http://dbd.game/killswitch
Making Kaneki Less Oppressive (Feedback and Suggested Changes)
It's no secret that Kaneki is very strong. He has insane mobility and can use his power to cut people off in chases to deny pallets and windows in ways most killers wouldn't dream of. However, this comes with the caveat that means Kaneki feels extremely oppressive against most teams. I'm just here to suggest some ways to tune him down slightly without butchering his power.
I think the thing that makes Kaneki feel so oppressive is his insane map mobility, specifically during his Enraged Mode. While Enraged, Kaneki can cross most maps in the game with a single use of his power. It's extremely common to see Kaneki hook someone across the map, and already be in a chase with someone who was across the map within 15 seconds. I think we should cut down on how often Kaneki has his Enraged mode, especially after hooking someone. My suggested change is:
-When a Survivor is hooked, they lose the Kagune Mark, and The Ghoul loses his Enraged status.
While Kaneki still has good map mobility while he isn't Enraged, he is nowhere near as oppressive in terms of how far he can go and fast he can get there in a single use of his power. If they really wanted to, they could allow him to use 1 set of Enraged leaps after hooking someone, before reverting him back to normal. These changes should also come with a flat 10 second reduction of how long he stays Enraged after the Kagune Mark is removed through other means, such as mending or being downed, giving him around 20~ seconds of Enraged when it goes away.
Another potential change regarding his Enrage Mode could be to make it so he only has access to it within a chase. For example:
-While the Ghoul is within a chase with a Survivor who has the Kagune Mark, it doesn't decay. When the Survivor is no longer in a chase, the Kagune Mark decays rapidly (around 10~ seconds to fully decay and lose Enrage).
Kaneki's Enrage is extremely easy to obtain due to how easy it is to hit with the autoaim (this is another issue with his power) but limiting his access to Enrage to only be when he is in a chase will still allow him to retain the most fun parts of his current kit, while giving the other survivors on the map breathing room. By making it so that the Kagune Mark rapidly decays as long as Kaneki isn't in a chase with whoever has it, it would limit the time he has access to all 3 of his leaps, but still allows him to use his Enraged Mode as it currently is within a chase, allowing Ghoul players to still do the crazy leaps and cut offs in chase as he can currently.
I think Kaneki's chase power should remain as is, as this is where most of the fun playing him comes from due to its high skill ceiling, so I don't think we should change him there. Simply making it so he has more downtime between chases will do wonders to making him less oppressive, as currently, Kaneki is almost always a mapwide threat that makes nowhere safe to an unfun degree.
Bottom line, Kaneki remains Enraged for far too long and obtaining it is far too easy, allowing him to have unprecedented map pressure on most maps and giving most teams little to no breathing room or downtime. By lessening the time he stays Enraged, I hope to make him feel less oppressive to majority of players, while still allowing him to keep the most fun parts of his power as it is currently.
Comments
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When killers hook a survivor, they should be encouraged to leave the hook to find someone else. Forcibly taking away enraged mode when a survivor is hooked, does the exact opposite, and encourages the killer to camp the hooked survivor, because you just took away their increased mobility to patrol the map.
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The problem isn't the power, its the fact that the killer can basically camp from the other side of the map. Taking away the mobility just makes it so you actively are encouraged to camp. You get a hook, you get your mobility buff and it encourages you to move way from the hook. Which is what we want.
The solution is to tackle tunneling and camping from a fundamental gameplay perspective, and remove it. Remove the unhealthy play styles, like they are trying to do with slugging. Not just nerf them, not just make them "ineffective" make them IMPOSSIBLE from a gameplay perspective to do. The game would be in a much more fun state for everyone if you had to 12 hook to get 4 kills and the game was balanced around that instead of just killing someone as fast as possible. And not to balance killers around this unhealthy mechanic.
The other thing people need to realize is this killer has been out for a single day. Are you going to tell me that this killer is better than nurse? Or better than blight? I doubt it. People haven't learned to play against it yet, give it some time. Against the higher tier games just a day in i'm already struggling because they are figuring out how to counterplay him. In the average level survivor games they still heal against him constantly, they do the same against legion btw and probably think legion is OP.
