Maintaining Pressure

As I've been going further up in rank I've finally clashed with the extreme gen rushing meta and I was wondering if any seasoned killers may perhaps give me tips on maintaining pressure whilst only being able to be in one place at once, particularly with a killer like Wraith, who has no built in snowball potential or pressure.

Please no git gud or ruin undying ez or whatever, just actual proper tips and ideas.

Comments

  • SilentPill
    SilentPill Member Posts: 1,302

    I usually do Corrupt / Pop / Enduring / Sloppy on wraith.

    I always do a windstorm addon. That along with sloppy enables a hit and run playstyle which is significantly better than committing to long chases.

    You definitely don’t want to follow the survivor rule book on a weak killer either.

    I usually hook someone, go find a nearby gen to pop / get a sloppy hit, and then go straight back to the hook. You always get a free hit during an unhook.

    If you ever get DSd as wraith you can just assassinate them later by smacking them straight as they come off the hook, ignoring BT through stealth. Then instantly finish them off.

  • Chchchcheryl
    Chchchcheryl Member Posts: 1,531

    During all this time though two other survivors minimum are doing gens, probably one has popped in this time, the pop is helpful but it would only really be effective if you had all seeing spirit and that could take you too far from hook to get the free hit or grab

  • Chchchcheryl
    Chchchcheryl Member Posts: 1,531

    You're right, I'll make sure to just cloak in the corner next time, I'm sure that would be more helpful to the survivors, shame on me for even thinking of playing sweaty.

  • Chchchcheryl
    Chchchcheryl Member Posts: 1,531
  • SilentPill
    SilentPill Member Posts: 1,302

    Not really if corrupt is still up. You hook someone, go disturb a gen, pop it, and then go back. That’s 3 people off gens during that time.

    Ideally you get a slug before the unhook happens and that will basically force the entire team into your hands.

    If you don’t want to use gen control perks like corrupt pop I would just go full chase build and tunnel someone. Tunneling someone out of the game is the best source of pressure available if you do it quickly enough. It’s pretty easy to win a 3v1 because you can start slugging heavily and it’s hard for the survivors to recover without multiple unbreakables.

    The other solution is to play a better killer than wraith. I usually only play him after dumping some blood points into him from playing someone better; so like 95% of my wraith games are using his best addons. I don’t feel like suffering through a brown / yellow addon wraith game at red ranks.

  • deadbyhitbox
    deadbyhitbox Member Posts: 1,117
    edited February 2021

    1. Run perks that synergize well with the killers power

    2. Slug. Survivors hate it, but knowing when to correctly slug can slow the game down a lot.

    3. Watch good players. Seriously, this is probably what will help you the most. I'd suggest watching ZubatLEL for both sides and taking notes. ScottJund has plenty of informative tip videos as well. This helps with learning what you can do in certain situations.

    4. Watch back games you get stomped and see your mistakes. A big part of becoming a good killer is understanding that not everything is the games fault, and having the mindset that you could have done something better or different is a good thing.

    5. Adapt to survivors playstyle and analyze a survivor in their first chase to see what they do and change your style accordingly. Also, be unpredictable in chase. Don't let the survivor know what you're going to do before you do it.

    6. Know when to drop a chase or who to chase. If a game if going bad, don't commit to the best player, chase and kill the weaker links.

  • Chchchcheryl
    Chchchcheryl Member Posts: 1,531

    Fair enough, that makes sense! And if you get the grab that's another pop for free!

    I mostly play Trapper and Blight but I've always liked Wraith's power so I've started learning him.

    I seem to have a knack for handicapping myself that way I guess lmao.

