Ghoul is on BHVRs radar

Hello ghoul haters and ghoul enjoyers, now that we know ghoul is getting some changes sooner or later, i think it would be very helpfull to hear the changes you guys think ghoul need. Personally i have over 80 hours on ghoul and have him prestige 100. I have also played against ghoul countless times already. I absolutely love that "kidnap" tech is finally getting adressed!! Props to BHVR for taking the time and energy to change such a complicated issue! Unfortunatly i dont think this is the only issue ghoul has, the changes i would like for him are the following:

  1. Revert enrage vault back to ptb speed, reason: enrage vault the way it currently works is too strong for ghouls already stacked kit. Because this ability is so strong people are sleeping on ghouls skill expression and skill ceilling which is body blocking pallets and windows.

Example of a body block

1000025923.gif

This is a skill you need to learn that takes a lot of effort which is fair considering ghouls insane mobility and free injure.

2. Grab attack needs a shorter range, reason: The grab attack being hitscan and having aim assist makes landing the grab very easy, i think making this grab shorter somehow by either not letting it target survivors outside 8 meters or only injuring within 8 meters would be a fair nerf, and would make ghoul players have to think about their leaps more.

3. Kagune leap cancel time increased to 2.5 seconds but ONLY on the FIRST leap, Reason: i have heared a lot of complaints about ghoul using 1 leap and instantly catching up. While i think this nerf wouldnt help a lot this would atleast allow for some mindgames at loops by fake leaving the loop as a survivor. It is important his cancel time for his second and 3d leap remain short because of the body blocking skill ceilling kaneki has, by increasing this too much you essentially kill his skill ceilling.

4. Kagune leap minimum distance decreased from 5 meters to 3 meters, reason: kagune leap cant target objects (except survivors) if you are within 5 meters of the object, this can make his power feel very clunky on indoor maps or while trying to body block mid loop.

It is very important to be clear in the changes we want for kaneki, So that BHVR can get some good feedback. I would love to hear your changes and opinions about my changes. I only ask of you to have a non biased mindset while suggesting changes, because i honestly think ghoul can be both fun to play and fun to go against.

Tagged: Killers

Comments

  • The only thing that could make this character not miserable for me is removing the hitscan injure. The survivor has zero agency in it. Ghoul looks at you. You get injured. There are no options. For me it's the absolute worst feeling thing in the game.

    No to any compensatory buffs by the way. He doesn't need them.

  • That‘s what I want for him.

    @Langweilig said:

    The two big things I want to touch are his hitscan injury attack to give it more counterplay and nerf kidnap tech while giving him two quality of live changes to make him feel less clunky.

    Hitscan attack nerfs

    • Reduce the hitscan hitbox for survivors. I‘m still hitting survivors that I don‘t want to hit and it is still almost impossible to miss. Imagine if it was smaller and he missed, he would pull himself towards an object, which would not only be funny and rewarding for survivors, he would also be able to mess up more which is something he needs.
    • Reduce the time he has to start another leap from 5 seconds to 4 or 3 seconds. This would make him harder to play and reduce the boring gameplay of running around a loop with his power to eventually injure someone.
    • Reduce the leap distance for injury attacks to 10 or 8 meters, so he does have to get a little closer to survivors.
    • Reduce the required time to mend when affected by his mark.

    All these things should give survivors a lot more counterplay and reduce the frustration evolving around his hitscan attack.

    Nerf/remove kidnap tech

    Probably the biggest issue of most players. The best thing would be to give it the same outcome as the normal vault or a slightly better one.

    Two quality of live changes

    • Increase the leap range when not shooting at survivors to 16 meters.
    • Reduce the minimum required distance for a leap from 5 to 3meters.

    Both of these things would be slight buffs for sure, but I would consider them more as quality of live. Everyone who played him knows what a pain it can be to shoot at stuff 20 times before he pulls himself towards something. Strength wise I don‘t think this changes too much.

    I don’t think he needs more changes. He would be a strong killer but have a lot more counterplay and feel less frustrating. Maybe you should reduce the enraged vault speed slightly but nothing more is needed. Please don‘t remove the scamper from him like you did with chucky’s!

    Thanks for reading!

    I mainly want them to nerf the hitscan attack and remove kidnap tech, that‘s all he needs. If they want to touch the cancel make him slide for a few seconds when canceling but please don’t make it longer.

