered, and there needs to be 1-3 more available perks on a map besides the ones that fit in your slot. I think the devs really overestimated how important it was to maintain the 4 perk slot design choice. That number could've varied based on the size/style of map they were going for, maybe giving 5 or 6 perk slots with 7 or 8 perks on the map. This is where custom maps can really shine.
I think the problem with perks in zombies is just that it has an awkward identity crisis of whether it's meant to be a set of essential progression upgrades, or a set of optional customizations to suit your playstyle. I love Double Tap II in how it adds to the progression when looking at the essential 4 perks as a progression system and I think it fits in great with that early game decision of "What order should I get the essentials in?" (though it should probably be more expensive), and I think the game would lose a lot by not having it. I think leaning too far into either side just makes for a worse experience, so I really wish that in their radical changes in BO4, they had tried separating the two rather than axing the essential progression ones. Gobblegum was a great idea for leaning in this direction, even if it ended up taking a different design direction in how overpowered some were and what types they would add. Regardless, it still filled that hole in the design of player customization to suit playstyles extremely well. I think the way BO4 should have handled it was make some other kind of system to compliment the essential perks (and maybe make a fifth slot, I do like progression and feel that maybe Staminup is good enough to qualify for it given the larger maps in later cods). It might be a bit much alongside perks and elixirs, but I'd rather it replace elixirs if anything tbh, even if it's nothing other than having separate stations that look different from perks but function the same only on a separate group of 4. Honestly though regardless of anything else I think it'd just be best to add a fifth perk slot as a bandaid fix, the amount of good perks has grown and it feels like you never get to use some cause they're just not good enough to compete.
Or an alternate idea that I like less but think is still interesting, they could maybe have done it by making you choose between a limited set of perks unique to each slot, such that the cola could be your "survivability" perk ie jug or widows, brew being your "damage" perk like double tap or a buffed deadshot that improves headshot damage, soda being a " " like speed cola or maybe , tonic being a "support" with more miscellaneous things like electric cherry or phd or staminup. Basically just having alternatives to the main perks that fill their roles and are buffed enough to compete. I think this would greatly benefit from having a fifth perk slot too.
Also something that doesn't really fit in this comment but that I've always loved and sad wasn't mentioned, is the dynamic of how due to quick revive, you're effectively stronger on your last life since you get to have an extra perk slot. Really ups the tension on that last life.
I have no idea why they just didn't go with Infinite Warfare's system of 5 perks
Cold War was close by making Self Revives a separate resource to Quick Revive but that game just lets you buy all the perks. Which is really empowering but it makes me miss having to do stuff like having Perfect Monkey rounds, Killing George, or purposely letting monkeys steal drops to get past the 4 perk limit.
I can see a true solution being:
4 perk restriction
Self Revive separate from Quick Revive
Double Tap 1.0 returning, with 2.0 being tied with Pack a Punch
Special difficult challenges to get free perk drops
That way now the mandatory perks were Jug and Speed Cola. You could use Fast Mag attachment to get rid of the need for Speed to have 3 open slots but at the cost of not reloading Special weapons and Wonder weapons faster. But this opens up radically different perk selections while still being limited to 4 and if you want more you need to have a better understanding of the map's mechanics to complete difficult challenges.
this is such a good perspective. perks should aim to impact and improve the player, rather than the weapon and its damage - thats what pap and (in later games) weapon kits are for. thats the approach taken in MP too, and its what allows perks to drive different and unique playstyles. the best example is phd, it doesnt make explosive weapons inherently better, but it allows the player to use them risk free and enables a playstyle that is otherwise exceptionally dangerous.
I always found it weird that I never knew anyone that disliked using Quick Revive for solo like me. I quite literally never buy it solo, which really helps me pick perks because just that one extra perk slot allows me to properly ‘build’ around the weapons I get from the box, which makes the gameplay more repayable imo.
If you’re feeling that the perks don’t offer as much freedom, I recommend just boycotting QR for a few games and seeing how you play more carefully but also with more customisability
Phd also allowed no fall damage. Jugg would allow some increased fall damage to be tollerated on some maps, phd singlehandedly removed the issue with fall damage. That alone made Phd broken and why it was teased in die rise. Additionally, staminup was better than speed cola on most maps because you could just outsprint the zombies and have all the time you need to reload. This issue was only highlighted on smaller maps like alcatraz where the speed cola and zap cherry combo was preferred instead of sprinting since firing more was the gameplay style of that map. Most modern play for solo would be double tap 2, jug, self revive, and a 4th optional perk depending on the map you were on. Multiplayer play would just be jug, double tap 2, staminup, and a 4th optional as long as you had monkey bombs. This changes the stragegy a little bit since monkeys weren't the best but as long as you were patient and threw them correctly, you would solve most issues that you could encounter. Bo3 changed everything with the double pap where the wonder effects would trump the need for double tap 2 as long as you let the effect recharge. Its just adapting with the games and using what you had at the time.
