Killer mains how do you "jUsT pRessuRe gEns!" ?

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Comments

  • BlindMole
    BlindMole Member Posts: 649

    My problem is that my first chase is always too long. So by the time i get one hook two gens popped and so its hard for me to apply that pressure. The rare times i have a fast first chase i tend to keep the pressure on but... Not often.


    IF I'm playing that moment of the day where i get nothing but rank 1 dispite me being 13-11 i just pick huntress and même around, farm some points and try to get a sexy shot here and there

  • NMCKE
    NMCKE Member Posts: 8,242

    I made it past the brutal process and usually win every game unless keys are involved. 😅

  • Sonzaishinai
    Sonzaishinai Member Posts: 7,976

    First of all, it's impossible to defend all 7 gens against even average survivors so don't try. You want to pick 4 gens that are close together and focus on that area. A pallet broken around a finished gen is wasted time, a pallet broken around a unfinished gen is a potential hit every time you go to that gen. That's also why currupt is so good. Not because of the easier early game but because it ensures you have a defendable late game.

    Second. You want to get into the habbit of constantly thinking how many survivors can be on gens. At the start of the match you are in the worst position cause all 4 survivors are on gens. When you are in a chase that's 3 survivors that can be on gens.

    When one survivor is hooked and you are in chase with another and the other two are injured that means that the hooked survivor and the chased survivor can't do gens. The injured survivor is potentially healing and 1 has to save. Which translates to 0.5 survivors on gens.

    It's ofcourse not full science but it helps to think this way.

    Third. Slug, slug slug slug. It takes 6-22 seconds to hook a survivor plus whatever amount of traveling you have to do after the hook. That's a huge amount of time you are giving the other survivors to do stuff.

    There is ofcourse the risk that if you got nothing done before the slug gets picked up you wasted a hookstate but thag risk is vital to take. In terms of pressure a slugged survivor is equal to a hooked one as it's still the slug and the person that has to pick them up that are not on gens.

    It's less effective against a 4 man swf with unbreakabill but even if 1 solo runs to a slug that picked itself up with unbreakabill that's pressure you get.

    Fourth: slug, seriously it's important. When 1 or 2 gens remain and all survivors are alive you really shouldn't be hooking unless you get 2 slugs or there really isn't anything around you

  • Verconissp
    Verconissp Member Posts: 1,601

    Just be like me:

    Utter Dead inside and just play however you want

    Trust me. after you learn bout all the loops in the game, it's somewhat easier to pressure the whole maps / gens,

    Lest they treat it like a tournament for me... Then someone is getting hard camped / tunneled,

  • whammigobambam
    whammigobambam Member Posts: 1,201

    By killing the 1 or 2 survivors average per match most dedicated to them. If it's a 4 man on comms just confirm your kills and be happy with a 1or 2K.

  • Harold_Shipman
    Harold_Shipman Member Posts: 737

    On deathslinger, if its a big map, you dont. You can end a chase in seconds and the gens the other side of the map are already popping regardless. the remaining two will go very quickly before you can even patrol them. Find a 3 gen and guard it with your life.

  • Awakey
    Awakey Member Posts: 3,145

    I use a very specific build that achieves this, playable on any high mobility Killer. STBFL, Infectious Fright, BBQ, and most importantly, Devour Hope.

    The point of the build is to immediately be a threat to survivors. It basically maxes out your lethality, so they should be struggling to get each other off of hooks to prevent your inevitable snowball, all those unhooks growing your Devour to your win condition: Exposed.

    If you don't run the build, the takeaway is that pressure on survivors by winning chases is easy pressure on gens.

  • Aquamarine
    Aquamarine Member Posts: 207

    Many of you have suggested Corrupt and slugging. Time to level up Plague, get Corrupt and Infectious Fright and start a slug party. And meanwhile, I'll just go practise to end chases faster and don't give f about getting hooks or kills. Bad matches are free practice afterall, even though they are really discouraging sometimes.

    Yep, harsh reality. I tend to play in a way that I consider nice and have been able to do it at low ranks when going against potatoes (probably because I have a lot of survivor hours which somewhat help playing Killer). There are fewer and fewer potatoes, especially when matchmaking just doesn't work. It's a bad design flaw in this game.

    I've heard about 15s-guideline and that's what I usually do. Most of the time I'll get either a hit or pallet during that time. But after that...they run into a safe loop, throw more pallets and don't go down easily, then a gen pops. Rinse and repeat, and another gen pops. There clearly isn't time for that.

  • DwightFairfield
    DwightFairfield Member Posts: 1,246

    I don't pressure gens, I play survivor

    But when the killer I'm playing against pressures gens they tend to get caught up chasing one survivor while the others repair, if I was to make a suggestion I'd suggest to try ending a chase as soon as possible, if that's impossible, change up your strategy, be unpredictable.

    Survivor mains who don't play killer are so used to playing against the same type of killer player over and over again, if you change up your strategy they may not know how to react to it, and you'd be able to catch them by surprise.

    I honestly have no idea how to do that, but if you do, don't tell me, surprise me