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SoGo
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942614#Comment_3942614
In my opinion keys shouldn’t vanish after opening a chest. Opening a chest instantly is nowhere near valuable enough to justify losing a key like it is with syringes or the endurance addon.
Why would you want to nerf the fragile key? It is already not that good.
Blank key: We already have this, where the addon gets consumed instead of the key when opening hatch and Lockpick is basically the same addon as blank key. Personally I don‘t think we need more hatch addons as long as hatch works like it currently does.
Blood amber doesn’t really deserve a nerf.
The other ideas are very nice.
The Fragile Key got an overall buff, though. It can now open things and is not useless without add-ons.
Blank Key and Lockpick are basically replacement and a buff to the 2 add-ons that did this. I reworked those into something else (Weaved Ring, Milky Glass)
Blood Amber didn't get nerfed that much, as iri add-ons aren't that uncommon or hard to get nowadays, but it seems to me like the perfect canditate for an iri.
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Where did this come from again?
Is this confirmed?
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Oof. I am really worried about the Patch Notes.
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She may be that "reworked into a new killer" part of the roadmap.
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I support this.
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@Raccoon said:
It would be nice to see some new/differing viewpoints instead of the same people saying the same things ad nauseum, usually with negative connotations.
Most of the time when I see a topic, I know exactly who is going to respond and what they're going to say.
I'm honestly looking forward to reading the comments/opinions brought in by this chapter instead of the same things from the same old jaded, biased, or simply burnt out users.
Please treat new users with respect and listen to what they have to say.
I will try.
Unless their takes are too outlandish. In that case, I'll try to politely educate them. Poiltely.
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@Kyzen said:
Does anyone know the actual reason why devs avoid this topic and refuse to bring back old movement or graphics. or atleast some option to enable it if you want it, i don't understand the actual reason, it's harmless
Because there is nothing really wrong with the new ones?
From old footage, while the running animations look more fluid, some others look awful.
Old textures looked awful.
The old lighting was undeniably better (old MacMillan, Crotus Prenn, Haddonfield), so that one I can fully get behind. Others... no.
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@Skeleton23 said:
I want to say first what this means first it's when Survivors Touch Gens to provent the Killer from Abandoning but not actually working on the Gens
I've had multiple games where the Survivors Just hid the entire match because they hated my Killer And just touched Gens to Provent me from Abandoning the match leaving me into a situation where I can't do anything for 30mins looking for them. I had a feeling they where cheating on them disappearing from no where but this is a problem where the Survivors can take the killer Hostage
If I am not wrong, it only takes into consideration if a gen got completed, not if it got worked on.
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@melissayeti said:
um… nurse doesn't break pallets lmfao
I was going to say that too.
While Blight would get impacted, Nurse would not even notice.
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I don't think a completely blind one would work, as you'd end up bumping into things a lot.
Partially blind, maybe.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942914#Comment_3942914
Dredge and springtrap why? their mobility is fixed to certain objects that can be far from gates.
Yes, but if they get a spawn like that (and they usually do), their incredibly short cooldowns between travels make them very good at patrolling.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943005#Comment_3943005
Fixing Houndmaster’s search, might raise her kill rate enough that she can’t get addon buffs. He entire map mobility mechanic (the search function), is super clunky, and often just doesn’t work correctly if the killer isn’t trying to move to a generator.
And the Houndsense addons might be more useful if Houndsense itself was more useful. I’ve seen streamers play this killer, and most of them don’t even bother to try to purposely inflict Houndsense on the survivors, because they think it’s not worth the time and effort.
You are right about her Search and Houndsense add-ons. If it's functional, they'll be viable.
But, that doesn't change the fact that add-ons like Waterskin, Training Bell, Creature's Bone and Torn Novel (yes I'm calling it useless, it's the most overhyped add-on ever) are pretty bad.
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@VibranToucan said:
Houndmaster already is a solid top ten killer, she doesnt need that many buffs tbh
Aside from add-ons and Houndsense buffs, all of these are a more QOL kind of changes rather than just buffs.
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@Coffeecrashing said:
- Houndsense: louder grunts of pain, and longer pools of blood, happen regardless if the survivor is in the dying state
- Search command fix, so the targeting is more accurate when the destination isn’t on the same floor as the killer
- Search command fix, so the targeting is more accurate when there are environmental objects between the destination and the killer. And the search command really needs to be able to target the ground, because I don’t always want to snap to a generator or exit gate.
