I cant understand what BHVR is thinking about Ghoul and its weird
its a feeling I cant shake out of my head over the years I have seen many balance decisions made by you BHVR, but I have not seen a Killer so objectively disliked by the community, so absolutely easy to play, so infuriating annoying to play against and yet… so un-nerfed by BHVR.
As if someone was holding a hand over them. because other Killers like the Krasue that came after Ghoul, she received a sledgehammer to the face shortly after release and I have not seen a single Krasue since.
Springtrap has only seen some addon changes, but has been universally well received.
And Henry has swiftly taken some changes to take back away some of his Power, but hes also popular.
I am usually super charitable to the considerations one has to make to do these kinds of games.
But I really have zero clue as to why Ghoul has seemingly gotten the pass to be obnoxious for free.
Why are things like this?
Comments
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Ghoul being fairly unique makes me wonder if there's a level of spaghetti to his code that makes him hard to adjust without it being a whole commitment.
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Its a bit of a mix of things….one is that the killer is not overly strong data wise, so its identifying the areas that players have most concerns with (talking about playing against the killer), and making adjustments without weakening the killer overall - as he's not in a particular place where he needs a nerf. He's a little bit stronger at higher MMR but not much, very much middle of the pack (or close to it), so it's also about assessing priorities and bandwidth as to what needs to be adjusted and where.
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Genuinely no offense, but it's stuff like this that makes people feel like you guys are dangerously out of touch.
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I have to admit I don't think Ghoul is that much of a problem. If the killer player knows how to play him he can be oppressive but so can most killers when they are played by player who knows how to play them. I never had real problem of looping Ghoul but yes when you ran into the one that knows how to play or is more lucky of the leap placements you are going down but quite often the Ghoul's that I face are decent with him but you can still mind game and play tiles against him so he can't even use his power. In the end with most things its confirmation bias because you feel like or you do lose against him more or you just don't like playing against him is not most likely really the truth of what is really happening with others. As Mandy said their data does not correlate what OP is saying and they have all the data in the end.
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in what way? I'd really like to hear your opinions on this - bearing in mind we're looking at both sides of things consistently not just focusing on one side.
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Because it doesn't apply to what the game feels like. Data is important, but it often takes priority I feel without considering elements like fun and satisfying play. If our time feels wasted, that should be taken into account just as much if not more.
Likewise, after 2025, you have to understand that the sentiment that both sides are being looked at is unbelievable. I can't look at how anti-go next/AFK crows were handled compared to anti-tunnel/camp/slug and think that that's actually what's going on behind the scenes. There's an important element of trust that has been damaged and there doesn't seem to be a consistent effort in trying to mend that at all.
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For me, Ghoul should get what Trickster got; Trickster has actually a good skill ceiling but it was never needed because the amount of knives and how easy it is to trigger main event always overshadowed the skill ceiling. The PTB version now requires the skill ceiling and rewards you for being skilled with him. This change was also not a nerf but a slightly buff.
I wish you could do the same with Ghoul: Ghoul actually has a skill ceiling but that is overshadowed by the fact that you already put them in Deep Wound for free (no work for free injuries), pallet and window vaulting is also free, and catching up is also free. You can make him even easier by using the Centerpide and mask addon. Everything about that feels so wrong and is the reason why people just dislike Ghoul.
Sure, giving Ghoul the same treatment like Trickster would make him more difficult for beginners but overall fairer and enjoyable for both sides (survivors and long time Ghoul players).
On a different note, I don't understand why you are okay that a killer like Ghoul that has so much free and easy stuff and a killer like Artist or Unknown that require high skill ceiling in every single way and have easy counterplay, can exist in the same game? And don't forget, you wanted to nerf Artist addon-wise! Sure, probably on your date sheet, they all do well but gameplay-wise, it is not fair and balanced. Killers should be balanced around their skill ceiling and not around stats, especially in a game where you cannot tell if the stats are good because the killer is good or the survivors refuse to play.
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I appreciate that extra context to your initial comment.
Data only tells part of the picture that's true! But it's also an important factor when developing a game and particularly in balancing - but we don't only work on data, we look at the other aspects…but if the data is telling one story, and the sentiment is saying something else, that's where things get more difficult and then it needs deeper look at what can be adjusted to address the sentiment of one side, whilst not impacting the data.
