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Ghoul is unbalanced.

dayflare
dayflare Member Posts: 35
edited April 3 in Feedback and Suggestions

ALERT!

CONTRAVERSIAL STATEMENT!

PREPARE YOUR SALT SHAKERS!

Hello, Dwight main here!

I come to you all today to tell you that the Ghoul is the biggest slop I've ever gone up against in DBD. The Ghoul is an unbalanced and broken mess. And I know for a fact that other players can agree with me!

You wanna doge the jumping attack? Too bad because it can hit you from 10 feet away! Want to dodge the targeting attack? Guess what? That can hit you even if the killer misses! And it can do it from the other side of a wall too! Thinking of running away? Good luck!

Jokes aside, the Ghoul's abilities and attacks almost never miss. And the fact that 90% of killer mains at this very moment are playing as the Ghoul makes the game for survivors very unenjoyable, at least from my experience today. I've been playing the game all day today and I have had 80% Ghoul games only and holy GOD DAMN they destroy my team regardless of skill! The only time I managed to escape was by doing the uhh "spinning around the killer" move. I don't remember what it's called, but it saved me like three times. The Ghoul is so overpowered and it ANGERS ME! HOO RAH!

Oh and it's buggy too. Did I mention that it can hit you from the other side of a wall?

If you've had a very unfortunate encounter with "Le Ghoul," feel free to share your experience below!

Anyway, hope everyone's having a great day. 🙉

Also downvotes = I turn you into guacamole.

Post edited by Rizzo on
«1

Comments

  • XDgamer018
    XDgamer018 Member Posts: 705

    While i agree he needs some changes its way to early to come to conclusions

  • NewPlayer100102
    NewPlayer100102 Member Posts: 638

    I saw a three Chuckies!

    And a Wraith.

    3 Rize

    2 Kaneki.

    A Weasker

    A Nemesis

    Its the same as always, if the rest of the Solo folk don't do the team work. We lose.

    If they do, its a 2k or a total loss for the killer.

    His matches are a little harder cause new, but the same time constraints still apply to him(or her).

  • Memesis
    Memesis Member Posts: 729

    The first hit is supposed to be easy. He cant down you with his power. It's no different than legion in that regard. Also, hes been out for a day.

  • ReverseVelocity
    ReverseVelocity Member Posts: 5,512

    I mean, yeah, the point is that it's easy to get the first hit, since his power is nonlethal. Some of the hits can be a little questionable at times, though.

  • Blueberry
    Blueberry Member Posts: 14,459

    First hit's supposed to be easy like Legion. It also needs to be very forgiving to land for console.

  • XtremeDBD
    XtremeDBD Member Posts: 449

    He gets to use a leap too fast after he finishes one. If they increase the time before you can perform another, it'll be alot harder to get quick hits

  • ChrisPBacon
    ChrisPBacon Member Posts: 33

    Theres no need to act so surprised. Every time bhvr releases a killer they always end up adjusting it and fixing its bugs later on. The feedback from the ptb isn't nearly as accurate because the pool of players that can give feedback is much smaller compared to when new content is released to everyone. Theres no need to worry about it, they'll get to it (eventually)

  • LordHeXaGoN
    LordHeXaGoN Member Posts: 273
    edited April 3

    Kaneki
    Rize
    Rize
    Rize
    Houndmaster
    Dracula
    Kaneki

    i escaped 4 ghouls 1 dracula.
    Cuz running made for this.
    I knew its solve my problem that i cant get away from ghoul.
    Im not annoyed by his first hit at all.
    Looped em like a basic killer 4.6, but one thing i noticed 2 from 5 times ghouls dosent trying to use their power to catch up.

  • dayflare
    dayflare Member Posts: 35

    WHAT!? I envy you! I haven't seen a single chucky, a wraith, or a wesker. But I did have a nemesis game.

  • imabakedpot8o
    imabakedpot8o Member Posts: 158

    Absolutely abysmal gameplay for survivor, yet again. They never fail to make killers an absolute chore to go against.

  • PetTheDoggo
    PetTheDoggo Member Posts: 1,988

    I think he should get small nerfs, but nothing really major.

    • window between his powers need to be smaller
    • decrease hitbox on tentacle hit
    • maybe slightly reduce movement speed after canceling his power
    • fix hits though walls
  • dayflare
    dayflare Member Posts: 35

    Yeah exactly. I'm not asking Behaviour to nerf him to the ground, I just want him to be balanced so that I don't have the urge to disconnect every time I face a Ghoul.

  • ControllerFeedback
    ControllerFeedback Member Posts: 559

    idk, I don't share the sentiment. It's hitscan, and it has an indicator when it's going to land. I feel like even if it was 1:1 with the survivor pill box (which is already generous in comparison to most games) it'd still be easy enough to land on controller. Far easier than any other killer power in the game.

