Langweilig
Langweilig
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843136#Comment_3843136
Thanks for the feedback!
I don’t think we should get a grey map. It would just be another trashy item, which nobody needs/wants.
I'm not convinced a map is trash myself. It offers some very good aura reading, especially for a newer player. The problem for me when I was new was I was unable to get them easily in the blood web. When I did, because they were a "rare" item, I didn't want to waste them, so I didn't really use them. If you can acquire a cheap map easily that you'd not really have to worry about losing it, I would have definitely used them more when I was learning DBD.
It'd also allow new players to try boons reliably rather than having to screw around with perks to let them even try…
Maps should work without charges and they should always show the auras without having to charge them. Then they would be good.
I dunno... I find the channel quite engaging as a quick reminder ability. Having permanent auras makes the map uninteractive and pretty boring... my personal preference is without a perma aura, and an active use ability, especially with the WoO add on. I'd like this a lot as the non dumb version of WoO.
Do you always see the aura of 3 generators? The part with at the start the trial confuses me.
8 meter range is too small. What is the point of revealing the gates location in an 8m range? It should be something like 32m.
Just to check (and I'm genuinely asking), have you tried using the maps? Cause this makes it sound like you haven't? So just to clean up any confusion...
The range for maps is not the range the aura is revealed, it's the range at which the object is scouted. Once scouted it is always revealed whenever you Channel the map, so the aura is global once it is discovered.
This is why the range is 8m, cause once you pass by an object within 8m it is permanently known to you and revealed globally when you channel.
The hatch aura should be part of the map instead of keys, because maps always show structures and keys show auras of characters.
You're not wrong, but the reason I moved this to keys is having it on maps doesn't really serve much purpose. Remember you track the hatch when you are within 8m of it, so with that in mind: -
- It doesn't spawn until you're the last alive, so you can't "pre-scout" it.
- If it is open you can easily hear it within 8m, so the map doesn't help you with finding it.
- If it is closed, who cares? The map can't open it so finding the hatch is useless with a map.
For these reasons I feel like the key with its straight AoE reveal around the survivor coupled with ots ability to open the hatch actually makes the hatch aura fit the key much better.
The range for maps is not the range the aura is revealed, it's the range at which the object is scouted. Once scouted it is always revealed whenever you Channel the map, so the aura is global once it is discovered.
This is why the range is 8m, cause once you pass by an object within 8m it is permanently known to you and revealed globally when you channel.
If that is how maps currently work, then this explains a lot and why the aura reveal was so lackluster whenever I used them. Still the range should be bigger in my opinion (at least 12m).
Thanks for explaining.
I have used them in boon builds, but they haven’t work that well. Often they only revealed one or two totems in a match.
I always thought, they reveal the aura of stuff in a certain range. I haven’t know, that you have to scout things first. The hatch should still be part of the map, but just get revealed map wide.
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@UndeddJester said:
What should we try to do with Maps?
I believe that auras fundamentally are more helpful for new players and SoloQ. Maps are actually good, but should be made more accessible to the players who would benefit more with them!
The fact is if you're in a SWF or are highly skilled enough, maps are not something that is ever gonna offer you a lot of value... however for a newer player, these items are actually very useful at allowing them to scout quickly...
Why aren't they used?
Maps have some common problems that makes them unappealing to the newer players who would actually benefit from them.
- They are only available as green or higher items, do are hard to acquire.
- They are inconsistent in their behaviour between rarities, so fiddly to learn to use.
- They are add-on and perk dependent, notably Detective's Hunch which is locked behind a paywall.
The aim of the rework is to make maps more accessible and generally more useful for newer players across the board.