Believe me, I wish things were easy, but when we're dealing with an asymetrical game, plus two sides of a PvP game - its not as easy as people initially think
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Ghoul's reputation as a stinker begins and ends at the value for skill trade off. Getting hit by Ghoul never feels like I got outplayed or the killer positioned themselves well for an ambush. It feels like something I have to accept, then run a chase where one mistake downs me.
Ghoul is also a gap closer and a threat in loops too. Those aspects aren't overpowered, but playing against that with the disadvantage of an unavoidable injury is more frustrating than it is tense.
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if your data is showing anything other than the ghoul is op than you can’t trust the data and you should go back to the drawing board about how you gather and use said data.
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Hearing that Ghoul is balanced, but with issues you guys are looking at is not the way I expected to start this week, it feels so fake. I mean the balance part, I am glad you guys are keeping track of him and working out the issues even if it will take time.
Speaking of working out the issues, will anything happen with Krasue cause it feels like she got made so bad everyone dropped her. If you can share anything what you guys are looking at or working with her it would be nice to hear.
This is mostly because I like Killer variety and I'm super tired of seeing the Ghoul, ghouling around.
EDIT: i forgot to say: Thank you Mandy for sharing and popping in to tell us.
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I understand, but after a decade of the same problems persisting and the issues that affect our relationship with you guys (TWD stream, the issues on social media with moderation, etc.), what are we supposed to think?
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no I get it, I really do - mistakes have been made, we're not perfect and we do make them. We try to correct them and acknowledge them as well - but I know it's hard to trust when it's broken
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what would you suggest? If kill rates and dc rates are average - where do you suggest we look data wise to see where there's a problem? We do know a few bugs with the character also contribute to a few issues, such as the animation problem.
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Shouldn't those concerns be clear by now? People have made many, many posts that all share basically the same pain points.
The posts I see usually contain some mix of:
- The counterplay is unclear
- Getting locked in place on a successful leap feels awful
- Seemingly getting hit around corners feels awful
- His vault speed while enraged is so fast that it's frustrating
Do we really need to go out of our way and make a statistical anomaly just to get some attention from the devs?
Are you all collecting feedback on why Ghoul is so disliked?
I don't want him nerfed into the ground. I want him made fun for the other 80% of the lobby. I don't care if he's made stronger in other ways to compensate. Just because he's 'operating within normal parameters' doesn't mean there's nothing to look at here.
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One thing I would change would make it so that first leap you can't target survivors would remove the pallet standoffs he is known currently mostly but still give value if killer can chain the leap to do it. The other points AGM basically listed there. The locked in place not being fun is the thing I understand as people usually don't like when they lose control of their character.
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I don't think Ghoul's ever going to feel particularly great to go against so long as the leap attack is a hitscan check with that much range. If they could separate traversal targeting from leap attack targeting (higher range on traversal, lower range on attack), or come up with some sort of alternative projectile/Wesker-esque collision system, that'd probably be better for everyone. I don't really know how they'd address the locking in place thing without a significant animation overhaul.
Other than that, Red-Headed Centipede could easily be removed. Free Bamboozle is kind of lame on any killer.
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You could send out a survey asking players what their issues with Ghoul are (if any) from a list of the most commonly expressed ones, and why.
The metrics being collected now might not tell the whole story, like when usage stats put a nerf target on an add-on but in reality that add-on gets used so much because most of that killer's add-ons are booty.
If the players at large don't have a problem with Ghoul, a player survey with publicly announced results would do some good towards getting people to move on from constantly asking for changes to him.
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Didnt they just send out a survey like this just last month? I think that was a pretty neat idea, asking people what Killers they think is a problem. This is what we want.
But if we are suggesting ideas, sending out such a survey again every 6 months is a good idea.
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@Mandy I think ghoul is Strenght wise fine as you said. The main problem was always that he isn‘t very difficult to play. Take nurse and blight for example. They are op but people accept them because they are kinda difficult to play and therefore don‘t mind loosing as much. Ghoul on the other hand has an hitscan attack that has very little counterplay much like legion which isn’t liked as much for that reason, only difference, legion isn’t as oppressive as ghoul, which makes him more bareable. You did a lot of great changes to ghoul like removing kidnap tech and trying to solve the injury through walls that was always annoying (even tho it still needs a little work).
The main thing you need to solve in my opinion is increasing his skill celling and making it possible to mess up more/allow more mistakes.