  • Karao_Ke
    Karao_Ke Member Posts: 1,221

    I've answered these types of questions before and the best advice I can give you is:

    • Know when to start a 3-gen. If you're playing a weak killer like Wraith and there isn't enough pressure to go around, you need to maintain one area of the map to stay in control. Since you have Pop, this makes this idea 10x better since you can just pick up a chase (don't go too far from your 3-gen), down them, hook them, and then come back with Pop to regress any major progress. Rinse and repeat.
    • You don't have to play by the survivor rule book. With this being said, don't be a douche & facecamp/tunnel/slug everybody early in the game, but if the game is coming to a close and you're in a tight spot, it's okay to tunnel & it's okay to slug. These are just strats for slowing the game down, and can definitely be the difference between a lost game and a won game.

    Last but not least..

    • Don't take the game seriously. Letting the survivors tilt you because they might've BM'd you/outplayed you isn't good because once you're tilted, not only do you not play the game to your full potential, but you also take away any potential fun you could have. Sometimes you have to sweat & sometimes survivors can be annoying, but never let those affect your headspace.


    Cheers mate, I hope your games get better!

  • Chchchcheryl
    Chchchcheryl Member Posts: 1,531

    Thanks man

    I didn't think about forcing a three gen as wraith, its almost second nature when I'm in a tight spot as trapper, I don't know why it didn't occur to me!

    Makes sense but I just feel guilty, same reason I refuse to run NOED and ruin undying, so many survivors complain about it bet the majority don't enjoy playing against it (I personally have no issues, besides with the fact NOED rewards playing badly).


    And yeah I do try, killer just gets a bit much sometimes

  • Karao_Ke
    Karao_Ke Member Posts: 1,221
    edited February 2021

    No problem!

    NOED is a perk that encourages bad habits from killers, so I'm glad you don't run it. I'll give new killers a pass (because I used to use it too), but experienced killers should know better unless they're doing an endgame build (something like Rancor + NOED + Bloodwarden + etc).

    As for Ruin + Undying, you shouldn't feel bad about using it especially when survivors almost always bring Dead Hard & Decisive. Why handicap yourself of good perks when everyone else is running them? I say the same thing to people who don't run exhaustion perks.

  • Chchchcheryl
    Chchchcheryl Member Posts: 1,531

    Yeah makes sense.

    Why would stridor be good for an endgame build though? Just makes everyone louder!

    I suppose I never thought about it like that because I don't really use stuff like that myself!

  • Johnny_XMan
    Johnny_XMan Member Posts: 6,434
    edited February 2021

    Wait, a thread asking for advice for a change, instead of “this game sucks I’m quitting waaah”...? I’m in!

    I would say one thing I do is normally get an idea for which gen they might be working on and then right before I go preassure , down and slug the next player if you don’t think you have time to hook. This hopefully forces one of them off the gen to go pick them up.

    Definitely don’t overcommitt to a chase if you know they have an excellent tile and no gens around. This is their perfect scenario and might cost you too many gens.

  • savevatznick
    savevatznick Member Posts: 651

    Always ask yourself if an action is efficiently preventing survivors from doing generators. The worst scenario a killer can be in is all 4 survivors uninjured, spread out on different gens. You'll notice that at the beginning of the game, you start at the worst possible scenario.Survivors group up to unhook each other and to heal. Survivors are not doing gens when they are healing or when they are in chase.

    Don't try to mindgame strong pallets because it's going to waste more of your time than it does of the survivors'. Seriously, there are zero mind games at a lot of the pallets in this game. You want to kick them so they are gone the rest of the match.

    Consider a situation where you find 2 survivors on a gen, both injured, and you instantly down one of them. You generally should keep chasing the other survivor who is fleeing instead of picking up and hooking the first survivor unless they are on death hook, because you are now pressuring 3 survivors at once - one is down, the other is in chase, and another needs to come pick up the dead one. Hooking someone is basically stunning yourself for 15 seconds so they lose a total hook state- not very time efficient. This is also why Unbreakable and Soul Guard are such powerful perks - they destroy killer pressure.

    If you recognize a 3 gen position and you hook a survivor in that area, it's probably best to proxy the hook from there on to waste pallets in the area. In the late game with one gen left, survivors will have to come to a small area of the map with the 3gen to finish the match unless they have a Key, in which case they just find hatch and you lose.

