The Ghoul
Y'all need to do something about the auto lock on nature of the grab for their power. How is it remotely okay for the killer to literally grab you and go enraged through walls, rocks, window vaults where they can't even see you. The ghoul should not be able to do quite frankly half the BS that is allowed and shouldn't be considered "Skill".
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Honestly I don't think he'll be changed for a good while. Its kind of difficult to nerf Kaneki without turning him into another lame killer that doesn't feel good to play. The we'll just be left with Blight and Nurse who are both stronger than ghoul.
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It's a mechanic called "favor the shooter." Basically, he already saw you and locked on to you with the attack before you made it behind the wall. The rest is just an animation to mask the hit which is part of the game's theatrics. It's working as intended and completely fine; you are complaining about visuals and not objective game balance.
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he is still such a bore to verse, I hope they move away from auto lock on hits as from the survivors perspective it takes away any skill if the killer can just lock onto you no matter what.
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The problem with his auto lock is, removing it would tank him.
Apparently they tried him without it and it sucked.
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I don't feel Ghoul currently has issues out of instant cancel to follow up with m1 hit.
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They need to nerf him so his auto hit doesn't hold you in place while he's licking his hand. If BHVR is going to give him a free ranged hit let him get stunned or something.
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I've literally been latched on by the ghoul while sitting behind a wall for at least 10 seconds as they are coming towards me. The auto lock on nature of the ability means that it can touch you no matter what in its current state. I've seen it grab people through Shack walls because of the gaps in the wood planks.
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He already does get self-stunned. That's literally entirely how his enrage mode functions. He gives you a ton of distance while he's crashing out. If you want seamless movement, then you'd have to remove the self-stun to keep the balance (this is actually already how it works sometimes if a survivor gets hit by his power during an animation that prevents them from being held in place; they keep moving and Ghoul's self-stun ends significantly faster)
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Now imagine if it downed you.
You're complaining a lot about a nonlethal power that only serves to unlock his chase potential rather than eliminating you outright. You're insinuating, based on your rhetoric, that his power is a deadly ranged power when in reality it's just an easy injure that leaves him needing to M1 you (which involves mindgames or loops short enough where he can vault and catch you.) The crux of your argument isn't that he's OP, it's just that you don't personally like how his power looks to play against, and while that is a valid opinion, it is not really an actionable complaint.
Everything about Ghoul's injure is visual set-dressing for theatrics. If it didn't work the way it does, he wouldn't be playable.
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You can't adjust this without ruining the killer either. The fast recovery out of power cancel exists to encourage using his power in interesting and skillful ways to cut off survivors at loops or between loops. Similar to Wesker's design, it compels you to use the power in ways that are healthy for the game and engaging for both sides instead of using it purely for mobility, which is what would happen if you nerfed the cancel cooldown. It's fine as-is. The cancel recovery is already at a duration in which he cannot down you if you manage to reach a window or pallet, so nerfing it doesn't make logical sense and would actually ruin the killer's overall design.
The fast cancel recovery, put simply, is how the killer plays at its core.
If you were around during Ghoul's release, there were actually valid arguments for raising the cancel cooldown (despite it still being a terrible idea at the time.) The alternative was to give him a cooldown on his power when breaking a pallet, so that he can't just immediately jump at you afterwards while still maintaining his core design principle (cut off and down.) It's one of the smarter things BHVR has done in terms of balance. The power cooldown when breaking a pallet was already implemented as the alternative to nerfing the cancel recovery.-1 -
No when he is licking his hands the survivor is grappled and can't move. There is no distance. If the games gives him a free undodgeable hit there should be zero delay. Just a regular hit not held in place until he licks his hand. He should get stunned the survivor should not. Totally busted.
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apparantley he can use his power ontop of lockers you are in to show you are inside it too, coz the bite mark shows up.
This killer is irritatingly boring.1 -
Auto lock removal will do nothing to PC players, but wreck console.
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Trust me, even from Ghoul's PoV there are questionable hits very frequently.
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Me when I have to be delusional about a killer getting free injures behind solid objects when someone shouldn't be injured in the first place. Don't sit there and try to argue that it's not a problem that the killers power can literally injure you behind anything so long as the power reveals a bite mark.
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I get grabbed through walls all the time.
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