The Great Base Map Overhaul
Tattered Map - Brown Rarity
- Tracks 1 generator at the start of the trial
- Tracks any of the following items when coming within 8m: Generators, Gate Switches, Dull Totems
- Has 12 charges
Parchment Map - Green Rarity
- Tracks 2 generators at the start of the trial
- Tracks any of the following items when coming within 8m: Generators, Gate Switches, Dull Totems
- Has 16 charges
Rainbow Map - Iri Rarity
- Tracks 3 generators at the start of the trial
- Tracks any of the following items when coming within 8m: Generators, Gate Switches, Dull Totems
- Has 20 charges
The Great Map Add-On Overhaul
Map Addendum - Brown
- Add 6 charges to the usage of the map (was 5 charges)
Retardant Jelly - Brown (was Yellow)
- Reduces depletion rate by 20% when channeling the map
Unusual Stamp - Brown (was Yellow)
- Increases tracking range by 8m
Glass Bead - Yellow (Unchanged)
- Press the Secondary Action button while using the Map to use the Glass Bead to place a Pillar of Light at your current location that can be seen by all Survivors
Human Hair Cordage (Was Yellow Wire) - Yellow
- Allow tracking of hex totems at 50% of tracking range (was ability to track Gate Switches)
Red Twine - Yellow
- Allows tracking of killer hooks (was killer belongings)
Black Silk Cord - Green
- Allows tracking of windows and pallets (was Hatch)
Odd Stamp - Green (Unchanged)
- Increases tracking range by 12m
Glass Lens - Green (New)
- Reduces time to start channeling Map by 25%
Crystal Bead - Purple (Unchanged)
- Reveals auras to all survivors while channeling the Map.
Crystal Lens - Purple (New)
- Reduces time to start channeling Map by 50%
Discussion Points
My hope is the brown map makes the map a more appealing/accessible option for new players who would benefit from auras a lot more. By standardising all maps to have basekit Generators, Gate Switches and Dull Totems, it gives players help finding thing they commonly struggle with and make totem bases perks especially more viable.
With gate switches also basekit, I've instead changed the gate tracking add-on to allow hex totems to be tracked. Maps are the single best counter to Hex Builds though, so I've toned down their effective range to 4m at base and 10m at best with add-ons so that Hexes aren't completely nuked by maps.
I've also removed hatch tracking from maps, since this makes more sense to exist as an ability for keys, and I feel newer map users would benefit more from an add-on for tracking Windows and Pallets instead. This gives a genuine appealing use for maps for newer players, where they can instead use maps instead of WoO, which may bring that down in meta usage, while also giving a little more skillful option to use.
I also add add-ons to reduce the charge start up time for players who find the down time annoying.
See Also:
Full discussion on the issues with maps and keys here:
Keys sister thread:
https://forums.bhvr.com/dead-by-daylight/discussion/433008/lets-fix-keys-finally
I don’t think we should get a grey map. It would just be another trashy item, which nobody needs/wants.
Maps should work without charges and they should always show the auras without having to charge them. Then they would be good.
Killer belongings should be a part of all maps and not be split up into parts. I don’t think maps can be too good and there should be a reason to equip it over other items.
Do you always see the aura of 3 generators? The part with at the start the trial confuses me.
8 meter range is too small. What is the point of revealing the gates location in an 8m range? It should be something like 32m.
The hatch aura should be part of the map instead of keys, because maps always show structures and keys show auras of characters. Edit: After reading over your key suggestions, it should be part of both.
The WOO addon for maps is nice.
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I’m excited for the livestream. I really enjoy them and hopefully we get some news there.
The hound master will probably not be a killer, that I want to play, but she will be fun to play against. It’s nice to have a new power, that isn’t just an old power.
I’m looking forward to the new map, sadly it isn’t coming out until somewhere in December.
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I’d rather have the downstairs window buffed. The upper area feels already alright, but I would be fine with either one of them.
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They should bring back old trickster from before the rework and buff his main event. Then he is in a good spot. Maybe even make the bouncing knives addon basekit.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3842800#Comment_3842800
blood rush is 0.34%.
Hot take: It was stronger before the “buff”.
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@Devil_hit11 said:
i would like that her underworld invisibility be reduced to 0.5 seconds and her invisibility duration reduced to 0.75 seconds but her linger invisibility duration increased to 1.5 seconds with her visibility duration increased to 1.2 seconds. some chase capacity would go long way into making her worth while to play.
She’s a devil in the “underworld” 😂.
Just swapping those numbers (like you did) would make her flickers a lot better. Hope we see it one day.
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@MechWarrior3 said:
1st Iteration of Sadako back. Today's buffs. That's all. Super Simple. That's all I want.
Current Sadako as much as I love her is so boring. Spam TV's before survivors get them. Its the fight over tapes.
Hopefully one day we get our little ghost back
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3840904#Comment_3840904
I disagree. The medic class and gen class is over buffed. By far..it’s too much. At the very least if they were going to do this it should be 10 gens not 8.
It wouldn’t be the smartest move for the que’s. 10 gens would make it an almost guaranteed win for the killer.