    On Wraith specifically, I think it is best to keep everyone injured and play the "Hit and Run" playstyle with Nurse's + Sloppy Butcher. Wraith excels when he can catch out or surprise mispositioned survivors with free hits from his uncloaking dash, but is terrible(IMO) in 2-hit chases. Injure everyone, then catch them while they are healing with Nurse's. Medkits are your worst enemy.

  • Moundshroud
    Moundshroud Member Posts: 4,458

    Bring a Mori and use the Bell for the appropriate fear factor. This is going to sound dirty, but against a certain level of Gen-Rushing SWF coordination you have to do what you have to do. Play normal, and get that first hook. Ideally you want to hook them near a Generator you hear has been worked or being worked. Then you can get a little extra pressure running that person off. Kick that Generator. As most have pointed out, Pop and Corrupt is great. Oppression is also good for this build. Then do a series of short patrols, generally cloaked in the vicinity of your 1st Hook. The key is NOT to discourage rescue attempts, but to thwart or give them pause as they get close. The Bell is your best friend for this as ringing it as you see the approach can easily be done in a way to turn people away. If you aren't obviously face camping, then they quickly realize they will probably need a 2nd person for this rescue. Do you see where I'm going with this?

    You aren't trying to prevent the rescue or discourage it. You want to tie up more people doing it if possible. You only want to hold them off long enough for the person to go to 2nd Stage. A SWF that milks every last bit of time out of a hook often have the habit of not starting their rescue run until later in that hook. This makes your job easier. *You can see why I said do your best to hook near a Generator you also want to pressure. Once that person has hit 2nd Stage, allow the rescue and them Mori them with extreme prejudice and take it from a 4v1 to a 3v1 as early in the game as possible. I've found this is the most effective way to cripple a SWF.

  • Chchchcheryl
    Chchchcheryl Member Posts: 1,531

    I can't remember the last time I saw a thread that wasn't a complaint in one way shape or form

  • Chchchcheryl
    Chchchcheryl Member Posts: 1,531

    A lot of people say slugging is great for creating pressure but if I only slug i don't get many hooks, is there a way to keep balance between the two or should i just go with my gut in the situation?!

  • Chchchcheryl
    Chchchcheryl Member Posts: 1,531

    There seems to be a fine line between creating more pressure efficiently and cucking yourself by being greedy, how do I make the right decision between taking the hook state or greeding it?

  • Chchchcheryl
    Chchchcheryl Member Posts: 1,531

    What do you mean by fear factor? Like, zoning them by bonging to scare them off?

  • TheClownIsKing
    TheClownIsKing Member Posts: 6,278

    Slug regularly. You want 1 or 2 survivors incapable of doing gens as often as you can manage.

  • Johnny_XMan
    Johnny_XMan Member Posts: 6,434

    @Chchchcheryl

    Of course you have to analyze your own situation. Like, if you haven’t gotten any hooks from that survivor I would probably hook, instead of slug.

    The way it sometimes works out for me is that I slug the one person, go pressure gens, give the survivors a reason to leave the gens, go back to the slugged person and by that point you can intercept anyone going for that heal.

    Much of this depends on other variables too like which killer you’re playing, and what perks you’re using. You wouldn’t want to bother much if you’re a mile away from the slug and you aren’t playing as someone who can travel across the map in a short amount of time.

  • savevatznick
    savevatznick Member Posts: 651

    I tend to play a bit more conservatively than what is recommended. To me, keeping someone slugged is only more valuable than having them hooked when healing them takes more time than unhooking them.

    You might hear the phrase "One hook one slug" as a guideline, as in you only need to have one survivor on the hook at any given time to keep good pressure. While this is a great guideline, I find that especially early-game, taking hook states away from survivors makes them much more fearful, and frequently "cash out" if I get 2+ early downs right away regardless of whether they are being unhooked immediately in front of my face. I want people on death hook asap, basically. If I defend a 3 or 4 gen correctly, the game is generally over when the first survivor is sacrificed - from there it should be much easier to sacrifice the second survivor and the rest of the game is a formality at that point.