  • YuffieGreatestWaifu
    YuffieGreatestWaifu Member Posts: 478

    I have beaten ghouls but it requires a team that is well coordinated and does gens ONLY. Chase options are limited so you have to use gen rushing to race his clock.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 2,796

    the problem is with the 2nd hit the marker is false as they slide past it anyways to their actual location, it's misleading if anything as it is rn.

  • ControllerFeedback
    ControllerFeedback Member Posts: 559

    Yeah I noticed it behaves weirdly with regards to initiating it mid-slide. Definitely a factor in making hits look weird.

    All in all I think the killer would already be strong enough with his mobility as-is, the free insane range & limited counterplay hits just makes him feel a little over the top. I'd rather that be addressed than making him take longer to do things or limiting his mobility in any other way.

  • XtremeDBD
    XtremeDBD Member Posts: 449

    Well people are still learning, he actually is capable of catching up to already marked survivors. You just swing to them and instantly end your power mid leap, then you maintain some more speed and get your attack back faster. Hes pretty nuts rn, thats why si many people have been saying hes better than Nurse

  • ScaryNBushes
    ScaryNBushes Member Posts: 2
    edited April 4

    Heres What needs to happen and its unfortunate because we all have had our selfish fun with broken characters, his grapple length needs to be shortened about 25%-35%, increase the amount of time that is drained during blood feed mode if you cant down that said survivor you fed on quick enough.

    I think that would be a good step forward, how about your thoughts?

  • yukiday
    yukiday Member Posts: 82

    It's not strong enough to make much of a fuss on Asia servers. It would be interesting if all killers were this strong.

  • Sakura_Arisawa
    Sakura_Arisawa Member Posts: 30

    The Ghoul is Actualy the most Fun Charakter here and i guess we will see what brings the Time, but it gives already some Player that want Delete the Ghoul or Dead Nerfed like Skull Merchant, we have here again a 2 Camp Situation like Skull Merchant Sadly, i think the same will happen like the Situation that happend with Skull Merchant sadly and If you can Loop the Ghoul is Useless so free wins for Survivor thats why i dont Play right now Correctly and try to have only Fun with him to slide and travel across the Maps, i gave Up to Kill Survivor.

  • LordHeXaGoN
    LordHeXaGoN Member Posts: 273

    No cares about Skull Metchant, just because now Kaneki fates is under being deadly nerfed, or live as long as possible in the niciest state (People just can't come to an agreement between). I dont say he dont needed changes, i say he dosent deserved nerfs to his power the way he playing, just because devs made him OP after ptb just by putting one stongest addon into basekit by "mains" calls. Remove or reduce slide, and this killer would be ok/

  • LapisInfernalis
    LapisInfernalis Member Posts: 4,245

    There is only one thing that needs a fix, and that's his hitbox. If I am standing behind a wall when he leaps towards me, then his attack should miss.

    I thought huntress' banana hatchets are bad, but this is next level.

  • Cutysim
    Cutysim Member Posts: 1

    Thats the same thing i see. I only see Ghoul Players. This Killer is buggy, has way to long dashes, nearly no Cooldowns, and has a hitbox from 500 miles for Survivors. This is no fun anymore, if you cant use any tactics or skill, if this killer hits. every. single. attack.

  • This content has been removed.
  • Mikempk67
    Mikempk67 Member Posts: 59

    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.

  • Floppy
    Floppy Member Posts: 51

    I went up against several ghouls today seen one get a player through a wall. They were even surprised by it. Seen this happen a dozen or so times. I’m tired of bad killers instead of learning the killer they just tunnel and camp making this character even more annoying and frustrating. If they continue to do this they will lose players and the game will be back to were it was before the graphics update.

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,826
  • KappityKorn
    KappityKorn Member Posts: 3

    I think I'd love if they did two things
    1. Make his grab more precise, I know it sounds a lil wild at first but I'd like if they had to line it up better to grab survivors cause currently it is very forgiving and I have been grabbed around objects so much
    2. Remove the gate blocking thing, they don't even mention it anywhere from what I can find but it is such a pain against such a fast killer

  • joeyspeehole
    joeyspeehole Member Posts: 293

    My conclusion is that it is always a challenge playing when a new killer is released because almost every match features that killer.

  • joeyspeehole
    joeyspeehole Member Posts: 293

    His power immobilizes you and puts you in deep wound.

  • KxRxPxA
    KxRxPxA Member Posts: 1

    Honestly, I think he is a little unfair. I mean sure his power attack isn't lethal, but if you're fully healthy, you are supposed to be able to withstand 2 hits anyways so essentially playing against Ghoulboy means you only have 1 health state and unlike Legion, he can literally traverse the entire map within half a second. And don't get me started on the diabolical hit detection his power has, I would be fine with his power taking one health state away from me, but this ######### just makes it feel so unfair and unfun, because most of the power hits I've taken, were literally either a mile away from me or through a wall.... Not sure if this was intended or not but it's extremely frustrating and it literally just feels like I couldn't have done anything to counter his power attack. And also there is the fact that currently 90% of killers are playing him. He can be fun to loop, but literally almost every single god damn game I played in the last 2 days was against this killer and he's really just starting to annoy me...

