Avatar

ZombieFungusAnts

ZombieFungusAnts

About

Username
ZombieFungusAnts
Joined
Visits
141
Last Active

Comments

  • I for one am looking forward to them bringing back the feeling of DS and unbreakable back before conspicuous actions were introduced and survivors would just sit on gens in your face knowing you literally can't touch them, pick em up you get stunned, knock them down and leave them they get back up. That was so much fun as killer. I totally look forward to having to ignore the bad survivor that keeps on running into to me because if I hook them and kill them I lose the match and if I slug em they can just get up over and over again. I also look forward to accidentally bringing down the punishment on myself because I don't pay attention to who has been hooked or count hook states or if I get a lobby of identical looking survivors. This update looks like great fun.

  • Yeah he is miserable to play against, when I hear his terror radius I feel the same as I did back in matches against the skull merchant before her nerfs and games against nurse back before her range add ons were nerfed and mmr was a lot stricter. I think something that a lot of people are missing is that on top of all the other things going for him he's also a short killer which makes it a lot easier to win a bunch of loops if you're an experienced killer. So what he has going for him is he has crazy mobility, a free first hit, a power which makes typically safe loops guaranteed hits and size that also helps him in m1 chases. So basically the gameplay loop against him as survivor is take the free first hit, then play one loop then once you're forced to drop the pallet you just die. The good news is he wouldn't be all that hard to bring to a healthy spot, he only really needs two changes to give survivors a chance against him. One he should be a 110% killer instead of a 115%, this will offset his size advantage in loops and generally make loops harder for him to play, two he needs a much longer time where he can't swing coming out of power, as killer if you lose a loop you should be punished by the survivor being able to make it to the next loop, this would also make matches for survivors more fun against him because they know the way they play actually affects the outcome of the chase. Those two changes would probably bring him into line with the rest of the killers power wise.

  • I'd say Last Stand doesn't have enough conditions, even though it is one use per trail it's going to be absolute misery on the killer side, strong windows become chase enders, weak windows let survivors get to strong tiles where it probably isn't worth chasing them. Think of how impactful a single DH getting off can be for an entire match now realize you're eating possibly 4 unavoidable dead hards a match since there is no counter play because you have no clue they have the perk until it hits you and you lose so much momentum and pressure. It's also going to have a much stronger affect on the weaker M1 killers then the strong high mobility killers. I predict after a couple weeks of release if Last Stand makes it to live servers as is it'll be as common as MFT was after it's release because it's just as game breaking.

  • So I feel you in that it is annoying when the game power creeps your main to not being fun. I've been playing since 2020 and I was a Hag main back in the day, the game changed and made her worse and worse so I just moved onto a new killer that played similarly to her but was viable in the way the game was evolving the killer that I've always referred to as Hag on a time limit since their release, that being Artist. I was also helped through the times when she was getting power crept to oblivion by the fact that I have always played a range of killers so as she got less fun I just played more of others and less of her. I'd suggest instead of getting super attached to a single character be willing to move to the characters that power creep them if you want to stay competitive, or just have a range of killers you play so when one becomes not so fun it isn't that big a deal, or if you really love that character's mechanics just go into matches knowing you aren't going to win all your games with them, I still love playing Trapper and still do despite him not being very viable in the current state of the game because I find his power so satisfying when it works.

  • Biggest surprise for me was I have just under 66% escape rate when using sprintburst, using it's precentage picked with my total games played means I've used it in 44 matches total, which is a small enough sample size it could fluctuate but it's big enough of a sample size that it is significant to me considering my escape rate overall is 50.80%. Other than that it all matches the feel test. I've always felt like I escape a bit more then I die and since these stats encompass my newbie days back before MMR when I'd get regularly slaughtered and barely escape that seems to bear out in the data. My overall kill rate of 77.36% feels right because if I had guess before the stats came out I'd have guess I'd have a rate of about 80%. The kill rates on the killers weren't overly surprising killers I knew I struggled with were at the bottom Knight, Nurse, Hillbilly, Chucky, and Oni. Whereas the three killers I play the most, Artist, Plague and Singularity were ranked 3-5 in kill rate with the top two spots going to Vecna and Unknown, both killers I enjoy playing but don't play all that much. Was a little surprised how much I struggle on Oni, I know I'm not very good with him but I figured Hillbilly would have been my worst killer. Also I spent the time plotting my kill rates into a bar graph for easy viewing for myself to see which killers out perform my average, I included springtrap in it despite only playing three games as him doing his adept so he's bound to rise up the ranks once I start playing him with actual builds and get used to his power. But for anybody that is interested for easy viewing, my kill rates from somebody according to the stats has 915.2 hours in killer and 1248.8 hours in survivor.