    More specific good tactics could be like, say you down 2 people close to each other. You can hook one then proxy the hook and the slug. If they send one survivor, you get a free hit on the unhooker then immediately hook your slug. If the recently unhooked survivor goes for a DS-protected unhook, you slug them and go chase any of the nearby survivors while they try to heal or get healed by a teammate. If they send 2 people, one to unhook and one to heal the slug? You get a free hit and all survivors are in one place for you to pressure - none are on gens.

    Just try to weigh the permanent pressure of removing a hook state from a survivor against the immediate pressure of being able to immediately find a new chase without wasting 20s hooking. If you don't think there is a chase nearby, just keep hooking.

  • TheClownIsKing
    TheClownIsKing Member Posts: 6,278

    This sounds similar to what I do, and why I run/stack Coulrophobia with Mangled. It usually results in the healer taking a hit for nothing because they couldn’t get the slug back on their feet in time.

  • lolololol
    lolololol Member Posts: 106

    Not to dishearten you, but if you’re going against a perfect team of survivors. Weak (unless with amazing addons) killers such as wraith for example. Just won’t cut it in todays climate on Dbd. If you want to actually stand a chance get good with nurse, doc, twins, spirit, and Freddy. If you’re a keyboard warrior, Pyramid head is also good because you don’t have to deal with controller sticks when using punishment of the damned and he completely negates decisive strike (if they’re tormented).

    theres also a variety of perks like ruin, pop, and corrupt intervention, etc. that can slow the game down, but sadly if you’re gonna use ruin/undying combo it will be nerfed soon because survivor mains can’t handle it...even tho no changes to DS and keys..thx devs👀

  • Moundshroud
    Moundshroud Member Posts: 4,458

    Yes, as they start to come closer to make their rescue run (not able to see you) a simple ringing of the bell will cause them to pause and hide to look around to see which direction you are coming from. The key is to keep slowing them down in the rescue and thus tying up as many as you can. You are going to allow the save, but only after the person goes to hook stage two. The bell is a great way to create an abundance of caution.

  • Johnny_XMan
    Johnny_XMan Member Posts: 6,434

    @TheClownIsKing

    Yep, I don’t run Coulrophobia but I do run Sloppy. XD

    I usually use this trick on people who love to immerse, because sometimes immersive survivors can break the pace of your pressure. I’ve had matches where I hooked 2 people and then because I was trying to play nice, went to look for the immersed survivor and lost all pressure I had at the hooks. my own fault of course.

  • Jokersmile
    Jokersmile Member Posts: 96

    For wraith i run corrupt intervention, Whispers, make your choice or PoP, and BBQ

    Addons run all seeing and windstorm purple or green

    i find using this build is good for getting an early start which is important for all killers but even more so for killers on the weaker side

  • FFirebrandd
    FFirebrandd Member Posts: 2,446
    edited February 2021

    The key to maintaining pressure is to be constantly forcing the Survivors to do things other than generators. It doesn't much matter what those things are, it just matters that they aren't doing generators. There's the obvious things of course... have somebody on the hook, have somebody having to rescue someone, have someone on the floor, have the Survivor feel like they need to heal, and for some killers have the Survivor need to mend.

    However, that's not where your options end. There's numerous perks I've found that can... either let you kind of be in two places at once *or* convince Survivors to do other things or just play inefficiently because they're scared.