    I've never been happier to verse a Chucky in my life.

  • ContentCreator
    ContentCreator Member Posts: 45
    edited April 5

    Legion's entire power turns into 50/50 pallet stun camping.

    1st hit = Deathslinger w/ autoaim
    2nd hit = m1 killer who can vault pallets and cover the map like blight

  • Blueberry
    Blueberry Member Posts: 14,459

    To me that more illustrates how much of a buff those other killers need.

  • Sow
    Sow Member Posts: 73
    edited April 6

    Personally, I find people have not adapted to The Ghoul(Kaneki). I can prolong chases usually. Depending on how much objects(clutter) is in a map. When he dashes, I find anything to put in-between him and I. If I noticed he overshot a bit I'll even change directions, running the opposite way. All this does help to gain those extra seconds. Which can make the difference assuming your team is doing gens.

    I do agree and dislike how the attacks are unavoidable. Even with other Killers, you are usually able to counter via crouching or simply putting something between you and the Killer(i.e. Gunslinger). I would like to see a feature that enables you to either crouch to avoid the grappling-dash attack. This would lead to mind games for both sides. If a Survivor crouched the whole time they give up distance and if the killer just spams his abilities then you'll be countered. It should be viable to crouch in order to avoid being hit at any distance. Making the use of the Ghouls powers more skill and timing based.

    The fact that he can also dash half way across most maps with ease. Makes healing and safe unhooks near impossible. This killer genuinely punishes unhooking. You have to wait for him to be in chase cause if he's just roaming most players will immediately dash back to hook.

    Personally the dashing across maps is bearable, it simply forces survivors to be smart with unhook timing. Although pair dashing across the map with aura builds. It's GG 99% of the time.

    My biggest pet peeve in this era of DBD is how bad aura builds have gotten. Killers no longer want to use their braincells. God forbid you actually have to play a bit of a detective game or chess to find the Survivors. Why actually try when you can just have some Meta-Aura build basically show you the Survivors every time you hook or kick a gen or down a survivor… It's the single worst crutch Killers have and it is also ruining the game.

    Say what you want about DS or OTR… I'll probably agree and if you want to bash on Survivor aura reading. I'll fully agree. It's why the only aura reading perk I use on occasion is Bond. Since I'm a solo player but if removing all aura perks meant bye bye bond. I wouldn't lose sleep over it.

    The issue with these killers half the time is not that they are "unbalanced" usually but it's the fact that the perks/builds that complement these Killers can result in deadly combinations. The Ghoul is possible to loop but it's actually a refreshing experience because you can't loop Kaneki the normal way. You actually have to mind game and play some chess. Which is refreshing compared to Knight puts down pawn, run away from loop. Artist puts crow in front of pallet run away from loop. Kaneki actually is the first killer in a long time that has given me that adrenaline rush I first felt playing dbd for the first time. He's by far not perfect but honestly I think it has more to do with the over abundance of perks.

    My two cents, BHVR needs to scrap perks entirely. Go with the class system we had in 2v8. It puts everything on the same playing field. Get rid of aura reading; get back to the roots of DBD being a horror hide' n seek game(anyone you says it never was is lying). DBD used to be a genuine terror to play that enabled stealth or aggressive playstyles. This obliteration of stealth has led to players forced to be aggressive which means more chases… Becoming desensitised to killers and that horror vibe much sooner.

    I love perks but this is just getting out of hand. Having a class system is easier to manage/balance. It also enables BHVR to focus more on making a balanced killer over worrying about how they'll interact with the ridiculous amounts of perks they got.

  • Sow
    Sow Member Posts: 73

    As of right now, The majority of Survivor games result in losses. BHVR said you'll win 4/10 matches on average but it's as if someone in BHVR hates looping. You'll see it's more like 2-3/10 games won nowadays and that 1-2 extra losses does make a massive difference long term. Nearly all the recent Killers that have been released are all anti-looping killers. Maps are being made to be smaller and some killers have even gotten their speed buffed. I've noticed over the years and realised as the maps get smaller and the killers made to be faster… I'm sitting there mid chase shaking my head in disbelief like how are you so fast! Although it's just reworks that happened and if you don't verse those killers often… When you eventually do it throws you off.

    Not to mention both killer and I having sub 40 ping in a match but the Killer can hit me through pallets when the pallet is already half way down. Being hit at the end of a vault. BHVR has done everything possible to make it easier for Killers. Killers in this era of DBD have been pampered. I use that word very deliberately. Killer mains have been pampered.