- The survivor “help” command, to push a dog away from a teammate, needs to take longer to do. It currently feels like the killer loses distance if she tries using the dog when two teammates are next to each other, because the help command is faster than all the time spent making the dog grab.
- I don’t think the killer needs any addon changes. Most of her issues is the fact that the search command has absolutely terrible targeting, and her houndsense is kind of garbage because the useful effects only work on dying state survivors.
Mostly agree with you.
Imo, the add-on selection she has is pretty awful.
Most of her chase add-ons are worthless.
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@MarbleThrone said:
With the FNAF chapter releasing tomorrow, and the anniversary being around the corner as well, there is one concern people have voiced and that has not been addressed yet since the update to rarities:
https://us.v-cdn.net/6030815/uploads/64WM5O946RCW/eventitems.jpg
Event items, offerings and add-ons being labled as Visceral.
As you may remember, Event items used to be their own rarity category, but share the same price as Uncommon items. Now that the Event rarity has been retired, all associated items, add-ons and offerings were boosted to Visceral, making them more than twice as expensive and likely to spawn infrequently in bloodwebs.
This has been reported but as of this moment, they still have that label. And I was wondering if this is going to be fixed before the anniversary starts.If I am not mistaken, the PTB returned them back to Common price.
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@CrypticGirl said:
Endgame builds on Freddy are already especially oppressive, especially when he uses that add-on that lets him teleport to exit gates. Haywire will just make it worse.
Freddy isn't even the worst one, as he has a cooldown between uses.
Try Singularity, Springtrap or Hillbilly, or even Dredge.
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@vol4r said:
Haywire + remember me meta might be too oppresive for killers like blight, hillbilly, nurse, spirit :(
Blight and Hillbilly yes.
Spirit and Nurse, not so much.
I'd worry more about Singularity, Twins, Dredge and Springtrap.
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Hangman's Trick SHOULD get an entire rework.
I actually have created an idea of what it could do:
Your ingenious modifications to hooks make tampering impossible.
At the start of the trial, 6 random hooks are changed into Scourge Hooks. You see their auras in white.
All Scourge Hooks become impossible to Sabotage and no longer break after a survivor is sacrificed on them.
Survivors hooked on a Scourge Hook are:
• Placed on Hooks 30/40/50% faster.
• Unhooked 30% slower.
• Unable to attempt to self-unhook. (Trumphs all Luck offerings and perks) -
I didn't mind the Botany downside a lot, tbh.
So, even if it'll get reverted, I won't mind as much.
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Idk about yall, but I'm trying to use up some of my indoor map offerings with SM Myers and stealth Wraith.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942554#Comment_3942554
I didn't even think about Remember Me 😫 does Haywire only revert back down to 50% progress or all the way back to zero? Sole Survivor meta incoming lol
Only down to 50%, thankfully.
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@RJoyYourJoy19 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942479#Comment_3942479
You don't get an escape for free since the majority of the killers slug for a 4k which now has absolutely mo counterplay cause of the update to the AFK crows
With the implementation from the PTB, you have 2 minutes before getting crows if you aren't standing still, during which you only need to touch a gen, a totem or anything really to reset the timer.
You can walk around the map for 2 minutes, go on a far gen for a few seconds, and then walk around again, getting to the shack/main when the other person dies. And then escape as soon as hatch appears.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942604#Comment_3942604
Thanks for the nice words my friend.
Why do you think the stealth addon doesn‘t fit to keys?
My understanding of keys was you charge it and get an effect. I don‘t think it’s needs to be limited to auras only.
I'd do much more to the keys as a whole
What else would you do? I would probably only do number buffs to the other addons, but I thought behavior doesn‘t need my feedback for that and could come to that conclusion themself.
Well, I always thought of keys being a tool to unlock and reveal auras. That's mainly it.
As to what I'd do, well… (* = a new add-on)
General Key Changes:
• All keys are now able to open a chest instantly. This consumes all of the Key's charges and makes it vanish from the player's inventory.
• Now, when using Mind Channel, auras of all Chests in a 32 m radius are revealedItem Changes:
Fragile Key (former Broken Key):
• Decreased the amount of charges to 10.
• Now, it's able to open the Hatch, but it takes double the time. It can also open a chest, but it takes 3,5 seconds.Dull Key:
• Increased the amount of charges to 15.Add-on Changes:
Eroded Token (Uncommon):
• Now also decreases the Key's consumption rate by 20%Milky Glass (Uncommon):
• Unlocks the ability to use the Key on the Exit Gates, progressing it by 25% immediately.
