Avatar

NebulaArcana

NebulaArcana

About

Username
NebulaArcana
Joined
Visits
138
Last Active

Comments

  • @daikaimon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3913896#Comment_3913896

    It would be nice if the range could be restored, but that would not be in exchange for leap speed.

    Indeed, Kaneki's appeal lies in his mobility. But the killer needs to be decisive to bring the survivor down.

    In the current situation, where the cooldown of the ability begins after the board is destroyed, he would lose much of his resistance to the board if he reduced his leaping speed.

    At least I don't want that.

    Ghoul has plenty of ability to down people without needing to vault over pallets. Being hyper mobile allows him to catch survivors in vulnerable situations. He's free to leave chases whenever he needs to in order to go to someplace better or more pressing. It's a different expression of strength than someone like Huntress, who is very obvious in what makes her good (The ability to damage survivors at range).

    I think it's fine if his weakness is short pallet loops specifically. His strength would be focused in his mobility and his catch-up, and reduced elsewhere. I think that's more than reasonable.

    I don't want Ghoul weaker, because I love playing him, but I want the tentacle range more than I wanat the vault speed. If it was one or the other, I know which one I'd choose.

  • @daikaimon said:

    We do not believe he needs any further nerfing.
    Killer players want ghouls that are fun to use, not grasshoppers that just fly around the map.
    Any speed related adjustments will greatly reduce his appeal.

    Could I ask who "we" refers to? Also, I personally believe that if Ghoul had the range back, that would be a lot more fun than if his pallet vault was nerfed. To me, the appeal of Ghoul is his mobility, not so much his ability to jump over pallets.

  • @Legendary_deedee said:

    How does a sound make a power more satisfying to use?

    SFX can do a lot to make a power feel more responsive or satisfying or otherwise enjoyable. Think about the nice squelch when you hit a hatchet from across the map, or the bell ringing when you hit a Pyramid Head M2. It's stuff like that which adds to the feel of a killer