    Crying about DS, OTR etc… and SWF when the majority of these complaints are aimed at high mmr at the minority Survivor player count. Then 90% of the rest of Survivors suffer for it; especially in mid to lower mmr. Cause it's very much a fact that low to mid mmr is Killer sided but high mmr is Survivor sided. Every time BHVR punishes that top 10% the rest of us solo or not players get it 10x worse. Then yall go we need a buff AGAIN!

    I will agree that top ranking MMR is survivor sided and it's crazy how bad it can get in a SWF but that makes up a minority of the playerbase and balancing the game around that is not healthy for the majority of the player base. Tell me you need a buff when 80% of my games have surivvors being slugged before 4th gen is done. I consider losing a game with 2 gens left is a good game now because god forbid you even finish one gen. Killer's these days are the most delusional I've ever seen it. I understood when infinite loops were a thing but now the script is flipped.

  • Blueberry
    Blueberry Member Posts: 14,459
    edited April 6

    If the majority of the survivors in your games are slugged at 4 gens that’s a skill issue, not a balance one. Personally I win the majority of my survivor games..and that’s solo queue. If I went in with my swf It’s a slaughter. Bhvr kill stats are also nearly worthless as measuring balance through kills is extremely flawed for a multitude of reasons. As a final note balancing for the top 20% doesn’t hurt the lowers as much as you think it does given we have an mmr system. Essentially you’d lose a few more games, have your mmr adjusted, and then you’d be back winning/losing the exact same amount of games with the only thing changed being your invisible mmr. If we didn’t have an mmr system and it was just a party game I’d agree with you on that topic.

    WHY we win or lose is significantly more important than IF we win or lose. In other words I care a lot more about losing a smaller amount of games because of balance issues, than I doing losing a much larger amount of games due to me or my team playing bad. Meaning even if you lose more survivor games than killer, but it’s because you or your team played bad, then that higher number doesn’t really matter because it’s a skill issue. The losses that really matter are the ones that were because of balance issues.

  • lukeneves
    lukeneves Member Posts: 56

    BS pink addon, friends till the end…. BROKEN AF. MAJOR NERF NEEDED

  • Blueberry
    Blueberry Member Posts: 14,459
    edited April 7

    "I agree, skill is a factor but if you win most of your solo queue matches you are playing at higher mmr. This means you have more competent teammates on average and we all know high mmr is Survivor sided."

    Right but the thing is I didn't magically get there. I played through that low mmr to get there. Meaning if you are actually playing well yourself then you will end up with better teammates as well eventually. IE good players are not getting held back by bad teammates. If they are constantly losing from bad teammates at lower mmr then they are probably bad themselves and don't want to take ownership of that. Being a good player at lower mmr will eventually get people out of low mmr. If they aren't then they themselves aren't as good as they think they are.

    "Your experience does not appropriately reflect the majority of players. That said, mmr also isn't always black and white. Meaning you can be low mmr and end up in a mid mmr match. This can happen in higher mid-mmr areas where you unintendedly end up in higher mmr games. Those skill issue players, often might of just been pulled higher up the ladder then they are ready for. It's not their fault it's just mmr compensating for a lack of players and faster queue times."

    This is true, mmr does throw you into less accurate matches occasionally however in general in does keep accuracy. Also, this mismatching you're talking about happens even now, so what you're describing wouldn't be an affect from what I'm referencing, it happens no matter what already, meaning I don't think it's necessarily a counter argument.

    "When you punish the top percentile of any game it has more than a "little" impact on the majority usually. I've seen this first hand in other games, such as PoE. In Path of Exile they nerfed loot and attempted to make the game slower to combat the top players/groups. It made the game masochistically borderline unbearable. The main excuse to defend this was, "oh you aren't masochistic enough for PoE…" As if it was a prideful thing to play an unrewarding gameplay loop. It's toxic."

    I agree this is a fair point, however I think there's some nuance. I think you can balance to not have a completely busted top 20% clown fiesta without hurting the lower people. I don't think it's just one or the other. Also, as mentioned before, per mmr I don't think it would affect lower mmr people as much as you think. This is where I think PoE isn't a good example because that's against bot mobs, not other players, not really comparable. No MMR basically. MMR existing is what makes my point more valid essentially.

    "DBD is getting smaller maps, faster killers, anti-looping and stealth is practically eradicated. I personally would not have an issue with all these changes, if meta perks were not a thing on both sides. It's one thing to quote "skill" and another thing to have a ghoul or blight… zoom across the map because of a brain-dead aura build. I think people would have far less issues with killers and even anti-loop killers if perks like NOED or aura reading perks in general were not a thing. That goes for Survivors not having DS or OTR and aura reading as well. At some point when you say oh it's a skill issue you completely gaslight and ignore the core issue."

