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So the Krasue...

NekoTorvic
NekoTorvic Member Posts: 827
edited September 26 in Feedback and Suggestions

I was kind of afraid she'd turn out this over-tuned because I didn't want a killer that was hated and who I can't play because there's no point in learning her before she gets her inevitable changes… Well many people are making suggestions, I'll add mine to the pile.

I actually think her projectile is really really cool and fun to use so here's what I'd do to it:

  • Make it so that a direct projectile hit doesn't fully infect. Only the splash hit should fully infect survivors. Direct hits should be like hitting with intestinal whip, where it only fills the meter partially. This will encourage the Krasue player to be creative in how they use the projectile and to always be thinking about how to splash it onto survivors. I know I love getting indoor maps with Krasue cuz I like to try and splash survivors by hitting the ceiling and it's fun, so imo this aspect should be focused on more.
  • Increase the cooldown on her spit by like 0.5s at most, so it's less spammable, but the killer can continue to try to get a good splatter, since environmental collision in this game is very inconsistent and being punished with a long cooldown for it would be frustrating.
  • It could be interesting to make it so you can increase the infection meter to level 2 by splattering survivors again. Maybe 1 splatter hit/3 direct hits infect, then 2 splatter hits or 6 direct hits cause infection 2? I dunno, there might be a balance somewhere there. If not, no problem, this doesn't need to be a part of her kit.

When it comes to head mode here's what I think:

  • Keep the no collision aspect of her power, because imo regardless of how good a killer is, hitting a tiny bit of geometry that's barely in your FOV and having your power just stop feels horrendous. Maybe make it shorter, currently she avoids collision for 0.6s, maybe make it 0.4?
  • Reduce the turn rate so survivors can actually try to mind game or dodge the attack. Or make it so she can only turn at the very beginning of her lunge, just something other than what it currently is.
  • Make the pallet vaulting 1.8s instead of 1.7s just so the timing is tighter and the killer has to make a read around loops to try and get the survivor with the whip lunge. I am not fully against the killer being able to make it around a loop, but I want the killer to have to make a read on whether the survivor will keep going or vault the pallet, instead of just having enough time to wait and see what the survivor does.
  • Either revert the change related to vaulting from Headlong Flight so survivors have at least that as counterplay to slow you down, or make it consume like 33 to 50% of your meter if you vault directly from Headlong Flight, so there's at least a cost to it.

Absolutely needed change:

  • Remove infection when a survivor is hooked, you can even give them infection immunity for 10 seconds post unhook. This killer is just way too good at tunneling and the worst part is that it's encouraged given her current design. If you see an unhook, you are discouraged from going for the unhooker because they are immune to your whip. The simplest fix is to just remove infection upon getting hooked.
  • Since this means unhooked survivors don't need to bother with mushrooms, you could reduce the max amount of mushrooms in the map to 6 or even 5. Though this compensatory buff isn't really too necessary, I think.

Edit:
First edit: Either get rid of or severely tone down the strength of the splash autoaim from her projectile. It is FUN to figure out how to angle a splash to survivors. I know map collisions are inconsistent, but I would still prefer for my skill to be the determining factor in getting a good splash.

Second edit: Suggested by a comment and I think it's really good: Make any pallet vault consume some of the Headlong Flight charges. Especially if combined with making the projectile increase inctection 1 to infection 2, it can create an interesting choice for the Krasue player: Do I stay in body form and potentially waste more time so I can infect the survivor to tier 2, get them broken and then switch to head to get the down, OR do I infect them, immediately switch to head, but risk wasting my charges if they make me vault, so then I cannot catch up immediately after I get the first hit.

Post edited by NekoTorvic on

Comments

  • Elan
    Elan Member Posts: 1,402

    It think she's overrated. She's top A for sure, but she truly doesn't shine where other killers would struggle so much. I'd say her biggest strenght is wide FOV on top of decent lunge antiloop and mobility. I think that in state of implenetning planned feature she'd be fine. Just give it a time.

  • NekoTorvic
    NekoTorvic Member Posts: 827
    edited September 25

    You might be right. It is prudent to let survivors adapt a bit, sure. And to be fair, she feels really good to play cuz she is very responsive and isn't clunkyfied by a bunch of animation delaying cooldowns. I hope she remains that way no matter what the devs do to her.

    However, I think the thing about infection going away after getting hooked should be implemented. She is good at tunneling to a degree that I think is very unhealthy, and I am one of those people who think tunneling is a valid strategy that should be an option if the killer deems it necessary.

  • Steakdabait
    Steakdabait Member Posts: 1,370

    lol do we actually play the same game? she's easily top 3 arguably best killer in the game unless you're literally a perfect nurse/blight player while krasue can be played to max power post lobotomy. She is the least interactive killer released since legion.

  • CrimsonMothKing
    CrimsonMothKing Member Posts: 454
    edited September 26

    She just does everything way too fast.

    • Recovers from Regurigate too fast
    • Recharges Regurgitate too fast
    • Switches to Head and can attack too fast
    • Recovers from Headlong Flight too fast
    • Whip is too fast

    She needs to be slowed down in almost every way.

    Also, I would make it so that only direct hit fully infects as the splash (for some reason) has an auto aim feature where it condenses the droplets towards a nearby survivor.

    But I do agree, additional hits should increase the meter as long as infection is fully removed when hooked (and mushrooms are reduced because of it)

    One suggestion I had, is that using the pallet vault in Head Form consumes some charges from Headlong Flight

  • NekoTorvic
    NekoTorvic Member Posts: 827

    Maybe that is the only way to make her balanced. But I'd hate to go that route first. The killer feels responsive and nice to play. I love that about her. I would prefer if BHVR figures out a way to balance her without clunkyfying her. The one consistent thing that has made me stop playing certain killers is when they start feeling clunky because everything they do has a massive recovery. It happened to Pyramid Head, it's the reason I never touch Huntress. I dunno if plague is still like that but there was a patch where she felt god awful to control because they made her clunky. Deathslinger is the worst example so far for me, a killer I bought cosmetics for and who I mained for several months, and they made him feel so clunky that I have not touched him ever since his ADS speed nerf.

    I guess they made the splash have autoaim because map collision is pretty inconsistent. I would tone down the strength of that autoaim and I would still make the spalsh the focus. In my opinion, figuring out how to splash onto survivors is miles more interesting than just a basic direct hit projectile.

    I wouldn't be opposed to the pallet vault in general consuming a percentage of her Headlong Flight charges, at least if you make her vault too much, she won't be able to instantly catch up once you get distance. And it would create a pretty interesting gameplay decision for the Krasue: Do I stay in body form and potentially waste more time so I can infect the survivor to tier 2, get them broken and then switch to head to get the down, OR do I infect them, immediately switch to head, but risk wasting my charges if they make me vault. I like it!

  • CrimsonMothKing
    CrimsonMothKing Member Posts: 454

    For Krasue, she has a similar issue to old Unknown, where you could spam M2 and make survivors think you were going to spit and zone them, while getting closer with no slow down.

    The balance between responsive and instant is difficult, true. But being able to spit and M1 before a survivor has finished the "infect" animation is way way too fast. Not only have you completed your primary focus of infecting the survivor, but you also got in an easy hit that will make your already extremely strong chase, even stronger as now you only have to deal with 1 health state.

    For me, the time between shots, recovery and when she can attack needs to be increased, she can do so much so quickly that it's unplayable in most areas.