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Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

There are a lot of extreme takes on the Tokyo Ghoul chapter(good and bad). Time for nuanced changes!

I have noticed that people frustrated with this killer being overtuned have started to get extreme with their feedback rather than looking at how he could be changed objectively. There are tons of people in the community with good changes and suggestions too and I want to highlight some. I hope this is allowed, please forgive me if it isn't.

The kind of feedback I agree with to tune down the killer to lower how oppressive it can feel while not destroying them balance-wise. Any feedback I originally gave can be ignored because I feed the killer is outright overtuned now:
- I believe the changes to The Ghoul's vault speed while in enraged mode from PTB need reverted as this wasn't something people asked for that has made him a menace to play against as survivor and way too easy as killer.
- The Ghoul should not have hidden hindered effects in the kit when vaulting pallets or windows on the survivor they attached to to do so.
- The time the killer can wait between kagune leaps needs reduced massively so the ghoul has to either leap again and risk increasing their distance to survivors or cancel and proceed to chase normally. This will reward when the survivor outplays the killer. This also won't punish good use of the power.
- The hitscan attachment to survivors for injures, while not changeable to be a projectile as it has been stated to be a permanent feature, can have its own separate range compared to environment traversal distance. I suggest making the distance it can travel for hits half of its current configuration. This will reward skilled play and allow growth for Ghoul players to get better at positioning themselves while not outright nerfing the killer in all situations.

Good changes for the Ghoul for quality of life but not necessarily balance related:
- The hit detection to leap onto survivors' radius needs lowered if possible. This makes hits more fair for survivor, yes, but it allows the ghoul to attach to the environment instead of being forced to leap to survivors in hallways.
- There needs to be a sound effect/louder volume for a sound effect if it exists for cancelling the power so the survivor knows when the killer puts themselves into cooldown
- If possible, the Ghoul should not inflict deep wound on attack and instead just apply the timer of kagune marks that exists after a deep wound is cleansed. This allows enraged mode to not be permanent, survivors not to get slowed down on gens, and allow survivors to comeback through healing. This seems like a nerf but I would argue it is more quality of life on the survivor side as deep wound causes more issue for one side than benefits the killer side.
- The survivors shouldn't be stunned in place once the hit is counted for The Ghoul. The Ghoul's power allows them to catch up easily so it wouldn't punish them to let the survivor move. It would, however, allow the survivor to not have a bad feeling from being locked out of their controls.

These suggestions I would consider bad and outright dangerous for player retention, player fun, skill expression, etc. but I have seen them around:
- Reducing the Ghoul's distance they can travel with each leap (this is very unique to them and makes them more fun to use than other killers for some players so nerfing it would destroy the feeling of the killer)
- Increasing the power's cooldowns outright
- Remove the auto-aim (the reasons the developers have stated they don't want to change it is enough, in my opinion, not to do so)

I know this is both feedback and feedback for feedback but I hope there is enough information here to be informative while also digestible enough to go to specific sections easily.

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