    Anti-looping and stealth eradicated? I 100% disagree, people do them fine. Most maps have been way too large for a very long time. Large maps encourage hold w game play which is unhealthy and boring. We want to force interaction. Most aura perks have clear base kit counters without even running perks, just simply game knowledge. I would always rather a killer run aura than more gen regression. I agree with NOED, it's a very unhealthy, no skill perk. Are we going to balance the entire game around ghoul and blight? That seems silly. The vast majority of the killer roster does not fit the criteria you're talking about. I don't think this is gaslighting or ignoring core issues at all, it's generally lack of accountability of people playing bad and making excuses instead. What you think are core issues I do not think are core issues. The only people generally complaining about aura perks are newer players that don't understand the game well, not the majority of the player base. I'd rather nerf some of the outlier killers than punish the entire killer roster.

    "The fact of the matter is, I've talked with others and the 2v8 class system was genuinely loved by many and it's not to say we all don't love perks and the ability to have that diversity. Although, when you look at the majority of complaints… they all revolve around "perks". Hence, I genuinely believe "The Ghoul" would not be as negatively looked at if we had a more balanced perks system. It'd be easier to balance and the devs would have an easier time focusing on a proper killer mechanic over worrying about how is this killer + these perks going to hopefully not break the game. Cause dash distance etc… can easily be tweaked. Balancing hundreds of perk combinations is practically impossible. "

    I mean I do agree the game has a perk issue. The vast majority of perks are terrible and many of the ones that are good are plaster fixes for core game issues that should be resolved at base than relying on us to do it with the perks.

    Btw thank you for the cordial responses. Many people on the forums cannot disagree without becoming condescending or emotional.

  • Sow
    Sow Member Posts: 73

    No worries man, we may disagree on stuff but at the end of the day it's a difference of opinion and not the end of the world.

    You make fair points that PoE is not the best comparison to DBD. I do agree it's possible to balance the top percentile without hurting lower mmr players. Unfortunately I think that is tougher for Devs to do than we realise. Top end players will always find a new meta no matter what. I've seen those videos of SWF burning through a match in less than a couple minutes. So I get it.

    As for the bad survivors not taking accountability… I fully agree that this has a part to play but the mmr shifting stuff varies. I mean we can't be certain how often it occurs and it varies depending on time of day and how populated your region is. It's speculative really from both our ends but I'm aware it does happen I wont say how often it does though because I have zero clue. Although it just feels like I'll often see at least one baby survivor every odd match.

    I don't play competitively anymore. I'm also a returning player. I first played DBD a little before Legion released I believe he was my first purchase. I left shortly after that though(killer main mostly). When I returned recently mid 2024 maybe, I tried survivor side and had fun with it, so I stuck with it. I'm by far not top tier skill lol but I've played in high mmr which is why I felt comfortable saying that there is a clear difference in higher mmr. You genuinely feel the consistency of having competent players in your team.

    These days I play casually. I can still generally hold 30-60 second chases; sometimes more depending on the killer really. I'm by far not the most skilled but I've noticed wherever I am on the proverbial mmr latter. I notice a wide mix of players match to match. One moment everyone is doing gens and we escape do well. The next match, nobody wants to do gens and a teammate is going down in sub 20 seconds. I do my gens and do my best to take chase when I can but sometimes the Killer will ignore me after my first chase. I've had killers tell me I was good at looping but I mean maybe it's a skill issue on their end for not seeing I was only average at best lmao it's hard to gauge that stuff lmao.

    As for individual skill, I agree eventually you should get to higher mmr if you have the skill for it. Although that's not always the case. It's not so black and white really. When you have players that sometimes don't do gens at all or they kill themselves on hook. Survivors abandoning the game or straight up dying early in chase. Solo queue is the reason I play casually.

    For aura builds, I will admit that if the killer is not running aura then stealth is still a viable thing and I was being overdramatic with the word "eradicated" lol. I'm not the biggest fan of regression builds not cause I think they are overpowered but they just remind me of legion matches. It's sluggish and boring. For me, the aura stuff is become more of a crutch these days rather than a genuine little information perk. I'd probably be more accepting of aura perks if it was a one aura perk per build kind of limit situation. Just currently even distortion is pointless most of the time. Especially when we all spawn together now and that basically defeats the point of distortion hiding you when the killer knows you spawn together and he sees three auras instead of four… it's not hard to deduce the fourth has distortion lol. Although that basically just eliminates 1 token and the other usually gets used up shortly after.

    I'm not a fan the idea of running a perk because it counters said build. I've heard this from killers… oh just run distortion. So I do and the next match I get is a non-aura build and now I got a pointless perk that does nothing the whole match but that can happen with other perks. I also don't like the concept of being force to play a perk because it's "mandatory" to counter said build. I was told to run DS or OTR (no joke) if I don't like their build. So I did and then I got called out for using meta perks lol. I see time and time again killers use meta perks or specific perks that counter a certain build… as an excuse for justifying the build but then when you run those perks the hypocrisy that occurs is ridiculous. So much so that I've genuinely grown tired of the blatant abuse of aura reading and the lack of countereability on both sides. I genuinely believe that the game would be better off and more enjoyable if we removed aura. Not built in aura like scratch mirror Myers... I just mean the perks. Scratch mirror can be nerfed or buffed in accordance with how things are going.