I made a suggestion at his release and I will link it as I still have the same opinion. There the main thing I wanted was giving his hitscan attack more counterplay as getting injured for free never felt good on any killer and I wanted the reduction of his minimum required distance for a leap from 5m to 3m, which would allow him to do more skillful bodyblock plays at loops that could potentially be messed up. Also reducing it would make him way less clunky to play, so I hope you will change this with whatever nerfs he will recieve.
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if the killer is basically just a better version and have more than what most killers have.
its not a good killer design by a large margin.
legion and plagues ENTIRE design is around being injured all the time, but being powerless and an m1 melee killer to counteract that.
meanwhile ghoul gets to freely injure and have more powers on top of that.
he's not even 4.4m/s or has a weakness weapon like xenomorph's turret to fight back.
ghoul has 6 or more mechanics people have to look out for with zero indicators of how to dodge/deal with those things.
#1 power-vaulting, chucky got nerfed because the power-vault giving away free injuries were too frustrating to deal with.
#2 his 3 jumps,
#3 his bite/enraged only going down once you clean the deep-wound, why doesnt it just deplete automatically and why does it inflict deep wounds?
#4 blocking gates when bitten near the gates, why is that even a thing,.
#5 using the mobility of his jumps to bodyblock,
#6 his worm addon freely blocking windows,
seriously it has no downsides as he is in power 90% of the time and its not hard to get into enraged
this is blantant powercreeping and not okay
if you guys can kill off fog-vials because "feedback" or whatever reason within 2 weeks of its release
but only give this killer for 10 months bare slap of the wirst nerfs, almost similar issues to fog-vials
even when almost everyone as survivor, hates that killer.
obviously people will not be happy and think you dont know what you are doing.2 -
I think that makes a lot of sense, thank you for relinking your idea!
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It's interesting to me, what people think makes a good killer - like one that's not too strong or too weak. What powers you enjoy using and playing against - for example I love to play against Drac but I also love playing as The Unknown.
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What makes a good Killer imo is that I can have a meaningful chase against them. A little bit of back and forth.
If I get demolished once I'm going to think that the MMR System is sleeping or inaccurate, if it keeps happening then the Killer must busted. (example Ghoul) I rely on that BHVR creates gameplay and counterplay that people can understand and execute.This is why I have suggested quite alot of times for BHVR to put counterplay explanations in the loadingscreen tips.
Now I have the benefit of being a stinky Killer-main so I usually can quickly grasp what would work against them.
(But I have Survivor only friends who's brains basicly shut down at Killers such as Lich and Onryo)
It has been mentioned earlier in the thread that Ghoul dont require much skill to use, I dont perse have a problem with easy to use Killers or have a requirement that they must be hard to play. Rather its incredibly insulting when most games I have with the Ghoul is just demolishing Survivors and then they are also easy to play. Like its a horrid cherry on top of the rotten cake.I really like playing against Dracula too
and I have been enjoying the heck out of Springtrap ever since his release. Absolutely peak Killer to play as.1 -
so the same thing as legion
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One of main main frustration as a survivor player is the effort the other side has to put in to get good results meanwhile survivors have to put in a ton of effort to counter.
As someone else mentioned the ghoul has a bunch of mechanics, much more then killers that are weaker then him, this is leading to situations where survivors don't feel like they where outplayed they just feel like the killer is playing a killer that takes little skill to play.
I have suggested in other threads that you should either remove the free hit and make him a catch up body block killer (higher skill floor, higher skill expression) or keep the lock on free hit but other parts of kits are going to be nerfed (Low skill floor, low skill expression) This would "nerf" him one way or another but would buff more fair gameplay such as bodyblocking and cut offs and nerf stuff such as Free lock on hits and Stupidly fast vaults leading to free downs in most cases.
We can compare to another killer people consider on top and also some have asked for nerfs, the blight. I personally don't like speed ad ons but with blight there is a level of respect for the other player skill when versing them (not all people do this sadly but alot do) even with drac you mentioned you like versing you can respect a drac who is goated at using his kit effectively and I love versing him too.
The same feeling is not felt for the ghoul and the opposite feeling for a lot of survivor players is felt due to how they require little effort to play with the current free hit fast vaulting ghoul plays. If ghoul was moved to a more fast, cut off body block killer with a high skill ceiling, people would feel the latter when versing ghoul rather then hating it and feeling like the killer put in no skill to do what they did.2 -
Mandy, just nerf or remove the ghoul's ability to jump over pallets. It's like Chucky used to be, and it was removed because it's extremely fast and guarantees a free hit. You also need to change his body block somehow. It's extremely frustrating to take a basic attack and then be instantly caught and receive a body block preventing you from reaching the pallet or window. You need to do something about the ghoul as soon as possible. It's extremely frustrating to log into DBD after a day of work and want to relax, only to keep falling with ghoul after ghoul.
