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ChaosWam

ChaosWam

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ChaosWam
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  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790414#Comment_3790414

    That could also be the case,
    my problem is it just isnt as clear a Huntress Charge Up, or Wesker Bounding Up or Pyramid Head crushing floor. Before their attack.

    I'm not sure, I do hear the charge up sound myself even if it isn't that pronounced I can tell 99/100 times when it happens, roughly.

    It could also be intentional due to how it's half as reliable as Pyramid Head's M2? But if it was, why would hearing it consistently be so different among everyone?

  • I can hear it alright.

    I've also seen this being said a few times though, so maybe the charge sound is bugged sometimes?

  • While true, it would lower the chances of getting those maps repeatedly.

    One time I had 6 Eyrie of Crows offerings in a row, back before the change to the map.

  • There is, but it doesn't feel like it exists sometimes either.

    Not saying stacking a gen should be a snails pace, I'm talking maybe 1-5% more, depending on whatever feels right without kneecapping it.

  • I like my occasional Midwich offering for fun, purely because I like Midwich as a map (even after the changes, both sides.) but I agree, map offerings suck.

  • In my opinion one of three things should be considered.

    1. Nerf repair speed on toolboxes a smidge. Not too much as to cripple them, but not too little. Maybe reconsider how quick gens get repaired when done with multiple people as well.
    2. Make base kicking gens a little stronger. We had the buff, but it honestly doesn't feel like it does anything. I'd even accept other regression perk nerfs if the base kick were better so we don't have to feel we rely on constant regression.
    3. Put a cap on progression/regression speeds and %'s.
  • It's kinda making learning Dracula annoying to me.

    If I don't know every loop hellfire can and can't go over, post-game harassment.

    Manage to get wolf form lunges pretty good, post-game harassment.

    Hit every hellfire, spread hooks, get the 4k, post-game harassment.

    Even got harassed for being unable to hook because half of the Chapel map didn't spawn hooks, due to a glitch I assume since it happened twice to me, and they'd keep running there then talk crap in endgame. Nobody really wants to have fun, so it's better to disable endgame chat. The rare nice interactions don't counterbalance it anymore.

  • That much I'm not sure myself.

    Especially since Hellfire isn't as wide as Pyramid Head's M2. I feel like a better tradeoff would be to make the pillars bigger or something.

  • I remember seeing a P100 Singu before his recent buffs and had to salute that grind. Heck, even after the buffs I salute any P100 Singu.

  • If they are genuinely saving their teammate, I see no wrong with it.

    If they're baiting the killer to lockers for headon, open areas for multi-flashlights/flashbang, stalling the game with 99'd gens, etc etc then yeah, they have no defense.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788317#Comment_3788317

    Bat is not really great for chase, but it's great on multilayer maps to help with traveling around the map.

    Traveling around the map overall is little bit risky, when you are likely to miss survivors. Unless you know exactly, where you are going (Surveillance/Discordance).

    I agree with that, but there are a few cases where bat in chase can work, mainly if survivors are going to second floor windows after the first hit. Just have to keep cooldowns in mind. That said, in most cases it's better to stick to Vampire or Wolf if you're not too confident that it will work.

    @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788317#Comment_3788317

    I think the biggest turning point for both sides is learning that hellfire pillar goes over medium wall loops and not tall walls. I've caught plenty off guard with that, though that won't last long once people learn.

    I am already past this part of the power. it's ok in places where you can use it and not so great when your not able to use it. what i found as an ok strategy vs high wall is using his wolf pounce like mini-chucky dash when looking down. he has like hug-tech to his ability because they removed collision mechanic from the pounce. This allows you to somewhat play the high-wall tiles.

    So it is like low wall = fire fissure, high wall = wolf hug tech. the issue is i am having is all my chases feel too long because i have to double-hit every survivor and somewhat massive outplay them in the loop. If you inevitably miss his fire fissure or mess up his pounce, you get like a mediocre chase from survivor and it is almost guaranteed loss with best result being like 2k. you can't really cheese hits with him or strategy very much to make killer play better. every chase kinda just has that X waste time factor to it.

    that is what it feels like for me against 2k-3k+ hour survivors/survivor that play 8 hour a day players.