    Don't get me wrong I love the perk diversity but it's getting out of hand. I truly believe (my opinion) that Killers such as the Ghoul would not have such negative backlash if it wasn't for the accompanying perks/builds. Having a kaneki dash across the map to your location but doesn't know where you are exactly is terrifying but in a fun way. Having the same killer dash across the map knowing your exact location is frustrating because it eliminates that thrill. The killer taking those few extra seconds to find you is that added tension that just makes chases so much more thrilling. Instead of just having the killer zoom to your location and preemptively attack you around a wall because they know your "exact" location when you were trying to be stealthy.

    I simply(my opinion) find aura perks to generally be unhealthy for the game on both sides. I've played plenty of them. Made my own builds and I know how powerful aura reading can be on Survivor side even. It's why I take such a firm stance on the idea that aura perks have gotten out of hand. They should either be limited to one per build or just remove them from the game entirely. Most will probably end up using regression builds but that just furthers my point on a class based system like 2v8. Easier to maintain/balance. Also the class system resulted in more teamwork in my opinion. From rebuilding pallets to engineers giving gen locations and healers… Scouts could be altered to not have aura but all in all like I said it's a subtle aura reading thing like the gen kicking in 2v8 I'm chill with that pretty much. I didn't hear a single complaint about 2v8 class system sucks. Heard how 2 killers can be overpowered or too many survivors or too little survivors but no complaints on the class system. I think BHVR should give it a go and create two modes… see how popular it would be and if the demand is there for it. They already have it set up basically. They just need to tweak a few numbers from 2 to 1 and 8 to 4 and vuala!

  • Blueberry
    Blueberry Member Posts: 14,459

    "As for the bad survivors not taking accountability… I fully agree that this has a part to play but the mmr shifting stuff varies. I mean we can't be certain how often it occurs and it varies depending on time of day and how populated your region is. It's speculative really from both our ends but I'm aware it does happen I wont say how often it does though because I have zero clue. Although it just feels like I'll often see at least one baby survivor every odd match."

    Yeah I agree it is a lot of just speculation since we don't know how it fully functions (a terrible design decision imo). The time of day and region does affect it tremendously as well. Similarly to the night and day difference between a full swf and a solo queue match, the contrast between times of day is significant. I would have much easier matches mid day than at night for example, which is a sweat fest and 2+ syringes/BNP's literally every single match lol. Also, that "one baby survivor per match" is a big deal. The mmr tends to throw at least one into every match as a weaker link balancing the mmr of the higher players, however swf totally throws that out and removes the balancing mechanism.

    "These days I play casually. I can still generally hold 30-60 second chases; sometimes more depending on the killer really. I'm by far not the most skilled but I've noticed wherever I am on the proverbial mmr latter. I notice a wide mix of players match to match. One moment everyone is doing gens and we escape do well. The next match, nobody wants to do gens and a teammate is going down in sub 20 seconds. I do my gens and do my best to take chase when I can but sometimes the Killer will ignore me after my first chase. I've had killers tell me I was good at looping but I mean maybe it's a skill issue on their end for not seeing I was only average at best lmao it's hard to gauge that stuff lmao. "

    If you're generally holding 30-60 second chases then you're doing well. Generally speaking a killer needs a hit or a pallet in 20 seconds or less to hope for winning, even that's being generous imo. Which is also where I think there's a big disconnect with how long survivors want chases to last, and how long killers need chases to last for a chance at winning. In other words, how long survivors generally want a chase to last for it to be fun or even fair, is literally unviable for the killer to win with how fast gens are (we see this even in how you deemed "teammate going down in under 20 seconds" as an issue). Any time a killer is strong enough to get downs in that short window of time needed to be "strong" it's generally deemed unfun/unfair/not enough counter play. Either gens have to be slower to allow longer chases or weaker killers, or killers have to be fast enough at chases to keep up with them. I'd personally go the weaker killer route because then the survivors get to have their long/fun chases but the killer doesn't mind because it still gives him a chance at winning. They seem to not want this route(devs), so what we currently have is generally weak killers or ones that meet the mark as being deemed "too strong".

    "As for individual skill, I agree eventually you should get to higher mmr if you have the skill for it. Although that's not always the case. It's not so black and white really. When you have players that sometimes don't do gens at all or they kill themselves on hook. Survivors abandoning the game or straight up dying early in chase. Solo queue is the reason I play casually."

