MechWarrior3
MechWarrior3
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@mntdcdnc said:
Absolutely. Besides enormous amount of bugs, you're being punished for almost every decision you make.
I've played as her a lot since release and i confirm it. This killer is so weak in comparison to Wesker...
I don't want even to talk about counterplay. Besides the dog itself, other survivors can release you in 0,65 seconds instantly and killer would actually lose distance if try to use power in chase with 2 survivors.
She's fun as hell, but i don't think they'll fix her soon. At least until next year.
They already confirmed they will fix her this month. 2 separate patches are being sent out.
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@aarongai said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3851698#Comment_3851698
A pop-up would be nice yes, but the whole point of Solidarity is to make healing more efficient.
Healing isn't efficient when you have to try and convince your ally to let you heal them first.
Just have the perk grant progress to whoever the healer is, and cap the amount that can be granted. It's simpler that way.
I don't think you will have to convince anyone if they just knew you had the perk. If a pop is there, problem solved.
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I think it is bugged. Maybe BHVR will give us Confirmation?
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@Langweilig said:
@MechWarrior3 What do you think of the changes?
I like them my friend. I don't have much to say due to all the feedback we have given already, but I like your thoughts and changes on her.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3851126#Comment_3851126
And you believe those changes are going to be enough?
It wasn't enough for Singularity, or Twins. I don't see why this would be different.Enough? No, but I will try to remain hopeful despite their bad reputation in killer balances and map balances.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848112#Comment_3848112
I'm not sure why you think this was unhelpful advice, since it's not only the answer to this issue, but was also recently buffed to be a much more common offering to obtain.
What exactly are you looking for if not this? Do you want the devs to remove map offerings?
I was speaking to someone who was being rude to me. They came off as if I have never heard of using a Sacrificial Ward before in the time I have spent playing DBD. Its basic knowledge. I use them all the time.
I am on the same belief as @GeneralV. Its not the map offerings that are the issues, its the maps themselves. BHVR 2 top issues they struggle with from what I can see are Map Reworks and Killer Reworks. Their reputation isn't good.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3851266#Comment_3851266
The fact that they had all this PTB feedback and still pushed it out is worrying. They have never been great with maps but Haddonfield really takes the cake.
There is no way for a match on that map to be even remotely fun.
I agree 💯 my friend.
Killer and map reworks is not there best skill set unfortunately. 😔
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@Rogue11 said:
I have zero faith in any new maps being fair as long as the current version of Haddonfield is considered a "success".
They didn’t consider it a success. The devs have said they will go and fix.
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Head on doesnt need a nerf.
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@gurifruiityy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3850393#Comment_3850393
Are you trying to be funny or condescending? They could at least say on X, Reddit, Forums or official announcement in-game "We're working on hotfixes for the Houndmaster, please, stay tuned!" but that's too much to ask.
All we get is silence.
They already made an official statement before this thread was made. What more do you want?
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@breakingpointes said:
SUMMARY OF THE ISSUE: Gens affected by corrupt did not have their number of charges reduced by weaving spiders
PLATFORM: Steam
STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED:
1. Killer run corrupt
2. complete weaving spiders invocation during the duration of corrupt3. corrupted gens don't have less charges
VIDEO: https://youtu.be/qY2jYb2Gz_Q
Not a bug.
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I noticed this too - I want to be able to adjust her hair styles. BHVR - can we fix this please?
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@PetTheDoggo said:
Yeah, I don't think she needs that major buffs, but definetly few minor buffs and tons of QoL features and bug fixes.
Sadly it's unlikely for her to be in decent state for like a year or two.They are doing 2 hotfixes and balance changes to her this month. I dont think it will take a year or 2.
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Curretly 0% for me on both roles now.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3850511#Comment_3850511
I'm sure plenty of people are fine with Houndmaster
are those people in room with us?
There are killers that are definetly not console friendly, or hard to control. But she is simply buggy and her power unreliable.I agree - yes. Hopefully over time the killer roster will be more and more controller friendly.
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@Langweilig said:
Thanks, but isn’t the present in the bottom right corner?
Sorry yeah! I edited it.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/434247/whats-your-bp-incentives-now
Yesterday evening it was 50% for Killer in NA east for me.
Same - and 25% for survivor.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3850896#Comment_3850896
What's the trick to pick them up? Every time I'm close, I get the prompt to hit them with R2 (on PS5)
Is there a different button to pick up? How do you get the Pick Up prompt to appear instead of the attack?
I think you press R1 or O I can’t remember. 😅😅
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@CountOfTheFog said:
I decided to go for the Adepts and got both Quentin and Freddy today!