I was so confused at first, “why didn’t he mention Mule Kick?” Then I learned it was only added to the game after dlc 4
12:14 "Deadshot Daiquiri being Deadshot Daiquiri"
Deadshot Daiquiri:quit complaining, about your bad aiming! Just try, try again for me! With the headshot power of a Deadshot Daiquiri!
I think black ops 3 does a great job encouraging customization, especially with the new at the time three hit system nerfing the biggest crutch perk, and widows wine being a more offensive replacement for skilled players. Wunderfizz doling out perks randomly also encourages me to try new things, as well as different maps encouraging different setups
7:15 Incorrect, double tap 2.0 does NOT double the damage. The 2nd bullet that is generated deals 50% the amount of damage as the original. Still a 50% damage increase overall though, very good.
Whenever I play bo3 I don’t necessarily use quick revive in solos to increase replayability and improve my skills. I also only really use double tap on der eisendrache for dealing with panzers, otherwise it becomes useless around round 30 anyway. I think double pack a punch added a new dimension which definitely makes double tap less valuable
When you don't have perkaholic like me, BO3 zombie chronicles has given me some decent choices. The only issue is like on Moon where jug/speed are doon the bottom and rng spawn.
Muke kick isn't bad if you think strategically about it and know how it works, the moment you pick up a 3rd weapon, the slot that weapon is in is the "3rd weapon slot". If you keep this in mind, you effectively choose what weapon you get. Having 3 guns is very useful too, as you can get the full combination of a utility weapon, a power weapon, and a wall weapon. Need to revive someone? Utility weapon. Need some quick damage to get out the situation you're in? Power weapon. Just shooting zombies? Time to use your upgraded AK74U
No, the BO1 system wasn't that good, while it's true that it's better than BO2's and BO3's, it's far from perfect simply due to the fact that they were very badly balanced. QR on solo and Jugg being must-haves, Mule Kick only being a good choice on Kino and Five and Deadshot and DT 1.0 being wastes of a perk slot wich can clearly be seen in Ascension where they removed DT and nobody cared
Good job remembering that Bo1 was a heavily co op influenced experience. So no, quick revive is not always a guaranteed slot. Also, double tap was very useful in Bo1 back when people weren’t training as much and lots of the maps have tight areas where having a slightly higher DPS could be the difference between life or death. Some times i’d rather have mule kick, sometimes i’d rather have double tap and not worry about losing a gun. Anyone who says DT is a waste of a slot automatically loses a valid opinion. Bo1 system was good.
@M4Studios double tap 1.0 is straight up poopy, and the specific niche scenario of needing to kill a zombie fast before it corners you is so rare and so easily fixed by having a better gun that it doesn't mean anything. Also it being co op influenced doesn't change the fact you have 2 perk slots in solo because jugg and quick are both mandatory in solo
@@riley2492 Sorry dude that’s just a low IQ take. If you shoot faster you kill faster, it’s not a waste of ammo. Each bullet still hits the zombie and does damage. if ammo goes faster, zombies die faster. basic logic, obtain skill and stop writing essays about how shooting faster is bad
@M4Studios I have never been a situation in my life where double tap 1.0 saved me. I have, however, been in a situation where my gun runs out of ammo faster because instead of shooting 2-3 bullets after the zombie dies, I'm shooting 4-5. Double tap 1.0 doesn't increase damage, it just increases dps. So if you are training like a normal person and don't need dps, why would you ever use double tap if it simply doesn't benefit you?
