http://dbd.game/killswitch
What are the worst maps for the Ghoul?
I've got like 1800hrs, been playing since the Nemesis chapter. I have never seen a killer as awful to play against on release as the Ghoul. He's just miserable, zero fun to play against at all. Most of the time I see survivor mains complain about a new killer, I brush it off, even though I'm a solo surv main. I find a lot of complaints about "OP killers" overblown and not accurate. But this killer is just awful, no redeeming qualities whatsoever. I track my stats, since release, I've got him at a 80.4% kill rate. That is team wide, I spectate all the matches I get sacrificed in just to see the end results. I personally have escaped him 6 out of 26 matches, but 3 of those were on his release date. So you can chalk that up to killers not having figured him out yet or knowing what the strongest perks are for the new killer. They have clearly figured it out now, as most are running the same group of expose perks now.
Since his release I've played 45 total matches. 26 were this killer. Idk how people even manage to not DC or give up every time he shows up. My running escape average as a solo survivor is usually around 45%, give or take. My escape rate against this killer is 23% and dropping.
/Rant. Anyway, I haven't used a map offering in years, and I wanted to know what maps are worst for this killer? Are any of them harder for the Ghoul to play on?
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the only match I've lost as Ghoul was against 2 hackers lol
as for awful map for him, I haven't felt bad in any of the maps, even garden of joy doesnt feel miserable with him...
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If the memorial hospital map isn’t so good for him because of the short and tight turns which limit his mobility. He thrives in big open maps with meaningless clutter he can use to travel with
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Personal opinion of rankings after sending on maps I believe he could be weak, i didn't play extensively on all maps against him tho :
- Léry's : The map structure with all the clogged corridors limits his mobility and ability to defend a 3 gen. There's a lot of small loops interconnected including windows where the ghoul can't really use his anti-loop effectively,you almost always reach something to play due to loops and windows density. Very often he can't close distance that well if you take a lot of sharp turns and can waste a decent amount of time with nothing to loop and you can also do that at the start of the chase with initial distance, it's basically initial holding W with extra steps. And you also have god pallets and strong windows you can play by themselves if you have enough initial distance and / or if you know how to pallet standoff when he's holding power. It's easy to hide anywhere and you can even deny his first hit for a while if you play into that.
- RPD : Also reduces ghoul mobility (arguably even more than Léry's if he wants to reach gen on the left or right side) but weaker than Léry's in a few ways imo. The initial common 3 gen that spawn in the center area is hard to break against this killer. Loops are stronger than Léry's but less dense so a pallet breaking ghoul can get rid of loops around e.g. center area and it becomes dangerous to break the 3 gen here and you have to pre run early. The loops are often long and shaped in a rectangular way so you can't greed them and have to drop them early if you know he's not on CD and he plays well but you still have a good amount of loops where his leaps almost don't come into play. I find it more interesting looping ghoul on RPD than on Léry's because you need a balance of safe / greed and also path in a peculiar way and exploit these corridors to the max whereas on Léry's you can get away with a lot more. It's also harder to deny his first hit since it's more open. You also can't "hold W and take sharp turns" as effectively but since you can often see the ghoul from way further than on Léry's, it balances itself if you pre run early. Imo Léry's and RPD are on a league of their own and the rest of the maps are below.
- Gideon : Strong bottom floor for survivors. Not so much for the top floor. The map being so small(constant heartbeat) with at time so little LOS also means if not in coms, you often have to leave your gen early or gamble and stick to it even if the ghoul didn't even register you were there which work as passive gen regression for the killer. In practice, holding W and taking sharp turns is not that strong since chases usually starts with a way shorter initial distance (and also because corridors are more open and easier to leap imo) since you can't see him and have to stick to a gen but it still works for a while. On the bright side, nerf his mobility, and you can last quite long on the bottom floor but just overall weaker.
- Hawkins : It's hard for him to defend gens on second floors such as the one in the glass room, the one on top of the 2 stairs at the opposite of the glass room (but if not in coms hard to tell if the killer is going for you and prerun if no balanced landing), and the gens randomly spawning on second floor on the fences. You often can last quite long by just holding W and taking sharp turns since the corridors are clogged then when he catches up and on CD, you drop a strong / god pallet and restart the cycle. Problem is you only have so many strong pallets on Hawkings and he can shred through them quickly and create massive deadzones. I also believe in chase it's a "killer skill vibe check"because to close the distance effectively he has to leap well around these clogged corridors and I found a lot of ghouls are actually not that good with his leaps so they get stuck on objects and you can continue to hold W and take sharp turns. Ultimately against bad-mid ghouls it might be stronger than I give credit to if you play into this hold W, sharp turns, drop strong pallets since they get stuck everywhere. Problem is doing that on this map often disturb teammates generators so everyone has to last super long to get it to work.
