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Opinions on the current version of the ghoul?

Stibfa
Stibfa Member Posts: 136
edited May 2025 in Feedback and Suggestions

I want to know what people are thinking about the current version of ghoul, to play and play against. and maybe share changes they think are healthy.

Im currently maining ghoul and going for body blocks mid loop, which is hard to do but very cool to pull off.

Example of a body block mid loop

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Some changes i would like for him are:

Decrease minimum leap distance to 3 meters (down from 5) this basically makes the power feel very clunky while trying to use it mid loop and in indoor maps i think 3 meters is a healthy value.

Revert enrage vault to ptb values and remove/fix kidnap tech. Body blocking is what gives this killer a high skill ceilling and i think that ghoul would still be fine if his enrage vault was only good for safe pallets / godpallets, similair to wesker. I think the current version of the vault is still kinda too strong compared to how easy it is to pull off.

Im curious what you guys think and would love to hear your feedback to my changes/ give your own changes.

Post edited by Stibfa on
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Comments

  • Stibfa
    Stibfa Member Posts: 136

    I feel like if enrage vault gets tuned down he will be a lot more fun to play against, ghouls main counterplay is forcing him to break the pallet, and use that time to run to another loop. The ghoul can try to body Block the pallet(or window) instead. If this doesnt work you can either stay in the loop or run to something else. The way enrage vault currently works is basically forcing a 50/50 on the survivor which i dont think an high mobility free injure killer needs. And instead should be a mix of m1 gameplay, vaulting over safe pallets/godpallets, bodyblocking.

  • xGodSendDeath
    xGodSendDeath Member Posts: 716

    Ghoul's not for me after his recent changes. The additional cooldowns for breaking a pallet make him a no go for me. My overall strategy is on forcing pallet breaks as fast as possible because I have a harder time playing around a lot of loops due to playing on joystick/controller. If I can't really catch up before getting to the next loop anyways I'll just stick to Clown or something

  • Elan
    Elan Member Posts: 1,447

    Not another nerfs pls. If anything done to ghoul he deserves buffs at least.

    1. revert pallet break cooldown
    2. revert hindred from vault
    3. revert leap distance to 16m
    4. revert iri mask to revel mapwide, apart from lockers
    5. give him ability to down survivors with power if survivor is injured and no longer in deep wound
  • DigitalisObscura
    DigitalisObscura Member Posts: 96

    My main issue with him is that he has an auto-aim hit scan ranged attack that takes a health state and a half. The enraged vault and the timings and speed around his power are also too strong for how little is required to pull them off. I like comparing him to Wesker. They are both 4.6m/s killers who have high mobility powers and where their timings are different highlights why Ghoul isn'-t very fun to play against for me while Wesker generally is. All of these timings are sourced from their respective wiki pages.

    Wesker takes 1.5s to charge his power, whereas Ghoul only takes 0.35s. I think this is fine considering Ghoul can't immediately injure you with it, though less than a third of the time is pretty extreme. Wesker and Ghoul both move at 3.68m/s while holding it up and travel at 14m/s after activation, though Wesker slows down to 2.76m/s in between his first and second bound whereas it doesn't seem Ghoul slows down at all. Wesker takes 1.5s after cancelling his power, whereas Ghoul is only 1s. The slower charge time already means he will take less time to cancel so it kind of double dips here. Wesker takes 1.5s to vault something, which I believe Ghoul does as well except while enraged which lowers it to like 0.9s if I applied the modifier correctly. After vaulting, Wesker enters a 1.5s cooldown. Ghoul's is only 1.25s for some reason. Overall, enraged Ghoul spends a little over 2 seconds to get over a pallet before he can swing where Wesker takes 3. So that's almost a whole 4 meters of distance which will equal a hit at most pallets, for an ability that is easier to aim and pull off which seems backwards to me.

    Ghoul's cooldowns are also shorter outside of pallets. When they cancel their power after the first use or are out of tokens, Wesker has a 3 second cooldown while Ghoul's is only 2. The only piece they have in common here is after they get a hit they both have a 3 second cooldown, but that also seems pretty unfair to me considering the effort that goes into actually landing that hit. Additionally, Wesker's cooldown is increased to 5 seconds when he has to throw the survivor whereas Ghoul has no similar conditional downside. It doesn't really seem like bodyblocking midloop is particularly difficult, because every single Ghoul I have played against has been able to do it pretty consistently, and then when they do there really there's far less time to react than when another killer would do something similar. Like sure I guess it's harder than the grab attack and the enraged vault hits but like… that's a pretty low bar.