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on the killer side, survivors have low skill high impact builds with Finesse+ Exhaustion. playing m1 killer into this is excruciating. I'm not quoting you because I disagree I think we both suffer from the same issues I just don't know how to reconcile for both sides. The Henry had become a rare killer because people are sick of pre run gameplay.
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That's more of a argument to buff the m1s that struggle with that rather then designing a killer around that grievance who is not enjoyable to verse.
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One thing I’m sure both you and the development team are aware of, and this exists in almost every PvP game, is that feedback often includes a portion of unreasonable players.
In competitive games especially, balance discussions tend to get flooded with emotionally driven reactions. We’ve seen in other games what happens when developers overcorrect based on that type of pressure instead of long-term data and design philosophy. The game stagnates instead of evolving.
If the data shows Ghoul is a decent, mid-tier killer, then it’s worth asking: why are people still calling for him to be made worse?
If his counterplay were truly unclear, or if he were highly rewarding with little difficulty, that would show clearly in performance metrics — kill rates, high-MMR outcomes, matchup statistics, etc.
When that doesn’t show up in the data, it suggests something else is happening.
This goes back to the idea of unreasonable feedback. It wouldn’t be fair to balance around players who refuse to adapt, especially when other players are willing to learn matchups and adjust to new mechanics.
If Ghoul’s kit were genuinely “toxic,” the community wouldn’t just be asking to make him weaker. They’d be asking for a rework, redistributing mechanics to reduce frustration while maintaining his intended strength and difficulty.
But that’s not what’s being asked.
What’s being asked is a straight reduction in his effectiveness, particularly in the areas where he actually secures downs.
That doesn’t sound like a design toxicity issue. It sounds like resistance to adapting to mechanics that punish autopilot gameplay.
If the only real complaint is that he disrupts overly safe looping habits, that’s not inherently unhealthy for the game. Sometimes adaptation is part of competitive balance.
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both vecna's have counterplay
or dont just have different powers that just copy of one killer but doing it better.
drac is close to ghoul having multiple powers with no penalty,
but he dragged back by the larger cooldowns he has.
alot of tiles work against him if used in a proper manner.
meanwhile ghoul will just vault over the pallet or bodyblock that tile and hit you anyway
(and probably the only reason why he isnt completely frustrating to play against)
how would i explain the counterplay to a new player when facing ghoul?
i cant hold w or prerun, i cant predrop,
atleast for the first i can say "play him like a nurse and block line of sight"
and for nurse….well shes nurse.1 -
legion is loopable and his power is avoidable.
kaneki is honestly, what og old legion was like.0 -
His vault is not a problem. We can argue about it being maybe slightly too fast by 0.1-0.2s but there is no need to remove it. Currently the vault is mostly pointless if you are not mindgaming survivors or if it isn‘t a super strong loop, which is totally fair.
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@Mandy i think the main issue is lack of visual information.
There is no way to know how a killers kit works outside of plain text. (unless you watch third party video's or play the killer itself) So in my opinion the BIGGEST help for such issues would be a tutorial not only the base game tutorial (to explain perks, new basekit features etc.) But also killer specific tutorial for both sides. These "killer"tutorials would have like 3 parts or so depending on the depth of the killers kit. (Basic/Intermediate/Expert).
For example lets take Wesker:
Basic survivor info: explain how his grab/throw works and how the infection mechanic works at its base value. (grab = infection wich gets worse over time. If red = insta grab).
Basic killer info: Explain how the hitbox of the grab work and how that interacts with the envoironment. Also explain how survivors get rid of the added effect (infection) so the new killer player knows why the effect goes away.Intermediate survivor info: Explain some "techs" (rebound for example). And give tips on how to counter these "techs.
Intermediate killer info: (same as survivor but with tips on how to perform them)
Expert survivor info: explain the more "obscure" techs in depth and how to counter those.Expert killer info: (same as survivor but with tips on how to perform them)
As for ghoul's "situation" he's a killer a newer player can pick up play and get consistent results with for minimum effort. BUT this is also due to the lack of information a survivor gets about his actions. You only know your getting grabbed because of an icon that switches constantly and since its hitscan might only appear for a split second.