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@Alastortheradiodemon said:
Seriously I mean how in the hell did behavior not fix the lobby wait time for killers in the 2v8 mode I mean it's ridiculous and to make matters worse all those quests can't even be done on the killer side and if you struggle playing survivor oh well
Please tell me, what they should have done?! I’m very interested in your answer!
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3840837#Comment_3840837
I don’t think you can gain or lose MMR in special game modes. Your ranking won’t change regardless of how often you win or lose in 2v8…
I can assure you my matches got harder the more l lost
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Sorry for the late replies
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@Seraphor said:
The 'secret vault in the basement' idea could be combined with 'more uses for keys'.
You can spend key charges on opening the vault, which has a chest with a guaranteed purple item.
That could be done too. 👍️
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@Emeal said:
110% luck should effect chests, you sold me on it. bHVR implement it next patch pls.
I have already posted a couple of times, that luck should affect chests. it´s probably one of those things, which will never happen. Sadly
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@Mooks said:
Topic about survivor items… i have been summoned lol
i will share some of my ideas/links with similar stuff
Chests
6 chests in total I think would be okay on base. the current 3 feel a bit too few with the current perks revolving around chests. This would also influence killer perks around chests and as mentioned killer power related objects.
Addons being possible but not guaranteed could be basekit - especially if green maps and keys stay like they are.
Luck not influencing chests has always been weird, its a common misconception already and just feels natural here.
Basement
3 chests seems too much, 2 I guess would be okay.
The vault with special key making the basement more interesting is neat
Items
Flashlights: Not sure here, seems like espeically with coordinated survivors and multiple flashlights that would be too much.
Medkits: Different types with different advantages need to return if we keep the current rarity system, currently they feel too same-y
Toolbox: not too much into the charges/numbers of things so i leave that neutral. Having hooks be highlighted for killers would still show them they are broken, right?
Keys: faster charging for aura reads and unlocking chests I fully support. not sure on the Scratchmarks/blood hiding.. seems a little bit much - i would first introduce the other changes and see how those play out and if keys remain underused/weak maybe add that later? with addons?
Closed doors/windows: interesting ideas - though i wouldnt lock these behind keys tbh as that would be too dependent on survs bringing/finding them - maybe instead make it work like your basement vault with a special key found on the map? Then there would be more strategic use which one to open
Maps: would definitley like to see this tested in a PTB - maybe adding some kind of cooldown of a few sec after use(?); as for green/iri ones, I think it would make most sense to just pile them together and rework add ons completely tbh.
Firecrackers/smoke bomb/flaslight addon ideas: yes :)
Ax
imo, axes dont fit thematically because.. WHY wouldnt the survs use them on killers?
i want to mention my idea of chalk working similar to the movie Pans Labyrinth - creating a door-way which may be limited time: Piece of Chalk
Bottle with a sticky or slippery substance
I had a similar idea with salt instead of a substance (as salt is used against evil spirits and such) - i like the idea and want it at least tested maybe like they are testing smoke bombs right now in an event
Bush suit/placeable bushes/placeable cobwebs
not sure on this idea - I would rather see them add the Snowmen from the Winter event on every map as permanent new hiding spots (instead of snowmen these would be cardboard boxes)
Placeable totem
interesting idea - though probably a bit too abusable for boons on certain maps? there are already very killer unfriendly spawns and this could be too much. also i am gonna assume its one time use and if killer kicks it (as a boon) it would be destroyed regardless of killers perks?
Potions/Serums
I will just leave my vending machine suggestion here :) (i also added your effects with link to this thread - if you dont want that just let me know and i will edit them out again)
Ace in the hole
Not sure on the third addon part as it might be bug prone as UndeddJester mentioned but also would need a UI overhaul- but having at least guaranteed 2 addons (instead of random 0-2 ones from chests normally) as well as affecting all survivors would be neat.
Having hooks be highlighted for killers would still show them they are broken, right?
Yes
Closed doors/windows: interesting ideas - though i wouldnt lock these behind keys tbh as that would be too dependent on survs bringing/finding them - maybe instead make it work like your basement vault with a special key found on the map? Then there would be more strategic use
whichone to openI think both would be a good idea. Giving the iri and purple key this ability and have a special key, that you can find.
I like your version of the “ax” more. I will comment there later on and on some of your other ideas.