    Maybe I've been getting lucky then. My chases haven't been too long.

    That said, I do agree whiffing his powers can be punishing. A lot of my matches have been late game wins with 1-2 gens left due to how quick bat form can be and hitting my powers, with one survivor getting the hatch. I do wonder if hellfire shouldn't have a movement penalty post-use due to this, but I don't have enough personal experience with it to determine if it would be too oppressive or not. I'll need to read around what others are experiencing as well.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788292#Comment_3788292

    i think opposite. i think gameplay is incredibly one sided for survivor when the survivor understands the counter-plays. Judging from other posts that also agree that he is not good, it seems only new players struggle with him. New IP bring new players so an expected struggles.

    Perhaps I need more matches then. I'm going against players with a few thousand hours, but he is new as well. That said, I'm still getting 3k games just doing adept while learning his kit.

    I think the biggest turning point for both sides is learning that hellfire pillar goes over medium wall loops and not tall walls. I've caught plenty off guard with that, though that won't last long once people learn.

    I will say though, the Bat Form teleport has been pretty great in a lot of situations for me. Had one on The Game where someone ran and vaulted the vat room into bottom floor and I was able to teleport, fall into the vat, transform mid vault into vampire form and hit them as soon as I landed. THAT felt great.

  • Eh.

    Dracula's Vampire Form has good tells for when he's going to use fire pillar, mostly coming down to skill knowing where to throw it VS the survivor predicting your intentions and paying attention in loops.

    Wolf Form is kind of the same thing, I only get value when lunging around corners at the right time and expecting them to vault a window, but it's usually easy to just turn away and dodge the second lunge.

    Bat Form is alright for traversal and sometimes throws off survivors due to it's huge lullaby. If anything I wish there was a footstep mechanic like Xeno's, but that depends on overall balancing.

    Either way, I do well against survivors and they do well against me. I honestly think he's very fun and fair on both sides, once I understood his counterplays.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787884#Comment_3787884

    https://us.v-cdn.net/6030815/uploads/HF98NAVXF0PH/image.png

    https://us.v-cdn.net/6030815/uploads/S4L9MQQDD1PQ/image.png

    Swamp is filled with tall grass, and scratchmarks don't show on tall grass (or anything else that doesn't have collision). Scratchmarks are also bugged on objects with holes or gaps, like this giant net on the wall, these wooden planks above the giant net on the wall, and these stairs that have gaps in between them.

    Yeah that's definitely far worse than I've experienced, for sure.

  • @RpTheHotrod said:

    I would LOVE there to be an option for BOTH sides to have your name (survivor OR killer) to be anonymous until the match ends. Would be a lot better for streamers to avoid stream sniping.

    Honestly this is a better option than just blocking one side from seeing your name. I wouldn't mind seeing usernames at the post game screen only.

  • I've actually noticed the improvements and it's been amazing after the previous issues.

    Though I haven't seen swamp yet, perhaps it's specific to that realm?

  • If anything, it does show the kind of influence The Entity has over the realm.

  • @Devil_hit11 said:

    it because you can switch forms while on top of the survivor. the problem is that you get slowed for switching forms.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787255#Comment_3787255

    how are you suppose make stealthy approaches when your so loud. all these sound cues that survivor get make it impossible to stealth anyone good.

    Beats me, I jumped a few survivors with it. Could be they weren't paying attention though.

    @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787255#Comment_3787255

    Footsteps like that should be added in general to the game as an accessibility option for people who are hard of hearing.

    That is true as well.

  • I never touched Castlevania in my life but I think I'm going to P100 Dracula. Idc if he's undertuned or overtuned, I am digging his kit.

  • All information on killer powers, items, buffs, debuffs, and general gameplay tips and tricks in a neatly compiled compendium accessible on the character select screen to look through while waiting for matches, not in the tutorial section. So anyone frustrated, learning the game, or wanting to remember specific things can look up quickly and easily.

    Could also have killer powers descriptions be 'unlocked' after facing said killer at least once or playing as them once, to preserve the first-time experience.

  • I think it's meant more for traversal and stealth approaches.