    Personally, I don't think there is anything they could do to Ghoul's current power that would make it "acceptable" to me. I think it's an egregious design flaw to have it work the way that it does, which is made worse by the fact he requires a lot less from the killer player to be as effective than similar killers. None of his changes addressed the issues I had with him on PTB or release. I'm sure his kill rate has reduced slightly with the tweaks, but the experience of playing against him hasn't changed at all. All of the most frustrating aspects are still there the same as they were when he was launched.

    I don't really have an opinion of playing as him anymore, since I only did so a few games on the PTB. His power seemed like a design mistake to me then, so I didn't buy him.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 2,796

    I just dislike the vault speed and the first hit bs that can happen, and how quick they can get about the map.

  • Senaxu
    Senaxu Member Posts: 494

    The Ghoul is, in my view, still overtuned… not necessarily because of raw numbers, but because of how much pressure he generates with so little effort. His map mobility, chained aggression, and the ease with which he secures downs make him one of the most punishing killers to play against, especially when piloted competently.

    Yes, he's fun to play → for the killer. But as several people have already pointed out, good killer design shouldn’t peak at 11/10 fun for one side while the other sits somewhere between a 1 and 2. That’s exactly where The Ghoul lands right now. The frustration from the survivor side is palpable, and that’s a clear sign something is off.

    Compare him to Wesker… a killer who is strong, fair, and actually fun to face. Wesker rewards both skill and timing on both ends. Survivors feel like they have agency, and good plays on both sides feel earned. That’s healthy asymmetry. The Ghoul currently fails to deliver that experience.

    He might not need deletion, but the current iteration does require deeper structural tuning… not just cooldown tweaks. Without that, we're stuck in a meta where one side is encouraged to leave, alt-tab, or write forum posts while waiting to get hooked.

  • Stibfa
    Stibfa Member Posts: 136

    If enrage vault gets reverted to ptb numbers you could tweak his power, i wouldnt mind 16m leap distance, the pallet kick cooldown basically gave him real counterplay. hindred from vault could Maybe be reverted if the vault got nerfed. I didnt mind iri mask that mutch i could maybe see a buff, while i dissagree heavy on 5, the way this power can play loops is body blocking them, ghoul shouldnt be able to down

  • Stibfa
    Stibfa Member Posts: 136
    edited May 2025

    I dont really think its fair to just compare numbers to wesker when ghoul and wesker play a lot different, wesker can actually down using his power which is a lot easier to do then doing a body Block mid loop, except for maybe doing hug techs. You said you didnt actually play ghoul except ptb? Try landing a body Block mid loop, its a lot harder then you might think. About his enrage vault? Yeah its too strong, its way to easy to do compared to its strength and should be more like weskers vault.

  • Stibfa
    Stibfa Member Posts: 136

    I think the counterplay to ghoul is very clear once enrage vault gets nerfed, his mobility and free hit are very strong parts of his kit that (should) get balanced around having weaker downing /looping potental. Body blocks dont work on all loops and are hard to consistently pull off otherwise ghoul is m1 in loops(if enrage vault gets nerfed). You can actually loop a ghoul. ( Again if enrage vault gets nerfed). You should reset and force him to use his m2, doing this forces him a 8 second cooldown where you get time to run to a loop. Then force him to kick a pallet which gives you time to run to another loop.

  • Langweilig
    Langweilig Member Posts: 3,143
    edited May 2025

    Very much agree with the 3 meters minimum distance to leap like you saw in my discussion. It would make him so much less frustrating to play on indoor maps and less clunky in general.

    The vault speed could maybe get slightly reduced, but not too much because he gets punished very hard for breaking pallets.

    My frustration when playing against him is how unavoidable his hitscan injury attack is. If they tweaked that he would be more enjoyable to play against. Maybe also reduce the mending time when affected by his mark to make playing against him more enjoyable.