  • @Stibfa said:

    Hello ghoul haters and ghoul enjoyers, now that we know ghoul is getting some changes sooner or later, i think it would be very helpfull to hear the changes you guys think ghoul need. Personally i have over 80 hours on ghoul and have him prestige 100. I have also played against ghoul countless times already. I absolutely love that "kidnap" tech is finally getting adressed!! Props to BHVR for taking the time and energy to change such a complicated issue! Unfortunatly i dont think this is the only issue ghoul has, the changes i would like for him are the following:

    1. Revert enrage vault back to ptb speed, reason: enrage vault the way it currently works is too strong for ghouls already stacked kit. Because this ability is so strong people are sleeping on ghouls skill expression and skill ceilling which is body blocking pallets and windows.

    Example of a body block

    https://us.v-cdn.net/6030815/uploads/96SW6HSY0EP5/1000025923.gif

    This is a skill you need to learn that takes a lot of effort which is fair considering ghouls insane mobility and free injure.

    2. Grab attack needs a shorter range, reason: The grab attack being hitscan and having aim assist makes landing the grab very easy, i think making this grab shorter somehow by either not letting it target survivors outside 8 meters or only injuring within 8 meters would be a fair nerf, and would make ghoul players have to think about their leaps more.

    3. Kagune leap cancel time increased to 2.5 seconds but ONLY on the FIRST leap, Reason: i have heared a lot of complaints about ghoul using 1 leap and instantly catching up. While i think this nerf wouldnt help a lot this would atleast allow for some mindgames at loops by fake leaving the loop as a survivor. It is important his cancel time for his second and 3d leap remain short because of the body blocking skill ceilling kaneki has, by increasing this too much you essentially kill his skill ceilling.

    4. Kagune leap minimum distance decreased from 5 meters to 3 meters, reason: kagune leap cant target objects (except survivors) if you are within 5 meters of the object, this can make his power feel very clunky on indoor maps or while trying to body block mid loop.

    It is very important to be clear in the changes we want for kaneki, So that BHVR can get some good feedback. I would love to hear your changes and opinions about my changes. I only ask of you to have a non biased mindset while suggesting changes, because i honestly think ghoul can be both fun to play and fun to go against.

    People been complaining about Ghould for a while. I admit, there is nothing remotely fun or interesting about playing against Ghoul. He has scamper, he has instant catch up into m1, he has free injury and insane map mobility. The only fun thing about Ghoul is when they mess up window vault and that's it. I can't even imagine how to make him more interesting as BHVR stated they have no intention in changing his power core.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/452776/ghoul-is-on-bhvrs-radar

    People been complaining about Ghould for a while. I admit, there is nothing remotely fun or interesting about playing against Ghoul. He has scamper, he has instant catch up into m1, he has free injury and insane map mobility. The only fun thing about Ghoul is when they mess up window vault and that's it. I can't even imagine how to make him more interesting as BHVR stated they have no intention in changing his power core.

    I think the most important thing is to make him harder to play and they need to make it possible to mess up with him.

  • I think Ghoul was already on BHVR's radar, they were not gonna let a unpopular killer last forever.

  • @Emeal said:

    I think Ghoul was already on BHVR's radar, they were not gonna let a unpopular killer last forever.

    It's like combination. Because for example Skull Merchant was hard hated killer, but she was never really strong or anything, just boring. Ghoul is frustrating to go against and extremely strong on top of that.

    1. You injured me with no effort across map in 3s, nothing to do.
    2. You scampered the pallet and hit me, if i didnt drop the pallet i wouldnt make it around anyway.
    3. You leaped right behind me, m1 me immidiately, nothing I can do.
    4. You injured me and completely negate the full haste from exhaustion perks.
    5. I vaulted as you scampered getting autohit, nothing much to do.

    Ghoul in nutshell. I understand people enjoy him, not my case, but he can't be so unhealthy for the game balance.

  • @Langweilig said:

    That‘s what I want for him.

    https://forums.bhvr.com/dead-by-daylight/discussion/452606/ghoul-nerfs-changes-suggestions-from-ghoul-main

    I mainly want them to nerf the hitscan attack and remove kidnap tech, that‘s all he needs. If they want to touch the cancel make him slide for a few seconds when canceling but please don’t make it longer.

    Making kaneki slide for a few seconds would hurt his skill expression a lot, i would be highly against it unless it would only be on the first leap

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975488#Comment_3975488

    It's like combination. Because for example Skull Merchant was hard hated killer, but she was never really strong or anything, just boring. Ghoul is frustrating to go against and extremely strong on top of that.

