Ghoul nerfs/changes suggestions from ghoul main
The two big things I want to touch are his hitscan injury attack to give it more counterplay and nerf kidnap tech while giving him two quality of live changes to make him feel less clunky.
Hitscan attack nerfs
- Reduce the hitscan hitbox for survivors. I‘m still hitting survivors that I don‘t want to hit and it is still almost impossible to miss. Imagine if it was smaller and he missed, he would pull himself towards an object, which would not only be funny and rewarding for survivors, he would also be able to mess up more which is something he needs.
- Reduce the time he has to start another leap from 5 seconds to 4 or 3 seconds. This would make him harder to play and reduce the boring gameplay of running around a loop with his power to eventually injure someone.
- Reduce the leap distance for injury attacks to 10 or 8 meters, so he does have to get a little closer to survivors.
- Reduce the required time to mend when affected by his mark.
All these things should give survivors a lot more counterplay and reduce the frustration evolving around his hitscan attack.
Nerf/remove kidnap tech
Probably the biggest issue of most players. The best thing would be to give it the same outcome as the normal vault or a slightly better one.
Two quality of live changes
- Increase the leap range when not shooting at survivors to 16 meters.
- Reduce the minimum required distance for a leap from 5 to 3meters.
Both of these things would be slight buffs for sure, but I would consider them more as quality of live. Everyone who played him knows what a pain it can be to shoot at stuff 20 times before he pulls himself towards something. Strength wise I don‘t think this changes too much.
I don’t think he needs more changes. He would be a strong killer but have a lot more counterplay and feel less frustrating. Maybe you should reduce the enraged vault speed slightly but nothing more is needed. Please don‘t remove the scamper from him like you did with chucky’s!
Thanks for reading!
Comments
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SPOT ON. Everything I've suggested and more.
The only part I disagree with is the increased mending time. The way you manage your enrage uptime is perfect as it is. And mending just sucks, lets be honest.1 -
I wrote decrease, not increase mend time. Increasing it would be bad agree.
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Oh oops I must've misread, in that case I agree with everything!
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Thanks ❤️
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Idk why I keep forgetting about the kidnap tech despite it being talked a lot about, but I do agree with ya here.
I think I also said something about seperating the hitscan/pull mechanics ranges would be a good idea when he was released, so I'm glad to see I'm not the only one who thinks that would be beneficial.1 -
Honestly, sound changes. Nothing to add, just posting to bump traffic and appease the algorithm. 😏
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I think I saw your post back then and you inspired me there. It is such a good way of making his injury less oppressive but keeping his mobility in takt without making him more clunky to play.
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😂👍
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My main issues with him are:
- kidnap tech
- full mid dash cancel
Get rid of those/nerf and I am fine with him.
Also validate if there is not object between him and survivor during bite…
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Kidnap tech I‘m fully with you, but nerfing or removing the cancel would feel awful.
If they really want to nerf that they could make it so he still slides when canceling, which would give survivors the opportunity to make him slight past them kinda like Wesker if they dodge.
I feel with you on the topic of hitting someone through walls, but this is actually something that is rather difficult to fix, because on the ghoul screen you hit the survivor while sliding and until you reach them they are slightly behind a wall.
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nerfing or removing the cancel would feel awful
Why? It doesn't feel bad on Blight, or Wesker. I fail to see how he would be different.
Either using dash to get near survivor needs to be more difficult, because it's very easy now, or his fatigue needs to be longer.
I would say fatigue would feel worse than not being able to just fully cancel dash+slide. It would also make him suddenly way more fun to play against, which is currently main issue imo. I would love to see Kaneki just zoom past me, because he dashed too close…
I am fine with cancel after dash and slide ends, so he doesn't need to wait his time limit, but cancel during animation shouldn't be a thing.
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I am fine with cancel after dash and slide ends, so he doesn't need to wait his time limit, but cancel during animation shouldn't be a thing.
Can you elaborate what you mean by that?
Blight and Wesker are in that way different that they can instantly down you with their power which is why the ghoul has short cancel. It’s his way of being able to down with his power like blight and Wesker can do it without having to cancel. He just has to do one more step than the others.
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Blight and Wesker are in that way different that they can instantly down you with their power which is why the ghoul has short cance
He is supposed to have issue downing survivors, that's whole premise of free injury. Well, he doesn't have that now…
Can you elaborate what you mean by that?
Right now he can just dash near survivor and press cancel next to them. He cancels rest of dash and slide, very easy and nothing survivor can do about.
I want him to be able to cancel only after dash+slide ends → he skips just waiting before his dash window ends. He still has low fatigue, so his power would be still great for mobility with this.
But it would be harder to end his dash near survivor, because Kaneki would need to know where to aim, so slide ends nearby. It would also create valid counterplay for survivors, because if I see you grab too close, I can double back. That's just not possible now.
I also think Kaneki miss playing his dash would look very funny to survivors.Main issues of Kaneki are he is very easy and very boring to play against. I believe this change would help with both of those.
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He is supposed to have issue downing survivors, that's whole premise of free injury. Well, he doesn't have that now
Well with the changes his injury woukd no longer be free, which is what I wanted to address. My main issue playing against him is the super free injury. The cancel isn‘t really a big problem on most maps. If you get let‘s say a map like haddonfield the fast cancel sucks as survivors, because you have nothing to work with, but I would call that a map issue and not a kaneki issue. On maps that have good loops, it really isn‘t a problem, because when you position yourself and prerun in time, you will most certainly get to something. This is also not really hard to do because of his massive terror radius that warns you very early and you would wonder how effective hiding is against him.
To come back to your idea, I think it would generally be fine as you describe it. I generally don‘t want that part nerfed tho. A fair middle ground would be to make him slide for short time when canceling, basically what you suggest only that you can still cancel. It would also allow survivors to dodge him to make him slight past them, which would be funny and rewarding agree.
I also agree with your last point, that main issue is that he is too easy to play and that you can‘t really mess up with him. I kept saying it since he released, he mainly needs nerfs that make him harder to play and more skillful than actual nerfs. Then he would also be more accepted. He has the same issue like yellow bottle clown and old skull merchant that don‘t require much effort from the killer to perform well.
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