@@riley2492 I’m sure you’ve had plenty of experience using double tap
Absolutely right, the lack of options in perks definitely made the experience worse. Besides a few niche options like deadshot being helpful in call of the dead, tombstone helping with getting more than 4 perks and phd only being useful if you wanted to run mustang and sally - the community would have enjoyed more options in perks. I usually went out of my way to use the niche options where I could usually replacing either quick revive in solo (usually bought in multiplayer unless I had monkey bombs) or speed cola. Double tap 1 kinda just feels like your making everything shoot faster and wasting ammo where as double tap 2 actually makes the perk feel better to use. Stamin up is just goated, especially by the time BO3 comes around as it makes training in tight spaces on WAW maps VERY viable. But then again with all the options you have to escape collapsing trains, or throw the training wheels on with widows wine - bo3 is just an easier and somewhat more enjoyable way to play zombies. And mule kick is only really annoying if you cant break your own habits when it comes to reload canceling and getting caught, otherwise it helps so much with avoiding hitting the box as often when you run out of ammo in higher rounds.
unless solo it was always Jug->Stam->reload then whatever seemed most usefull. The fist 2 kept you alive on even on high rounds, and quick reloade kept you from getting bored.
QR, Jug, DT2.0, Literally any perk that suits the map, speed cola isn’t a “necessary” perk at all and I often replace it but I will admit I could see the argument because you really do find yourself missing those fast reloads. Also widows wine is one of if not the best perk introduced after the first 4, you will never find me on a bo3 map without widows. Great video man keep up the good work, I’ve never thought this much about perks. 👍
I think it's round dependant. If you're relying on AATs, some perks aren't useful. Training and already have good mag size/speed, Stamina can replace Speed Cola. Widow's can help when stuck, gives enough time for monkeys/WW and forms a barrier. Deadshot for midrounds, it makes your aimbot go to the head, so enough damage to not need to rely on infinite damage sources. Deadshot's underrated imo. Mostly talking on BO3.
Tranzit was such a good map😩
Watched this a while ago but wanted to stop by again and say your zombies vids have been awesome recently, keep up the good work dude!
Bo3 in general made double tap 2 less needed because of double pack a punch and weapon balencing in general and Der eisendrache specifically had a good perk system. Speed cola wasn't a need because of the bows same with double tap so jug, widows, revive in solo then 1 or 2 flex spots
I'm gonna say it: Black Ops 4 would have been a much better direction for the perks if:
A) they had found some way to work Jugg in without making it a full-on perk, since people seem to unanimously agree that 4-hits by default is too easy
and B) the perk selection for each slot wasn't so crowded with garbage
Yeah, In solo, the og three + double tap 2 is normally what you get, but remember.
Multiplayer exists. Most people drop quick revive for other perks there.
plus, some people don't even buy quick revive on solo
Also, Mule kick on Origins is... Actually pretty useful. Get a staff. A AR/LMG then the Mark 2 and your nigh immortal, capable of cutting down pretty much everything thrown at you
(screw YT breaking comments)
Bro just spent almost 14 minutes gassing up quick revive when it was only good in solo ☠️
Yeah, In solo, the og three + double tap 2 is normally what you get, but remember.
Multiplayer exists. Most people drop quick revive for other perks there.
plus, some people don't even buy quick revive on solo
Also, Mule kick on Origins is... Actually pretty useful. Get a staff. A AR/LMG then the Mark 2 and your nigh immortal, capable of cutting down pretty much everything thrown at you
(YTstopping comments be like:)
It’s funny that Cold War fixes the problem and ruins it at the same time. The Quick Revive rework is great and makes it a useful perk without feeling necessary. Instead self revives are a separate thing (basically like Mob of the Dead) but then they take away the perk limit which ruins it! It was actually a perfect system imo if they just limited it to 4 perks.
Loving the fact that whos-who wasnt even a mention lol Its fitting
Seeing all the differing opinions i think speaks volumes about the variety of perks people like and dislike, maybe the perk system is still good and still requires decisions
It makes me a little sad that everyone s**** on tombstone it literally lets you get every perk on the map 😢😢😢😢😢😢😢 and if you die you literally keep your load out
Tombstone is actually the most OP perk in BO2, since it allowed you to have more than 4 perks at a time.
World at War never had a perk limit. With the release of the SDK you could make your own levels, weapons and perks. All perks added could be purchased without limitations to the player.
Starting with Black Ops 1, Treyarch added the perk limit.
Ohhhh wow, That’s really interesting i never knew. I always just assumed it must’ve been because of the 4 perks anyway. Cheers for this!
Yeah, In solo, the og three + double tap 2 is normally what you get, but remember.
