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Why Kaneki is poorly designed

DevLinky
DevLinky Member Posts: 66
edited December 4 in General Discussions

Before anyone gets me wrong, I do not believe Kaneki to be THAT strong. He's good, but there's counterplay and the 50/50s at pallets are very enjoyable, just as they are against Huntress.

The issue is on his LOCK-IN-PLACE attack, which is just very, very, very bad design.

Let me explain.

On the killer's end, you get stuck in place but it doesn't feel bad. Why? Because you are the one initiating the action, therefore it feels REWARDING.

What's happening? ⇒ Locked in place.

Why? ⇒ Hit landed.

Brain ⇒ Dopamine.



Now on the other end, survivors getting locked in place feels so awful, clunky, uninteractive, blablabla. Simply because ON TOP OF GETTING HIT (first penalty: you lose a health state), you also get STUNNED. This feels twice as bad as getting hit. Very poor design. Honestly, even slowing survivors by 90% would make everything way smoother. BHVR, please hire me. You need it.

Now, some people might bring up Wesker, trying to equate the "Throwing" to the "Locked-in place", except that they are inherently different for the sole reason that Wesker CAN MISS. If Wesker throws the survivor in the open air, nothing happens. So, as a Survivor, when you lose a health state to Wesker's power, it doesn't feel as bad as Kaneki's because he could have missed but didn't, you got outplayed.

Post edited by DevLinky on

Comments

  • Leon_van_Straken
    Leon_van_Straken Member Posts: 364

    He is a bit in the Springtrap Situation.

    When Springtrap droped many claimed he is to op with his stealth. Well we all know that the additional invisibilty was a bug.

    Just remove the ability of Ghould to stop his ability mid air so you need Skill to cut off survivors and let him not get every hit by a single click of his mouse button.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 2,722

    there are 4 survivors and 1 killer. being locked in place is time that 3 survivors are going uncontested all for cannibalism flavour

  • Reinami
    Reinami Member Posts: 6,586

    Its more of an animation problem. If the animation made it so it was clear that like, one of the tentacle things was physically grabbing the survivor, or lifting them up in the air, or some other thing, it wouldn't be as jarring.

  • DevLinky
    DevLinky Member Posts: 66

    Yeah, it definitely would feel less clunky, but probably still as awful/uninteractive.

    Again, when facing Wesker, you have some sort of agency over his power, as it is skill based. You can kinda influence the direction you'll get thrown to based on your positioning. So, even if you lose control over your char, it doesn't feel as awful.
    We could even say the same for Trapper, you can avoid traps.

    Against Kaneki… if he has LoS on you… well, enjoy your stun (and your free injure - but that's unrelated to the "feels").

  • 100PercentBPMain
    100PercentBPMain Member Posts: 2,722

    anyone care to explain why I'm incorrect or is this a case of "they're booing me because I'm right?"

  • MDRSan
    MDRSan Member Posts: 739

    If you have a killer that can zoom around the map as quickly as Kaneki can but has zero other powers, they're already going to be very powerful. Closing distance is itself an extremely strong ability and with the amount of distance Kaneki can close very quickly it gives him an immense amount of map pressure.

    Now add an easy to land, guaranteed hit to wound ability that can be triggered at a distance that also holds a survivor in place while it lands. Now they're even stronger.

    Now tack on all the other techs and cheeses people use with Kaneki and he's easily oppressive.

    A problem with Kaneki's design is that while he's fun to play, he's only not oppressive provided the killer decides not to play him like a jerk. How a match goes is mostly up to the killer's skill and temperament - it's their game to lose. I don't know how he could be fixed since being able to zip around so freely is both what makes him so fun and what makes him so broken.

    People like to claim his counterplay is looping but running around a rock a few extra times doesn't actually affect matches when he makes that time up by immediately spidermanning off to his next chase as soon as he's hooked someone. It also doesn't help when the killer realizes spending some time chasing people off gens rather than committing to each and every chase can be effective in keeping the survivors from making any progress (especially given that he can get from any gen to any gen very quickly).

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  • Sablemain
    Sablemain Member Posts: 26
    edited 4:07AM

    No deep wounds, Scamper Removed, can't cancel leap mid air, increased attack cooldown when ending leap. Hitscan tweaked to no longer hit through walls. Power ends faster between leaps

  • Shaddoll_Serpent
    Shaddoll_Serpent Member Posts: 252

    I actually think removing deep wound would be more of an overall buff for him as it'd make vaulting windows and pallets (by far the most unfair part of his kit) much easier, and would no longer allow MFT to counter him.

    I do agree though that they should make the injury part of his power much less free since it's literally point and click simulator in its current form.