    I've gotten some good value from it so far, though I do wish footsteps like the Xeno tunnels was added, basekit or as an addon.

  • Sadako's Iridescent Remote is fine the way it is, but the Iridescent Tape? Not a fan of it.

    Instead of:

    • Projection no longer turns off TVs, but also no longer applies condemned
    • Increases time required for TVs to turn back on by +20% when turned off by survivors

    I would suggest:

    • Projection only applies 1 stack of condemned to the TV Sadako projects to
    • TV cooldowns from survivor interactions are reduced by 10%
    • Holding a cursed tape applies 1 stack of condemned to the survivor holding it when Sadako projects to any TV. Holding a tape prevents TVs from applying condemned.

    This would bring back somewhat of the old 1.0 Sadako, buff TV cooldowns a tad, make survivors really think about nabbing a tape to prevent Sadako from coming to them or ignoring it to avoid the tape giving them condemned, and make survivors figure out if the Sadako is running it or not without touching her current kit outside the addon. Honestly this is one of many ideas I'd have for Iri Tape.

    Edit: Can I chime in real quick to say your idea of vaulting while holding a survivor would make a really funny perk in general? Love that idea.

  • Actually no, I don't miss how quick survivors could heal themselves and how safe CoH was.

  • Honestly, I don't really get it.

    While SM is getting changes soon, I don't entirely mind facing them as they are right now. Same with Knight, especially since he was kneecapped and avoiding him is very simple once you know how to manipulate the AI. And when I play them, I tend to be more chill and still get called sweaty and whatnot, regardless of the outcome.

  • I have a theory myself after trying out the combo prior to test how effective it is.

    It's very effective for anti-tunnel against most killers. But what if the killer doesn't tunnel? You're wasting perk slots if you run to a generator, right? So, naturally, you decide to use your perks to hinder the killer instead. If you waste their time, then you're getting value. This leaves me with two problems.

    1. You can't remove the conspicuous action restriction, since it would be free reign on getting gens done with the killer being unable to stop you, or else you waste their time with it. The other side of this coin is they're slowing the match down for the other survivors if the killer plays right, or simply slowing it down if the killer can avoid them and get other survivors, making their plan twice as bad.
    2. The perks are becoming less about anti-tunnel (not saying they don't do their job, of course) and more geared toward this kind of playstyle. It's why I've been hesitant buffing DS, because the only times I ever see DS anymore is the survivors who try to pull this stuff. Especially in groups. At least, in my point of view.

    Any survivor who gives you flak for doing the right thing and slugging them doesn't seem to understand this either.

  • The way the game is laid out is not meant for anything to be slightly faster than it already is, imo. It's why haste is so good.

  • I've had the opposite problem of them breaking apart despite the survivor constantly running.

    Thankfully, next patch will apparently help fix them a bit iirc.

  • @Dwight_Fairfield said:

    I can't imagine Myers will have much to say 🤐

    I would actually love to hear Dwight speak.

    Tier 2 sound

    "This truly is a Halloween 3: Season of the Witch"

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784221#Comment_3784221

    Fistt of all I DO NOT WANT SURVIVORS TO TAKE TAPES AND TAKING TAPES IS NOT INTERACTIVE, especially when there is no thought process behind it! I want to be able to use the tp again without only seeing TVs being turned off.

    Currently survivors can take one tape and have nothing to worry about, so this definitely does not make Sadako more interactive. Taking Tapes removes most interactions between the killer and survivors. Grabbing a tape is also not interactive since you have no thought process behind it, you just have to do it. On other killers like plague you still have to decide wether you want to cleanse it, because it’s not just free.

    Still I‘m not saying she should go back without the buffs. I have never said give me old Sadako without the good things she got.

    Condemned is already very uninteractive as only a minor slowdown and nothing more. In her first version it was slow, I‘m not denying it, but you could play around it with slugging, perks (that were stronger there) and addons. It would be delusional to say use her without it. Then we can also just look at this version, which got 100% worse addons and definitely condemned is the most uninteractive thing since Sadako can‘t really influence it much, because it works only if survivors ignore the mechanic. You are only talking about tapes being taken that is not Sadako or condemned being interactive. Condemned would be a lot more interactive with the old version with the buffs she got and some other she might get than this one.