Multiplayer exists. Most people drop quick revive for other perks there.
plus, some people don't even buy quick revive on solo
Also, Mule kick on Origins is... Actually pretty useful. Get a staff. A AR/LMG then the Mark 2 and your nigh immortal, capable of cutting down pretty much everything thrown at you
(YT breaking comments be like:)
it is crazy to think about but with the influx of new players mwz and cold war brought that most of the new age zombies players don't even know what double tap is , i remember when cold war had that easter egg of the double tap poster in the diesel mp map , some people thought it was a new perk tease altogether.
As a high rounder when i play zombies, mule kick was one of the best additions to bo1. With bo1 having the weakest guns in cod zombies you needed lots of ammo. One way to increase ammo is to increase your total guns.
Every perks video I’ve seen never mentions how Tombstone allowed you to exceed your normal perks cap (get 3 perks + tombstone, then go down and get the other perks before picking up your tombstone drop). Still not incredible, but it is absolutely worth mentioning
Hey man, Yes I thought about mentioning it but decided not to since I was running out of time. But yes that is very true and can be especially great on town. But i personally see that as a glitch or exploit of the perk and not something it’s intended to do. Hope that makes sense. Cheers for watching!
@@XD_Kiwi789 yeah Town is definitely where I used that the most. I never thought of it as a glitch, seems to me like it ought to be a pretty easy fix and it survived into future maps. But did they say it was unintended at some point? Anyway, it depends on the player going down to function, which fundamentally will always make it worse than other perks that function to help survival, so I get why people really don't bother spending time on it. It just seems odd to me to never mention its actual strength: unlocking extra perk slots.
Yeah i remember hearing a couple times that tombstone unlocking extra perk slots is a glitch and not actually supposed to be a thing. But I could totally be wrong on that though, at which point tombstone definitely would not be the worst perk. I think people don’t tend to mention it because you could really argue either way whether its meant to do that or not
Great video c:
Honestly surprised they've never attempted to cash in on making real world versions of these drinks
I do agree with this however if you were a player like me who didn’t do solos and played with friends QR wasn’t used so it was always Jug, Stam, Speed, and whatever new perk. (BO1-2) BO3 is as Jug, Wid, Stam, Doub, or Perkiholic
THE THUMBNAIL REMINDS ME OF LEMMINO AND I THOIGHR IT WAS HIS VIDEO
My exact thoughts lol
You didn't mention how when other perks were added to zombies, they got added to previous maps. I remember mule kick in the second room on kino but you had to be connected to online for it to be there. Pretty sure they were on other maps also.
Phd flopper was in Alcatraz Grief mode.
when I was younger, I definitely liked DT 2.0, cause extra damage is always so fun right?
yeah, as I've grown older, I've started to hate it because it is far too powerful. A single perk really should not be doubling your damage.
and it sucks feeling like I'm in the minority, I don't get how people don't see how that one perk just trivializes zombies and feels so necessary.
you voiced in opinion in this video that I've held for years, double tap 2.0 was truly a ridiculous addition, a perk that makes your gun do more damage? if only there was some sort of buyable upgrade that could make your gun stronger that doesn't require a perk slot 🤔(seriously why did they not just buff PaP)
I actually don’t buy Quick Revive so in Bo1 the variety especially on Moon is a lot more open for me. Bo2 and Bo3 is when I basically have to get Double Tap 2.0, but at least I have one more open perk slot.
Good video, but Double Tap 2.0 role in BO3 was definitely diminished with the introduction of double pap abilities. Widow's wine took over it's spot as an essential perk for increased survivability since 9/10 everybody was running the wonder weapon/double pap weapon/specialist to kill zombies
This video was on auto play. For the first few seconds I really thought this was Pyrocynical 💀
Nice thumbnail.
And video!
Appreciate the support man! Glad you enjoyed :)
In my opinion I feel the perks in Call of Duty: Infinite Warfare had the best perks in my opinion! They fit the game so well and I just feel the worked better than normal zombies perks! Now I know they are the exact same thing but the feel in IW Zombies just feels so OP! Especially Deadeye DewDrops best perk in that game!!
Kino had mule kick too though 😅
A close friend of mine and I have talked about this a lot as "The Juggernog Problem" - with Juggernog being such a good perk, there's really only 3 perk slots, and that feels bad.
As for the video, while I think you're overly attached to Speed Cola (high explosive and sniper builds, as an example, can live without the reload buff since there's gonna be a long wait with or without) but you're absolutely right that BO1 has the most varied perk loadouts and buildcrafting options. Great video!
