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Kaneki Power Change That Actually Bamboozles Me…

Iron_Cutlass
Iron_Cutlass Member Posts: 3,866

Kaneki was pretty damn strong and honestly needed some adjustment, but ONE single change has thrown me through a loop because I really do not understand why this change was made and why specifically for Kaneki.

If you don’t know, breaking a pallet with Kaneki (on the PTB) puts their power on cooldown and they must recover a single token. I’m not opposed to the change itself since it gives Survivors the opportunity to reposition. My confusion is why this change was only made to Kaneki where there are plenty of other Killers that can accomplish the same.

Take a Killer like Blight for example. Similar power recovery speed, insane map mobility, insane anti-loop, and can play tiles in a way to always get a hit/down. You would think that if Kaneki got this change, they would do it to Blight as well, but they didn’t? Blight can break a pallet, instantly use their power, and down a Survivor… but Kaneki can’t.

Again, before people get their pitchforks and torches ready, I’m not opposed to the idea of a Killer having restrictions for the power to allow for more counterplay, I’m just confused as to why they did not implement this on other Killers that can accomplish similar things.

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Comments

  • Iron_Cutlass
    Iron_Cutlass Member Posts: 3,866
    edited April 15

    I hope they don’t just slap it onto all Dash Killers but actually take the time to do it on Killers that need it.

    While being two-tapped can be annoying, you have to severely mess up to get two-tapped by Demo or Wesker, and Id hate to see them get an unnecessary nerf.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 2,788

    II'm Curious to see how it'll fare out. This might kill the "insta break with brutal" strat but I'm sure other Ken's will be right behind me maining Dissolution.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,672

    A lot of people are complaining about the Ghoul being too strong, and BHVR is experimenting with different ways of nerfing him, without taking away from his action-packed gameplay.

    The other dash killers don't need this because their kill rates have already been adjusted, and their game balance has already stabilized.

  • Iron_Cutlass
    Iron_Cutlass Member Posts: 3,866

    ^ I can attest to this.

    Not just on Wesker, I think people severely undervalue Dissolution. I remember making a whole post about the perk and a majority of people responding were talking about how horrible the perk is without considering what it actually brings to the table.

  • Pulsar
    Pulsar Member Posts: 22,951
  • Bodark
    Bodark Member Posts: 283

    The perk gains no value at all if the survivor has an IQ of at least 5. It takes 3 seconds to activate after injuring a survivor and announces itself as a big bright red icon in the bottom right of the screen. It’s not underrated at all. It’s awful.

  • Zakon05
    Zakon05 Member Posts: 432

    This was a pretty interesting and nuanced adjustment from the devs, I have to say. My number one problem with this killer was that if he got you to drop a pallet, you probably wouldn't make it to another one unless you had really favorable pallet spawn RNG.

    I still kind of wish they had just nerfed his power cancel slightly. At the moment, it is only 2 seconds and he moves at near survivor speed while doing it. I get why they didn't want to adjust this, since it allows for skillful plays at loops. But it also leads to cheesy and frustrating gameplay for survivors sometimes as this dude just slides up next to you and downs you because you didn't have a pallet or window you could reach within the next 2 seconds.

    Either way, I'm glad to see they aren't overreacting to the calls for nerfs and are starting with small adjustments to him. He is so close to being a well designed killer.

  • Bodark
    Bodark Member Posts: 283

    How do you use it right? Especially on Huntress. You injure a survivor and then what? They fast vault and nothing happens because it take 3 seconds to start and then you round around the loop 20 times so you can actually threaten the hatchet then they vault and it doesn’t break because the timer ran out lmao.

    Running this perk on her is a terrible idea. It doesn’t help with god pallets or 50/50 pallets. And at any other pallet you’ll be better off mind gaming and doubling back to catch them over the pallet.

    It should be reworked so that way if you hit a survivor the next time they fast vault a pallet it breaks without a timer or terror radius requirement.