    Tvs were ignored so much that using Rickety Pinwheel + Sea Soaked Cloth and walking around Manifested as a M1 killer was actually kind of viable in indoor maps.

    That is a good thing! Why would you want that all your ways to spread condemned are constantly shut down and your ways to tp as well. Also all the buffs she has gotten would have made her condemned and her tp better.

    She was such an interesting and interactive killer back then with how people played her and it wasn‘t just spamming condemned like a no brainer.

    Honestly the condemned mechanic should just get completely reworked.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784200#Comment_3784200

    It was less than free, it was next to nonexistant against survivors who know how Sadako works.

    That is much more the case now than it ever was. It is the esiest it has ever been to denie her whole power for free.

     She still has TVs in the right spots to get close to where other TVs are off, so her teleport isn't completely nuked unless survivors are wasting time exchanging tapes the entire match."

    I don’t know which killer you are playing, but survivors constantly shut down the TVs, which makes them unusable and they also shut down all the TVs on their way to the target TV. So like you said if survivors do it, which they do, you got nothing (,except of when you get a noob lobby there nobody touches anything).

    Because they're not THAT useless

    They are pretty useless. The TVs are the only real chase power you have, but pretty much no way to use it.

    1.0 Sadako's teleport gave less condemned, could largely be ignored, and meant nothing if survivors can loop a basic M1 killer.

    Still I don‘t not want her to go back without the buffs. The cooldown and lock in would have made condemned already a lot more prominent and not only grabbing tapes like we have it now.

    Fistt of all I DO NOT WANT SURVIVORS TO TAKE TAPES AND TAKING TAPES IS NOT INTERACTIVE

    This confuses me. Taking tapes is absolutely interactive, regardless if you think it takes no skill on the survivor's part. Most of us DO want a downside to holding a tape on top of this as well, but it doesn't make interacting with the killer power less interactive than literally ignoring it like 1.0.

  • They probably filter that out.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784188#Comment_3784188

    Except you don't need to walk far unless survivors are turning off ALL your TVs

    You said it yourself you have to walk far since survivors turn off the TVs.

    With the tp you can get better loops faster out of the way and with todays speed boost survivors would have less chances to run to anything. After they drop pallets and hold w, you can either decide to tp to them again, which might give you a hit or at least the advantage of them not knowing from where you are coming or you just leave them and go almost instantly to a different person.

    condemned as a kind of joke everyone complained was too weak/said as a pointless addition 

    It was okey, but not something that was free, which is fine with the strength this ability got. Overall the cooldown change she got and a range change to 24m would have made condemned in that version good.

    I don‘t get why condemned and her tp being useless (,because of the tape grabs,) is so much better than them just leaving tapes alone. The item thing is so minor and doesn‘t do much if even anything. Taking tales is not interactive and that is all what condemned is now about now.

    You are talking about the tapes being more interactive and definitely not Sadako, she isn‘t more interactive than she was before. She is more than just tapes. It was the most fun thing to play against a good scary Sadako that constantly crawled out of the TV in front of you when you thought you were finally save.

    You said it yourself you have to walk far since survivors turn off the TVs.

    No, I said: "I'm also not saying 3.0 doesn't have it's drawback with teleport, but the exchange makes sense. She still has TVs in the right spots to get close to where other TVs are off, so her teleport isn't completely nuked unless survivors are wasting time exchanging tapes the entire match."

    It was okey, but not something that was free

    It was less than free, it was next to nonexistant against survivors who know how Sadako works.

    I don‘t get why condemned and her tp being useless (,because of the tape grabs,) is so much better than them just leaving tapes alone. The item thing is so minor and doesn‘t do much if even anything. Taking tales is not interactive and that is all what condemned is now about now.

    Because they're not THAT useless. Condemned is far better in this state, and teleport is only restricted by situation. I rarely have problems with TVs being off because, as I said, teleporting to TVs next to the ones that are off and then approaching with demanifest works pretty well, EXCEPT for directional lullaby. 1.0 Sadako's teleport gave less condemned, could largely be ignored, and meant nothing if survivors can loop a basic M1 killer.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784177#Comment_3784177

    Current Sadako you see a TV is off and have to walk over the whole map instead of tping there and just seeing the condemned meter goes up or not, which made it easier to find survivors and faster. Old Sadako was superior in that regard.