And then his vault. This is yet another situation with lack of information a survivor wil only know how to counter it with trial by fire by dying to it. The only way someone knows hes about to vault is because of his kagune changing position. I suggest maybe adding some form of VFX to the pallet in question (similar to vecna's (dnd) pallet "grab").
Then we get to add-ons another big issue for ghoul basically every ghoul i know uses 2 addons: red headed centipede (block vaults when vaulting over them while enraged) and black coffee). These 2 are basically mandatory if you want good results with him. Because without coffee for example he would be too slow to skillfully body block a survivor after cutting them off (for example leaping in a way to block a shack doorway). While red headed centipede free's a perk slot (otherwise you would have to bring bamboozle to deny windows).
Now the issue with nerfing these 2 perks: If these 2 addons were to get nerfed then the ghoul would have less variety in their addon selection wich would kill variety. A good example of this is unknown and knight.
As for the high spike usage of these addons lets take deathslinger who basically always run reload addons.
Now while the data might show a huge spike in these addons the reality is that without them he simply loses too much distance (basially a free chase escape) if missed or even hit (since they get the speed boost too ontop of slinger having to: cleaning animation press reload keybind reload and then walk back to the survivor at 4.4ms.
So i think the best course of action would be a multi week PTB Where the dev team changes most if not all killers, addons, etc. (from community feedback for example a survey) and then after a week or so release a survey or another option to gather information to then make another PTB for the next week with changed stats for the main pain points. (for example PTB #1 would have tricksters rework at 4.4ms while the second would have him at 4.6ms)
In the end I think i can confidently say regardless of how the community might… react… we all want the best for Dead By Daylight.Thank you for reading and with kind regards,
XDgamer018 - a very happy TCoFS Fan (TCoFS = The Casting of Frank Stone)
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You are going to get some VERY bias and emotional replies that are more about nerfing something people irrationally hate for the sake of it rather than actual useful feedback for balancing. Bare that in mind, because seeing the more playable killers nerfed constantly isn't a good thing when you should be bringing up the poorer performing ones instead.
I'd focus on making how you are supposed to play against him more clear to people instead of nerfing him because of forum complaints that only represent a miniscule number of people.
As you said, he has average stats, so direct nerfs make no sense. It's just a fact that he has a natural counter to how most survivors play, "shift-w" running away (strong against most killers) instead of looping where he is weaker and cant make as much use of his power, just like blight, who also sees the same type of complaints. From my games both with and against, most players don't seem to adapt how they play against them because they take meta perks used for making distance and overly rely on those to extend chase because of how easy it is to do so against most killers.
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One of the factors that players also tend to not enjoy about the ghoul is the amount of people playing as them. They are probably one if the easiest if not the easiest killer to use on a controller which probably makes his usage rate very high among console players let alone pc. Its one thing to play against a nurse or blight and get stomped, or the occasional legion round that you just have to slog through, but to play against ghoul every 1-6 rounds gets fairly frustrating. I have ghoul prestiged to 100 as a big fan of Rize from the anime but i completely avoid using the character simply because they are overplayed and everytime i go to use it im like their 4th ghoul in a row so they just stand there at a hook and wait.
If he took more skill to use even on controller his numbers might drop to more manageable numbers and he wouldnt be as annoying to face. (not hard to face as ive won against just as many ghouls as ive lost to) hes currently too fun/easy to use while not fun to play against. While something like legion is fun to use not easy, and not fun to play against but atleast that keeps their numbers in check.
(Also please add Shanoa as a legendary skin for Trevor Belmont :D)
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is the amount of people playing as them
Hard not to when most killers feel awful to play in the direction the game has gone. It's a consequence of balancing for bad survivors that leads to restricted killer choices.
(Also please add Shanoa as a legendary skin for Trevor Belmont :D)
BHVR please save this poor soul already!
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I'll take advantage of your vantage if you'll forgive it. I'm sure we're all curious what sort of data you operate off of versus which datasets you treats as unreliable or throw-away data. This isn't asked in accusation, as you said balancing an asymm is a misery, but that being said there's alot of bickering over tiny pedantries on the forums. This could help us have a point of solidification on at least one point.
