http://dbd.game/killswitch
Ghoul got nerfed?
Apparently ghoul got nerfed on the PTB but no changes are listed can somebody say what got nerfed?
Comments
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Basekit stuff:
- Breaking a pallet removes 1 leap token
- Enrage duration reduced (45 s → 40 s, QTE extension 15 s → 10 s)
- Auto aim heavily reduced
- Collision detection added to grabs (this one I'm worried about given what I've seen on Reddit, I predict many frustrating denied grabs)
- Leap target range reduced by 2 meters (16 m → 14 m)
Add-ons:
- Yamori's Mask changed to make survivors scream when 40 meters away from you (still needs reworked IMO)
- Fresh Coffee made Very Rare, Hinami's Umbrella made Uncommon
- Hinami's Umbrella changed, now adds 10 seconds to enraged timer on a perfect QTE
- Blood-Stained Handkerchief range reduction (2 m → 1 m)
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Its a shadow nerf, why they haven't said anything is unknown to us, but these changes for the most part make him alot less frustrating to face
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Yeah probably, but community outcry always prevails
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Honestly pretty impressed. Reasonable nerfs. I expected them to gut him completely.
Only thing I'm a little annoyed on is the Yamori's Mask nerf. It was just a solidly good ultra rare (for once), not op imo.
-9 -
Really? I feel like these are heavy-handed but I'll have to play them in game.
I hate when they mess with collision it's always terrible for one side or the other.
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I've watched a few people play it now and honestly it's not too bad. Even the collision thing seems mostly a non-issue since even when it (rarely) happens it gives the survivor the mark & the movement penalty isn't too bad.
Also apparently the pallet break thing seems bugged in Ghoul's favor on PTB? Apparently if you're at 0 stacks and break a pallet it immediately gives you 2 stacks, making you have to wait less time for your power than if you hadn't broke the pallet.
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Well the cooldown on pallet break is so little it's whatever. I was worried they were gonna touch his power cooldown more so or decrease the recovery on cancel. Or even remove the cancel entirely for that matter. Those things would've hurt him heavily.
These seem mostly workable and still keep the things that made him fun.
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R.I.P Ghoul
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I assume that "Auto aim heavily reduced" and "Collision detection added to grabs" also means that hits through walls and from different heights are gone, isn't it?
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You didn't see anything wrong with giving one of the most effortlessly mobile killers a mapwide survivor reveal that can't be avoided because it even goes through lockers?
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For the most part yes, though I noticed a hit on OhTofu's stream that animated through a wall because of the way the server handles the slide. Like it was a clean hit from the position he pressed M1 but it decided to teleport him back to a position where it didn't look clean to do the animation.
There's probably a lot of implications regarding to low wall/object loops as well as maybe windows/pallets, as in he probably won't be able to hit over everything like a ranged killer now, but I haven't seen enough testing regarding that so…
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so more people might buy the dlc without realising.
We all new there we’re going to be nerfs but it seems a bit sneaky to not be transparent about it in the patch notes.
I still think the most egregious part is the range they can get injures and that should be shorter than the range to move using the power.
The time between leaps is also really long compared to someone like Wesker.-6 -
The changes are great. I was expecting significant nerfs, but I'm glad they didn't. The character still feels great to play, and facing them is less frustrating. For those curious, I tested the changes using a controller on my PC, and it still feels really enjoyable. I still believe that vaulting speeds could use some tweaking, but overall, these are great changes.
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Would have to test, but from reading it, this honestly sounds reasonable.
Hopefully they learn from this and stop releasing killers in such an awful state.
The last killer that released "fine" was Artist. That was a long time ago…
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I think it’s a bit of a double-edged sword, but overall a good change. Without that crazy auto-aim, it’ll take more actual skill (I’ve hit people before without even knowing they were there). And yeah, I’ve also landed shots while aiming like five meters off (straight at a wall, just wanted to slide). So in the end, it should make him feel both more skillful and way less frustrating.
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sounds nice
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They said on the stream last night he was getting changes but that they were coming out by the end of this week as a hotfix as opposed to as part of the next chapter update. That's likely why it's not in the patch notes.
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Only on hook and it's a location ping, not aura. Not that big a deal.
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I tried to watch the stream but Discord kept freezing, don’t know why they only streamed there and not Twitch or YouTube like usual.
I thought they said on this forum Ghoul wasn’t getting changes until hotfix 2 which I didn’t think this one was? Still would’ve been better to include them on these notes I feel, it would surely only take 30 seconds to type out and add on.
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As it should be.
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And the people crying about him the most can't give any detailed explanation besides "he's too fast" and "you can't do anything against him" and "he's overpowered."
He's locked behind a paywall. Many people have no opportunity to play him and learn how to counter him.
Not having more details is kinda the entire ####### problem
community outcry always prevails
I'm reminded of a line from Clerks: This job would be cool if it wasn't for all the customers.
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If you play her that way, sure.
Personally, I really enjoy playing her and snipe people across the map with aura perks. Really fun.1 -
This is not a shadow nerf! The changes are not Live, they will go live in Hotfix 2 where there will be detailed patch notes. It was unclear about whether they would be in the PTB build and initially were not going to be (due to way build scheduling works), hence not included in the PTB Patch Notes.
