Kaneki feedback

Langweilig
Langweilig Member Posts: 3,186
edited April 2025 in Feedback and Suggestions

After playing kaneki, I want to shrare some of my frustrations with him.

At first I have 2 Quality of live suggestions.

I struggle a lot with knowing where the crosshair will pop up before activating his power. There should be an option to make his crosshair permanently visible and please not as addon.

I dont know how to describe the next point well. When using his power and failing to aim at somethging or being too close to something, makes your Crosshair disappear and puts it on a short cooldown. This is very frustrating and annoying. Please remove that.

One change that I´d love to see which will probably not happen.

It would be so cool if you could use his power at loops. At the moment he can´t attach to stuff close to his location which makes him ckunky, but more importantly doesn´t allow to use his power at loops. It would be sooo cool if you allowed him to do some crazy outplays at loops with his power.

About the nerfs. He feels honestly better to play than before. Sometimes the game robbed me some attacks with his M2 and canceled the injuring process, which was annoying but allright. The nerfs that I don´t like are his range nerfs, it makes attaching to stuff without getting the above mentioned cooldown and crosshair disappearing more annoying.

Thanks for reading!

Comments

  • Leon_Loves_Cheryl
    Leon_Loves_Cheryl Member Posts: 272
    edited April 2025

    It would be so cool if you could use his power at loops. At the moment he can´t attach to stuff close to his location which makes him ckunky, but more importantly doesn´t allow to use his power at loops. It would be sooo cool if you allowed him to do some crazy outplays at loops with his power.

    He used to be able to use his power as a pseudo-anti-loop. It required skill.

    It was on the PTB. He could hugtech around windows and pallets if there was something he could latch on to on the other side. You would latch on to it (a tree or something) and quickly look to the side, so that you don't vault the window/pallet. This would cause you to slide against the obstacles and arrive at the other side. You could easily counter Killer Shack by doing this from the outside and slide straight inside.

    They removed this tech when they pushed him to the Live server. They strictly do not want the power to be used during loops in a conventional sense because they were afraid of it being overpowered because of the easy injure. If they were to keep the hugtech, Kaneki would have had to lose the injure and just be a pure mobility killer instead. Now he's something in between. His power is nonlethal, but can be used intelligently to cut off a survivor's path, while still having an easy injure. After the latest round of nerfs, the character overall feels perfectly fine. No further changes are needed, really.

    The nerfs that I don´t like are his range nerfs, it makes attaching to stuff without getting the above mentioned cooldown and crosshair disappearing more annoying.

    I agree that the dash range didn't need to be nerfed. That just seemed unnecessary (the power is already nonlethal and can only be used for mobility - why nerf the range?) The only range nerf that was needed was the range in which he can grab onto Survivors. Nerfing the range holistically was not necessary.

    Everything else is fine. Character feels well balanced in my opinion.

    I struggle a lot with knowing where the crosshair will pop up before activating his power. There should be an option to make his crosshair permanently visible and please not as addon.

    It's the center of your screen. Just visualize the center of your screen. I don't want a crosshair permanently in the middle of my screen when I play this character. "Bro just make it a toggle" no, it's unnecessary and will use up dev time for little gain. It's the middle of your screen and it doesn't require that much precision.

    I dont know how to describe the next point well. When using his power and failing to aim at somethging or being too close to something, makes your Crosshair disappear and puts it on a short cooldown. This is very frustrating and annoying. Please remove that.

    I wouldn't be against this. But the reason why it's currently implemented is because they want you to think carefully about where you want to dash. That's just how they wanted to design the gameplay experience as The Ghoul. They don't want you to spam clicks. If they don't change this, in the meantime you can just adopt a more methodical playstyle when using the power.

    People are now complaining about the enraged vault.

    Let's get into that. I believe 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.

  • TieBreaker
    TieBreaker Member Posts: 1,326

    You're misrepresenting how effective, counterplay against his enraged vault is.

    You say that it only grants a free M1 at SOME loops. It's not some, it's most.

    You make it sound like as long as survivors are smart, and choose their loops carefully, they can counter his vault and deny the free hit. As though survivors can choose where to loop a killer that can cross most of the map in seconds. Survivors have to make do with whatever is nearby. There's no luxury of choice.

    Let's be honest, just like Xeno's tail recovery at launch, and Chucky's OG scamper, the vault is a crutch to brute force hits without exercising skill. It requires no technical execution to pull off, and it completely invalidates a massive amount of loops. I'm not shocked that you would want to hold onto that.

  • Leon_Loves_Cheryl
    Leon_Loves_Cheryl Member Posts: 272
    edited April 2025

    Keep in mind the vault also takes all of his power tokens, so you can chain the loop if there's another one close enough because he won't have cooldowns available to chase after you. If he Enrage vaults on you, at a small loop where he can M1 you, and there's no tile close by that you can run to before he catches up to you…well, he gets you. He's supposed to. There are other killers that are also deadly when you're out in the open.

    Also, comparing his vault to Scamper is incredibly disingenuous. First he has to be enraged, then he has to have line of sight to you to latch onto you, and THEN he has to hope the loop is thin enough that he can eventually M1 you. Just figure out which loops he can and cannot hit you when he vaults. It's extremely binary unless you're Hindered or unless he's Hasted, but those variables exist to shake up the game in the first place, so that it's not so trite and "solved" even after you figure out how to play against his vault.

    It's either "he can vault and hit you" or "he can't vault and hit you". (Again, not counting haste/hindered effects since they're supposed to spice up the predictable flow of the game anyway.) It takes time to learn which tiles you should be running him at when he's enraged and which ones you should be avoiding.