• Using the Key on an Exit Gate consumes 15 Charges.
• Decreased the rarity from Very Rare to Uncommon.*Blank Key (Rare):
• Unlocking a Chest or the Hatch consumes this add-on instead of the Key.*Lucky Charm (Rare):
• Considerably increases the rarity of items in a chest unlocked by a Key.*Lockpick (Very Rare):
• Unlocking a Chest or the Hatch drains 30% of the Key's charges instead of completely consuming the Key.Weaved Ring (Very Rare):
• This add-on now activates when the Hatch spawns, making a faint shimmering sound which gets louder based on how close the player is to the Hatch.Unique Wedding Ring (Very Rare):
• Now, you can transfer the Obsession state from yourself to any other survivor with a short interaction.
• This interaction will consume 5 Charges.Blood Amber (Iridescent):
• Increased the rarity of this add-on to Ultra Rare/Iridescent. -
Nice suggestions.
The stealth add-on might be a bit too much though, and doesn't really feel like it belongs to the key.
Personally, I'd do much more to the keys as a whole and add-on wise.
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@Nazzzak said:
As a solo player, I'm just gonna "open the gates and leave" when this perk is in play lol can't coordinate around it, and it'll probably be used with Blood Warden. I'll leave the endgame shenanigans to swf
Imo, Blood Warden and Haywire is not the pairing people should fear, but rather Remember Me and Haywire.
If you have a killer that can travel from gate to gate fast with this combo, the endgame will be lengthy at best and a slow stomp at worst.
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Trapper, because, well, we all know what problems he has.
I don't really have killers I stopped playing, but rather those I won't play at all. Among these is Trickster, Unknown and Blight.
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As a fan of the franchise, I say no.
It's a similar problem as with Vader (another idea floating around), because while there are scary parts, there aren't enough to make the franchise horror. Also the characters would get heavily nerfed from a lore standpoint, and would end up disappointing.
And the last issue: I don't want MHA community to merge with the one of DbD. The last thing I want to see is shipping wars in this game.
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Okay, so, I use 3-gens to my advantage a lot. I mean, why not, if the opportunity is there.
I get a gen blocked by the mechanic every 40-ish games. Maybe even less.
The main 2 perks that are the problem here are Eruption and Surge. Those two block the gens rather quickly.
But,
with Eruption, the issue is worse, as you only have 4 uses. You can use Surge 8 times on a single gen, no problem. (That's about 80% of a gen if I'm not wrong. Pretty good value imo.) But Eruption? 4 kicks to trigger it, and 4 uses. (That's 40%+ 20% from kicks so 60%.)
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942474#Comment_3942474
And that exactly is not true. There are several perks to counter quite a few killers, let me give you examples:
Twins - unbreakable, exponentional, circle of healing, we gonna live forever, power struggle
Wraith - any sort of healing perks
Legion, Deathslinger, Houndmaster, Ghoul - Made for this
Knight - any exhasution perks, to prevent damaging by bots
Spirit - irown will, lucky break, bite the bullet, quick and quite
Legion - head on, shadowstep
Nurse, Blight - dead hard, dramaturgy
Hag - urban, dramaturgy
Doctor, Clown - calm spirit, hardened
Named many of them.
Ok, fine. You got me there. Some of these are genuine counter-picks. (Not all of them by any means but too many to just say you're wrong.)
Still, Maps making Trapper, Hag, Demo, Skull Merchant and Singularity much worse just by existing is not good. They are weak, yes, but being weak doesn't automatically erase the balance issue.
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Yeah, that will become an issue soon.
Also, the less talked about thing, why did they make everything that's not a Luck or BP offering secret?
Now you can use a Hatch offering and escape for free.
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The devs change their minds all the time.
They once said that no clowns would be added.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942472#Comment_3942472
You're absolute wrong, there are multiple killers that are counter by specific perks and as you don't know who the killer is, you can't abuse anything to get advantage. Maps don't need nerfs.
Ok, give me examples. Most of these "counter-pick" things were removed, aside from MfT making Legion's and Deathslinger's lives a lot worse.
And, maps don't need nerfs (as in plural), they only need this one, singular nerf so killers that are already weak/hard to play aren't countered with a single item. Once that's done, we can buff them all we want.