Placable Totems: I don´t think this would be very abusable, because boons as of right now aren´t good. Wether or not they should break, after the killer kicks them, I don´t know - boons are still super loud and the killer can just remeber the location to distroy them again.
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Add to that the removal of the activation condition and we have a good perk.
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@GeneralV said:
I still think many of her nerfs should be reverted. Especially the Terror Radius and the endgame nerfs.
They really hurt Pig back in the day.
100% this.
Additionally the timer of the traps should get reduced by 15s and I want physical keys back, but with the maximum amount of searches being 4 and 5 boxes spawn on the map.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3840896#Comment_3840896
When do killer mains stop playing? Let me know so I can finally get into a game as killer without waiting 20 minutes.
So true😅
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@Vishlumbra said:
Killers could team with each other to double tap survivors and insta-down them, but I see it is not fitting into "killers are sooo miserable :((" thing. Also survivors are almost constantly revealed to them, so stop with this whole "boo hoo" 🙄
The “boo hoo” comes daily from survivors on this forums.
My post is about the concern of balancing the game based on emotions and complaints from bad players who want a dumbed down version of the game. An utopian game where the killer functions as a chaser but not really a threat. In all honestly, do you really want the game to become this?
My post is about the concern of balancing the game based on emotions and complaints from bad players
🪞(mirror)
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3840838#Comment_3840838
Exactly why I want them both added.
I want to see the game go nuts trying to mix the Dream World with Nightfall.
Would be funny agree.
I wonder whether or not we will even get licensed killers in 2vs8. Maybe the devs won’t be allowed to do so by most license holders.
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That would be interesting. Hopefully they try this out.
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I never lost with a killer, who I’m good with, in 2vs8. I constantly get 4-8k, which is fair for both sides. The only time I didn’t was as I played deathslinger, who I am bad with. It’s on the killers if they don’t get 4-8 kills.
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freddy and dredge couldn’t work, because their power would overlap.
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@SidneysBane1996 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3840503#Comment_3840503
I feel like most people are in this boat TBH. If it's Killer, I get it. If it's Survivor… How? Surv side got the best stuff.
Well, I meant survivor. Killer is easier for me. There I got, when I played a killer I’m good with, always 4-8k. On survivor I’m instantly dead, when I’m found and don’t play escapist. But to be fair I have learned, that when you loose once, you get bad teammates, which makes you loose even more. After I lost like 20 matches in a row yesterday and then won 3, I escape a lot easier.
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I’m losing literally every match, so I don’t have fun.
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The map is a complete mess. They should just revert it back until they come up with a good idea to fix it.
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@Skillfulstone said:
If the playerbase was big enough (and Survivor in 2v8 was as appealing and fresh as Killers in 2v8) to sustain 2 queues without making Killer queue times 15+ minutes (for a ≈5 min match assuming the server doesn't randomly crash/a hacker doesn't crash the server) then I'd be fine with 2v8 to be there long-term.
However it's very much not the case, so no. The Killer queue times are horrible enough when it's there short-term, no need to make this a permanent thing.
If the mode would become permanent, the hype would die down and the que’s would adjust. The que’s will probably only stay like right now if they make it a limited time thing.
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Funny enough, the normal game mode isn’t fair with its 60+% kill rate, otherwise it would be closer to 50%. 2vs8 got a lower kill rate, that still favors killers, but it is a lot more fun, because it feels fairer.
You shouldn’t expect them buffing killers, when there are too many killers and you shouldn’t call something survivor sided when it is not. You are far too used to a killer sided mode, that you believe it is survivor sided when it is actually fair for once.
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I agree, the game is more fun when you have many cool GOOD abilities. Lately we haven’t got any really good perks most of them are far too niche and many have unnecessary drawbacks.
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@smurf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3839315#Comment_3839315
It's uncommon. But I'm a Pig main, so I've seen some strange things. I've even seen a few survivors try to run out of the gate with an active trap… 🤯
I've even seen a few survivors try to run out of the gate with an active trap… 🤯
Didn’t that get patched?
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@smurf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3838670#Comment_3838670
Sometimes I accidentally force a head pop because I see a survivor via BBQ and don't realize it's someone with a hat on. When I find them, I'll slug them for pressure and avoid hooking so they don't feel too oppressed.
But if they're pushed off their box and they're unlucky enough that the right box is the last one, sometimes you get accidental head pops.
Sadly, when I play pig, I never see it happen.