    Ok she is not the same, but she got the exact same abilities, that was what I meant. She definitely plays differently now (worse), shure.

    Except you don't need to walk far unless survivors are turning off ALL your TVs. And like I said before, the teleport is only good if survivors don't have safe loops after the teleport, which they mostly do. In fact, the only problem I see with approaching instead of teleporting is her lullaby being directional, when it shouldn't be.

    Mechanically is what I'm talking about. Instead of TVs largely being ignored, condemned as a kind of joke everyone complained was too weak/said as a pointless addition and largely relied on being an M1 killer with a weak mindgame became one with built in slowdown since tapes stop items once they have them, condemned has to be respected if Sadako attempts stacking quickly, and rewards managing your TVs and keeping tabs on where survivors are due to where TVs are turned off. In addition, I find facing Sadako's now more interactive, which is the origin of this debate: Is Sadako more interactive?

    And on all accounts, she is more interactive.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784172#Comment_3784172

    How are across the map stacks reliable with a free counter to it, which takes away your whole condemned and tp ability for free? At the moment it does exactly nothing besides wasting 2s of survivors time to grab a tape. The only time it does something is if survivors have no clue what to do and then I agree she is the strongest she has ever been.

    I did get a mori every few matches and I ignored the condemned mechanic completely in 1.0, so everyone that played for it should have gotten decent results and still I do not want 1.0 without the buffs which would make her a lot stronger than she was and currently is.

    The freedom that TVs are not always turned off also is a huge advantage for condemned since you can actually apply it and not be immune to it as survivor.

    It was pretty normal for survivors to just repair one or two gens together to mitigate the condemned spread and waste Sadako's time

    This can be exactly said about the current version.

    Condemned was NOT everything and definitely not why most people played her. Otherwise she would not have gotten so much rarer after the reworks.

    You can't just keep saying current Sadako is the same when it isn't. The fact is, current Sadako forces survivors to take tapes. It gives you information on who is where, even if they gang on a generator because that TV is off. 1.0 Sadako was not like that.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784158#Comment_3784158

    Once again, the better option is to ignore TVs and only exchange tapes when near max condemned, even in her face regardless if she knows where your TV is or not. She'd get an edge with anti-stun, but that's kind of about it.

    First of all I don’t want survivors to grab and turn off TVs all the time, but still how are they supposed to remove stacks then. Having TVs online means more chances to spread condemned -having more chances to spread it means people having more stacks on them -which then means they have to grab more tapes. Lock in would only support this circle and instead of instantly grabbing a tape they would do it after they got some stacks, which can extremely backfire. Currently her power is extremely uninteractive and I definitely do not see grabbing tapes as exciting, interactive or anything.

    I'm also not saying 3.0 doesn't have it's drawback with teleport, but the exchange makes sense.

    The exchange makes 0 sense. There was a reason why we once had passive condemned and why so many more people played her back then.

    She still has TVs in the right spots to get close to where other TVs are off, so her teleport isn't completely nuked unless survivors are wasting time exchanging tapes the entire match.

    It doesn’t matter you waste so much time walking and catching up to holding w and since she has no chase power this makes it even worse than it was before.

    That comes back to the question, why run Sadako over anyone else at that point then? Flicker is a slight mindgame addition, not a chase breaker unless the survivor isn't paying attention. You also have to go into demanifest/manifest to get it for a few seconds, so it's not an extremely reliable thing if survivors play around it a lot. You HAVE to get that value the first try, or you're wasting time going in and out of power to try the mindgame again and again at the same loop.

    Therefore they should buff it in a big way instead of just putting 0,2s on top of it and then not even doing it and nerfing it.

    It's also not supposed to be a mechanic that's ultra reliable, but not as pointless as 1.0 was.

    It was so much more reliable and less pointless than it is now by far. In strength it goes 2.0-1.0-3.0. In one and two you could play her condemned far better and in one you had a far better tp, both older version are superior.