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@Elan said:
Not sure, whether removing traps from map tracking is fair. Other than that agree.
Maps needs some love anyway, and all setup killers getting screwed over by a singular item is not healthy.
This was the reason why Lightburn was removed, why Adrenaline no longer works against Freddy, or why Luck doesn't help against Trapper's traps anymore. Perks/maps that counter certain killers are not healthy or particularly good, so why keep them?
For the record, maps should still track hooks and totems, as they did before.
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I've seen the video some time ago, and was surprised about how much I agreed with the creator. (Except the part with how many traps can Trapper carry, I still think it should be 4)
I'd be happy with the buffs he suggested. But, I'd maybe do some more changes to his add-ons, mainly reworking Padded Jaws and Oily Coil.
Agree with your version on the locker recall. It seems like it wouldn't be a problem at all.
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@VibranToucan said:
But that is the point of chaos shuffle? You get random perks and need to adept to what you get.
You can't really adapt to a big old "screw you!" with random perks on top of that, can you?
Aside being a rat (which is a playstyle we all know is hated) and hiding.
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@YuffieGreatestWaifu said:
I feel the perk needs a lot of help and cordination and chaos says nope. My personal suggestion is allowing players to remove 3 perks (Survivors and Killers) from the perk lottery so they wont get that perk.
We really just need one for each side.
No Mither on survivor and something like Dark Arrogance on killer.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942116#Comment_3942116
Then they should rebalance survivor haste perks:
FE:
- made for this: 3→1%
- Hope: 7→4%
- Boon:Dark theory: 3→1%
- boost from exhaustion perks: 150→125%
etc.
This works with BOTH sides, you know.
Killers being all 5% faster with NO prerequisite is about as broken as the old MfT.
Also, Haste stacking can be problematic on either side, so not sure why only survivor perks are targeted here, and all of these have a condition to trigger (get to the endgame, be in Deep Wound, be not Exhausted and do something as well, and be in the boon), as do all Haste perks.
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There is a good reason why add-ons that give killers a speed boost at all times have some of the biggest downsides attached to them (Watterlogged Shoe on Hag, Matchbox and Spasmodic Breath on Nurse, MDR on Spirit…).
And a good reason why MfT broke the game.
And a good reason why the devs wanted to stop Haste stacking.
It's because even the smallest change in movement speed has a massive impact on the strength of most loops and chases, and in result, game balance.
TLDR: Movement speeds are fine as they are, DO NOT TOUCH.
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Eeh, no thanks.
I don't want the killers to talk 24/7, it takes away from the already fragile horror element of the game.
And survivors talking a lot can be annoying too.
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My biggest gripe is how the new Rift makes the FOMO worse with Daily Rituals being pretty necessary to get to the end of the rift.
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Yes.
But:
• Chests should just get increased odds of getting good items. No one will go through as chest for a crap toolbox or a green key.
• All offerings except the BP ones should be blocked (basically going by the 9.0.0 logic of Secret offerings being all unavailable)
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941411#Comment_3941411
Yes, I’ve been thinking about it a lot lately. I know it’s a spicy idea, but I just think they should make her the new nuisance and over buff her accidentally on purpose for a while. Shake things up. She’s free to play so there’s nobody that could say she’d be pay to win. I mean anti tunnel and anti slug phase 2 so buff her. I think it would be hilarious to see nerf hag threads in the future because she took nurses spot.
It'd be a very funny time to play DbD for sure.
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941299#Comment_3941299
That’s hilarious to imagine, I love the silly plot. I absolutely mean make Hag the new thorn in survivors side though by buffing her to unlimited cosmic power. Someone’s going to have to teach those 4 mans a lesson, if not nurse, then Hag. For balance 😇For plot 😇 FOR BLOOOOOOD…the entity it hungers.
Hmmm, Hag rising to glory and godhood?
Interesting...
Laughs in Hag player
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@Elan said:
Tombstones are fun and we all know them, it is very "movie" like and makes myers identity.
So.. what if:
Once Myers reaches lv 3 he has basekit tomstones?
Making the least liked part of his kit basekit = a bad idea.
The only salvageble way of integrating this is via making it so only survivors that are fully stalked (red) can be tombstoned, AND making it so stalk naturally regenerates.
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@Reinami said:
I'm going to ask the same question i always ask in these threads.
