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Ghoul feedback

Range nerf feels too harsh.

Either rework range addon and then buff range to 15/16 meters, or remove CD from range not connecting.

Power entering CD after kicking pallet.

I don't get why he gets this special treatment, but I don't like it.

Things I would like to be changed:

Slower power vault(PTB pallet value was fine), but to not make it to harsh give him slightly faster normal vaulting speed when enraged.

Collisions still feels wonky. Sometimes you get slide from pulling yourself other times you just drop like a brick.

Rize still being Pay to not lose hearing (Seriously BHVR nerf Kaneki in this aspect)

Most important don't trash him too much. People who hate him will still hate him even, if he gets chucky/skull merchant treatment. I like playing against as and against him.

Comments

  • Leon_Loves_Cheryl
    Leon_Loves_Cheryl Member Posts: 272

    I agree that nerfing the holistic range wasn't necessary. Just the range in which you can grab survivors needed that two meter reduction.

    Aside from that, their changes are pretty good and, as a Kaneki main, I actually really enjoy that they took a more measured approach instead of the gutting that they have been unfortunately infamous for.

    Power entering CD after kicking pallet.

    This is fine. This is just a way to suppress his ability to chase you down as soon as you outmaneuver him at a loop with a pallet. It means your play actually has some impact as a survivor against Kaneki because he can't immediately chase you.

    Slower power vault

    Absolutely not.

    His vaulting speed is fine and shouldn't be changed.

    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. 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.

    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. There are fundamental reasons why Wesker's vault takes longer and Kaneki's is shorter.

    The character feels perfectly fine now. I think it's fair for both sides and no further changes are needed.

  • tomo00
    tomo00 Member Posts: 20

    This is fine. This is just a way to suppress his ability to chase you down as soon as you outmaneuver him at a loop with a pallet. It means your play actually has some impact as a survivor against Kaneki because he can't immediately chase you.

    No other killer in the game gets this treatment. Blight/Billy or other mobility killer can immediatly follow with power. Why only he gets this treatment. Replacing it with a stun would be healthier alternative, if we really want to introduce things like this.

    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.

    I agree with that and that people are making this part of power bigger bogeyman than they should, but It is still too fast in my opinion. Maybe something between PTB and current Live version would be healthier and better. Wesker is different topic, his vault is bigger detriment than helping him most of the time, on top of bug that they refuse to fix since release.

    I prefer for this part of his power to be nerfed, than other parts of his power considering he is definietly gonna be nerfed even more looking at his reception.

  • OPXtreme_ttv
    OPXtreme_ttv Member Posts: 218

    His attack range should've been nerfed rather than his entire base range. He feels really bad to play now

  • ControllerFeedback
    ControllerFeedback Member Posts: 559
    edited April 2025

    I don't like the feel of the range nerf either. It feels awkwardly map dependent. Would rather they revert it to16 meters & get rid of the range add-on entirely (turn it into a blindness add-on? he is lacking one after all). If they could somehow reduce the survivor grab range separately that'd be nice, but I'm not holding my breath there. It seems like a challenging proposal.

    The add-ons I have no problems with. Although again, maybe having a range add-on is an iffy idea given that the attack is tied to it.

    The enraged time nerf is noticeable. I don't mind it. I like having a little bit of pressure to keep up enraged form.

    The vault still needs looked at. I don't know if the speed when targeting a survivor needs to be reduced or they need to remove grabbing survivors with the first leap entirely. I think the latter would be more interesting, and would introduce more decision making with regards to pallet drops in particular. The former is probably safer and easier to do.

    The survivor targeting changes are honestly a buff overall. It's a lot easier to grapple ahead of someone when you want to, and it's really not much harder to land grabs even on controller. It's the "stickiness" thing they mentioned that's doing the work there. I honestly wonder if the stickiness aspect should be reduced further, if not removed entirely. You can kinda just vaguely swipe over the survivor on the horizontal axis, press attack, and get the hit 99% of the time. I get that they want it to be simpler to pull off when you're sliding past someone at mach 10 but…I dunno.

    The token loss on pallet break thing still seems buggy like on PTB, specifically in enraged mode. It seems to reset you to 2 tokens no matter what, making your power come back marginally faster in some instances.

    And finally the distance over objects/collision check thing. Funnily enough, it kind of ends up being a buff in some scenarios. Like if you're chasing an injured, unmarked survivor, you can target them with your 2nd/3rd leap when they are on the other side of a pallet/window and instead of doing the grab hit, you'll end up vaulting instead, potentially shortening the chase.

    All in all, still really strong, still easy to play, just a little clunkier with regards to the range.

    Post edited by ControllerFeedback on