    Post edited by Langweilig on
  • Stibfa
    Stibfa Member Posts: 136

    His strenght should be compensated by having a weaker/ harder anti loop, ghoul does not need enrage vault this strong when he , like you said, already has insane mobility and and a free injure

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 2,796
    edited May 2025

    I can agree with that, I do think the character could easily be kept in tact whilst making them fun to play against. It just needs time and care put into the changes, something I hope BHVR can do down the line.

    Or rather, your opinions and love of the character make me believe there is a way to make you happy while those who play against him happy.

  • Falcao
    Falcao Member Posts: 214

    I think it needs to be nerfed again

  • Langweilig
    Langweilig Member Posts: 3,143
    edited May 2025

    Respect, that‘s a good Clip. It‘s very hard to do especially on a lot of maps with a lot of clutter.

  • Stibfa
    Stibfa Member Posts: 136
    edited May 2025

    Honestly as long as bhvr doesnt touch his cancel time or leap speed im im fine with anything, i wouldnt be against nerfing the m2 on top of the enrage vault a bit more if he gets compensation buffs

  • Stibfa
    Stibfa Member Posts: 136
  • ad19970
    ad19970 Member Posts: 6,759

    Personally, the 2 nerfs I would still like to see is have his vault time in enraged mode increased from 1.5 meters to 1.8 meters, and his Kagune Leap cancel cooldown increased from 2 seconds to 2.5 seconds.

    I am pretty positive with a 2.5 second cooldown you'd still be able to make these bodyblock plays like the ones you showed and get a hit, but survivors would feel slightly less frustrated and have a slightly better chance at still reaching some tile after Kaneki dashes towards you.

  • Langweilig
    Langweilig Member Posts: 3,143

    I don‘t exactly get what you mean with the increase from 1.5 meters to 1.8 meters, but increasing the cancel time would kill this character.

  • Hex_Ignored
    Hex_Ignored Member Posts: 2,223

    Still insufferable.

    Hit scan attacks were a very bad idea, auto aim (the sticky cursor combined with the slightly increased hit detection for survivors) also feels unfair (doubly so if he injures you through a solid object), a free injury is always going to be extremely frustrating to play against and enraged vaults are still practically old scamper.

    In short, a completely unfun experience to play against, but who cares about that when the killer is fun to use, right?

  • ad19970
    ad19970 Member Posts: 6,759
    edited May 2025

    Lmao that was just a complete brainfart on my end. I meant seconds. Also, I don't think increasing the cancel time slightly would kill this killer at all. He'd still be strong.

  • ad19970
    ad19970 Member Posts: 6,759

    Let's please not act like BHVR doesn't care about the survivors fun, they simply released a killer that missed the mark. And honestly I still believe he can be fun for quite a few survivor players with just a couple of more tweaks.

  • Stibfa
    Stibfa Member Posts: 136

    The issue i have with this is that adding another 0.5 seconds to his cancel wouldnt actually solve him leaping behind you in a deadzone, but in a loop this can be terrible.

  • Stibfa
    Stibfa Member Posts: 136

    What a terrible "us vs them" slop comment, yeah im sure bhvr doesnt care as long as hes fun to play, its not like they nerfed him 2 times in 3 weeks or anything.....

  • terumisan
    terumisan Member Posts: 2,213

    he doesn't have the kidnap tech anymore also can we just leave kaneki alone?

  • OrangeBear
    OrangeBear Member Posts: 3,513
  • Stibfa
    Stibfa Member Posts: 136
    edited May 2025

    I litterally did it yesterday bro... and enrage vault is still to easy compared to the reward it gives. Invest in body blocking instead

  • Hex_Ignored
    Hex_Ignored Member Posts: 2,223

    I know. I'm just beyond frustrated with this particular killer and the people defending him.

    I do think the devs will eventually address enraged vaults, which is sorely needed. Maybe they'll even adjust canceling mid leap, but that's unlikely. However one of the most frustrating parts of playing against this killer is his aim assisted hit scan grab and the devs sounded extremely proud when they revealed that, so it's never going to change and that really bothers me.

  • YamamuraVideoRentals
    YamamuraVideoRentals Member Posts: 509

    Ghoul seems okay, but the main thing I really hate about ghoul is their auto aim thing gives them free hits on survivors who are hiding, when vs just about any other killer, they don't see you and would walk by.