  • Bodark
    Bodark Member Posts: 283

    Twenty seconds is definitely not more than enough time for a 110% killer lol. 20 seconds is about the time you get in range of the survivor to ready up. And then you have about a 1 second window to score the hit. Trying to run around the pallet and not hit over it or break it is a horrifically bad idea

    If the pallet is down doubling back and catching them at the pallet works 90% of the time and far better. Dissolution is one of the worst perks to use on her since she is so slow. Super tall with audio queues when winding up.

    It’s genuinely an F Tier perk that approaches mediocre on a handful of killers. 99% of the time a survivor knows it’s active they will hold W to the furthest away loop and when you catch up it’s gone. No survivors stays at a loop you injure them at.

  • Bodark
    Bodark Member Posts: 283
    edited April 15

    That’s what happens when you have several hundred hours on a single killer. Trying to run around the pallet as an easy to read 110% killer is not possible against the survivors I go against on average. I just reached Top 400 Huntress players worldwide last week.

    I beat competitive players who had triple to quadruple my hours and I promise you they will NEVER lose a pallet to dissolution against Huntress. It’s not gonna happen lmao.

    Any Huntress worth their salt would know to either break the pallet if it’s an unplayable loop or double back and hit over. That’s what Ralph does. And he’s got 6k hours playing her.

  • Bodark
    Bodark Member Posts: 283

    I’m not talking about Wesker or Nemmy. Although Nemmy does seem like a wasted perk since his whip is beyond good enough.

    115% killers can actually potentially play around a pallet without it being as big of a detriment to them. 110% killers cannot. Except Spirit and Hag potentially.

    Either way I would wager that there are much better options than dissolution. Couoe De Grace would have done you better in every single scenario and gotten much more value than Dissolution. And Dissolution doesn’t stop a lithe from proc’ing either.

    Skull merchant has or had dissolution basekit with traps and it was map wide. It was still essentially garbage. It was an add on but it was so unimpactful they made it basekit.

    It’s definitely one of the worst chase perks in the game though for sure. Unbound is probably the only chase perks that is worse.

  • Mr_K
    Mr_K Member Posts: 10,347

    Why? Because Ghoul is the current persona non grata.

  • Bodark
    Bodark Member Posts: 283

    Do it! I’d love to see somebody get good value from it. I watched your Kaneki stream. You seem pretty good but the survivors seemed a little clueless tbh.

  • BrightWolf
    BrightWolf Member Posts: 602

    It's interesting that they're giving him a token system that punishes him, and only him (thus far), for performing a basic gameplay function. It is truly a bizarre change, since his being able to two-tap at pallets wasn't the issue people were complaining about. People were complaining about his enraged vault speed, unless that's being addressed with the changes to his power?

    That said, if they decided to put this on someone like Blight, you can imagine the hoard of his mains who would be rage foaming at the mouth *demanding* an explanation to this, quite blatant, inconsistency. If it becomes universal to all dash killers, why not have it tested on all dash killers? Why is it just Kaneki? Feels kind of one-sided, imho.

  • Bodark
    Bodark Member Posts: 283

    It’s a New Killer and you’re New to PC if I remember right. So it put you against those guys. I never got good teams consistently until I mained a single killer.

    Still get very bad teams sometimes but it’s very rare now. I like one sided bloodbaths, it’s fun with Huntress. Nothing quite like landing all of you shots especially cross map but I like close games too. That’s why I play the blood moon event because it’s ridiculously survivor sided with gen speeds.

    I’m gonna try using it tonight and see how I feel about it. It’s been awhile since I used it. It was so bad when I tired it the first time I wrote it off completely.

  • Bodark
    Bodark Member Posts: 283

    As someone who has played against bots a lot for aiming practice it’s definitely not even close to the same lol.

    But that’s the good thing about Huntress even if it’s a blowout you are still improving. Each hatchet you throw improves your aim and muscle memory.

    AND when you go against a bad team that you are crushing you can relax and go for crazy and more wild shots. This actually improving your knowledge more than in a match where you have to lock in and not get fancy.

  • Iron_Cutlass
    Iron_Cutlass Member Posts: 3,866
    edited April 16

    Oh, a thing I forgot, if you do use it, I can recommend Demo for it. And I don’t say this because I am a Demo main, I mean it because Demo is one of the best use cases for Dissolution.