    I seriously can't understand how multiple stacks across the map and built in slowdown is less reliable than 1 stack, maybe, every once in awhile. Did we play two different versions of 1.0 Sadako? I recall doing extremely well on her too, getting at least one Mori every few matches but I won't pretend she was strong or even reliable once I played other killers and realized how weak she actually was. The best build back then I found was VCR/Deadman's switch combo since nobody touched tapes.

    First of all I don’t want survivors to grab and turn off TVs all the time, but still how are they supposed to remove stacks then. Having TVs online means more chances to spread condemned -having more chances to spread it means people having more stacks on them -which then means they have to grab more tapes. Lock in would only support this circle and instead of instantly grabbing a tape they would do it after they got some stacks, which can extremely backfire. Currently her power is extremely uninteractive and I definitely do not see grabbing tapes as exciting, interactive or anything.

    This is where you lose me completely. 1.0 Sadako had the teleports, but that only mattered when you actually can land a condemned. It was pretty normal for survivors to just repair one or two gens together to mitigate the condemned spread and waste Sadako's time, unless she ran aura reading.

    This feels more like an argument for free-roaming teleports over condemned and cross-interactions between power and survivor, which was my main point.

  • @ObsidianButterfly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784142#Comment_3784142

    It's still insanely easy to avoid stacks. I've gone entire games never touching a TV and never got above 5 stacks. The condemn isn't map wide unless she is using the add-on to make it affect all TVs (and the range per TV isn't big enough to always reach multiple gens). It's an unreliable mechanic that needs to be better because her chase ability is such garbage.

    Then you went against a Sadako not relying on TP and condemned much, or on maps where TVs are placed wonky, like Swamp. It's also not supposed to be a mechanic that's ultra reliable, but not as pointless as 1.0 was.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784142#Comment_3784142

    If survivors don't interact with TVs, their condemned racks up and can be locked in with hook-lock

    I would still keep all the good changes.

    The problem with this type of tape interaction is that it turns off two of her powers, which it shouldn‘t. When it is encouraged by condemned to turn it off, then it should only counter condemned and not her tp. If someone really wants to disable her tp it should have big drawback like passive condemned. Ever since they changed this, it became really frustrating to play her.

    In general l think that every buff to her chase would also lead to more tapes being taken and more interactions that you want.

    If you want condemned to be next to nonexistant, she'd need something more to aid her chase.

    Her condemned wasn‘t next to non existent in the past if you played her condemned good and with the buffs she got it would still be very prominent and easy, maybe even better since it wouldn‘t have a free counter anymore like it currently does. You really underestimate what the shorter cooldown and other changes would do. I definitively don‘t want her condemned to be non existent, but it being optional again, so it doesn‘t hinder and distroys her tp part of her power to be not existent.

    Also, making flicker stronger won't really assist in chase much, just mindgames

    Mindgames can be a chase power and depending on how the devs buff it a strong one. Shure not like huntress or nemesis, but still very strong.

    I would still keep all the good changes.

    The problem with this type of tape interaction is that it turns off two of her powers, which it shouldn‘t. When it is encouraged by condemned to turn it off, then it should only counter condemned and not her tp. If someone really wants to disable her tp it should have big drawback like passive condemned. Ever since they changed this, it became really frustrating to play her.

    In general l think that every buff to her chase would also lead to more tapes being taken and more interactions that you want.

    Keeping all the good changes will still force survivors to ignore tapes, if not encourage ignoring tapes. Why get condemned passive from a tape when Sadako has hook-lock, for example? Once again, the better option is to ignore TVs and only exchange tapes when near max condemned, even in her face regardless if she knows where your TV is or not. She'd get an edge with anti-stun, but that's kind of about it.

    I'm also not saying 3.0 doesn't have it's drawback with teleport, but the exchange makes sense. She still has TVs in the right spots to get close to where other TVs are off, so her teleport isn't completely nuked unless survivors are wasting time exchanging tapes the entire match.

    Her condemned wasn‘t next to non existent in the past if you played her condemned good and with the buffs she got it would still be very prominent and easy, maybe even better since it wouldn‘t have a free counter anymore like it currently does. You really underestimate what the shorter cooldown and other changes would do. I definitively don‘t want her condemned to be non existent, but it being optional again, so it doesn‘t hinder and distroys her tp part of her power to be not existent.

