http://dbd.game/killswitch
I feel like players are missing what makes ghoul oppresive and frustruating to go against.
I have seen dozens of posts complaining about kaneki's stunlock and I don't really get it. The stun for the survivor is only there because he himself also gets locked in animaton (much longer than a basic attack).The survivor doesn't lose more distance than they normally would compared to a m1. If you shortened the animation for both the killer and survivor it would actually be a slight buff for kaneki because killer time is more important than survivors (cuz there's 4 of them)
What makes ghoul oppresive is, his cooldowns are very forgiving, that's it. Kaneki's performance is basically gated by how good his cooldowns are, and currently it's a bit too short. I feel like a slight nerf to his cooldowns AND adjusting survivor hitboxes to be less forgiving would adress most of the frustruations facing him.
Comments
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You lose distance.
Not only do you lose distance. If you have something like lithe, even after you have cleared the pallet, you lose that as well.
You're also ignoring context. Other killers cant just hop right after you after an M1 as fast as he does.
Whats actually funny is he doesnt hop after you, he hops ahead of you.
So maybe you're right you dont lose distance. As you never gained any to begin with.10 -
I’ve faked a couple out trying to do things like just that. Gotta be better at reading me than I am at reading you if you’re going to use your hops , got your nose🤘
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I think you summed it up nicely. Nerfing the power recovery a tad would probably help make him more manageable. My time is definitely more valuable than the 1 survivor that's also stunlocked. Plenty of perks get countered by nature of killer powers or map design, so Exhaustion perks having a counter isn't really a big deal. There's plenty of other perk archetypes.
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Thus the meme i made
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It's beautiful.
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IMO, whether or not it makes a difference to the gameplay, the stun feels bad. From the Survivor player POV, he's nowhere near you, you have no warning, you're in the middle of running somewhere and you suddenly get frozen for a super long time and it ruins your sense of momentum and feels annoying.
I don't like getting grabbed by Wesker for similar reasons, but at least his grabs feel more action-y, because he pushes you or throws you or something. This is just standing still.
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You definitely lose distance if he grabs you in the middle of a Sprint Burst or Lithe dash.
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I'm leaping ahead of people with him, and it's just like any other mobility killer when you shoot past them: you lose so much distance that you might as well have just 115% walked normally at them.
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His cooldowns are forgiving, sure, but the only reason that seems OP is because the other killers' cooldowns are so bad. Even him, when he zooms past you, you're most likely getting to the next loop anyway.
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Why are you shooting in front of them? You’re not supposed to shoot past them unless it leads to a down. You’re supposed to land in front of/beside them after canceling your power while you’re in the air. If you aren’t using your power correctly of course you’re better off just 115ing them down
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You actually gain distance lmao.
If the killer were to just m1 you he would catch up faster
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All talk about distance etc. aside, he is ridiculously powerful and easy to play. I just played him for the first time and probably my 5th-or-so killer match in the last 6 months, and I got a 4k with two gens left, and I don't even think I fully understood his ability chain. Yes, he is fun to play, but playing against him feels like you are playing against Wesker and Deathslinger at the same time.
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Its the range on the attack (not the slinging), it probably shouldn't damage unless you are within like, 1 shacks worth of distance, or maybe a little more. Also probably removing the deep wound effect and making the enrage disappear faster to encourage you sticking with a chase rather than just spreading around.
Tunneling is a problem as well, but i feel that should be dealt with on a systemic level rather than a killer level. But he could do for having things like houndmaster where like the dog doesn't latch onto you if you were recently unhooked.
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The point is, he can shoot ahead of survivors, cutting them off from other loops, and leaving them out in the open.
I did just that in a game I played earlier, and it got me a down, with little effort.2 -
This character appears to give the killer complete control over chase, regardless of skill level of the player.
If there's one thing we should've learned from the 3 gen meta is that balance shouldn't give "new" or even "average" players complete control over the game.
There's nothing wrong with mastering a killer and performing well with them, but this is the first week... no one's mastered anything at this point. This is a skill floor that's so low anyone with a pulse can pull it off.
Maybe this is due to bugs with the kit not working correctly, or hitboxes, but this definitely feels like the killer is overtuned.
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Dude just post your gameplay so people can see what you're doing wrong already.
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has anyone tried full stealth and trying not to get in chase at all? Just asking, because if you can’t out run him, maybe the trick is total evasion until found?
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Right, and nobody has learned to play AGAINST him either.
Sadako still has a super high kill rate, higher than nurse, but you probably aren't going to think that she's actually more powerful than nurse. People just don't know how to play against her because she is rare to play against and has been reworked so many times most people still barely know what she even does. We are currently not even a full 72 hours after this killer has been out, people need to give it at least a week or 2 to chill a bit and see what happens.
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