I will 100% admit it. If given the chance. I am always going to get PHD and run mustang and sally. Every single time. I understand that not everyone does/would do this, but it’s obvious that this was not the playstyle that treyarch wanted ANYONE doing.
I’m saying this now, vultures aid is the best perk of all time
My argument is the fact that quick revive, jugg, and speed cola being necessities is terrible. I think a better system would have all 4 perk slots being available to variety as you are able to incorporate the ideas of speed cola in attachments or the modifier in bo4, jugg in armor or keeping it as a perk but not tying it to the 4 perk slots, and quick revive in using salvage to buy self revives. I just think that any perk that you feel like you have to buy is immediately poorly designed and needs reassessment
Might be a hot take but I think widow’s wine has hurt me more often than it has helped me. Stray zombie hits while training can stick zombies in positions awkward to train around. Happens all the time. “Just throw the grenades so that doesn’t happen”. Then why I am using perk anyways?
Seriously, I don't understand why they tied it to grenades!?
I'm getting real sick and tired of people hating on dead shot, other than if you're a pc player of course, dead shot is genuinely busted and has only gotten more and more busted with each release.
I am still angry with how much they teased us with PHD in BO2 besides Origins yet double tap 2.0 was seen as more balanced in their eyes
VERY well made video, and you got a point, I don't like the fact that basically you have to keep buying the same 4 perks, the bo1 system offering different playstyles was honestly great. I honestly would just make a 5 perks limit or in every map have an easter to complete to unlock more perk slots like origins/zetsubo etc... in zetsubo i actually think it's perfect because by doing 1 of your challenges you unlock a permanent 5th slot for a perk. it would be nice if you suggested ways treyarch could fix the perk system at the end of the video but I'll ask here, how would you alter the perk system? also I'm not a fan of the no perk limit in cold war, it makes the game too easy
The IW system: 5 perk limit and removable perks, maybe we could increase the limit to 6 if a map has too many perks
@@Ananonymousguy-nk9oj nah 6 will be a little bit too ez😭 i feel
@@Andrekenz The game can always be made harder by other means, if we can have a 6 perk limit on a specific map due to it having more perk machines than normal, that same map could be made very close quarters wich is more or less what happened with MoTD: You get an insanely broken version of QR that doesn't cost you a perk slot but the map itself is very close qurters, there is no infinite dmg wonder weapon outside of the very slow hell's redeemer and the only really good place to train is the bridge but you get no drops there
What I think would make a better perk system would be if they tied perk cost into the perk limit. Then, less useful, more situational perks that cost less would take up less of your overall limit.
If you had space for, say 12,000 points in your perk slot, you could use Jugg, Mule Kick, Speed Cola, and Stamin Up, with 500 points to spare, so your solo revive. But, you could swap out Mule Kick and Speed Cola and have 7000 points left in your slot, which would tie perk price into the overall perk balance, rather than just being a barrier to entry.
seems you never really knew that tombstone in BO2 actually was quite overpowered. after all utilizing it you CAN GET ALL PERKS.
i cannot like this video. i wont dislike it but i cannot like this video. each perk has its uses some more than others but the fact that you dont even touch on all the uses of the perks you says are trash tier it just hurts to even listen. like yea over the years they made deadshot better but not everyone utilizes quick revive in solo. hell when i play games like bo2 or bo3 solo i have a 0 down policy meaning if i so much as get triple tapped by 1 zombie and am downed i immediately end the game. after all how else am i to improve on my dodge skills if i have to utilize such crutches? dont get me wrong some perks in their older states were less useable but that didnt mean that people didnt use them or find uses for them(take tombstone that you say is completely useless. YOU CAN USE THAT PERK TO GET ALL PERKS ON A MAP. TRANZIT WAS HARDER TO GET ALL: PERKS BUT WAS POSSIBLE.) like sure perks had their niches but i feel you arent actually giving the perks a full proper use.
@@XxENJINxXhey that’s allgood with me man, i value people leaving a comment of their opinion just as much as leaving a like or dislike, if not more. This video is only my perspective and absolutely not true for everyone. And as for tombstone, being able to get all the perks is really good, but personally i view that more as a glitch or exploit of the perk. And not what the perk is actually meant to be used for. But appreciate you checking the video out always!
Tombstone was an awful perk baby bro, even the perma-perk was better than the actual perk
TLDR it's about juggernog I think
I thought this was a LEMMINO video when I saw the thumbnail lmao