    Demo’s Shred can put a lot of pressure on Survivors, it can force them to drop pallets early to play tiles much more safe, which allows Dissolution to get more value for the pallet break. Even still, Demo is good at playing around straight tiles and windows, which is what Dissolution forces Survivors to play around.

    It takes a bit of getting use to since you have to equate yourself to the play style, but again, Id recommend Demo. I also dont mind hoping into a custom game and giving you some pointers and advice.

    (P.S. Use Enduring, it’s not required for Dissolution but it’s a good perk for Demo since sometimes being stunned while using Shred displaces you on the same side of the pallet as the Survivor, you can get some pretty easy two-taps because of the reverse-stun. It’s mostly just a comfort perk but istg it makes Demo feel so much nicer to play.)

  • buggybug
    buggybug Member Posts: 1,222

    I agree blight,Bubba, billy and demo is so annoying that they can use their power to break pallets fast. They too should suffer a normal cool down. Every demo I vs that's all they do is use shread pallets.

  • CLHL
    CLHL Member Posts: 429

    The last few killer adjustments have been pretty awful and full of absurd decisions, just take a look at the state of the Xenomorph.

    We have killers that go through walls, break pallets with their power and can hit or even insta-down with their dash powers... but the current agenda is to destroy The Ghoul to make way for the next new killer. Consistency? Who cares.

  • Pulsar
    Pulsar Member Posts: 22,951
    edited April 17

    People play differently subconsciously in a blowout. There's no reason to try. People aren't showing me their best material when they've seen the match is already a loss. I want their A-grade material, I want the best of the best. Mindless slaughter dumbs my skill down by making me used to easy matches.

    Sure, it lets me go for ambitious shots, but it doesn't make the Survivors really try their best, which is what will in turn, make me improve.

  • Bodark
    Bodark Member Posts: 283

    Sounds like a personal issue lol. Professional players in everything whether sports or gaming practice in low stake scenarios as well as high. And Practicing against people who won’t try to stop them or interfere while they drill the fundamentals.

    You should have the skill and ability to determine the level of effort needed for each match. There shouldn’t be a “getting used to easy matches” might be something that older people have to deal with idk.

    No matter what level the opponent youre against you can learn and practice in each match unless you purposely decide not to. Some things can only be practiced against lower skill teams and some things only against higher skilled teams.

    Besides I have gone against people who were very clueless but gave me a hard time because they did the most wild things that made zero sense at all because they didn’t know what to do. You can always learn from any match.

  • Pulsar
    Pulsar Member Posts: 22,951
    edited April 17

    Not when you've been playing for as long as I have. When you've been there when techniques were developed, seen metas changed and ideas/strats fade in and out; regular matches become boring.

    Having a good team once a week is awful. I feel terrible for the other players, because if I want to try even a little, I'm gonna roll over them, but also not trying at all isn't fun for me nor do I get anything from it. It became weeks of not trying at all waiting for a decent match, then I'd find it; feel like I was learning for a match and then I'd go back to waiting.

    It is why I went into the comp scene a bit. To find a consistent challenge and like-minded people. I found one of those things.

    Regardless, there was basically nothing left for me on Killer, nothing that interested me enough to learn. So many hours spent improving and learning and developing. I'd pushed myself as high as I could go, which was far beyond what most people (much less someone on a Console) could do, and I am relatively satisfied with that.

  • LeFennecFox
    LeFennecFox Member Posts: 1,390
    edited April 17

    Comparing kaneki to blight is pretty dishonest even though I think it's a dumb change. Kaneki does this while having a basically uncounterable ranged first hit that has slowdown (mending), better mobility uptime due to less tokens (charges even during the minor fatigue), and anti loop that is simple to perform (vault after).

    People definitely overrate blight's skill requirement in pubs, but at least you know what a bad blight looks like even a bad kaneki is legion with hyper mobility and simple anti loop. Kaneki has probably the highest reward:effort ratio in the game.