    That was still dependent on survivors. The entire reason slugdako was born was because survivors ultimately choose where chase is, and it's better to waste time against an M1 killer at strong loops instead of going loop-to-loop and letting her rack condemned. I remember that VERY well.

    Mindgames can be a chase power and depending on how the devs buff it a strong one. Shure not like huntress or nemesis, but still very strong.

    That comes back to the question, why run Sadako over anyone else at that point then? Flicker is a slight mindgame addition, not a chase breaker unless the survivor isn't paying attention. You also have to go into demanifest/manifest to get it for a few seconds, so it's not an extremely reliable thing if survivors play around it a lot. You HAVE to get that value the first try, or you're wasting time going in and out of power to try the mindgame again and again at the same loop.

  • I don't think they should, just that progression speed multipliers should be lessened a tad.

    Toolboxes mainly, I have problems with in this regard. Heck, if toolboxes got a bigger slap I'd even ask for generators to have less charges required to complete, if it was done right.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784062#Comment_3784062

    Still she wasn‘t less interactive as she is now. It was just different. She was a very strong tp killer that could constantly pop up next to you, which was very engaging and scary for survivors, the same goes with her flicker.

    This would be a funny feature, I saw some time ago:

    https://youtube.com/shorts/MJio7nsFAX0?si=2vQHfdYn2wEylTIj

    You could make the argument 1.0 Sadako could use TVs in chase, but she couldn't if survivors stayed in one area looping an M1 killer as much as possible with the others rushing out gens

    That hasn‘t changed in this version in any meaningful way, besides her chase being worse than it was. Survivors only have to take one lousy tape and they are safe, so the slowdown is also not worth it.

    It’s also not true, before the TV auras survivors often had no clue from where you would come from in chase and you could use the tp very well to your advantage

    The tapes having passive condemned and therefore survivors not wanting to grab tapes was the best.

    In general her condemned wasn‘t meaningless and impossible in her first version just not the only way to play her. If you have put some work in condemned you could get a lot of moris and with todays buffs it would be quite easy. On the other hand playing her like I used to is not possible.

    I don’t think she needs the Vecna ability. They should just make her flicker stronger to be a real chase ability and allow the flicker invisibility when vaulting a window, breaking a pallet and manifesting.

    The condemned slug would mostly already been solved by just not allowing ring drawing to work while downed, but giving survivors a small buff inside of the TVs like tabs perk (which affects crawling speed) would have solved it.

    She has massively changed compared to 1.0 though.

    If survivors don't interact with TVs, their condemned racks up and can be locked in with hook-lock. Survivors can't just ignore TVs anymore, that's the main point I'm making with this. Tapes have to be interacted with, therefore creating a interaction between killer power and survivors, unlike 1.0. It's also why Iridescent Tape is so weak.

    Condemned was also VERY easy to avoid as survivor, it didn't matter what work the Sadako put in when survivors could just stay away from TVs, run away from the radius before condemned applied, or the Sadako slugs near TVs to force condemned.

    Also, making flicker stronger won't really assist in chase much, just mindgames. If you want condemned to be next to nonexistant, she'd need something more to aid her chase.

  • Slugging for pressure is something that should be fine, there's a few killers that rely on it even.

    Slugging all 4 survivors and waiting for the bleedout though? That seems too far sometimes and I don't know what the best answer is. We already saw what basekit UB did.

  • Generator regression cap/progression requirement.

    Not having to deal with gen taps is a blessing.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784035#Comment_3784035

    I agree with @jasonq500.

    Disagree her first version was very interactive, but with chasing and atmosphere while the other versions are more about spamming only tp for condemned when you get the chance to, which is very boring.

    I would gladly give away the slowdown tapes provide to finally get my TVs back on and the item block through tapes is very minor.

    Tapes not being interacted with was not a bad thing since it gave you more chances to actually use your tp and if she would be returned to her first version tapes would still be taken more, because of her chase buffs, cooldown reduction, the old mindset…

    I would give her her first version some more buffs, but overall she would be a lot more fun than what we have.