Do you believe the game should be balanced around players who are average skilled, or the highest skilled players? Based on your answer, the following must be true:
- If you believe the game should be balanced around the highest skill players, then sure, i agree, lets rework and/or nerf the nurse because in the highest level player's hands, she is way out of line. However, if you do that, you MUST by definition also contend with the fact that nurse blight, and maybe spirit and ghoul (their nerfs hurt a bit) are actually viable at that level, and the vast vast majority of killers simply can't compete at that level. So survivors as a whole need massive massive nerfs, or killers need massive massive buffs.
- If you believe the game should be balanced around the average skill players, then you must contend with the fact that nurse is often one of the lowest, if not THE lowest kill rate killers in the game everytime BHVR releases stats. And therefore by definition, probably needs to be massively buffed and/or made significantly easier to play.
So which poison will you take?
That's the problem.
You can't balance around either.
Balance around top tier, casuals get mad and the game becomes a "sweat till you get good or quit".
Balance around casuals, comp players get pissed and quit, and the issue of people having broken stuff still stands.
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While I'd love to see it, the visual styles seem to be too clashing.
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Nah.
The devs are dancing around the line between horror and regular IPs, and I don't want them crossing that line THAT much.
THIS IS NOT FORTNITE.
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If the Artist add-on nerfs go through, she is getting added to the list.
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3940660#Comment_3940660
Yeah, and when you play survivor, nothing but Springtrap games for the first couple of weeks. Probably a good time to just take a break from the game altogether.
Or bring a Shiny Coin every game so everyone gets pissed.
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@bnork said:
hello! I'm bnork! and id like to present a comprehensive update for the ghoul, addressing his pain points and highlighting his best features from someone who's put a lot of time pushing the characters skill ceiling, and also invested alot of time versing the killer as well! since the PTB ive experimented with using the speed and momentum of the leaps to cut-off survivors from resources, and using the non-lethal grapple to interrupt survivors prompts. Ive made a small name for myself on twitter and twitch, posting very flashy clips playing kaneki around tiles and after reviewing these changes with several ghoul players, and survivor players, i believe ive hit the nail on the head with exactly what survivor players dislike, and what killer players would like alot more. with these few changes i strongly believe we could make the best version of kaneki we've yet to see!
lets start with addressing the frustrations from the survivor perspective, beginning with the Enraged vault. the speed of the vault itself, combined with the hindered from the grapple, turns the action into what can be compared too "scampering" from Chucky, it can often feel like a lose-lose, and while there are advanced tips to avoid it, it can be a bit unintuitive. next is the ease and inevitability of the grab attack, feeling as though there is very little counter-play given the nature of the hit-scan attack, that can also be triggered at far ranges. next up is add-ons, namely Yamori's mask and Centipede feeling rather oppressive and uninteractive. and finally the inconsistent nature of the pallet break power drain, leading to the killer breaking the pallet, and quickly regaining all lost distance.
and as for the ghoul himself, the power can feel very finicky, and often times unresponsive, needing to back up far distances to grapple onto the environment, grab attacking a survivor you didn't intend to. and being unable to latch onto pieces of the environment that seem like you should be able too. additionally, feeling unrewarded, and therefore encouraged to not interact with the skill-full elements of the power, leading to taking the "path of least resistance" which often times leads to survivors players disliking the interactions, and brewing frustrations on BOTH sides.
all of these changes are intended to limit frustration, from both sides, reward correct plays, and enrich the experience of playing as, and against, the ghoul. lets begin with the survivor frustrations, as i believe they've made it quite clear they aren't having as much fun as they'd like.
- the Ghoul can no longer perform a vault action with the first leap
the reasoning for this change is to completely remove the "scamper" aspect of the Kagune leap, while maintaining its existence and effectiveness in chase, this change allows survivors more freedom to use resources they've made, and enables ghoul players to still utilize the the vault for unique plays around dropped pallets during the second and third leap. this change will hurt his chase lethality, but i feel its necessary to both inject intentional skill expression into the ghoul player, and alleviate the inevitability getting downed when dropping pallets infront of kaneki at all times.
- fixed "kidnap tech"
as simple as it sounds, the kidnap is a technique the ghoul can perform while in chase, in-between dashes, against a non-marked survivor standing a distance away from a pallet, kaneki can prevent a survivor from moving, during which he is completing an entire vault action. offering the survivor very little to no counter play this change feels more akin to a bug fix, as the interaction doesn't seem intentional. but its worth noting nonetheless.