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@NickMilian said:
I mentioned it to Otz yesterday in his stream and he said he's already told the devs about it - we've also submitted reports with logs and video evidence so not sure what else we can do sadly. They seem reluctant to fix it for some reason.
That gives me some hope.
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@Mandy said:
Okay, I edited the Developer Update to reflect the correct numbers, it should be:
5% per gen completed and 2.5% for each cage state. Sorry about that.
This looks a lot fairer, thx.
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Maybe it helps if you submit a big report in this PTB section?!
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Hopefully they surprise us with a little Christmas present.
The bug celebrates its anniversary soon (2more months).
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I want pigs head pop timer reduced basekit. 150 seconds is too long. It should be 130s basekit and I want a physical key back, but the forth box guarantees the key.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3838524#Comment_3838524
I know and I think it's too much info.
She was actually stealthy before the visual heartbeat was introduced. Nobody did notice her lullaby back then and most people didn’t even know she had one. Good times!
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@theonryo123 said:
Her basekit she be bloody finger nails and also reikos watch along with old news paper. Also I’m sick of survivors turning off her tvs without any punishments they should get exposed or at least have their aura reveals every 5 second for turning off tvs. Survivors should get punished for turning off her tvs because she can’t teleport around the map and it literally kills her momentum.
I don’t think, they can buff this version to solve all of her current problems. Turning TVs off for free is by design and putting heavy downsides on this versions tapes would put survivors in a loose loose situation.
That’s why I think, the best solution is to make her like her first version, while keeping the buffs from the reworks and buff that version a bit. 1.0 was the most fun version, where you always had your power and survivors didn’t have that much power over you, which allowed more playstile diversity.
Chase/flicker buffs:
- The otherworld visible duration gets reduced to 1s or 1,2s (was1,5s)
- The lullaby radius, terror radius and threshold for full invisibility gets decreased to 18m (was 24m) and the lullaby is no longer directional
- In Sadakos post manifest flicker the red stain is hidden or she is undetectable for the flickering duration (new)
- She flickers for 4s after crawling out of an TV (new)
- Demanifest flicker and manifest flicker get the same values, which means she is invisible for 1,2s and visible for 1s/1,2s after manifesting like when demanifested
- Her invisibility does not deactivate through breaking pallets and vaulting windows
Teleport/chase buff:
- Removal of TV auras
- Tape insertion speed and the speed for turning off TVs is 1,5-2s (was 0,5s/1s)
- TVs no longer turn off after projection (was 45s, iri tape basekit), which allows you to teleport to them infinitely until survivors turn them off, but the Tv you teleported to doesn’t spread condemned for 30s
A revert to some aspects of her first version with some condemned changes
- Passive condemned: Every 25s of holding a tape you get 1 stack condemned
- Only one TV spreads condemned (was all TVs)
- Condemned gets spread in a 20-24m range (was 16m)
- Hooking a survivor gives all other survivors 1 stack of condemned (new/ring drawing basekit)
- Hooking locks all condemned stacks in (was 3)
- (Every 60-80s survivors without a tape receive a stack of condemned, when survivors take a tape this timer is paused)
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@Ilikechips said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3838296#Comment_3838296
Killer is the strongest role at every level of gameplay, even stronger than high mmr 4 man swf.
I can assure you, this killer stands no chance against survivors, who do and understand the counterplay. There are zero drawbacks for taking away her whole power all day long.
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It probably only exists, because it is in the movies. I don’t think it has anything to do with balance.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3838433#Comment_3838433
"3s of grabbing a tape" is understating it so hard that I can't take you seriously.
Okey keep ignoring the fact, that you require no effort at all to make her powerless. I don’t care.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3838036#Comment_3838036
Running tapes requires time. Not free.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3838071#Comment_3838071
Turning off TVs with a tape causes Condemned. Not free.
And does the time make up for loosing your whole power? - NO, so it is free!!!!!
3s of grabbing a tape is nothing compared to loosing your whole power without anything being left to use. Alone loosing the teleport is worth more time than grabbing a tape. She is not even strong enough to warrant to have a 100% counter. She should be able to teleport to turned off TVs, because only condemned is supposed to get countered for free.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3837688#Comment_3837688
Putting in the effort to turn off TVs and run tapes around the map while making sure Condemned doesn't get too high is not "free".
Which of these is now actually difficult or requires much time?
