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After playing the Ghoul for a while, here are my thoughts on what could be tweaked

Doing a single Kagune Leap should have a slightly increased cancel recovery, but doing 2-3 should stay as is. This is because there are actually ways to antiloop with Ghouls power at tiles but it is difficult, has counterplay, and is still being learned. If you nerf his cancel recovery across the board then it becomes impossible to use his power for the interesting skill based antiloop, because the hits you get from it are an incredibly close shave as it is currently. Whereas the "boring/uninteresting" gameplay of just forcing pallet breaks and using a single leap to follow a survivor would not really be effected either way by a cancel recovery nerf, but if the antiloop no longer works then that playstyle becomes the only thing you can do with him (an across the board cancel recovery nerf would only enforce his most uninteresting playstyle, making him even more boring for both sides).

The auto aim hitbox on survivor should be decreased, because it's literally impossible to not hit a lot of the time, which actually ######### you over as Kaneki especially when you try to antiloop. It's annoying as ######### trying to aim at the environment only to have it change to a survivor grab that wasn't even in the center of your screen. This currently just discourages trying to antiloop because it gets in the way so much and instead enforces the uninteresting break pallet-catchup gameplay because it's usually very easy to not hit the survivor when trying to catch up, due to how you aren't usually grabbing an object near to a survivor to catch up to them, instead using the slide to slingshot yourself up next to them. It would make it slightly harder to get that first grab bite too which even though it wouldn't really make much of a difference about how guaranteed his first hit is, I'm sure survivors would be happy about.

The enraged survivor grab vault needs a slight speed nerf, and the enraged environment grab vault needs a slight speed buff. This thing is useful at too many loops, when grabbing a survivor, often just giving a free hit with seemingly no counterplay at most of the loops that it works at. I honestly think that the way it should work is that a survivor grab vault is a bit slower but once you finish the vault you are reset to m1 mode (how it is currently), and the environment grab vault should be super fast but does NOT end your power usage, meaning you are still able to use your Kagune leaps after an environmental vault, but would have to go through cancel recovery before you can m1. This would actually give a reason to have 2 separate vaults, because currently there is zero reason to ever use the environment grab vault. Or it can be the other way around with the survivor grab vault keeping you in your power and the environment grab vault ending your power. Just something to help make these 2 options different from one another rather than one being a direct upgrade over the other.

Lock survivors in place for less time when they get grabbed and bitten, maybe even remove them being locked in place entirely, and maybe decrease the cooldown after a bite for the Ghoul a tiny bit in exchange. Ghoul catches up so fast and preys on dead zones which he can create rather quickly, let survivors move more distance after the initial grab bite to allow for more interesting gameplay to occur, maybe they make a corner which forces the Ghoul to use multiple leaps to catch up rather than just using a single one, or maybe they make it to a loop, or maybe the Ghoul decides to change targets. But in exchange the Ghoul gets stunned for slightly less time and has their power cooldown after a bite slightly reduced, because it feels kinda sluggish and slow for both sides right now when the Ghoul gets a grab bite. Just let the survivors get massive distance and give the Ghoul more agency after getting a grab bite.

And obviously bug fix his animation issues when getting a bite grab with his power, because most survivors can't understand how the power is coded, they think they're getting hit through walls because of the massive animation delay after you press the button. It also just looks super janky from both sides.

Comments

  • LordHeXaGoN
    LordHeXaGoN Member Posts: 273
    edited April 7

    There is my thoughts how 2 nerf him:

    • My suggestion is that his slide must be lowed, his ghoul attack wont injure you if its not perfect, distance how far grab attack could be done is lowed/
    • Then, allowing surviviors to walk when they are grabbed to break the leap like with cenobite's chains its good idea, and on Top of it make his cooldown longer when he stunned by the pallet after 1st leap!
    • Map wide sound when Ghoul gets engraged.
    • He cant use his power on you during one minute, so he wont be able to tag Kagune Mark and get rid of your endurance after unhook. (With slide cancel change, this make him harder to tunnel someone. Though DS,DH,UNBRKBL still exist)

    About pallet vault thats not an issue for me personaly, because he give enough time for surviviors to take 50/50, if thats not a long loop, so if you walk a bit away from a pallet when he grabs you in engrage, you are cooked. Just met the surviviors who dont give a f, that i fast vault after them.

