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"In my first chase, three gens pop!" - How the game flows.

I figure I should make a positive post for once, and people keep talking about how nobody wants to play killer. Hopefully this will help some people get their confidence back and play the game in a new way.

This line is one I often hear. A lot of players find that playing as the Killer stressful because on their first chase, the survivors are able to complete 1, 2, or even 3 generators in the time it takes for them to down their first survivor.

Firstly, I understand that it can be discouraging to feel like you're losing from that point onward. They've done 3 generators, 60% of their win condition, and you only have 1 out of your 12 hooks? How can you possible win?! You have to start looking at those first 3 gens popping as the end of the "early-game", and the beginning of the "mid-game". The game is far from over at 2gens left in an majority of matches I've played, even against sweat squads.

Just don't panic. Time moves way faster when you're in the Killer seat than it does when you play survivor.

Think of it this way:

"EARLY GAME"

At the beginning of the trial, survivors are at their most powerful: All of their items are at full charge, they all start healthy, they have their DS/Unbreakable up, they are generally spread out, the map is full of pallets and they can go anywhere on the map and start working on a generator.

Opposed to this, the Killer begins the trial as weak as they possibly can be: you don't have your traps set or your power charged in any way, your perks have no stacks, no survivors are injured, and you don't have any pressure so you can't compel survivors to move off of generators. Honestly, your first down should take your longest to get, because your first chase is generally an "exploration" of how strong the map is, and you're generally going to break it to get injures on other survivors to generate more future pressure as well as kicking some pallets to loosen the map up. So a gen, or two, or even three in the worst case scenario pop. It's not over, as long as you have a plan as to how you're going to play your midgame.

"MID-GAME"

Entering the mid-game with even only one hook, you need to understand now how the game has shaken up. Your power is probably charged up now, the maybe some survivors are injured. You know where to chase and where not to chase, where on the map is strong or not. One survivor is on the hook, therefore another needs to come unhook them. As long as you keep at least one person down at all times, ideally on a hook, and assuming no one heals, you're in a good spot. That's already only 2 survivors left who can work on generators, but there is another catch: The number of generators you have to defend has shrunk - and ideally, if you have been defending them correctly, they're all in the same general area. This means that you can tenaciously defend your clustered remaining generators by needing less time to rotate between them and hooking your downs in the middle of your territory.

As you take more chases in this desirable area, the safety of your defended territory will decrease as survivors drop nearby pallets, etc, leaving you with quicker chases, more downs, and giving survivors less time to actually work gens (Even less if they're actually healing. Remember, if they're healing, they aren't doing generators, buying you more time to capitalize on mistakes). Decline being goaded into chases that draw you too far from your zone unless you are confident you can end it and rotate back before a gen is finished.

This is why maps like Azarov's Resting Place can be very killer-sided if played correctly, or if the survivors play their "early game" badly and pump gens on only one side of the map. This is also how absolutely buttcheeks maps like Red Forest or Fractured Cowshed become winnable.

In essence, the map should be "shrinking" as you lose ground, increasing the Killer's power and forcing the Survivors to risk danger by entering the Killer's defended territory. If they want to run off to the other side of the map to heal, they are essentially removing two or more survivors from the game for the travel time + healing time. If they get caught out of position, all the pallets in reach should be gone - merely sighting a survivor should be a free hit.

"LATE-GAME"

So, the "Late Game". 1 gen left. Hopefully you've kept yourself a 3gen. This is where the Killer is the most powerful, because the Survivors can only complete their win condition by sitting around a very small selection of locations. If you're cleared the map and taken some hook states off of survivors, this is where you shine. You know where they need to go, and you have it all within arm's reach. If you've already sacrificed one of the survivors, just get your second sacrifice and the rest of the game (1gen left 2 survivors is alive) is a formality at that point - slug for the 4k because you deserve the points. The only thing that can stop you now is if you get distracted in a chase for too long and the survivors pump a gen, or you lose pressure completely and they all heal.

Or a key, because you know. Game balance letting survivors avoid the height of killer power😋

If you're 3-genned and one of the gens is way off in space where you can't defend it, well, not much to do but try your hardest.

CONCLUSION.

Don't get discouraged because you lose some gens at the start of the game.

Have a plan as to what area of the map you're going to be defending and make sure you stick with that plan.

The smaller and more depleted the map gets, the stronger you become as the Killer.

I've been able to pip a majority of my games at Rank 1 on Trapper and Ghostface, even double pip, using this play style. I'd say the one perk I'd put on no matter what is "Pop Goes the Weasel", because I don't own Undying and don't like to defend Hex:Ruin or Hex:Devour Hope anyways. If the totem spawns somewhere bad, I don't like losing my perk.

What do you think?

Comments

  • Toblerone007
    Toblerone007 Member Posts: 598

    Nice post. Killer kill rates are all above 50% in red ranks. Yes it isn't SWF exclusive but it does say out of all the games you lobby up you are getting above 2 kills every game.

    I've been playing killer a lot lately and I want to emphasis how much playing survivor and mastering it helps so so much with chasing as killer.

  • savevatznick
    savevatznick Member Posts: 651

    Well, you need to get a lot of hooks to pip in red ranks so 50%+ (2kills or more) is expected 🤣. Plus as you kill survivors the games gets easier. I think 3k+hatch or 4k gets more and more likely the less survivors there are in the game, and 4escapes are obviously more likely if the Killer doesn't kill anyone at the beginning of the match,

    And yes, playing both sides really is necessary to comprehend the game. Time passes so slowly as a survivor, and you can definitely feel that the time you take to do something like heal or do a totem as opposed to doing a generator. Whereas as a killer, when a survivor heals quickly it seems like it takes 5 seconds. Definitely why people get stressed as killer - their brain is working overtime. If you calm down and think about the raw times things take, you won't stress as much.

  • Toblerone007
    Toblerone007 Member Posts: 598

    Yep definitely time goes faster. Perception is an amazing thing. You made excellent points it's all correct.