What data are you employing use of? Just win statistics, or is the data subcategorized and pivoted to reflect MMR, application of perks and mods, etc? In example, would you look at the win-rate of say, Trapper, and call it done or do you look at the win-rate when using double iri and categorize that data as it's own set? You mentioned other aspects you balance off of, could you provide a little clarity into what other aspects you consider?
I recognize this feels a bit rude and I apologize for that, but I genuinely do feel that some more transparency could potentially go a long way. Or, rather, it could for a while before we all find something else to get up in arms about.2 -
Nerf part which makes him frustrating to go against and buff other aspects of his kit.
Ghoul has options for skill expression, but currently it's not needed.I personally despise how strong his vault is, it's way above Weskers. We have seen exactly same thing with Chucky and Krasue. Strong vaults that regularly lead to downs are highly disliked, because it's just easy to do and not much to do against it, especially on safe loops.
If he somehow becomes too weak for that, you can buff back his range to improve his mobility more. It would also become slightly easier for bodyblocks, because you are less likely to get out of reach…
That's more work, but I liked the bug where he could continue with his leaps after vault. So you could change his vault to something like Legion vault, where lethality just from vault is low when revault is free, but he would have option to continue with his power and use that to get near survivor / bodyblock.
So survivor can try to stay close to the pallet for revault, but if they try to get distance, then Ghoul can easily catch up.0 -
couldn’t have said it any better
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What does a killer taking skill on controller have to do with anything? You admit that pc should have an advantage on said killer? I don’t understand this at all.
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👆
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I don't know if even that is the solution. some m1 killers prove to be problematic if left unchecked. the game is balanced simultaneously to handle Trapless Trappers but also killers like Nurse and Blight. if we balance the game around the high tiers, then the lower tiers either get left in the dust or they risk becoming an issue if they get a chance to compete. Trapper is seen as the games punching bag, but if he were given the chance he could make dbd very unfun for example.
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ghoul is buggy as heck right now and anyone who says he has counterplay is only half right. Many ghoul enjoyers probably don’t even know that they can unintentionally break animations so survivors can’t determine whether the kagune is activated or not. Making it so there isn’t any actual counterplay.
He has so many glaring issues and his skill ceiling is none existent because of his auto aim free hit that the skilled kaneki’s want removed so they can truly play skillfully.
His bugs make him op with no counterplay, his auto aim makes him skillless. His vault back hit is unreasonably massive.
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I'm going to be real. The endless complaining about Ghoul is entirely disconnected from his actual ingame capabilities and always has been. The fact that people still complain about auto aim despite it being explained repeatedly that it was virtually impossible to land his power manually during testing should say it all.
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if it can’t be done manually then it should be removed.
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Wasnt trying to say nerf for controllers. Im just pointing out that of the entire list of killers he is the easiest to use and therefor gets used the most (despite all the hate) which causes further problems for the general playerbase.
Would be better if other killers were easier to use on controller and kaneki took a bit more precision to use so that he doesnt feel like the #1 option everytime to most console players which would both keep his numbers in check to average usage levels and probably lower some of the hate towards him. Otherwise he just stays in the spot he is for the rest of dbd. Also Shanoa for a legendary skin for Trevor Belmont since she ended up just a cosplay for yui
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If I may...
Ghoul is one of those characters where he may not be imbalanced/OP, but he's pretty insufferable. If I had to pinpoint frustrations (not all of which are necessarily a problem)
- Free hit with DW: this is something he shares with Legion. While it may not be imbalanced, it's not a good feeling when you're injured with little you could have done with his ability to DW being extra annoying in tunnelling scenarios.
- Elephant in the room: enranged vaults. His vault is very similar to Wesker so the issues aren't readily apparent. The two biggest differences I've found are 1) Wesker has a much longer windup (1.5 vs 0.35), with Ghoul's significantly shorter one even allowing him to vault a pallet in reaction to a drop. 2) Ghoul physically locks a surv in place until he starts vaulting, while with Wesker, you retain freedom of movement. Even if the distance is the same between them (i haven't done the math on that; I'm being hypothetical), having your control outright stripped from you feels bad.
- Map presence. Especially when Enraged, he's as mobile (or moreso) than even Blight. This means you're effectively never safe from him. Again, not a problem by itself, but when combined with the other two, it just makes those games grating. You're constantly getting injured, he's mobile so he's hard to gain distance on, and looping is iffy at times since if you drop a pallet in hia face, he'll just vault and hit you. And if you pre-throw, yes, he has a cooldown but he's still able to cut you off pretty well.
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