How to make Sadako worth playing

1. Being near an active TV increases condemned over time. Doing an entire gen near a TV will raise your condemned by 2 gradually. The progress of condemned is cut short and increased by 1 if the TV is teleported to. This means if sadako teleports to your TV when the gen is at 99, you’ll almost get 3 condemned.


2. Ring drawing add-on basekit. A condemned survivor who is a party to a healing action spreads 1 condemned to other participating survivors.


3. Survivors with max condemned are exposed permanently unless they remove the condemned

4 Remove directional lullaby completely. Demanifested sadako is only visible within 16 meters. Within 32 meters, electronics have a chance to malfunction near survivors. (Flashlights clicking involuntarily, gens sparking)


5 slightly increase the time to interact with a tv to return a tape

She doesn’t need to be another generic anti loop killer. Just sharpen her already unique concepts.

Comments

  • @[Deleted User] said:

    What about stacking debuffs for each tick of condemned? So you start from blindness at 1 or 2, then oblivious, hemorrhage, mangled, exposed, etc up to killable at 7 in whatever order would be most balanced and fun to vs? Could even have an add-on or two that swaps the condemned stacks needed for whatever two status effects.

    Obviously she'd still need more changes and you'd have to allow the killer to see condemned progress (which should already be a thing TBH) but I feel like this is the kind of direction she needs to go in. She needs more as a killer, not just a refinement of what she already has.

    That’s a great idea as well

  • She needs some massive buffs that's for sure. She's absolutely terrible atm and dredge just pushed her back down the well as she was getting out and dropped the bucket on her head.

    Survivors bully the hell out of her.

  • @[Deleted User] said:

    What about stacking debuffs for each tick of condemned? So you start from blindness at 1 or 2, then oblivious, hemorrhage, mangled, exposed, etc up to killable at 7 in whatever order would be most balanced and fun to vs? Could even have an add-on or two that swaps the condemned stacks needed for whatever two status effects.

    Obviously she'd still need more changes and you'd have to allow the killer to see condemned progress (which should already be a thing TBH) but I feel like this is the kind of direction she needs to go in. She needs more as a killer, not just a refinement of what she already has.

    A build-in of all effect is not a good idea. 1 stack getting blindness is overkill to go unhook in in-door maps.

    She only need condem rate increased consistently, with 7 stacks being unable to remove stacks to ensure slow down. I think thats enough for her. Buff 1 step at a time.

  • For 1. i don't really like the idea, since doing generator is the primary objective of the survivor, getting a potential 3 stack is a pretty big penalty since it is nearly half of the required number to instantly kill someone regardless of hook state. I would prefer something like, for each generator completed the survivor either start getting stack faster, passively all the time, remove less with each tape or get a number of irremovable stack, making her power slowly grow stronger as the match progress.


    For 2. i would prefer that the basekit condem gain apply on self heal, that would make it stronger at high MMR where a lot of survivor bring strong medkit or run COH, forcing them to group together for once.


    The other idea seems fine, i don't even know why they thought it would be a good idea to give a directionnal lullaby to a stealth killer, or at least they should make it so that we only hear it within 10m, sort of like a last second hint to start running.