  • NarkoTri1er
    NarkoTri1er Member Posts: 1,366

    he is fine atm. Maybe a lilbit hit too hard, but tbh his skill floor is still too low for how much he can do

  • ChaosWam
    ChaosWam Member Posts: 2,087

    This will be controversial to some, but I think he's slightly annoying to face and yet I'm okay with it?

    It's hard to explain and I'm not sure why I feel that way to begin with.

  • drag27
    drag27 Member Posts: 194

    wanted to play him alot but after 3 nerfs in like what? the 1st 2-3 weeks of his release I dont think ill be playing him much if at all

  • DigitalisObscura
    DigitalisObscura Member Posts: 96

    Yeah. I can agree with that. Theoretically, I am fine with an extremely high mobility power that that's great for positioning but not much else. So the main pain points to me are when his power is doing a lot more on top of that, and arguably the strongest parts of his ability are the free initial injure and the free hits after enraged vault modifier and canceling. If they got rid of the initial injure and the enraged vault modifier and playing against him was ONLY around body blocking and avoiding the body blocks like OP showed it that would probably feel a lot more engaging.

    But that's a big if, because I can't see them peeling away that much of his power without immense blowback. And I'd understand, too. It'd be Ash all over again. I think they just made a huge mistake designing and releasing him this way, and it's enough that I've avoided playing much survivor since his release.

  • yukiday
    yukiday Member Posts: 82

    The range seems short, but it doesn't bother me.
    I don't think it's OP even when facing it as a survivor, it's just right.

  • JPLongstreet
    JPLongstreet Member Posts: 7,001
  • Langweilig
    Langweilig Member Posts: 3,143

    I don‘t think it would hurt controller players much when they slightly reduce it further. It‘s still relatively generous at the moment.

  • JPLongstreet
    JPLongstreet Member Posts: 7,001

    Feel free to plug in a controller to confirm that yourself

  • ad19970
    ad19970 Member Posts: 6,759
    edited May 2025

    The enraged vault is actually not that bad anymore. At least against me survivors are often able to make it around the loop again before I can hit them after I vault. But I can see why people would want it nerfed just slightly more. Right now the vault time is 1.5 seconds, 1.7 or 1.8 seconds would probably be the sweet spot.

    I fear there is nothing they can do about the hitscan though. I don't think kaneki would work without it.

    Just hold on a bit longer, once Springtrap is released Kaneki will probably be played much less. I just hope Springtrap is very fun to go against.

  • YamamuraVideoRentals
    YamamuraVideoRentals Member Posts: 509

    I think all bhvr really needs to do is remove the big glaring icon.

  • Hex_Ignored
    Hex_Ignored Member Posts: 2,223
    edited May 2025

    I play on controller and the only killer I found genuinely impossible to use was old trickster with his recoil.

    I am not opposed to making qol updates for controller players, but the solution can't be introducing aim assisted attacks. That just feels cheap to go against.

    Post edited by Hex_Ignored on
  • Falcao
    Falcao Member Posts: 214

    Considering he just jumps and chases, jumps and chases without slowing down at all, I think it's unfair. Imagine a killer with free hits that apply effects and combine that with mobility around the map - that's Kaneki. Give him a slow after casting an ability/canceling a power and we'll get something more fair.

  • Langweilig
    Langweilig Member Posts: 3,143

    How are you supposed to hit something without it? That would really suck.

  • Stibfa
    Stibfa Member Posts: 136

    Giving him a slow after a leap would make him god awfull its a non lethal attack, and would in turn kill his skill ceilling which is body blocking

  • Stibfa
    Stibfa Member Posts: 136

    The issue with enrage vault is that it basically makes a pallet a 50/50 which ghoul does not need on top of his current strenghts.

  • Stibfa
    Stibfa Member Posts: 136

    Considering how hard it actually is to pull a body Block of on top of it not working on some loops removing his m2 would be too big of a nerf. Im not against making the m2 harder to hit, (honestly im on controller and its still really easy) but removing it entirely would not be a healty change imo. Hell nerf the aim assist and the enrage vault! Just make minimum leap distance 3 meters.

  • Stibfa
    Stibfa Member Posts: 136

    The only thing the nerfs did was make his m2 harder(which is still easy to hit) on top of killing a very boring playstyle where you just force a pallet with brutal and leap behind a survivor between loops. Ghoul is still a very strong A tier killer.