    That's why solo queue's biggest issue is your teammates, which is also why swf kinda breaks that. The game is balanced around having random teammates. We've needed to have self unhooking removed from the games for ages, it just allows people to ruin the game for others. Not talking with perks here, just the base kit tool. It also is terrible from a concept point anyway. Like oh the killer loses because a survivor got a random 4% rng? Like why? is that fair? What if when the survivors go to run out the gate there was a 4% chance they'd just fall over sacrificed? Would that be fair or fun? No, it would be terrible. That's how silly the 4% off hook looks.

    "For aura builds, I will admit that if the killer is not running aura then stealth is still a viable thing and I was being overdramatic with the word "eradicated" lol. I'm not the biggest fan of regression builds not cause I think they are overpowered but they just remind me of legion matches. It's sluggish and boring. For me, the aura stuff is become more of a crutch these days rather than a genuine little information perk. I'd probably be more accepting of aura perks if it was a one aura perk per build kind of limit situation. Just currently even distortion is pointless most of the time. Especially when we all spawn together now and that basically defeats the point of distortion hiding you when the killer knows you spawn together and he sees three auras instead of four… it's not hard to deduce the fourth has distortion lol. Although that basically just eliminates 1 token and the other usually gets used up shortly after."

    If aura was as strong as I feel you elude it to we'd see killers stacking it, but we don't. Heck I generally don't even run a single aura perk. To me it's a wasted slot as having good game sense provides enough information. 9/10 you'd be better off always just stacking more gen slow down. Rarely does aura perks out value gen slow down imo, bar a certain specific exceptions or killers. I feel like you're way over estimating how strong aura perks are. Bar a couple exception killers, killers are forced to run at least 2 slow down perks, the game is balanced around that. Talking good vs good players here, you can just meme at lower mmr's. I wish matches we're so slow that I could just stack aura perks but that's a meme, at higher mmr you would be getting slaughtered without slow down. Bar a couple killer exceptions, if killers are winning regularly with zero slow down the survivors are bad or the killers just at low mmr. Also, spawning together does not make distortion useless, at all. He knows y'alls generally area but he is going straight for the other teammates, not you. Just because you're in the same generally area doesn't matter.

    "I'm not a fan the idea of running a perk because it counters said build. I've heard this from killers… oh just run distortion. So I do and the next match I get is a non-aura build and now I got a pointless perk that does nothing the whole match but that can happen with other perks. I also don't like the concept of being force to play a perk because it's "mandatory" to counter said build. I was told to run DS or OTR (no joke) if I don't like their build. So I did and then I got called out for using meta perks lol. I see time and time again killers use meta perks or specific perks that counter a certain build… as an excuse for justifying the build but then when you run those perks the hypocrisy that occurs is ridiculous. So much so that I've genuinely grown tired of the blatant abuse of aura reading and the lack of countereability on both sides. I genuinely believe that the game would be better off and more enjoyable if we removed aura. Not built in aura like scratch mirror Myers... I just mean the perks. Scratch mirror can be nerfed or buffed in accordance with how things are going."

    I find it odd you're having so much issue with aura perks. I literally cannot remember the last time I thought to myself that an aura perk made me go down or last me the match as survivor and I play way, way more than the average player. Speaking of mandatory perks the killers are basically required to commit at least half their build to gen regression, not doing this loses the game. However, DS/OTR can most games give you their value even if you aren't running them, since most killers assume you have them and play around it. So you get free value by its shear existence. It's also never a waste to run them either. If they do tunnel, value, if they don't tunnel, you should be winning, win/win scenario. If the killer won without any tunneling or camping the survivor team played very bad. They game is balanced around assuming the killer will, he does not have time for a 12 hook game against equally skilled survivors. DS/OTR removes the killers win condition, so whether they activate or not doesn't actually matter. When killers complain about survivors running meta perks like DS/OTR very, very rarely is because he went to tunnel and got countered, that would be fair. They complain because killers get hit with all that "anti tunnel" even when they aren't tunneling because survivors use it aggressively for body blocking. That is why they're complaining. Like I don't tunnel as killer at all, and I get hit with DS/OTR ect all the freaking time. They force it into you. That's why these perks are badly designed. Also to note, as survivor in solo queue I don't run any of this stuff, like not even an exhaustion perk. The only meta thing I run often is Iron Will for mind games. So that stuff isn't necessary at all. More often then not they're carrying players to wins/escapes they shouldn't have got. Keep in mind all this stuff I'm saying is again assuming good vs good or high mmr. At low mmr you can meme and none of this stuff matters.

    "Don't get me wrong I love the perk diversity but it's getting out of hand. I truly believe (my opinion) that Killers such as the Ghoul would not have such negative backlash if it wasn't for the accompanying perks/builds. Having a kaneki dash across the map to your location but doesn't know where you are exactly is terrifying but in a fun way. Having the same killer dash across the map knowing your exact location is frustrating because it eliminates that thrill. The killer taking those few extra seconds to find you is that added tension that just makes chases so much more thrilling. Instead of just having the killer zoom to your location and preemptively attack you around a wall because they know your "exact" location when you were trying to be stealthy."