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@Vishlumbra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3837746#Comment_3837746
Thanks for the input yet I don’t think that’s very helpful. “It’s fine but it’s bugged”. I think that the most common complain on Sadako is that she is just an m1 killer with cero chasing and anti loop capabilities. I think we are up to something here. That intermittent invisibility would make her unique. It would work as a chase tool but in a very unique way. Those mind games sound like super fun. Imagine being chased but suddenly she disappearing and appearing on the other side of the pallet etc, I’m not saying maker her a spirit or a bat Dracula, just pair it with tape or condemn and it would be so much fun.
I didn’t say it’s fine, but bugged. I only said the duration with 1.5s is fine. The basekit isn’t good and I agree it should be buffed, but your suggestion would make her almost permanently invisible and this wouldn’t be liked by the majority to play against.
My suggestions (if you are interested to read it) above make the flicker happen more often, which makes her less long visible as well, removing the red stain after manifesting and making the invisibility a bit longer post manifesting. In the end you could make her invisible last around 1.6s with newspaper, which is enough and actually good.
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@Vishlumbra said:
Thanks for the comments.
I do believe that a full condemned survivor should suffer some kind of debuff. It’s balanced because it means that survivor ignored the mechanic and progressed objectives the whole time.
I kinda like the 16, just trying to polish the idea, if her intermittent invisibility grows in power, she could have better chasing power, would make her unique in the sense that she could mind game survivors during loops and such. Would also be damn scary. It would bring a new way to anti loop, instead of dashing or vaulting or whatever, she could just mind game more efficiently. I’m all for that.
If you press the quote button under the comments others will get a notification.
16: 1.5s of invisibility is already quite useful and strong and 3s or more would be unfair. The problem is the invisibility is bugged and only last around 0.7-0.8s, which is nothing. It is supposed to be 1.2s, which is okey and with an addon you can make it 1.5s (if it wasn’t bugged).
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That’s the things I want.
Chase flicker buffs
- The otherworld visible duration gets reduced to 1s or 1,2s (was1,5s)
- The lullaby radius and terror radius decreased to 18m (was 24m), which also changes the threshold of full invisibility and remove the directional part of the lullaby
- In Sadakos post manifest flicker the red stain is hidden or she is undetectable for the flickering duration (new)
- She flickers for 4s after crawling out of an TV (new)
- Demanifest flicker and manifest flicker get the same values, which means she is invisible for 1,2s after manifesting like when she is in demanifested.
- Her invisibility does not deactivate through breaking pallets and vaulting windows (new)
Teleport/chase buff:
- Removal of TV auras
- Tape insertion speed and the speed for turning off TVs is 1,5-2s (was 0,5s/1s)
- TVs no longer turn off after projection (was 45s/iri tape basekit), but they go on a 30s long condemned cooldown. Which means: you are still able to teleport towards them, but they don’t spread condemned while on cooldown.
A revert to some aspects of her first version with some condemned changes
- Passive condemned: Every 25s of holding a tape you get 1 stack condemned
- Only one TV spreads condemned (was all TVs)
- Condemned gets spread in a 20-24m range (was 16m)
- Hooking a survivor gives all other survivors 1 stack of condemned (new/ring drawing basekit)
- Hooking locks all condemned stacks in (was 3)
- (Every 60-80s survivors without a tape receive a stack of condemned, when survivors take a tape this timer is paused)
Addon changes
🔴Iri videotape: Hitting a Survivor within 8 seconds after Manifesting turns on the last 1 TV turned off (partially reverted) + Sadako can tp to a turned off TV, which activates it afterwards again, she does not spread condemned when teleporting to a turned off TV 📺 (new)
🟣 Telephone: Survivors suffer from a -7% (was -3%) hindered Status Effect for 3 seconds when Manifesting within 7 metres of them.
🟢Ring drawing: Condemned Survivors spread their Condemnation to other Survivors, who complete a Healing action on an injured Survivor (revert)
🟢Rickety pinwheel: Survivors suffer from the obvious effect and hear no lullaby (new), when within 12-16m (was 8m) of any TV. This effect lingers for 1 second (new). When turning the TV off, the addons range halved (new).
🟡Sea-soaked cloth: Survivors suffer from the blindness Status effect when within 12-16m (was 8m) of any TV (was only turned on TVs). This effect lingers for 1s (new). When turning the TV off, the addons range is halved (new).