- Completely reworked Yamori's mask
- Completely Reworked Red-headed Centipede
as said above, the current version of these add-ons encourage rather uninteresting play-styles, kaneki is an incredibly mobile killer, and as such, having near unlimited pinpoint accurate information, for every hook, is an absurdly strong add-on that simply cannot exist as it does now, likewise Centipede enables kaneki to completely deny multiple windows at once, leaving survivors with very few options, with very little input from the ghoul player himself, neither add-on has values that can be directly nerfed without making them very weak, so reworks are in order.
- Reduced the range a Grab attack can be triggered by 8 meters(was 14)
the grab attack is a hit scan, long range attack that offers very little in terms of counter play, having the ability to snipe at such a range, leaves survivors with very few options against this attack, and while the attack was designed to not be dodge-able, requiring the ghoul players to position more deliberately to gain the benefits from grab attacking, would be a good way to increase the skill required to use it.
- Reworked the token drain system to be a power disable rather then a forced cool down.
so, to explain in clearer terms, the token drain system in its current form is very well intentioned, but leaves a bit to be desired in implementation, the current version features a unique drain, if not enraged, you lose one power token, and if you are enraged, you lose two power tokens, making the penalty for a breaking a pallet 4 seconds regardless of your current mode, this however does not drain tokens when actively recharging, which solves a previous issue of granting the ghoul a power charge token, causing his recharge to ironically be faster, but has a side effect of bringing back dashing after the survivor as soon as a pallet was broken, giving the survivors very little opportunity to make distance. my proposed change is to re-utilize tricksters power disable feature after using main event, this would allow counter-play timings to be consistent, and simplify the system entirely. this also has a noticeable benefit of decreasing the oppressiveness of chase perks, such as brutal strength on kaneki. and can also be used as a consistent balancing nob in the future!
alright! so with all these changes combined, we'd have alleviated a lot of survivor frustration against the character. we've removed the "scamper" from his kit, made pallet breaks consistently give breathing room for survivors, made grab attacks require more finesse to achieve, and reworked two problematic add-ons! this will however, leave kaneki in a state where he's weaker then he should be, so its time to compensate him, while also enabling the play style ghoul players want to be rewarded for!
- Revert Kagune Leap range to 16 meters(was 14)
early into kaneki's entrance into the fog, his kagune leap range was nerfed, this however, made the killer feel clunky, unresponsive, and coincidentally, did nearly nothing to his map control. this change would both add some much needed smoothness to his kit, while also allowing kaneki to once again have the ability to precisely grapple to ideal locations to outplay survivors in chase!
- Increase the speed of the third Kagune leap by 30%(satchel base-kit)
so, for those that don't know, kaneki's third leap does NOT feature a slide, limiting its mobility, which is honestly quite nice! it puts a reasonable restriction on mobility, and makes it feel very accurate, going exactly where you aimed, but this does however, leave the third leap feeling rather clunky, and having little utility, so increasing the speed of the third leap, allows for very precise placements, enabling cut-offs in chase, and relieving some add-on reliance. current kaneki, relies alot on Fresh coffee against better survivors, so this change allows for more freedom in builds, and gives the third leap some nice utility!
- Reduce the minimum leap range distance by 2 meters(was 5, now 3)
another quality of life change, the minimum leap distance refers to how far you need to be from an obstacle to latch onto it,. 5 meters simply feels rather clunky, making the ghoul player have to walk quite far backwards to begin leaping, this change wouldn't effect counter-play, and would only enable the ghoul player have more expression in chase while feeling smoother to play!
- Reduced Kagune swipe fatigue time to 2 seconds (was 2.5)
okay, so this buff might seem a bit odd, a kagune swipe(in reference to the score event) is in reference to grappling directly onto a marked survivor, dragging yourself towards them, this doesn't harm the survivor in any notable way, but does have one utility in chase, it interrupts a survivor, denying them the ability to vault pallets or windows! this can be used in chase as a "skill-shot" to deny a vault action, granting the ghoul a down for a well placed use of Kagune leaps momentum, it is also worth noting, a Kagune swipe has a noticeably slower movement speed as well as a longer fatigue time, this change could grant some new technique to chases, granting higher depth, whilst maintaining its higher movement speed penalty, giving the survivor enough time to react.
i hope these changes reach the devs, and possibly some consultants, i honestly believe kaneki is one of the best killer designs in recent memory, held back by a few baseline changes that have been addressed above, i deeply appreciate anyone that took time to read! thank you! :D
I agree with how this guy would change him.