- Garden of Joy : The map has a lot of strong interconnected tiles, a lot of strong windows. Yes, the map is open and he has great mobility but if the survivors team vibe together, pre run when they need to, play strong tiles, and only play 50/50 and greed when they have no other choice then die in comp corner, genrush… You can often get good results. The good LOS on killer to pre run with the fact that often you reach a strong set of tiles and these tiles being a lot of windows, and the map layout often making it so you don't disturb teammates gens when looping kaneki I believe makes it ones of the better open map against him. It's difficult if you get a 3 gen with gens in the central area, breaking them early is almost impossible and you often have to accept to let it happen then play the long game for the last gen. It is easier to play in term of team coordination than Hawkins and Gideon so I can't tell if it's actually better because soloQ is not the pinnacle of macro but I do get good results on this map.
- Nostromo Wreckage : I never sent on this map but I found it to be an "okayish" map against ghoul mostly due to the massive main building which limits his mobility from one side to the other. He also can't reach you instantly if you're inside that main building. So if you're in the central area, you always have some 50/50 to play, if you're on the side and the killer comes from central area, you have good LOS, and you can often pre run inside main building then central area or somewhere good to die kind of like nurse, and if killer comes from main building while your on the side, he can't be on top of you instantly so you reach a 50/50 then die comp corner. Having a 3 gen is devastating but if you manage to break those early, it kind of plays a bit like nurse where you accept you are going down eventually / quickly so you play 50/50 the best you can then die in the best possible corner while teammates genrush on the other side, someone rotates for the rescue… etc and you may eventually reach end game. Not ideal tho and I find normal lobbies not that good into the "accepting dying fast and outgen rush the killers" even though I feel like lobbies have been gen rushing harder since kaneki.
I don't take into account totem builds ghouls since it's pretty much impossible to counter, I would assume they are stronger in the open but the time it takes to break these totems + pentis is already game losing especially with thrill the hunt.
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He's just miserable, zero fun to play against at all. Most of the time I see survivor mains complain about a new killer, I brush it off, even though I'm a solo surv main. I find a lot of complaints about "OP killers" overblown and not accurate.Personally, depending on the map, I find versing him quite fun, forcing a weird pathing in some maps, or forcing 50/50 with great pathing and playing short sides is pretty interesting.
What I find "always" frustrating tho is the "low skill ceiling and brain power" the killer requires compared to other killers to create such pressure. It really feels like as survivors you have to sweat your @ss off while the killer is maybe chilling with a smoothie playing while watching an otzdarva video on his second screen. Even more true for the p@ssies playing bamboozle / fireup, speed breaking pallet zoning builds, and totem builds. Idk tho, maybe just me.
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The short version is "indoor maps". Ghoul's thing is mobility, but he's super easily caught up on obstacles like doorways, so being in a cramped environment automatically inhibits a lot of his power, and indoor areas are also great for small, sharp turns that cut off Line of Sight. That also goes for "worst place for him to chase you in outdoor maps".
Are you… asking for meta slowdown builds?
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The only indoor map I've lost as the ghoul so far has been Hawkins so that gets my vote for his worst map
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Are you… asking for meta slowdown builds?I'd prefer a slowdown build than a totem build ngl, facing a ruin + blood favor + thrill + penti is the most miserable survivor experience ever, you basically don't get to loop at all. By slowdown I mean the classic pain res, pop and all these direct slowdowns or maybe there's a misunderstanding.
Yes, slowdown is objectively stronger than "break pallet fast", "haha I block windows", but I'd rather get a kaneki matches were I lose but get interesting chases / interactions than a match where the team wins but there's basically 0 chase interaction because he shred through every pallet and block every windows. But I mean probably personal thing since survivors didn't mind pre dropping and holding W but I believe it is the most fun aspect of this new killer rn the looping part. Deleting the looping part and he's not a so fun killer to face imo.
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Probably not a majority tho since it seems a lot of people don't want to face kaneki at all and find nothing fun on the survivor side which I respect
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I haven't played a ton of Ghoul yet, but the worst map I've played on was Borgo/Shattered Square. Just a lot of junk to get caught up on. I still won there, but it was a lot shower going than the other maps I played on.
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The less open space for the killer to slide- the worse it is for them. The asylum would probably suck hardcore. However I did well on the borgo once, so maybe it's a matter of how often they have objects to latch and leap from like blight.
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Any map that limits mobility or has long corridors is bad for Ghoul. Maps with lots of corners are also bad.
From my experience, I felt RPD being rather bad for him because there are some areas where he can't really slide a lot. Open areas that have fields aren't great too since there's way too much space where survivors can juke from ghoul while he is sliding.
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Probably Hawkins
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With the current generous lockon and Kanekis Wallet i don't he has any "bad" levels.
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