🟡 Yoichis fishing net: Reduces the time it takes Survivors to acquire another stack of Condemned by -12 % when holding a tape (revert)
⚪️ Newspaper: Increases the duration of your full Invisibility after Manifesting and while being demanifasted by +33 %.
🟡 Clumb of hair: Reduces the threshold for full Invisibility while Demanifasted by 8m (was 6m) and this effect lingers for 1s (new)
🟢 Well water: Every time a generator gets completed every survivor receives a stack of condemned
🟡 Well stone: The haste from protection gets turned into hinderd and given to survivors for the duration of the speed in a 16m range of the TV
⚪️ Cabin sign: Hitting a survivor breaks their tape
🟡 Reikos watch: At the start of a match she crawls out of a TV next to a survivor and the TVs are not on a 30s long cooldown
Sadako’s Perks
Floods of rage
At the start of the Trial, 4 random Hooks are changed into Scourge Hooks: The auras of Scourge Hooks are revealed to you in white.
Each time a Survivor is hooked on a scourge hook (new) or unhooked from a Scourge Hook, the following effects apply: The Auras of all other Survivors are revealed for 5/6/7 seconds.
Call of brine:
After damaging a generator this perk becomes active for 60s.
The generator regresses at 155% (was 125%) of the normal progression speed and you can see its aura in yellow.
Each time a Survivor completes a good skill check on a generator affected by this perk, you receive a loud noise notification.
Merciless storm:
Whenever a generator reaches 90% progress, survivors working on the generator will be faced with continuous skill checks. If they miss or stop repairing the generator is blocked by the entity for 20s. This effect can trigger on the same generator after a cooldown of 60 seconds again (was can only trigger once).
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There are good ideas, some random ones and many that feel really out of character for her.
- Some type of tracking mechanic would be cool honestly.
- Makes no sense for me. She got the mori and that is what condemned is supposed to be. We don’t need a mix of plague and Sadako.
- Not a fan. Being screwed over by teammates, that don’t understand it, would be extremely unfun.
- I would prefer passive condemned by holding onto tapes making a return over this.
- Yes, her lullaby needs improvements
- I like the idea, but how would it work for your teammates?
- Completely against it. It would only lead to unfair tunneling situations.
- I agree her addons could be better, but I don’t get what you want in the second part.
- I never liked this on the skull merchant, so I won’t like it on her.
- Really random. 20s for putting tapes in is too much, but it should take longer like 2s instead of one second.
- So you mean putting in the tape takes longer the more stacks you have. Not a fan of it. It would be incredibly unfun to play against her when you have to sit in front of a TV for ages.
- Her condemned is only for the mori, it feels out of character to give her such buffs.
- Unsure
- Unsure about the visual and audio distortions, sudden fake apparitions. Not a fan of the skill check part, that’s doctors power.
- Completely out of character
- I think it should be buffed, but not in that way.
- Basically passive condemned by holding onto tapes like in her first version. I’m all for it.
- Doesn’t fit this character.
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@Caiman said:
Survivors shouldn't be punished for properly counterplaying the killer.
And she shouldn’t loose 100% of her power for free.
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@Ilikechips said:
Sadako has a 64.46% kill rate.
Sadako has a 61.37% win rate
Sadako has a 28.33% loss rate.
If you play sadako you will win or draw 71.67% of the time.
Sadako is baby mode easy to win with.
Yet here you are, crying for buffs.
I’m not complaining about strength, but that she isn’t fun anymore, because of the changes they did to her since her first rework. I loved to chase with her, which isn’t viable/possible when all TVs are shut down. I gladly take her first version just to be able to properly chase with her again.
Sadako is only good/baby mode if you play against survivors, who don’t understand her power, but she got really bad chances against survivors, who do understand her and counter her properly, which leaves her with nothing in the end.
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@theonryo123 said:
Her basekit she be bloody finger nails and also reikos watch along with old news paper. Also I’m sick of survivors turning off her tvs without any punishments they should get exposed or at least have their aura reveals every 5 second for turning off tvs. Survivors should get punished for turning off her tvs because she can’t teleport around the map and it literally kills her momentum.
I agree, that she is frustrating and unfun to play, because of the changes to condemned in the reworks. I would prefer getting her first version back with some buffs. There she wasn’t a complete noob stomper and she was actually fun to play as and against, because you were actually able to chase with her flicker and teleport.