    1. You injured me with no effort across map in 3s, nothing to do.
    2. You scampered the pallet and hit me, if i didnt drop the pallet i wouldnt make it around anyway.
    3. You leaped right behind me, m1 me immidiately, nothing I can do.
    4. You injured me and completely negate the full haste from exhaustion perks.
    5. I vaulted as you scampered getting autohit, nothing much to do.

    Ghoul in nutshell. I understand people enjoy him, not my case, but he can't be so unhealthy for the game balance.

    Notice how 2 of your issues are his enrage vault. This is why i think the ability is unhealthy the way it works now, it should be more like weskers vault you can use on god pallets/ strong pallets. As for leaping behind you and instantly m1, this is not possible if you get hit by the grab attack, kaneki goes into full cooldown giving you a speed boost, its actually better to get grabbed then m1d.

  • @Stibfa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975439#Comment_3975439

    Making kaneki slide for a few seconds would hurt his skill expression a lot, i would be highly against it unless it would only be on the first leap

    Why would it hurt his skill celling? Now you would have to time the cancel better, which would require more skill. Regardless I don‘t want that part to be nerfed, but if they need to that, this would be what I would be fine with.

  • @Emeal said:

    I think Ghoul was already on BHVR's radar, they were not gonna let a unpopular killer last forever.

    It was pretty clear ghoul wasnt gonna stay like this, i just want BHVR to give him the right changes.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975531#Comment_3975531

    Why would it hurt his skill celling? Now you would have to time the cancel better, which would require more skill. Regardless I don‘t want that part to be nerfed, but if they need to that, this would be what I would be fine with.

    1000026929.gif

    Kaneki has 2 main ways of body blocking pallets and windows , my orginal body block clip was using all 3 leaps and using the 3d to land on top of the pallet. This is the other way and more common on most loops of the game, you use your second leaps slide to get infront of the survivor and instantly cancel, if you force kaneki to slide every leap i wouldnt be able to get this block because i would slide too far.

  • @Stibfa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975488#Comment_3975488

    It was pretty clear ghoul wasnt gonna stay like this, i just want BHVR to give him the right changes.

    They indeed treated his changes wrong. All he needs is no mend, less range to free injury and longer cancel cooldown.

  • @Langweilig said:

    That‘s what I want for him.

    https://forums.bhvr.com/dead-by-daylight/discussion/452606/ghoul-nerfs-changes-suggestions-from-ghoul-main

    I mainly want them to nerf the hitscan attack and remove kidnap tech, that‘s all he needs. If they want to touch the cancel make him slide for a few seconds when canceling but please don’t make it longer.

    these changes litterally perfect for Kaneki, small nerfs and small buffs!

  • Ghoul should have to land on top of you in order to get the injure with the grab attack, and it should happen only when he is enraged.

    He should also have the option to switch between Close range leaps (for loop maneuvering) and a long range leap for map traversal. Long leaps should put him in a none threatening cooldown for like 3 seconds where he can't attack and moves really slow, it should also have a long interval between uses. Short leaps can have a 2 - 2.5 second none-lethal cooldown (after landing), but should also have a reasonable interval between uses.

    He should also not be able to cancel his leaps, or if he does, then the none-lethal cooldown should be applied for longer.

  • @Stibfa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975439#Comment_3975439

    Making kaneki slide for a few seconds would hurt his skill expression a lot, i would be highly against it unless it would only be on the first leap

    Not really, for example in your first gif you did not used cancel. Last dash never has slide, so you can use that for bodyblocking.

  • Making him not applying deep wound is already enough for me. He doesn’t need this slowdown

  • You guys dont really think that they nerf their holy cashgrab, right?

  • if they could tone down the grab attack range without further nerfing the kanuge grabs distance for mobility it would be a great change . They need to separage grab attack range from his kagune enviromental range . Nerfed it for both will also severelly nerf his mobility

  • Perhaps they could change the hitscan to be more like aliens tail whip, but keeping the fact that it doesnt down. Thatd remove allot of the stun lockfrustrations and unavoidable damage aspect that annoys most players, along with making kaneki harder to play but no less stronger if u can still aim (i also have ghoul to 100)

  • trying to gut ghoul this is wild

  • @DeBecker said:

    You guys dont really think that they nerf their holy cashgrab, right?

    They will do it after a while, exactly same as with Chucky.

    His sales won't be high forever.