http://dbd.game/killswitch
Ghoul is unbalanced.
Comments
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so wrong…Lionnek 100 win streak…balanced ;) sure! That was before ghoul btw lol if u struggle u dont tunnel. Simple as that
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Cool. A free hit for a killer that can slingshot across the map. And an add-on that makes survivors scream in lockers. All counter videos of the ghoul are just looping ones where the ghoul has yet figured out how to block paths. MFT and Hope? Are you kidding me - what is 3%-10% haste going to do versus a mile long slingshot?
I powered through the first two days against ghoul in matches and it’s becoming unbearable. I know a lot of people have quit survivor to play killer for a while. Why? They want to win! And the ghoul is the winning side. Please add cooldowns, take away power at beginning of game, do a build up like plague or something. And another thing, why are survivors stopped? The mechanic is so clunky. Why are survivor not hit in a more similar way as legion? I could go on about this forever, and I know there are others out there who feel the same. Never complained about a killer before this.
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BHVR is going to nerf him the ability to hit through jank is OP
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They have to tailor to killer mains because they are what's keeping the game in balance. Think about it. Even if survivors were nerfed to the absolute ground, there will still be people who want to play with their friends, try cool challenges with each other, or try fun altruistic builds. If god forbid they nerfed killers though then the lonely killer mains would just retire because they don't get their 4k and mori every game. Just take a look at the ridiculous win streaks people can do on killer, even a professional tournament team could not go on a successful 4 man out win streak for 50 games I guarantee meanwhile there's a blight out there with a 1.9k winstreak if I'm not mistaken.
It's almost like BHVR's mentality is "Oh well you guys get to socialise and play with your friends in survivor. That should be enough for you" and just go and buff the absolute hell out of killers because being able to socialise as survivors is enough compensation for the bs you have to go through against killers.
The 2v8 gamemode perfectly proves my point as killer queue times were ridiculous since it gave the benefit of being able to socialise and be altruistic with a friend which is what survivors have 24/7, but then you also get the benefits of just being broken and overpowered as a killer in this current day dbd.4 -
Whoa whoa whoa.
Hold on.
Nerfing the power cancel fatigue is the worst possible thing you can do.
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. You're trying to push him away from using his power in funny ways while chasing you.
Asking for this change belies a massive, fundamental misunderstanding of the game.
I also want to take this time to remind everyone that they already removed interesting plays from his power going from PTB to Live. For those unaware, you could actually hug tech with Kaneki on the PTB, sliding *against* obstacles and around to the other side. This allowed you to catch people off-guard very easily at Killer Shack for example. They already nerfed his power's lethality while looping. Trust me when I say you really don't actually want this killer to only ever use his power between loops just because you want him to stare at you for 3 seconds every time he cancels his power.
The cancel cooldown is at a perfectly fine duration as-is.
I think he'd be more fair to play against if you made him move slower while aiming the power (not while dashing), reduce the range of his power injury (but NOT the range of objects he can grapple to) and reduce the survivor clickbox (simultaneously a buff and nerf.)
If those changes were implemented, his hits will make more visual sense, he has to maneuver closer to you to get the first hit (so you just existing on his screen won't immediately get you hit) and he is incentivized to use his power in skillful ways because he's less likely to accidentally latch on to survivors.
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The game is not balanced around SoloQ, the punishments are balanced around SoloQ since most SoloQ matches have people dropping out like flies; while uninformed community members scratch their heads on why because they think the game is perfect lol
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Could you specify the difference between what you mean when you say punishments but not balance?
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I agree, hence I find that Killers have been "pampered". It's not even a matter of favouritism or being like okay it's a bit unfair. It's like BHVR genuinely pampers killer mains.
As for the Survivors and SWF being used for socialising. Unfortunately because the high rated mmr players do it… It must be bad. The high mmr players can finish gens in minutes… Let's assume 90% of the rest of the community can do that when even in the top 10% of players/SWF I highly doubt more than 2% roughly have ever actually done this. Although you see a youtube video and "omg see what I have to deal with as a killer!"
Do I agree with how fast gens can be done, no.
Although I find this whole thing ironic. Killers are pushed to strive for a 4k when the mmr win condition is a 3k. Survivors are pushed towards escapes only because hatch is considered a tie. Killers will deny a hatch cause hatch is seen as a 'w' and it'd deny their 4k mori.
This is why I firmly stand by a class system. Get rid of perks. I love the diversity and switch things up to have fun of course. Yet, if BHVR truly was serious about eliminating that high mmr gameplay they'd eliminate the source of the issue. Let's be painfully honest here for a second. SWF is not the issue. Getting callouts or some information does help but it's not game breaking. What ruins matches are perks/builds. When Survivors bring builds in a SWF that can finish all gens in roughly a couple minutes(average match being 5-10 minutes long). I can agree that is bad.