    1. Corrupt Intervention. If a Survivor ends up wandering around for 20 or more seconds looking for an unblocked generator, well that's really good for you. Even better, that time wasting comes at the very beginning of the game where you have basically no pressure.
    2. Oppression. Every so often you basically can be in multiple places at once. Also Survivors who miss the skill check now have a bad choice to make. Stay on the Gen even though the Killer could easily be coming or leave which wastes time but is safer. This might in fact be one of my favorite perks now.
    3. Surge. Get a free kick on every gen near you when you down someone and 8% regression. Not good on M2 killers obviously but it can be a real time saver for M1 killers.
    4. Sloppy Butcher. If you're on a killer that Survivors really don't want to stay injured against (like Wraith), making them heal 20% slower every single time is a great way to stretch the pressure you do have just that much farther.
    5. Dragon's Grip. It only takes one guy going down to this to make all the other Survivors super skittish about touching generators that are regressing. They don't know how long ago you kicked it, they don't know if your Cool Down was ready. They may not even know that you didn't even kick it and the regression started via Surge. It doesn't matter, they have to respect that if they touch that... they could scream get Exposed for 60 seconds, which is not a good time.
    6. Trail of Torment. Not really necessary for Wraith, but for Legion in particular I've found this perk is perfect for convincing the Survivors to heal even though healing against Legion isn't usually a good idea. Nobody wants to have the now Undetectable Killer step around a corner and down them for free because they were trying to bust through a Gen while injured.
    7. Solo Thrill of the Hunt. Survivors don't like leaving glowing Totems lying around. They spot this and they'll just keep coming back to it over and over and over again trying to kill it. If you defend it, those wasted cleansing seconds can really add up. Doesn't really work unless you're on a mobile killer or on Trapper but its an option. Also seeing Thrill of the Hunt pop up will probably leave them wondering what other Hex Perk you might be running and searching for it, because who runs a Hex defense perk without more Hexes?
    8. Make Your Choice. Similar vein as Dragon's Grip. The rescuer is probably not going to Gen Jockey it up while having that 60s Exposed effect. And well... if they do and you find them... well, congrats on your easy down.

    EDIT: Oh and also, don't underestimate the base Gen Regression. I realize it doesn't sound a whole lot... its essentially regressing at 25% of 1 survivor's repair speed, but consider this. You have one guy on hook, one guy going for the rescue, one guy in chase, 2 gens regressing, and 1 guy repairing gens. Overall, the generators are only gaining 0.5 charges per second. Without those 2 gens regressing, the gens would overall be gaining 1 charge per second. In that scenario the base regression is essentially cutting the Survivor's progress in half which is not too shabby.

  • Volcz
    Volcz Member Posts: 1,301

    That first tip is the big one. Rotate and don't focus on 1 survivor for too long unless they make a very dumb mistake and you can capitalize. The idea is to make every survivor uncomfortable/risk doing gens versus getting healed up. I'd also recommend watching a few amazing killer mains on Twitch, like Hexy or Otz. Both are exceptional and play every killer very well.

    If you are on 1 person for too long (even though you don't think its a long time), you'll often realize by the time you caught and downed someone that 2 gens have already been completed. At that point already, you are behind in pressure/progress.

    Aside from perks, this is probably the biggest advice. And in terms of perks, I see a few people recommending CI, pop, Ruin etc. But 1 of the most underrated perks (that has uptime the entire match) is Tinkerer. It is insanely strong and used quite often by the very good killers.

    Good luck.

  • Chchchcheryl
    Chchchcheryl Member Posts: 1,531

    That's great and all but I don't want to use a really strong killer, I find having a power that's too, powerful, gets boring, playing Freddy and Spirit is a drag, Nurse is a nightmare, I like Twins but I find pressuring with them extremely easy. Pyramid Head is boring asf, I love him as a character but his gameplay is not it for me!

    Either way if I wanted to learn a stronger killer we wouldn't be here, playing weaker killers like Wraith and Trapper for me is very very fun, I play Blight as well but his power isn't just kick back and relax just stand still or right click for ez loop slows, it requires actual thought which is what I enjoy.

    I get that the climate isn't great for weaker killers but against a perfect team only someone like Otz really stands a chance, because he's one of the few perfect killers.