PressM1
PressM1
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@OrangeBear said:
Whilst i don't disagree with any of your bullet points, i wouldn't say she is extremely weak despite all these things. However she is pretty boring and lacks depth and thats what i think they need to focus on.
Another thing i want to say is i think her mobility is actually pretty weak. 7m/s is relatively slow, but worst of all it's a resource that charges slowly. 40m TR means survivors will certainly have enough time to react which just solidifies the idea that you have to commit to one survivor.So, you don't disagree with any of my points and yet she somehow still isn't weak... how does that make any sense? I give multiple examples to explain my core argument and the counter is to agree and hand wave everything else away without providing any substance? The logic here makes absolutely no sense.
Her lack of depth is also a problem, that I will agree with you. That should then dispell any doubts that I am somehow not playing krasue well or efficiently, since I have been playing her since release and her skill ceiling is relatively low, and despite that I still continue to struggle.
@[Deleted User] said:
You must have been playing against some very good survivors back to back. It is true that she has a difficult time outplaying dropped pallets but not all of them. Even with the stronger pallets, many survivors cannot react to the audio cue and do not vault in time, or they end up mindgaming themselves. So I think that she is still a solid killer. B+ tier at least. I dont think she needs buffs besides the mushroom removing when hooked. Right now you are encouraged to proxy camp because of it.
You're correct, I do play against good survivors back to back. I play against good survivors back to back on EVERY killer. The difference is, when I play against good survivors on other killers, even killers that are often considered weaker than krasue, I often win significantly more because I feel that I have far more agency in the match. How can a killer be considered sufficiently well designed if the answer to playing it well is "wait for a survivor to make a mistake"? I want agency. I want some amount of say and outplay potential. And yes, that argument also applies to a BUNCH of other killers on the roster, but I think Krasue right now is a particularly aggregious example.
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@MechWarrior3 said:
The only thing broken about her right now is her bug. An unintended mechanic. Shes hitting survivors through walls, vaults and pallets when they are on the other side.
I hope a bug report as been made.
I have noticed this in my games, where I sometimes hit a survivor on the other side of a pallet. That definitely needs to be fixed. I'm assuming that this is due to the fact that they made her tentacle attack slide now, so its less prone to prematurely ending. Maybe that somehow caused the hitbox to extend further than its supposed to? I dont know about the hitting through walls thing though, thats definitely weird.
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@Pulsar said:
Dissolution and Bamboozle completely eliminate every counter you listed.
Bamboozle is definitely a strong perk on this killer, but nowhere in my post did I suggest "countervault a window". In fact, windows aren't even mentioned in my post.
And disolution will get rid of the next pallet that gets vaulted by the survivor, which will lead to a hit, absolutely… just like how it would lead to a hit on every other killer in the roster? Seems more like a problem with Disolution rather than Krasue specifically.
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@tester said:
"In some games, I played against baby killers that had no clue what they were doing at all. I also played against some very talented killers that were typically playing meta killers such as nurse with thousands of hours in the game." - how is this fine?
"I also played against killers that I felt were much closer to my personal skill level, so I practically got the full rainbow." <-- This is pretty much why. And the majority of my matches were like this, I ended up escaping just as much as I died when I played survivor.
Also for me personally, I don't really care too much about winning as a survivor, so that's definitely a contributing factor. Still though, I do see your point -- the whole reason SBMM exists in the first place is to make sure those extremes don't happen in the first place, which is completely fair and definitely something that needs looking in to.
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@Tsulan said:
The sbmm works as intended. It matches decent survivors with each other. Which results in problems for killers, because the game is so terribly unbalanced towards survivors.
Not only that, but so many killers on the roster are unfortunately just not good enough to compete with really good survivors. Its why so many people in other posts on the forums have been talking about seeing nothing but Nurse, Spirit, and Blight. They can compete, whereas every other killer simply can't.
@Chocolate_Cosmos said:
My solo survivor so far was terrible since MMR. All I got was just full meta OR some super unfun games and killers just tryhard like there is no day tomorrow. 3v1? Don't care. Slugging to get his "4K". Legion with mending add-ons + full slowdown build... Just overall fun stuff... And teammates werent the best either.
Killer was fine tho, for the most part. But I noticed people playing best medkits, tools and keys with offering for hatch. They still died tho for the most part.
This is something I neglected to mention in my post. I did notice a lot of survivors not only bringing strong perks, but also bringing some ridiculously strong items. Flashlights with odd bulbs, red keys with blood amber, red maps with duration, ranger medkits with charge addons, and of course brand new parts on yellow toolboxes. Map offerings and hatch offerings happened almost every other game throughout my several hour session of playing. Its one thing to run some good perks, its another to also run the best possible item and bring an offering to a very surv sided map like Lampkin Lane.
One last thing I didn't mention but probably should, a large portion of survs I went against were also very toxic and bitter in the end game chat, especially because I did win a good number of games. They seemed to be the types of people that don't lose very often. If the vast majority of my games include these types of toxic players in them too, that's just adding more fuel to the fire.