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Reworking the Krasue

blackoutraven
blackoutraven Member Posts: 27
edited March 10 in General Discussions

It has been quite some time since Krasue was added to the game, and like many new killers she went through the usual phase of community hate. A lot of players initially didn’t want to understand how her power works. However, after months of gameplay, people have figured out a very simple counterplay: just grab a mushroom and bodyblock the infected survivor during a chase. This can waste a huge amount of the killer’s time, and from the killer’s perspective it also feels very repetitive and boring.

The gameplay loop often looks like this:

infect → lose time → get bodyblocked → start all over again.

Because of that, I think infection should be more dangerous. Right now, getting infected barely matters. A survivor can simply eat the mushroom and go back to repairing a generator without worrying about any real consequences.

Infection should create meaningful pressure. For example, while infected a survivor could have their aura revealed to the killer, or hindered penalty. The idea is that when someone gets infected, they should actually think twice before taking risks.

Head Form

One idea would be to leave Krasue’s body behind when switching forms. The body would still emit a terror radius, while the head itself would become Undetectable but keep its movement speed.

I don’t think this would be too strong considering that Krasue can only attack infected survivors.

Another important change would be allowing the head form to break pallets. Honestly, this might be even more important than other changes. The pallet vault that exists now is rarely used because it’s too slow and very predictable.

Comments

  • ControllerFeedback
    ControllerFeedback Member Posts: 681

    Without a significant rework (which I think she needs), I'd just take the pallet break in head form honestly. Make it slower than body for all I care.

  • ShanoaLegendaryPlz
    ShanoaLegendaryPlz Member Posts: 1,724
    edited March 11

    Ive been playing her a lot recently, got to prestige 27. Currently she still feels like one of the most aggresive chasers in the game besides kaneki - once infected. So her only real counterplay is avoiding infection, and teamwork.

    Most rounds i have people dont double up and body block which leads to very fast chases because the lunge makes almost every pallet unsafe unless theres a window next to it, the vault makes godpallets a deadzone, and the speed she has in that form makes it nearly impossible to gain meaningful distance as if you were being chased by a cloaked wraith that can strike at any time.

    So 1 on 1 shes a beast making her only counterplay body blocking. Which at that point i just switch/spit/switch, and think of it as a natural slowdown keeping 2 people off gens rather than just 1. They are also less likely to bodyblock if someone is alredy hooked.

    Some killers might feel like they need something fixed to make them more effective, but if you just make a killer too effective, how are you supposed to lose? You aren't supposed to win 100% of the time.

    While i do understand that at higher mmr she probably feels awful because her counterplay is 1 solid style, and an elite swf would master it, for the rest of the games mmr she seems quite strong. Mind you i main xeno who also suffers extremely with swfs at high mmr as his 1 counterplay is multi turret safe zones AND holding W, he also feels awful to play at high mmr.

  • Rickprado
    Rickprado Member Posts: 1,040
    edited March 11

    To me, the only issues Krasue currently has is that infection means almost nothing if you are not in chase and she depends on some perks to counter strong loops like shack.

    I would propose a change were if someone gets hooked while infected, they would have 60 seconds of a "dormant" infection - needs to be infected again to be hit by head form - , that would become a Lv1 infection if they don't eat mushroom in time. This would give her map pressure back without give her tunneling potential.

    Also, If she was able to break pallet in head - even slower than normal - would make her gameplay much more enjoyable because changing forms to break pallets is absurdly annoying.

    Otherwise, she is fine.

    Post edited by Rickprado on
  • blackoutraven
    blackoutraven Member Posts: 27

    these are my ideas, I'm not saying that all this should be implemented. you can use some of this as an option. The fact that she needs to be changed is not to be denied. I've been playing her since the release, and I'm already tired of this identical style of play, what's for it, what's against it

  • blackoutraven
    blackoutraven Member Posts: 27
    edited March 11
  • blackoutraven
    blackoutraven Member Posts: 27

    yes, I don't see any problems about breaking pallets. We have killers who do this and can immediately continue the chase, but no one is talking about them anymore. It doesn't take long for the pallets to break, but the survivor manages to fly 2000 meters ahead. There are a lot of loops in the game that are difficult to beat if the survivor knows what he's doing, so almost everyone takes Dissolution.
    now imagine that you change shape, wait and then break the pallet, return to head and see that the infected survivor is covered by people with mushrooms. I've played a lot of matches on her and my highest mmr is now on her, almost always my games are against the no lifers, and I've already written above how the matches go against them

  • Sp00kyb0b
    Sp00kyb0b Member Posts: 88

    The usual killer rework time is about 5 years, so good luck with that. SM should still be in front of that rework line, but im guessing that they postponed it again. New DLC (milking our wallets) > Fixing the game > Fixing the killers > Anti-Cheat

  • Abbzy
    Abbzy Member Posts: 3,110

    She isnt bad but feels super slow because you need to almost every time infect someone and than you can use head for to get down which takes lot of time and feels super cluncky. The true horror begins when survivors you face know what her weakness is and start bodyblock for each other this makes her waste so much time even nemesis is compare to her with 3 hits olympic runner champion, not to mention spreading her infection does almost nothing becuase shrooms are everywhere I feel she needs bigger rework like some big changes to shrooms and how her power works becuase she is great in 1v1 but sucks super bad in 1v4 and smart survivors that know that will give you hard time.

  • Abbzy
    Abbzy Member Posts: 3,110

    You mean they would get infected by some time but it would take longer than larrys emp, thats kinda great idea because unlike larry her infection isnt realy a slowdown or any treat only thing it does is she can whip you in head form so its kinda like nemesis but with easier counter with resources (shrooms spawn everywhere). I still think hitting 3 hits with nemi is easier and faster with more benefits to rest of the match than hitting 3 hits with krasues head form that tooks longer and doesnt realy offer any slowdown or advantage in the rest of the game just huge time waste.

  • Abbzy
    Abbzy Member Posts: 3,110
    edited March 12

    Well I think shape took even longer if we wont count in rework for killer addons because he was reworked like after 6-7 years.

    These two patches could count both as rework but I would count as "rework" more the patch 9.2.0 that did what is expected from rework and thats changing characters power to something else because 8.4.0 did changed only stalking and evil within 1 speed while patch 9.2.0 gave him more changes and introduced something new.

    Patch 8.4.0

    • Buff: increased the default Walking speed while in Evil Within I from 4.2 m/s to 4.4 m/s.
    • Buff: effectively doubled the available pool of Evil from 40 points to 80 points.
      • The pool is still distributed evenly across all Survivors present at the start of the Trial.
    • Buff: reduced the amount of Evil needed to reach Evil Within II from 5 points to 3 points.
    • Rework: reworked the distance-based multiplier of the Stalking ability.
      • increased the multiplier for Stalking from afar from x0.1 to x1.
      • reduced the multiplier for Stalking from close-by from x1 to x0.4.
        • These last two changes effectively reverse the Stalking behaviour, now favouring The Shape Stalking Survivors from afar over from close-by.
    • Undocumented Change: changed the Terror Radius in Evil Within I from 6 metres to 32 metres.
      • Since the Undetectable Status Effect overrides this at all times, this change is inconsequential.

    Patch 9.2.0

  • zonkednb
    zonkednb Member Posts: 205

    What if head form had no collision with uninfected survivors?

    I've been the bodyblocker in this situation and it seems like catching her vaulting a window or pallet is a guaranteed way to force her to break chase.

    I suppose the argument should be to force any blockers away by switching back to body form for M1 and infect, but it's caused you to lose the first chase you committed to and forced you to start over. Allowing head form to simply phase through (maybe when in flight power) might help?