  • Leon_Loves_Cheryl
    Leon_Loves_Cheryl Member Posts: 272
    edited April 7

    DO NOT TOUCH HIS CANCEL COOLDOWN. This will destroy his skillcap immensely and make him boring to play as AND against.

    What you're asking for here, is going to be the WORST POSSIBLE VERSION of this killer because you'd disincentivize using his power in interesting, skillful ways, basically shoehorning him into only using it when he's guaranteed to catch up on you, with zero risk-taking from the player's part. You're asking him to be weaker than Legion while simultaneously being more boring. They can't increase the downtime after his leap without just turning him into Diet Legion.

    The whole point of his ability and his skillcap is to dash intelligently to cut off your path, and give you a moment or two to try to get away before he hits you. If you make him take too long before he can hit you, even after playing correctly and performing a good dash, he's going to be piss weak. He's already an M1 killer.

    His gameplay loop is to try to cut you off and then down you. It is NOT designed to "cut you off, stare at you for 3 seconds and let you get somewhere safe before he can hit you". That's not only unfair to him since he can't down you directly with his power anyway, it's also dumb to play against. You're asking for something dumb to play against.

    If you make him take too long before he can M1 you, he's going to be worse than Legion because his ability to injure a whole team is significantly slower, while also denying him the ability to effectively bodyblock windows and pallets. He's not designed to stare at you for 3 seconds while you try to shuffle around his body. His power cooldown is designed to give you enough time to drop a pallet on him or vault, otherwise you die if he blocks it OR if you're out in the open. His power is NOT designed to stare at you lovingly while you beat your face against him trying to reach the window behind him.

    You could nerf the range in which he can get his initial injure, or make him walk slower when his power is out, but DO NOT TOUCH HIS CANCEL FATIGUE. You don't actually know what you're asking for. You are going to be even more frustrated against him while simultaneously ruining what makes him fun to play.

    Here's a changelist that I think is healthy for both sides:

    1. Survivor power clickbox reduced (buff to high skill Kaneki players so they can swing around corners and bodyblock instead of accidentally pouncing on survivors, while nerfing low skill Kaneki players and controller players)
    2. Slightly reduce movement speed while aiming power
    3. Prevent the power from locking in to people with an Endurance status effect. This means you cannot pounce onto someone who was recently unhooked, but you can still use it to pre-counter things like Styptics and Dead Hard. You can also use it to bait Dead Hard (since the power will only be unable to lock onto someone for the 0.5 second duration that the Endurance effect lasts during Dead Hard.) This change will tune down Kaneki's ability to tunnel.

    Done. That's it. That's all he needs. I deliberately excluded any changes regarding how his initial hit injures people "through walls" because that's not what's actually happening from a technical standpoint (he's latching on to you BEFORE you reach a corner. Reducing the clickbox will already solve a lot of the issues here so no further changes are needed regarding the visual mismatch)

  • MysteryWyvern
    MysteryWyvern Member Posts: 2
    edited April 9

    Did you not read my post bro? You're mostly agreeing with me but acting as if I said the complete opposite...

  • PetTheDoggo
    PetTheDoggo Member Posts: 1,982

    My main issues are

    • how long he can hold his power
    • hitbox / hits through wall
    • I don't think it's good cancel of his power will make him not slide even on first dash

    Thing is if he would slide always, you can try to double back, but he can just cancel his power and stop next to you…

  • Stibfa
    Stibfa Member Posts: 136

    i think increasing the cancel on Just the first leap would be the perfect change, honestly i would also maybe slightly nerf leap distance and or rework blood stained hankerchief ,ontop of removing deepwounds. Deepwounds and the mobility make it just really easy to proxycamp and tunnel

  • terumisan
    terumisan Member Posts: 2,199

    pretty sure he does have a slowdown when aiming his power