If any change should be done, i think the power should not inflict deep wounds. Remove the game delay you get from that and encourage you to stick to a single chase and use the chase power.
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It's really unfair the how this killer feels to play against. I've never had problems when a new killer releases as the counter play is transparent and can learn how to deal with them, but Ghoul? I just can't figure it out. His power should not be a instant hit scan should be a projectile like every other killer. It's just too easy to land his power and injure survivors. Sure can't down with his power, but does that really matter when he can close the gap so fast on you? I didn't bought him, but noticed his window between jumps is HUGE from watching streamers. No other killer has a window that big! His power/mobility has too much safety and so little risk to it he really needs something when literally every other killer gets punished for messing up their power. A fatigue, long cooldown, small window between dashes, harder to obtain enrage mode or losses it after hook. Needs something.
His mobility is already insane. He doesnt need to be able to cross the entire map.
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My current issues with him:
- Enraged mode lasts way too long (outside of chase of currently marked survivor)
- His ranged injury damage is way too forgiving (too big range and maybe shouldn't injure you behind cover)
- His cooldown should be slightly increased/ bit longer to recover after leap
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- His ranged injury damage is way too forgiving (too big range and maybe shouldn't injure you behind cover)
The issue here is he ALREADY hit you before you went into cover, but because of the leap and animations, it looks like he got you through a wall. When you get hit, he attacked you half a second earlier, it's only just now actually halting you and causing damage. It's fair statistically, just doesnt feel fair.
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Honestly he probably needs lower recovery after using power; fast intercept killers like kaneki, Wraith and Legion are something lots of survivors struggle with; people say Legion is bad but even before update if you build them to chase suddenly people don't know what to do. So Kaneki is nothing new to me, so that's what I'd say based off my experience.
I really don't care about the lock on or deep wound, that's just how this hero functions. But some better animations would go a long way I feel, especially for those long range munches
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first of all, Kaneki needs severe adjustments to autoaim of his power, or even complete removal of it since hits with power are literally free.
Also, a couple of addons need adjustment + enraged mode needs to be a bit tweaked too.
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I still think my only real gripes are the width of his M2 strike being pretty generous, and being able to attack from a lower/higher floor than the survivor but that could be an animation issue if it were intended.
Since his M2 can't down, I don't mind that he can strike over mid walls. Tall walls are a different story though, if he's able to do so like others have said. I've played against Legion long enough to know how to survive on one health state as is, and Kanaki is no different unless the player knows how to intercept slide well. I simply plan ahead as far as that goes. Mobility only gets you so far unless you know how to use it.
What I DO like about him, is the fact that when I play him his mobility and rage mode allow me to swap targets and even encourages a slight hit and run. Get enrage from one player, go for another with that extra mobility. As far as returning to hook goes, the only idea I could think of is having post-unhooked survivors become immune to his M2 targeting for a time post unhook, so only M1 would work and the killer has to put in the extra effort, plus theoretically it would prioritize the unhooker if both were still at hook.
But I can only provide my current experience with the killer. I am still playing live and seeing what else might pop up on my end.3 -
There's no way Jason's mask stays lmao. I tried my signature Pinhead build on him(thrill,Plaything, penti, face the darkness) and my lord those totems were CHILLIN.
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This is why I suggested he gets 1 set of Enraged leaps after hooking someone so he can leave the hook. This also means if he wants to return to hook after using them he'll have to do it with his regular leaps which are slower.
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It seems like you're less focused on the balancing of Kaneki and more on the balancing of camping and tunnelling.
"The killer can camp from across the map."
That's why I'm aiming to lower his mobility out of chase.
"Taking away mobility actively encourages you to camp."
See my suggestion for him keeping 1 set of Enraged leaps after unhooking. Kaneki is still mobile even if he isn't Enraged, I'm not suggesting he be chained to the ground after hooking someone.
"Are you saying Kaneki is better than Nurse or Blight?"
I never said or implied this, you are making things up.
"Kaneki's power should encourage him to stick to a single chase."
