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ghoul choices in context of game's history and lessons to be learnt confuse me

quelaag
quelaag Member Posts: 60
edited August 8 in Feedback and Suggestions

I just don't understand the decision to see Nurse's balance journey and go 'awesome, let's create hitscan lock-on nurse who can paralyze the opposing team for almost the duration of the weapon cooldown' lol.
Couldn't there at least be a small but lengthier delay after the first jump for targeting people, while you can target surfaces more quickly? There's at least a little bit of room for survivor responsiveness there, while a jump can still be made to get a lot closer.

ETA: oh, forgot to add that the hitscan lockon works through walls and hedges, of course LMAO

Post edited by quelaag on

Comments

  • DigitalisObscura
    DigitalisObscura Member Posts: 97

    Lengthening the delay wouldn't matter. There really isn't anything they can tweak about Ghoul's power that would make it balanced. Hit scan means it hits or it doesn't, and only one party's input will ever matter. They need to completely rework it.

    The lesson to be learnt from Ghoul is that their design process needs better checks and balances, and certain people need to be told "No, that's a bad idea" way earlier than they were.

  • Zakon05
    Zakon05 Member Posts: 426

    The hit scan free injury isn't a problem, Legion and Plague have been in the game for ages. Neither of them are an average survivor's favorite to go against, but they also aren't really problematic at all.

    Even the mobility aspect of his power isn't really a problem imo. I think it's good that there's a killer who punishes mindless W-holding and encourages staying at loops.

    It's the fact he has basically 0 fatigue for canceling power and he has old manual Scamper, an ability which was widely deemed as frustrating and unfair and necessitated a soft rework of Chucky, yet it's on a killer who is stronger than Chucky ever was with it.

    It makes him the only killer who gets free injuries against whom you absolutely must heal against. Healing against Legion is usually a waste of time, but Legion can't use his power to get downs outside of that addon which lets him break pallets with it. Healing against Plague is a tactical decision that you do if you feel the benefit of it is worth the risk of giving her power, and if survivors don't give her power, she's just an M1 killer.

    If you don't heal versus Ghoul, he can just slide up on you from across the map with very little warning and down you if you don't have a window or pallet directly next to you. So Ghoul gets lots of free slowdown from forcing survivors to heal against him despite the fact he gets free injuries, insane map mobility, and an extremely oppressive chase power.

  • YamamuraVideoRentals
    YamamuraVideoRentals Member Posts: 509

    So what happens when that window finally blocks after vaulting it three times, or after that pallet is dropped? Then you HAVE to leave the loop one way or another. And then guess what happens….

  • PetTheDoggo
    PetTheDoggo Member Posts: 1,932

    not like you will regularly get to vault three times anyway
    I have yet to see Ghoul without Bamboozle, or Bamboozle addon (which is actually stronger)

  • Ohyakno
    Ohyakno Member Posts: 1,499

    Seeing people compare ghoul to legion is so obnoxious. Legion has to respect pallets, actually traverse to your location and can be juked. Plague needs time to infect you and can be crouched teched.

    Kaneki looks at you and you get injured. That's it. Pallets don't matter. Vaults don't matter. You have no agency whatsoever in this. There is no comparison to be made.

  • YamamuraVideoRentals
    YamamuraVideoRentals Member Posts: 509

    Oh, I also forgot about perks like blood favor, which has also been very common with kaneki. So imagine you get hit, you can't even throw a pallet near you. So you have to "mindlessly hold W" somewhere.

    Maybe a more accurate comparison is death slinger! All he has to do is look at you, and he can put you into the mending state too! ….right? 🤣

    Now imagine we gave death slinger +100% speed, drastically shortened the cooldown of his gun, and allowed him to move towards survivors extremely quickly even as he was aiming, firing, and reloading. Then we make it so that he doesn't even have to aim to land a hit, and there is a big glowing neon icon that auto aims onto literally any survivor he might have missed hiding in a bush or on his peripherals.

    But we still wouldn't quite have an accurate comparison because he can't leap over pallets, and shooting over pallets wouldn't always result in a down.

  • Zakon05
    Zakon05 Member Posts: 426

    Yeah that's exactly my point, not sure if you're agreeing with me or not. He needs a fatigue after using power.

    I know the response to that is "but then he can't use it skillfully at loops"

    And that's true, it would make him actually what his defenders claim he is, a killer who gets a first hit easily and then has to down you as an M1 killer. Which isn't the case right now.

    But the point being made was that his power cannot be balanced with the auto-hit, which isn't true. If you want to rework him so that he doesn't get free injuries anymore, that would also be a way of fixing him.

  • Ohyakno
    Ohyakno Member Posts: 1,499
    edited August 11

    No. Deathslinger has a projectile weapon. He has to look, aim and predict where you are going to go. You can juke it. You cannot juke kaneki. It's point and click.