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im guessing hotfix 2 will go live tomorrow?
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Wasn't a shadow nerf, the devs actually listed the nerfs seperately because they're coming in a hotfix sooner than the PTB patch.
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About the changes, can the range and handkerchief nerf be reverted further down the line? Many kaneki mains that while the other changes are good, agree that the range nerf makes him feel a bit clunky and inconsistent.
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Should have removed his ability to cancel power, or give longer cd to it. Cant tell how many times that crazy ghoul has jumped to me, canceled the power and downed me before i could even run anywhere. At least with the nurse i can double back and she just jumps past me and might or might not hit me. With blight, i can usually dodge the attack. With mastermind, if i manage to dodge his attack i can put some distance between me and him before he is up to his normal speed again. The ghoul though… nope. Right back at chewing your butt off. Also, why is the survivor locked in animation for so long on marking? The speed boost is already going down so i cant even get that from when they mark me. Not to mention that the enrage animation is short and the ghoul is right back at it at full speed just moments after you get out of the animation. Not to mention that it feels clunky getting stuck like that out of nowhere.
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so all they did was swap what's unfun for the killer and survivor with the collision and he'll just get robbed. that sounds painful
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Hens made a video about it and even he said its barely noticeable changes. Less autoaim is actually a buff, as it allows you to not lock on to the survivor so much on close hits, so he'll beable to dash next to you/infront of you easier.
If this is all they are going to do then I am still sticking with my plan when I load into any ghoul matches.4 -
Eh, it doesn't seem old Bubba on Garden of Joy levels of bad. You at least mark them and get your full movement back really quickly if and when it does happen.
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when i get the chance i'll try the ptb but right now on paper it sounds really bad with how much stuff there is littered about on a dbd map he'll get robbed more than we think also does the mark do anything without the bite? because playing him i didn't notice much of a difference when i did that
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The mark gives you enrage.
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Pretty sure there's an actual nerf coming to them that's not any of this coming in a different patch
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To be honest, I could feel the nerfs to him when I played, but he was still really strong and fun to use. I honestly don't think he felt any clunkier to play; most people are just used to the insane range he has in the live version. I doubt it will get reverted, and it’s not necessary anyway. I didn't test the handkerchief, so I can't comment on that.
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For most people it’s a big nerf, because it’s much easier to accidentally click the attack button when the aim is slightly off, which can cause the killer to accidentally leap nearby the survivor (and waste a token).
It’s only a buff for people that always play the game absolutely perfectly, and always have absolutely perfect aim, which really isn’t common at all.
The auto aim change will absolutely cause way more leaps to fail, than it will allow the killer to make “skilled leaps nearby a survivor in very specific scenarios where the killer couldn’t have just moved their mouse a bit to leap to some other nearby object”.
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In one sentence: "Nothing important"
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Played it with the new nerfs, no issues locking onto survivors. No missing of hits. Did in fact stop me from always locking on when i tried to do a first jump to prepare for grab jump. So yeah, its more of a buff really. The autolock should be removed, THEN it could be considered a nerf.
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I had 100% accuracy with the old autoaim, because I knew how far away the mouse cursor needed to be from the survivor, for me to reliably attach to the environment.
I honestly don't understand how anyone could have 100% accuracy with the new autoaim, but they accidently messed up a bunch of times on the old autoaim. If someone has perfect accuracy and perfect reaction time, then how did they keep accidently hitting the leap button when the cursor showed the teeth graphic, on the old autoaim?
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If ten times in one patch isn't gutting, what is?
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Number of nerfs is an irrelevant point. What matters is how impactful the nerfs are.
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95% hitbox nerfs, massive addon nerfs, even range...they were pretty damn impactful too. Even his slide addon was nerfed from the PTB, giving him a literal throw pick for a common.
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You can't deny it was a problem with how much proof of videos there were of it going around. Hitting through walls, hitting around corners from 10 meters away, etc. I don't think ghoul functionally needed a nerf, but the collision bugginess definitely needed to be fixed. In this case, the outcry was warranted if it effected the actual gameplay. The nerfs however, were not.
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His auto aim zone was soo big that you have more often marked a random survivor when leaping just to get to another side of the map instead of actually going to another part of the map. It's a nice change and i can assure you, this killer does not need sometimes 3 rushes in fact if you want you can completely ignore this mechanic, just like you could on any other killer. And you still would do just fine. And playing sometimes even 7 games in a row against kaneki that would just keep you perma injured for free made for annoying gameplay loop, it's not blanket statements, it's just you were looking at post game salt, and noone is gonna write you 6 paragraph long report about kaneki.
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I didn't play him much before the nerfs, but playing him after the nerfs, no he doesn't feel much different. And my matches against Kaneki also don't feel different, it's the same trash as usual. They get their free hit, power cooldown finishes, they either Spider-Man at you to cut you off from a tile or Bamboozle a window to shut down a tile, rinse and repeat.
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They didn't nerf the base kit part of him that made him strong, which is the biggest point.
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