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Ghoul Nerfs aren't enough

He still has too much vault speed when enraged and targeting a survivor with a leap, it's so fast that you can't even make it back around small loops before he hits you. The only real counter play this has is pallets with windows nearby like shack and jungle gyms, double window loops, and double pallet tiles which are very limited in number. You can also try to counter it with extremely short loops but if it's short enough to make it around before he can catch you afyer vaulting it's also short enough that he can just outplay it as an m1 killer

Comments

  • dbd900bach
    dbd900bach Member Posts: 936

    Maybe they are, maybe they're not. However, Behavioral needs to take this approach with nerfing the Ghoul and just about every other killer. Incremental and necessary changes until the killer lands in that sweet spot rather than land in oblivion like that happened with Freddy. Freddy was nerfed into oblivion as a knee jerk reaction and was the weakest kill in the entire game for a very long time.

  • Leon_Loves_Cheryl
    Leon_Loves_Cheryl Member Posts: 272

    Ghoul main here. The changes are fine. I can tell BHVR didn't want to gut another character and get backlash for it. This changelist was mostly well done.

    I will say however that I don't feel like the dash range needed a nerf - just the range in which you can grab survivors needed that two meter reduction, not the power holistically - but otherwise it's honestly fine. It's a good changelist and the character still feels fun to play.

    I also want to voice my appreciation for not touching the cancel fatigue. I've voiced multiple times in the past that nerfing the cancel fatigue is a terrible idea because it would disincentivize the Ghoul from using the power in intelligent ways to outmaneuver survivors during a loop. It would really suck if Ghoul was forced to stare at you for 3 seconds after cancelling power (like Legion) so I'm really glad BHVR didn't go this route.

    His vaulting speed is also fine and shouldn't be changed and I'm glad it wasn't. Wesker can down you with M2, Kaneki cannot. So the compensation Kaneki has is a faster vault **in order to M1 you** since he can't M2 you at loops. It just takes time to adapt and learn which loops he can catch you at by doing this and which he cannot. It's actually quite binary unless he's Hasted or you're Hindered. It takes time to map it out.

  • Leon_Loves_Cheryl
    Leon_Loves_Cheryl Member Posts: 272
    edited April 17

    Chucky has an M2 that could down you, while also having manual Scamper at the same time. That was obviously a broken combo.

    Let's take Wesker for example. Wesker can down you with M2, Kaneki cannot. So the compensation Kaneki has is a faster vault **in order to M1 you** since he can't M2 you at loops. Wesker's vault is slower so he can't just braindead M1 you if you're outmaneuvering his M2 around a pallet. Kaneki's power cannot down you so he HAS to be able to vault faster (and he only vaults faster when enraged AND only when grabbing you with the power.)

    It's fine

  • adam1233467
    adam1233467 Member Posts: 1,396

    You can jump back against wesker without him being able to hit you, I don't know if you knew that, kaneki has a system to prevent that, his vault has no counter and needs to be increased.

  • Leon_Loves_Cheryl
    Leon_Loves_Cheryl Member Posts: 272
    edited April 17

    Wesker has an anti-pallet grief mechanic as well. The counter is to just…run. Just run the loop. You don't try to slide back through them. That's disrespecting their power. You're disrespecting the killer. The anti-pallet grief mechanic exists to make you run the loop.

    Just…just run the loop. Don't sit there trying to vault through them.

    But I do run away and he still catches me!

    It just takes time to adapt and learn which loops he can catch you at by doing this and which he cannot. It's actually quite binary unless he's Hasted or you're Hindered. It takes time to map it out. You will know which loops not to run against Kaneki when he manages to catch you with an enraged vault. In any case, he NEEDS a faster enraged vault than Wesker (which, again, requires him to be in rage mode and to have line of sight of you when he vaults) because Wesker's power can down you at the loop whereas Kaneki can only use it to catch up to you.

  • adam1233467
    adam1233467 Member Posts: 1,396

    Yes, he has a system too, but it doesn't work, and even if you don't do that, he still doesn't have time to reach you if you go around the loop, kaneki you can't jump back, nor go around the loop, that's not fair, the only counter to that is double pallet of the cinema map, they need to increase the time of his vault.

  • Leon_Loves_Cheryl
    Leon_Loves_Cheryl Member Posts: 272
    edited April 17

    As I said, it just takes time to learn where to kite him towards. If the enraged vault means he can catch you with the M1, that just means you can't run that loop while he's enraged and while he can see you to vault at you. There ARE loops wide enough where his enraged vault does not lead into an eventual M1. My point is just that it takes time to figure out which loops you should or should not run while he is enraged. The vault speed is the way it is because he needs to M1 you. Wesker's vault is slower because he can M2 you, so they slow down his vault to prevent him from just abusing it to catch you with an M1 if you're outmaneuvering his power around a pallet.

    It wouldn't make any sense balance-wise if Kaneki's enraged vault was too slow because you'd just play Wesker instead.

  • adam1233467
    adam1233467 Member Posts: 1,396

    Dude, he loses a token when he jumps pallet, what's the point of being able to power if you're only going to have one, it doesn't change anything, kaneki has a mobility 100 times better than wesker, and a better chase than him precisely because of the speed of the vault, and what loop is good against him? Normal filler doesn't work, you need to go to that map corner pallet to loop kaneki, but like I said, map corner, after that you're done, I hope they nerf his vault, there's no skill in doing that

  • Daniel_Silva04
    Daniel_Silva04 Member Posts: 370

    The counterplay for his vault is pretty simple, you just keep running if you see he's going to use the vault, and he'll be forced to cancel the power, slowing him down and losing Bloodlust. That's it. It's the same thing as facing a Huntress/Nemesis/Houndmaster.

  • Leon_Loves_Cheryl
    Leon_Loves_Cheryl Member Posts: 272

    ^Yes exactly.

  • SkeletalElite
    SkeletalElite Member Posts: 2,890

    While winding up a hatchet huntress moves at 3.08 m/s and cancelling decelerates her briefly down to 0 m/s.

    The ghoul moves at 3.68 m/s while holding out the power, does not decelerate nearly as much for cancelling, and does not lose bloodlust unless they actually leap, they keep blood lust from cancelling.

  • SoGo
    SoGo Member Posts: 4,258

    The Freddying is still ongoing...