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Ghoul is very close to being completely fine.

Snitz
Snitz Member Posts: 114
edited March 28 in Feedback and Suggestions

It's a common misconception that Ghoul is a braindead killer with no counterplay, and for good reason, his most mainstream playstyle IS pretty braindead, and the counterplay is unintuitive, (Oh wow I just vault through him? Makes perfect sense), sometimes the tells are completely unexistent because of animation bugs, and things get even worse when ghoul players bring the bamboozle add-on for guaranteed hits whenever a survivor has the misfortune to play a window tile.

Yet, Ghoul gameplay can also look like this:

1000014439.gif

*Gameplay by fictionisntreal, check him out.

The Ghoul has to effectively predict the survivor's pathing, and the survivor can counter with double backs/bodyblocks, to which the ghoul can adapt and vice versa. Engaging and allows skill expression on both sides.

The Ghoul is still hated on by a lot of vocal members of the community, even though the changes he has recieved since his release have addressed a lot of the grievances everyone initially expressed, his bite attack requires aiming, so it's no longer completely free, the bullshit bugs have been fixed, and his vault has been greatly nerfed.

The vaulting Ghoul playstyle is currently only effective in two scenarios.

A. The survivor player just doesn't know the counterplay exists.

B. Ghoul blocks a window with centipede.

Both are low skill on the killer side, and feel cheap on the survivor side. Centipede should be reworked entirely, and the vault should be nerfed to a wesker vault.

There's no good reason to keep the vault as it is. It's just a knowledge check and it teaches the Ghoul player not to use his power, until an experienced survivor comes along and he has to learn to actually use his power.

On his bite attack, I think it's still way too easy to hit with the 14m range, I would drop it all the way to lunge distance, so the ghoul has to position his first leap carefully to get the hit.

With the main changes aside, here are a few QoL changes that would be great for the Ghoul.

  • Yamori's mask is just too strong of an add-on for an already strong killer and needs a rework, I don't think I must expand.
  • Satchel should be basekit, it's pretty much needed if you want to use your power in loops at all. Fresh Coffee too, to a lesser extent, it should be of lesser rarity at least.
  • As a tentative change, the minimum distance to leap could be reduced, it feels very clunky at shorter loops, it would make him a bit stronger, but, I don't think it would make him unfair at all.
  • The leap range nerf could be reverted, this change just made him more clunky, as he can still cover the same amount of distance, it's just harder to aim the reticle.

At last, adding more skins (Black Reaper) could trigger an infinite money glitch, please, don't do it.

Post edited by Snitz on