That is literally the entirety of my second suggestion for him.2 -
Ghoul's cross map mobility is worse then Blight and Billy, and about the same as Dracula.
Even though this killer has fast dashes, Ghoul's dash distance is extremely low, so it's much better at burst movement speed instead of sustained movement speed. And his 3rd dash doesn't slide, which means he's arguably better off not using it for map mobility, unless he has the satchel addon, and even with the satchel addon isn't barely better than just using 2 dashes at a time.
1 set of enraged leaps, is still encouraging the killer to camp instead of patrol the map. Ghoul's map mobility revolves around the increased token regeneration speed in enraged mode, much more than having a 3rd leap. And as I just mentioned before, the 3rd leap is kind of garbage at map mobility, because it doesn't slide, so the killer just awkwardly slows down.
Also, his dash speed doesn't get increased in enrage mode.
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I've played as, and against The Ghoul quite a bit (currently prestige 11 as them)
So, here's how I would change The Ghoul to make them fun and balanced to play against, while keeping the quality that make them fun, which is the mobility. Some of, if not most of these suggestions are from other people on this forum.
1. Increase the Kagune Leap cooldown.
2. Decrease the time the Kagune Mark's cooldown will last on a survivor after they mend. Therefore, less Enraged Mode time.
3 Decrease the range the Kagune Leap can grab survivors.
4. Make the sound cue when The Ghoul cancels their Kagune Dash louder. Pretty much like what they did with Xenomorph's Tail Strike audio cue. You can hear when they cancel Kagune Leap if you listen close, but it's too quiet the way it is right now.
5. Definitely rework the Yamori's Mask and Rize's glasses add-ons.
There's definitely a whole lot more tweaks and fixes this killers needs, however.
Post edited by Mikempk67 on0 -
Because when you factor those things in play, hes actually in a really healthy state, if you try playing him, and don't tunnel or camp, he's not only fun but pretty fair. Good teams are already figuring out how to play against him, not only am i having fun matches with him, the matches i have been getting are fair, usually very close games that can go one way or the other until the very end.
The reason i bring up nurse and blight is simple. Why are we nerfing killers that are weaker than nurse and blight, while not nerfing nurse and blight? It doesn't make sense.
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Honestly its been 3 days so nerfs calls are unjustified we are all still learning the killer in fact i have come across good survivors that already throwing some counters against me for example when you see he is attempting to leap like you do with nurse sharp turn into him as even if i cancel the cooldown before i can M1 allows survivors to make the loop/pallet
But overall the bottom line its been 3 days as of this post we are still learning to play as and against so calling for nerfs is unjustified give people time to learn
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One of the things people haven't fully learned yet is that slide doesn't happen on the last leap. So when you learn that, you can know when cancelling is good.
I just went against a good survivor team that realized this, and kept track when i was enrage. I ended up getting 1 kill that match with only 5 hooks and the rest getting out.
The were able to know when i was able to slide, and double back and move into the right position to even avoid the attack part of it quite often. Didn't land my first hit until like 45-60 seconds into the match.
Post edited by Reinami on4 -
I've gone against some pretty solid survivors that know how to counter Ghoul as well. Four stack SWF's all with MFT + Resilience, which is becoming more and more common btw. Depending on the map layout, you just can't afford to chase deep wounded survivors cause of those two perks alone. Let alone if they have any exhaustion perks or anti tunnel. I think people just aren't used to the new killer is all. Only time will tell I think, killer is definitely strong & buggy but uncounterable? I'm not so sure.
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This! It's the same issue with Huntress's hatchets and Slinger's spears boomeranging around or through objects, Or even Wesker's grab bending around/through objects. It's purely a latency issue with the survivor hitbox, and not the killer itself (though the auto aim is very generous to compensate for latency/ping, low-end PCs and different consoles).
Survivor hitboxes have been a problem and a meme in DbD for ages now, but no one wants to address it as the main cause, instead just "blame the killer." who's only been out for two days.
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Pretty much, all these
Pretty much this, all these calls to nerf or adjust the power after three freaking days is insane. It's Dracula all over again, who was just a little over-tuned.
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