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Ghoul Overtuned

I'm sure the Ghoul is super fun to play, and not just because they can consistently secure 4Ks. I hope he can be brought in line with other top killers without losing what makes him enjoyable.

My understanding is that his power is hitscan, so if you click with the icon, you get the hit, regardless of how far the survivor can run by the time the Ghoul animation plays. It feels bad. I would love if it felt like Deathslinger where a survivor can dodge and get behind cover. Right now I don't see much possible counterplay to avoid getting hit if the Ghoul is close enough (within like 32m) and knows how to use their power. Once injured you can run loops normally but the Ghoul has good ways to use their power to bodyblock and fast vault so they are by no means an M1 killer with no antiloop.

The mobility is insane. With VERY generous autoaim AND frankly, an unacceptable range, it's not uncommon to see an injury within 10-15 seconds of a match. Maybe start the game with his power on cooldown, like Sadako can't teleport to TVs as soon as the match begins.

The more I see the Ghoul played, the stronger I feel his entire kit is. Done correctly they can vault after survivors about as fast as Wesker (idk the numbers, but it's very strong). They have time to kick gens and then catch up to chase, better than most other killers. And as it stands, I don't see why any Ghoul wouldn't proxy camp or tunnel because it's so easy. DH can't be used while in deep wound and DS is about as effective against the Ghoul as against Nurse, Blight, or Spirit.

  1. Reduce the autoaim. Good players mention that they hit survivors even when they would rather use their power for mobility to get the bodyblock. It's too generous. It doesn't have to be a skillshot but I've seen some questionable clips on Twitch and YT.
  2. Reduce the range. Maybe increase the CD or even only give them 2 stacks basekit. Right now they are like Wesker on steroids.
  3. Lengthen recovery time after using their power. It's good that it can't down, but unlike Legion (for example) you can use the power again to catch up and bodyblock very quickly. Just tone it down a bit.

If they fix the animation and increase the opportunities for counterplay a bit, the Ghoul will feel much more fair.

Comments

  • jamally093
    jamally093 Member Posts: 1,982

    I mean it's a new killer so no one is gonna know right away oh you just do this even if you watch videos. I learned facing ghoul to have a bit of unpredictability and not stick to loops instead using multiple loops and walls to prevent those hits. But the only nerf I would see as good is just hit boxes on his power since that can be a little wonky.

  • LordHeXaGoN
    LordHeXaGoN Member Posts: 273

    These are my suggetions to make him fair:

    • My suggestion is that his slide must be lowed, his ghoul attack wont injure you if its not perfect, distance how far grab attack could be done is lowed/
    • Then, allowing surviviors to walk when they are grabbed to break the leap like as cenobite's chains its good idea, and on Top of it make his cooldown longer when he stunned by the pallet after 1st leap!
    • Map wide sound when Ghoul gets engraged.
    • He cant use his power on you during one minute, so he wont be able to tag Kagune Mark and get rid of your endurance after unhook. (With slide cancel change, this make him harder to tunnel someone. Though DS,DH,UNBRKBL still exist)

    I have no issue that he could fast vault pallets, just if you running while he is engraged,

    if youre far from pallet one mistake and you are cooked. He give time after vault, but you need to think fast and if you run same tile he need to take 50/50 fake or it isnt, which is fun for me as a survivior.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 2,794

    If survivors are aware and don't go down in 6 seconds there are better killers you could take. But Kaneki is an excellent mistake punisher, I'd argue he demands too much from survivors. I think for a round 1 nerf, a hit to power CD and power recovery would go a long way, and then take it from there.

    His overall design isn't something I hate. A killer that forces me to loop instead of mindlessly making call outs and pre running is cool. But not everybody else is in a team

  • tech
    tech Member Posts: 144

    There is a sound cue when he gets enraged is there not?

    It's the sounds of the tenticals coming out, or atleast that's my understanding

  • LordHeXaGoN
    LordHeXaGoN Member Posts: 273
    edited April 7

    Map wide that everyone can hear it. Like with billy's overdrive.

    (O no there is so many killer mains downvoted my comment for trying to suggest how 2 fix ghoul's problems, no way.)

  • lachenstars
    lachenstars Member Posts: 68

    Regardless of how you think the Ghoul does in good looping tiles, I really feel like they are simply just in chase a higher percentage of time during any given match than almost any killer. Up there with Nurse and Blight IMO (and they are both some of the hardest killers to learn to play well). Throw almost any info perk on (or one of several add-ons) and unless survivors play incredibly safely (slow and stealthy) they will never have any meaningful downtime. Map mobility is a strong point of every top tier killer.

    Ok, so the killer power is designed for very easy first hits with deep wound. Legion does the same and is one of the weakest killers. But the Ghoul can use their power in chase to bodyblock more effectively than Legion, because the cooldown on the power is shorter (Legion Fatigue is 2.5 seconds. The Ghoul's Leap Vault cooldown is 1.25 seconds, and the Leap cooldown when canceled or when they run out of tokens is 2 seconds.) Often I find that by the time I can reach the first guy to get the unhook - assuming the Ghoul isn't just proxy camping - they are 100% in the next chase and have gotten that very easy first hit.

    It seems to me that leaving your generator well in advance and hiding is the only way to not get hit basically for free. If you aren't behind a wall, you're going to get tagged. And the Ghoul can still swing around the wall faster than you can usually run around to put the wall between you, especially on outdoor maps.

  • brewingtea
    brewingtea Member Posts: 707

    many of the 4K's are just because players give up

    …which, I'm sure, happens because they've escaped against Ghoul so many times that they want to be nice to him.

  • Zakon05
    Zakon05 Member Posts: 432
    edited April 9

    I've had problems making it to two pallets that were almost side by side before, if the Ghoul zones me properly before kicking the first pallet.

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    The biggest complainers haven't even bothered to try and find counterplay. Many have, and many have succeeded. If the Ghoul attaches to you to get over a god pallet, you can still get back around to it before he catches you. I've seen people do it. Maybe because they did the point tech while getting grabbed. And you know how he's supposed to hit you if you try to vault through him after he vaults a pallet? Endurance trumps it, because you take the hit and then slide through him anyway. Many, I see, are running Made For This and Resilience, seeing as he injures easy, or perks that give Broken like Deliverance.

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    If he gets a nerf to his quick cooldown, which btw is the only thing separating him from other mobility killers, then all his chases will either become pallet break simulator or like using Wesker's bounds at every single pallet (which only slows him down and doesn't actually advance his position in the chase). I won't be looking forward to that. It'd be shooting fish in a barrel, except the killer's the fish and the barrel's this game's maps, with pallets every 5 feet.

  • Pulsar
    Pulsar Member Posts: 22,952

    Yeah, none of that does anything against a semi-sentient Killer.

    He is extremely easy to play and get maximum value from.

  • iIIGodzillaII
    iIIGodzillaII Member Posts: 1

    This killer is way too OP!!! i mean from the power to the movement, its impossible rn as survivor against it and it shows how braindead the devs are. Is there no cooldown on the dash ability? i looped him and blinded , pallet stunned and barely made it to the next pallet before he was right behind me again grabbing me and jolting at me with that stupid ability. what's the counter supposed to be? insane killer with way too much at his disposal to be fair. Dumb bhvr devs strike again.

  • thedeafmime
    thedeafmime Member Posts: 20

    I like your suggestions. One more thing to add, GET RID OF THE MECHANIC OF SURVIVOR STOPPING. It's plain choppy and has no purpose. Doesnt matter about distance, there's an extra sling shot for the ghoul after their free hit.