    Killrate.png
  • Made for this is strong by itself, but becomes ridiculous when paired with resilence. I've been running those two perks with different combos in my other two slots since made for this was released and them together basically turns any window you would have just barely gotten hit at into a guaranteed not being hit, and since most killers are swinging in this situation it basically resets the loop and gives you so much more time in chase. 3% may not seem like a lot but in a game of micro seconds it is. I'll keep using it till it gets nerfed though because who am I to look a gift horse in the mouth when I'm given something so strong. My only hope is that they don't remove haste stacking to nerf it because running all haste perks with a buddy and having to loop together is always hilarious and if they remove haste stacking those types of builds aren't possible anymore.

  • I think we should be able to see at least our own rating, probably note the rating of others, but I think it showing should be disabled by default. Make it so you have to go into the settings to make it viewable, this way newbies won't feel bad about it as they won't know it exists and only the really competitive people will find the setting and turn it on.

    I think it would be healthy for the game for people to be able to see it, so they can see that they're getting better when they are stuck in the mushy middle. Right now there is no positive feedback that you're getting better at the game anywhere your matches just always seem hard is my understanding from reading posts. When I started playing killer back in the day with the old rank system I'd get stuck and plateau at a certain level and then something would click and I'd rocket up a few ranks, I didn't really feel a difference in my games but I had the positive feedback of my rank finally moving up that I had gotten better, new players no longer have that.

    Also on a purely selfish note I'd like to know what my numbers are.

  • @MrSlayer said:

    Thanks everyone, I see great advice here. I already play a surv to farm bloodpoints and learn map layouts. Helps a lot, even if it's mostly boring. I also avoid popular perks like Noed. As some people pointed out I've noticed that the groups I'm facing are very uneven. For one decent looper I often get two who only think they're good.

    I mostly enjoy playing Myers, Knight, Dredge and Clown. I also like Trapper cause he's fairly simple and pretty forgiving with my autistic approach - people make a lot of mistakes once there are 2 gens left and either keep forgetting about traps or just don't think that I'd rearm them at the same spots for two or three times. Obviously it doesn't work against smarter survs.

    I also play Piramidhead, Artist, Doctor and Oni from time to time. Blight is cool, but I use power mostly to get around the map faster, cause even with the add-on targetting nearest surv in 16m I get confused -.-' I hate Nurse, levelled her just once and refuse to play as her at all.

    So part of the reason you're struggling with pressure is because of the killers you're playing, only Artist and Oni have map pressure with any degree of lethality after that only Dredge has any map pressure. I'm not counting Blight since you admit to struggling with his power. With killers that lack map pressure you have to be extra conscious about the macro and should be focusing from the early game on creating your 3gen and deadzone area because you have very little leeway to make mistakes.

  • To be able to give more targeted help I'd have to know what killers you play and what builds you use on them? Beyond that here are three general tips.