    You could put zero perks on ghoul and people would still be complaining about him, it has nothing to do with perks. They complain because he downs too fast for what people deem "fun". I really feel this aura perk hate is so random. Like aura perks aren't even that amazing, aren't run that heavily, and have nothing to do with things people are complaining about. A killer running a bunch of aura perks instead of gen defense is an easy win as survivor. I'd always rather them run aura perks, but they don't, because it isn't that good. I'll even put it this way, if you were forcing a nerf or buff on aura perks across the board I'd be closer to saying they need buffs than I would nerfs, that's how much weaker they are compared to just stacking more slow down, they generally aren't competitive at the moment.

    "I simply(my opinion) find aura perks to generally be unhealthy for the game on both sides. I've played plenty of them. Made my own builds and I know how powerful aura reading can be on Survivor side even. It's why I take such a firm stance on the idea that aura perks have gotten out of hand. They should either be limited to one per build or just remove them from the game entirely. Most will probably end up using regression builds but that just furthers my point on a class based system like 2v8. Easier to maintain/balance. Also the class system resulted in more teamwork in my opinion. From rebuilding pallets to engineers giving gen locations and healers… Scouts could be altered to not have aura but all in all like I said it's a subtle aura reading thing like the gen kicking in 2v8 I'm chill with that pretty much. I didn't hear a single complaint about 2v8 class system sucks. Heard how 2 killers can be overpowered or too many survivors or too little survivors but no complaints on the class system. I think BHVR should give it a go and create two modes… see how popular it would be and if the demand is there for it. They already have it set up basically. They just need to tweak a few numbers from 2 to 1 and 8 to 4 and vuala!"

    I still don't understand how you think aura perks are so strong. I can't even remember the last time I saw a killer run even 2 at a time, most aren't running that many. Good survivors don't care if you find them, most even run up to clicky clicky at you for chase. Finding survivors isn't the hard part of dbd, time management and loops are.

  • lukeneves
    lukeneves Member Posts: 56

    "I still don't understand how you think aura perks are so strong. I can't even remember the last time I saw a killer run even 2 at a time, most aren't running that many. Good survivors don't care if you find them, most even run up to clicky clicky at you for chase. Finding survivors isn't the hard part of dbd, time management and loops are."


    You're dead wrong, soooooo many killers complained about not finding survivors who hide well… why u think they nerfed distortion? lol…you're dreaming with that statement.
    BBQ, friends til the end, plus pink addon on Kaneki, lethal pursuer…shall i go on?

  • Blueberry
    Blueberry Member Posts: 14,459
    edited April 10

    Killers did not complain about survivors who hide well. The complaint was that Distortion was too strong because it single handedly essentially turned off all aura reading. Also survivors who once it was down to 2 left they would just ignore objectives and drag the game out. That is the only hiding that was complained about, not legit hiding during the actual match.

    BBQ is decent, Friends Till the End is just a bad perk idk why you'd be running this, and Kaneki is a brand new release and not really relevant to the general topic. Lethal/BBQ is the only valid thing here and are we trying to say Lethal/BBQ is too good? If anything I'd buff Lethal/BBQ. Lethal is very overrated. Once you become experienced at the game survivor spawns are predictable. Lethal is more a learning tool.

    Are you trying to tell me they're overtuned or something? These perks would be closer to needing buffs then nerfs.

    I don't hear anyone playing at high mmr who complains about aura perks. This is almost strictly a low mmr complaint in my experience and generally more a skill issue going on.

  • lukeneves
    lukeneves Member Posts: 56

    Wrong again…u guys want buffs for killers exclusively for swf…and that's 3% of your matches, the rest is solo Q who struggle IMMENSELY. Look at the killer streamers win streaks… come on guys be realistic. On top of all of that, you get Ghoul… how much more crutches do killers need to decimate even further survs?

  • lukeneves
    lukeneves Member Posts: 56

    As killer all you have to do is tunnel first guy out…in solo q that is 100% defeat chance. Tell me how much more buffs do you need to feel good about yourself as killer where you win 9/10 matches?

  • Blueberry
    Blueberry Member Posts: 14,459

    "Wrong again…u guys want buffs for killers exclusively for swf…and that's 3% of your matches,"

    If you seriously believe that's only 3% of matches I suggest you watch my streams. You are far from the truth.

    " the rest is solo Q who struggle IMMENSELY"

    They aren't. The game is balanced around solo queue. I do solo queue survivor mostly and I win the majority of my games.

    "On top of all of that, you get Ghoul… how much more crutches do killers need to decimate even further survs?"

    It's a killer that just came out, relax. An adjustment patch comes soon after release.