    My point is that sure, you had TVs to teleport to but it wasn't interactive at all for survivors. You could remove condemned completely and 1.0 Sadako wouldn't have changed much, aside the condemned slug meta. You could make the argument 1.0 Sadako could use TVs in chase, but she couldn't if survivors stayed in one area looping an M1 killer as much as possible with the others rushing out gens.

    The only positive 1.0 had was the slow condemned build from tapes, but that also promoted survivors ignoring TVs since 1 stack was less than potentially gaining 2-3 stacks after taking a tape and holding it.

    And this isn't me wanting Sadako to be busted either, I do think 2.0 had it's issues with TP spam even if she had the cooldown and I do think 3.0 has a better system in place for both sides to interact with her power. I just clearly remember why Sadako suffered in 1.0 and why she was changed. The only thing I can think to make 1.0 better is to give her a similar mechanic as Vecna's mage hand to assist in cutting loops shorter or for mindgame potential.

  • @jasonq500 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782115#Comment_3782115

    What's wrong with sadako returning to her original power design

    Sadako 2.0 while yes strong, she just became in my opinion a boring uninteractive killer to play and made me and other sadako mains lost our enjoyment playing her

    My problem with it is she becomes VERY uninteractive in 1.0, actually.

    Tapes barely touched, basic M1 killer, teleport means very little once there's 2-3 good loops within every TV location… You're better off playing Dredge. With 2.0 and 3.0 having emphasis on condemned, the interactivity with tapes becomes a decent mechanic with built in slowdown and item prevention. Even if she kept her changes like no-stun when demanifested and various addon changes, she'd still be a basic M1 killer in chase with a side mechanic that's ignored 90% of the match.

  • I don't think it's perfect, but imo it's in a very good state for both sides. Glad to see you are having a good time.

  • I don't think sound suppression should be indefinite, maybe 20 seconds.

    However, I love the idea of blindness not effecting you and slowly entering lockers is faster while injured. Would make unique aura read situations.

  • I've been playing a ton of survivor, enough to get 41% survivor and 59% killer after 2300 hours.

    I don't think it's that bad, honestly. SoloQ sucks, but 9/10 times I can blame survivor misplays over what the killer is or what they bring. In fact, I notice games where I do REALLY well and when I don't and why I end up losing, whether it be my own misplays or my teammates going down like flies after I get the killer to drop me multiple times. I've even gotten pretty good at facing Blights and Huntress' while still kinda struggling with Wraiths and Clowns.

    Point is, I do think the 60% killrate isn't a problem. The problem is survivors don't have enough resources to learn the game at the same level as us who drop thousands of hours into it. I don't think the tutorial gives you enough information, and there needs to be more emphasis on learning the nuances of the game too. I still want a way to find all information on mechanics, buffs and debuffs, killer powers and other stuff EASILY available on the character menu screen for this reason.

  • @AggressiveFTW said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783035#Comment_3783035

    She is because everybody has different ideas about what they want to do to her.

    I think it's mainly due to so many of us Sadako mains being VERY passionate about this character and what resonated the best with us, bias or no bias.

    Personally, I do like 3.0 more than 1.0, but really did enjoy the 2.0 dynamic without enjoying the exploitive nature of spamming condemned (even though it had a cooldown iirc, but that's an old argument I'd rather not reopen)

    With maybe the exception of Freddy, Sadako mains are very vocal about their belief of where she should be, myself included. There's a lot of us who want to see Sadako as fun and viable. We just have wildly different opinions on what that is. At the end of the day, BHVR will do with her what they decide is best regardless of our input. I just want her flicker mechanic fixed first and foremost.

  • @MechWarrior3 said:

    I want more variety for condemn addons. It’s too limited and her addons aren’t even that great if not useless.


    The tapes I believe @ChaosWam brought up would be neat as his idea if you hold onto a tape for too long it starts adding debuff effects due to holding onto the curse for too long. Every 20 seconds is a new effect. Blindness, oblivious, hindered, than exposed.

    I think my idea was more retooling some lesser used addons to inflict debuffs for x amount of time when taking a tape, but that's also not a bad idea.

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