Ghoul Player's Thoughts on the Changes

NebulaArcana
NebulaArcana Member Posts: 19
edited April 2025 in Feedback and Suggestions

I've been playing almost nothing but Ghoul since he was released, and I have to say that he is absolutely the most fun killer release in a long time. Regardless of his strength, just the feeling of jumping around the whole map is something few other killers can come close to. I always feel like I'm active and have something to do, and everything about the killer just feels super smooth.

At the same time, I also understand that having mobility as good as his makes for a very strong killer, and obviously killers need to be balanced for both sides. Ghoul especially was not just strong, but way too simple for how strong he was. It is for that reason that I agree with most of the changes. Reducing the Enraged timer and making grab attacks harder means that you have to work a little bit more for the extreme mobility enraged mode offers. The pallet change, while a little unintuitive, is an excellent way to stop his more boring playstyle of just breaking pallets and leaping after the survivor. These are changes that do not significantly make the ghoul weaker, but make his strength harder to access for free.

However, the range changes feel like they primarily just make the Ghoul weaker. I don't disagree with this inherently, because he was already very strong, but they also make him feel much worse. For a killer who has this fantasy of being hyper mobile and is very smooth in how he gets around the map, the way he feels now is just really awkward. So often, I'll jump somewhere, and then have to trudge forward for a second at a snail's pace before being able to jump again.

In my opinion, I think a fairer nerf would have been to keep the tentacle grab range at 16 meters, but nerf the range of the grab attack specifically, because it still feels crazy how far away I can be from a survivor before I hit them. If the devs want to still make Ghoul weaker, reducing the speed of the vault in Enraged Mode also feels like it would be fair, because at the moment it is reminicient of Chucky's old Scamper, and nerfing that doesn't cut into the core fantasy of being a hyper-mobile killer.

Then again, maybe I'm just a salty killer main who doesn't like change. Regardless, I really hope this specific change is re-examined, and in exchange, Ghoul is made weaker in other areas to keep his strength in check. Ghoul being strong doesn't matter to me as much as him feeling smooth and fast.

Post edited by Rizzo on

Comments

  • daikaimon
    daikaimon Member Posts: 73

    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.

  • NebulaArcana
    NebulaArcana Member Posts: 19

    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.

  • daikaimon
    daikaimon Member Posts: 73

    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.

  • TieBreaker
    TieBreaker Member Posts: 1,329

    They've found something unbalanced that they can crutch on. They'll kick and scream till the end to hold onto it. Just like Xeno at launch. Some players thought it was balanced to be able to miss an M2, walk right behind the survivor due to the lack of slowdown after whiffing, and just M1 for free a couple of seconds later.

    I genuinely don't know why BHVR keeps repeating the same mistakes. OG scamper was just dumb. It caused a ton of problems, and yet they gave it to another character, even buffing his vault from the PTB to live. BIzzare.

  • NebulaArcana
    NebulaArcana Member Posts: 19

    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.