Same goes for Killers that bring the most meta builds that making matches borderline unplayable or down right tediously annoying. We play these games because it's for entertainment. A hint of competitiveness but these are games after all designed for entertainment. I'm not getting paid for escaping and Killers don't either for the mori(4k). It's not like there is a golden trophy Killers are striving for. There is genuinely zero end goal for sweating or making matches unbearably miserable for the other side and yet ego prevails…
The source of all these issues are quite literally "perks". People complain about a new killers powers at first and then things get tweaked… then most move on and that's that. On the other hand you constantly hear complaints about DS, NOED, other meta perks/builds. The true culprit is unfortunately perks. Tell me how SWF top 5% is going to gen rush under two minutes when quite literally those "bulids" are gone, replaced with a class system similar to 2v8 for instance.
With a class system in place. That high mmr being survivor sided will shrink to virtually nothing. This goes for Killers as well and say goodbye to NOED or the need for "gen regression" for instance. The game would be easier to manage/balance on both sides. Having pre-made classes will also enable a few custom classes during special events, Christmas, Halloween, etc…
I think BHVR is just worried that if DBD doesn't have that advertised "diversity" in perks. If the game just had a class system… I can see the concern that the game would just become boring. Although, majority of players play the same perks or perk combos. I don't see the issue at that point.
If people are worried that the game would be boring without perk diversity. That says more about the gameplay loop. Maybe if we just had classes and the game was more balanced… We'd see BHVR have more time to focus on better gameplay loops. Like different types of gens or interactables in normal mode to add more flavour to matches.
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Like the meat of what was brought up in that "health" patch. DC penalties for Survs that "go next" as that doesn't affect SWF, in fact DC penalties of any kind don't really pertain to SWF in DBD since they stay in the matches with their friends. The proposed hiding nerf also hits SoloQ survs, especially late game SoloQ matches, while it doesn't matter to a SWF.
All in all, majority of changes and proposed changes just make SoloQ more unfun and more riddled with issues, while not addressing in the slightest why SoloQ is the most unfun gaming experience in a PVP game and why no one wants to be in these matches. Not to mention all the ways the game has become watered down thanks to SWF not being touched in a decade, from maps to perks to Killers.0 -
absolutely disgusting killer to face. it's not even about him being OP, he's just unfun to face.
blight is OP too, but at least he can be very dynamic in chase and give you bunch of adrenaline looping him.
freddy has the most kill rate, but because he's better gameplay design, he doesn't feel bad to lose to, like at all. you always think after he gets you: "maybe i should have dodged that sleep wave, or maybe i should have taken clock before hand, or should faked as if i'm running into pallet but continued on". you have options when playing against freddy and not choosing the right one is what made me lose.
ghoul has the WORST killer power design, somewhere around nurse, but nurse give you 2 chances to outplay her, and this menace only 1 because of free hit. very little interactivity for survivors, because good ghouls jump across the map in few seconds and get you injured, you don't have time to react and to break line of sight. to compare, when legion approaches you in frenzy, survivors have options: run towards a corner and take an m2 hit to pull him away from others, try some weird stuff like a locker juke, stun him in pallet, window tech, or just loop the short-sided pallet, or bodyblock for your teammate if you're already in mend (very strong counterplay to legion btw).
ghoul's m2 land on top of survivor and recover into m1 hit is a very poor game design. it's kinda like a nurse, but there is no "line of sight" breaking mindgame anymore. during his recover he walks real fast (around 3.0m/s i think), so a survivor better be right next to the pallet after he lands, or he's gonna reach with his m1 lunge. the win/lose border on this is very narrow, and there are not a lot of mindgames for this. casual players will suffer very much when killer will have no effort with a click of m2 button to have a free hit, and with another jump to land on top of them and get them. and for comp players who lick walls very tightly and give each other info, such killer is gonna be not a big problem. for example: watch hens' showcase, kaneki vs wesker powers.
even if he got nerfed with all these timings, it would be literally unfun to loop this killer, because giving a free hit without options where and how is not interactive gameplay. a survivor getting held in place is not interactive gameplay. denying pallets their ability to protect survivors is taking away the interactivity from the survivors. wesker and vecna can fly over pallets and windows too, but their cooldowns are much longer and require killer to actually try and pull off some mindgames to bait survivor into camping a dropped pallet. at the same time looping a killer like kaneki who would be very much nerfed in timings would be no fun as well. just another legion. his killer power design just has very little to offer (softly speaking) in terms of actual mindgames that is comfortable to play for both sides, and not just a killer side.
i can conclude, this chapter is being sold to future "kaneki mains" at the expense of casual players comfort. whoever person in bhvr has designed this killer power made the same mistake as nurse power design. they don't learn from their own game, and frankly speaking, doesn't play the game long enough to understand the intricacies of mindgames, and comfort of both sides during mindgaming. freddy has the most kill rate, but i love facing him, he's full of mindgames and feels comfortable to lose to. honestly you should've given the task of making kaneki power design to whoever made a freddy redesign, and i think kaneki chapter would be the best chapter ever.
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