    1. Your most important chase is the first one of the match, if you end it quickly there are 5 gens left and three survivors not on gens, you take a normal amount of time to end it your looking at 2 to 3 gens left and you're climbing up a hill. To that end if you're struggling with early game chases take lethal pursuer or discordance and go straight to the place with the most survivors at the start of the match, the moment you show up one survivor will play the loop, the other survivor/survivors will either try to hide or leave the loop, go after those ones as they've put themselves in a bad position and you can usually get a quick first hit, then it is up to your play to land the second hit.
    2. You need to keep a mental picture of the game in your head at all times. This means you need to remember where you chased before and then when you're chasing survivors herd them to that area, remember you're in control of where the chase goes, the survivors have to react to you, once you've had a few chases in the same area of the map that area becomes a dead zone and much easier to catch survivors in, you also want to force this dead zone to appear near uncompleted gens, making those gens really hard to complete in the future, and keeping your chases near gens means survivors either have to not work on those gens or risk giving you free hits working on them while you're chasing nearby. Another mental picture you need to keep in your head during the game is survivor locations, whether you've gotten this information through perks, by gens popping, unhooks or just visually seeing a survivor you can know the general area most survivors are in most of the match, then it is simply going to the points of interest in their general area to find them. As a rule always go where you know there are multiple survivors, only one can run a loop at a time so one of them is going to have to give you an easy hit. This knowledge also helps you know when to drop chase, survivor going to an area with no other survivors that you haven't chased in before, leave them, survivor taking you to a strong area away from important gens you know survivors were near not to long ago, leave them. Only ever chase on your terms, never the survivors.
    3. Implement the right strategy for the right time of the game, lots of people advocate for camping, but it's rarely the right move, it's only smart when you identify you can't contest the remaining gens/all the gens are done, the survivor is close to hitting the next stage or their entire team is injured so they can't rescue in your face, proxy camping is a bit different, if you can pressure the hook while also pressuring gens definitely do it, this creates an insane amount of pressure on the survivors. Same goes for tunneling but there is more nuance to it, ideally the best way to pressure is down one survivor hook them, find another survivor hook them, then find the first survivor and then repeat, in that way you're keeping up pressure while also getting people out fast, but don't hard commit to this, always take the easiest chase early on in the game. Hard tunneling doesn't tend to work out that well. In a hard tunnel situation survivors tend to be more than happy to early drop every single pallet in the map, playing extremely safe, while their unharassed team just sits on gens. Against SWFs and higher mmr in general during a hard tunnel people are going to body block you at which point if you continue on your hard tunnel with out save the best for last, you're going to lose the match, with save the best for last, this will win you the match though, especially if you're willing to pivot from your hard tunnel to one of the blocking survivors when they take a hit in an area that isn't safe. Hard tunneling and camping can work out really well against weak survivors but strong survivors will punish you for it.


    Beyond those tips I'd have to know what killer you're using and your builds, killers all excel at different things while being weak at others. Without knowing your killers/builds the best I can say is take perks which enhance your power over perks which improve something you're weak at, better to have overwhelming force in one vector than mediocre force in multiple vectors.

  • So these don't look like bully squads, and I'm going to hazard a guess the messages in endgame chat are solely due to a few things you did in particular, the admitted camping your first hook in game 1 plus the noed and what looks like the Jane getting tunnelled out early in game 2 and yet them still getting a three man out, from the survivors perspective you played very unfair/unfun and still lost so they're going to rub it in.


    I think most of the issues you're running into in your games from reading this thread are down to three things, one your build doesn't synergize with your killer power, outside of save the best for last I'd say none of the perks in either game are really that good on Knight, what he excels at is area denial so gen regression perks and slowly grinding the survivors in a war of attrition is the way you're going to have to go to get wins with him, always try to identify what the killer is good at and then make your build around that, it tends to work a lot better than trying to compensate for their weaknesses with perks. Two you're using noed, noed is a newbie trap, it turns games where you should lose outright into games where you can get one or two kills or even a win. The game doesn't differentiate between a 4k at five gens left where you dominated and a 4k at no gens left where you got dominated but won by noed, unless you're absolutely certain you're at top MMR there is always another bracket to go up where you'll get tougher and tougher opponents so getting those wins you really shouldn't be are making your future matches even more miserable and hopeless. Third and this one you can't really do anything about is since our mmr is hidden you don't really see evidence of your improvement since with mmr even when you're steadily getting better you won't feel the difference in your matches, in the old days with the grade system when I started playing killer I'm sure I would have felt like you feel except for the fact that I could see myself get stuck at a rank for awhile and then suddenly even though I didn't feel any difference in my play or the matches I'd shoot up to the next colour so I knew I'd improved even though I wasn't certain how I had, I think this is the main weakness with the current mmr system, players not knowing they are improving and thus when you're in the mushy middle and improving you can feel like you've hit a wall even when you haven't.


    In conclusion, if I were you I'd rethink your killer builds for knight and know that your matches will get better and easier with more experience because even though you can't see it reflected in your matches or in any stat know that you are getting better at the game the more you play.