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Ghoul: Recommended Changes

XtremeDBD
XtremeDBD Member Posts: 449
edited April 2025 in General Discussions

At the moment, Kaneki is able to injure all survivors very fast, with no time to react and prevent this since hes so fast and his aim assist is so strong. His catch up ability gives him not as much mobility, but lets him get a follow up hit/down too easily. So, here are my changes as follows:

  • Reduced leap speed from 15m/s to 10m/s
  • Reduced Survivor and vault lock on aim assist. This actually hurts the killer more than it helps once you're chasing an injured Survivor and accidentally swing to them directly, causing a massive speed penalty and the full power cooldown (12 seconds normal, 7.5 seconds enraged)
  • Increased time until the basic attack becomes available post leap to 2 seconds
  • Increased movement speed post leap to his base movement speed of 4.6m/s
  • Increased slide duration to 1 second
  • Decreased slide speed to 15m/s
  • NEW/BUGFIX (not sure if this is actually a thing or not already, but i have a polished idea on how it could be) - You can now move as the ghoul is actively pulling himself towards you to initiate a grab attack. Snagging his kagune on a object will stop the grab attack from occurring, but will still inflict the kagune mark countdown. The ghoul's power will go into full enraged cooldown and he will maintain base movement speed, still unable to attack for 2 seconds as previously stated

With these changes, his first hit becomes more preventable through giving more reaction time and Reduced aim assist, but he is still able to maintain his mobility through Increased durations. His catch up is more effective speed wise, but he can't just insta down people anymore due to having his attack back so fast, giving survivors a chance to make a pallet or window

Please critique these changes, i need thoughts. Maybe this can reach BHVR and be added soon so things like the Blood Moon don't become Kaneki filled flesh feasts

Comments

  • RainehDaze
    RainehDaze Member Posts: 2,695

    I mean, you'd remove any hope of ever using the power to secure downs except in an open field, which would give us "Legion, except you trade info and ability to spread pressure really fast (circumstances permitting) for nyoom".

  • XtremeDBD
    XtremeDBD Member Posts: 449

    Not exactly, it essentially forces pallets faster if you want to live longer. You are faster when ending power, but you can't just insta tap anymore, so this would promote bodyblocking interactions, or "skilled and knowledgeable" plays. So not like legion, a stronger legion is what this killer is rn, and idk any people who want it him like that. Also outta curiosity, what does "nyoom" mean?

  • RainehDaze
    RainehDaze Member Posts: 2,695

    I dunno, feels like increasing the basic attack cooldown and increasing sliding duration does the opposite: not only are you stopped from doing anything for longer, if you're not enraged or didn't go the full three leaps, you're now locked into an unchangeable slide… which is trivially easy to read because it doesn't allow for adjustment. So, again, it doesn't work as soon as anyone gets to a loop, only wide open areas. Which Wraith and Legion already do.

    Nyoom = going really fast. I'm pretty sure it started as onomatopoeia because cars.

  • Thusly_Boned
    Thusly_Boned Member Posts: 3,428

    I would leave reduce the leap speed nerf from 5m/s to 2.5m/s (so 12.5)

    I totally agree with reducing the lock-on detection range by at least half, maybe more. It needs to stay, but not in its current absurd state.

    I disagree with the rest to varying degrees.

    I would add reducing the range of the leap (when grappling to a survivor only) by 40-50%. I would leave the leap when grappling to objects (for traversal) largely alone. That's a big part of what make him fun.

    I would limit the infliction of deep wounds to leap attacks only when enraged

    So if we drastically cut down the auto aim and halve the distance at which he can leap to a survivor, I feel like that would greatly reduce the around/through objects hits and hits from obscene distances. I think those two changes are the most important, and would make him feel a lot more fair.

    And the deep wounds on every kagune leap hit is too much. Limiting that to enraged mode hits makes more sense. Or even remove the deep wounds altogether.

    I think he can be nerfed to a place that makes him feel fair without relegating him to B/C tier; I think having another A/S tier killer who isn't Blight/Nurse/Billy/Wesker would be a good thing long term, even if it's hard to see that in this moment where we're all just sick to death of him.

  • XtremeDBD
    XtremeDBD Member Posts: 449

    U can cancel slides, did you not know that? You can end your power the second you land, which is how these follow up hits are happening. Also the last leap never has a slide, Kaneki will just go to the direction of the cursor when you leap

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,677


    Ghoul’s grab attack is a hitscan attack, so there shouldn’t ever be a scenario where the server acknowledges the grab attack, but then cancels it because a wall is in the way. That would mean the server validation messed up, and is coded wrong.

    The most balanced change would be to fix the server validation, so it checks if a survivor is behind an object, and if so, then the grab animation doesn’t start.

  • XtremeDBD
    XtremeDBD Member Posts: 449

    Thats pr good actually, when you say reducing the grapple range to survivors, is this in regards to grab attacks and initial leaps? That could be really healthy for avoiding getting hit quickly, but it still gives the killer fast, non reactable movement. I say, we keep that shorter attack range you mentioned and also reduce the killer's leap speed and slide speed, with their durations increasing so they still get the mobility people crave

  • XtremeDBD
    XtremeDBD Member Posts: 449

    Side note; i hope one day theres no such thing as tiered killers. Though balancing all 39 killers to be the same strength will be next to impossible with all their designs fundamentally being flawed in some ways. Like, imagine if all killers sat at A tier (for the most part, all should be capable of averaging 3 kills). DBD, The Online Symmetrical Horror Game

  • Thusly_Boned
    Thusly_Boned Member Posts: 3,428

    Yeah, I mean the range of any leap that grabs on a surv would be reduced by half. But grappling onto the environment would be left pretty close to that it is currently.

    That way the absurdity of being grabbed or injured from like 30 meters would be largely removed (especially in conjunction with halving the hitbox), but he would still retain the fun and fast "web-slinging" map traversal.

    And to me that makes more "real world" sense (for what that's worth in this game, lol), as pulling on, say, a building, wall, or boulder with enough force to grapple 20+ meters would work, while not so much for a person. You should have to be closer. I mean the physics of that are still fantastical, but it wouldn't be so absurd.

    I just think there's a way to keep him fun and strong without nuking him. The core power is fine, the numbers just need tweaking.

  • Thusly_Boned
    Thusly_Boned Member Posts: 3,428

    I mean sure, but what confidence do we have that they can or would fix server validation? I've been getting hit when at least mostly behind a wall by Wesker grabs and Huntress hatchets for years now.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,677

    Ghoul's grab attack is a hitscan attack, which means it instantly hits, which is completely different from a Huntress hatchet, which is a projectile attack.

    It doesn't make sense to punish the killer on a hitscan attack. If BHVR can't figure out how to server validation the grab correctly, then they should aim dressing the attack better, even if it means yanking the survivor back a bit. BHVR is 100% fine with forcibly yanking the killer's camera during aim dressing, so they should be fine with forcibly yanking a survivor during aim dressing.