I'm a proud Freddy main, especially because getting his adept was the first time I haven't used Lightborn since I was aware of its existence 😅
https://us.v-cdn.net/6030815/uploads/HTRZFZGX8M2L/19392ab726391-screenshoturl.jpg
https://us.v-cdn.net/6030815/uploads/X300IUZ6FVGZ/19392ab807d65-screenshoturl.jpg
Great job! Keep up the great work!
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Thats from the new perk "Shoulder the burden"
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Thank you so much General <3
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3850571#Comment_3850571
xenomorph is the Alien chapter that introduced Nostromos Wreckage map and Ellen Ripley.
I was being sarcastic xD
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Who's Xeno?
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@Mandy said:
Hi all! We will have our normal cadence of hotfixes - slightly different time frame, but you can definitely expect 2 prior to the holiday break. There will be adjustments to Houndmaster as well as to the Live Balance changes from PTB (as explained in the Developer Update, these were released the same way they were in PTB), there will also be a lot of bug fixes that you can expect. Not all that we're finding now will make it for the first hotfix as time is always a constraint, but we're aiming to get as many in as is humanly possible.
We do appreciate your patience, we understand very well how frustrating it is waiting for these changes <3
Thank you so much for your communication and support mandy <3
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849764#Comment_3849764
Its actually 60 seconds not 45. However, it should be 70. :)
Yeah, I didn't noticed that when making it. But I also heard it's bugged to still be 45 seconds.
Wouldn't surprise me. Ill give it a test.
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@Wandering_Entity said:
Official statement from the developers.
Thank god. Here's what I understood.
"You sold us something broken"
" thank you for your feedback, we will finish making her later" -
Nah - reduce values of TOTH.
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Snug needs to be able to pull harder too
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@BlackRose89 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849950#Comment_3849950
For the first two nights I was running just her perks to try to get her adept then I gave up on that and just used my normal build with her new perks so Pain, pop, corrupt, and compass. Honestly so bad at making builds that I usually use builds suggested by Otz or some builds I find online, I just havent seen any in the days I played her. Still doing chase I have so many issues using her dog… I honestly have no clue what Im suppose to be doing and how to use him in loops.
I can help you in a Custom if you want?
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@BlackRose89 said:
Im honestly having such a hard time with her and nothing I do is helping…After 3 nights of nothing but 4 escapes is killing my enjoyment of this killer and the game…I never had this long of a losing streak on any killer before… Even killers I suck at or hate like billy I can at least get one kill every couple of games… I honestly dont know what to do to get better with her.
What builds are you running on her? If you're not good with her power, try Bam. I like bam, compass, pop and pain res.
There is no hiding the fact that she needs buffs/qol and bug fixes.
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I agree with you for sure! 100%. She needs some attention. Hopefully in the next couple of weeks they will take the time to make this right.
Sidenote -
Spiked Collar (Buff):• Now it applies Mangled and Hemorrhage for 70 seconds (was 45).
Its actually 60 seconds not 45. However, it should be 70. :)
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@Emeal said:
Surge is one of the most used Perks, 11% according to nightlight.gg
Why would it need a buff?
I was just thinking because all our other gen regression perks have been nerfed terribly. I figured a 2% increase wouldn't be too strong. In my humble opinion.
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@[Deleted User] said:
Why are first time posters always like this?
”GeNee……InteGrItYyyyyyyy….37 percent”
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@DragonMasterDarren said:
I quite like Houndmaster, I think she's fairly interesting and I always like the idea of tag-teaming survivors, however it's not exactly uncommon knowledge that she's not very good and barely works. So here's what I think she needs
- Double the Houndsense radius and make Snug much, much quieter, a Houndsense radius of 2.5m on a dog that makes almost as much noise on Demogorgon is never going to detect anybody actually playing attention, the radius should be 5m at the bare minimum and Snug should not loudly announce his presence to everybody within a 20 mile radius
- The haste from Scent Trails should have a 1 or 2 second linger, I completely respect wanting to keep Search as a pure information tool with minimal application in chase, but Snug very frequently paths in a way that makes it really, really inconvenient to actually keep the haste, speaking of which
- Improve Snug's pathing, Snug gets stuck on a lot of things he should realistically be able to path around, I've seen him get stuck on rocks, ledges, bits of foliage, everything, this is especially annoying in chase when you think you've lined up the perfect Chase shot, only for Snug to not be there and get stuck on a rock.
- Have Snug teleport to you when you initiate a Chase command, this would help fix the issue with actually aiming Chase
- Snug absolutely should auto-injure survivors if they get out of his jaws, at least when they're effected by Houndsense, I don't know if anyone here has actually been bitten by a Cane Corso but those ######### hurt if one of them clamps down on your arm, I get not having him auto-injure on grabs, that would be stupid, but at the very least let Snug actually do damage if survs escape his grip while they're Houndsensed
- And finally, remove the slowdown from cancelling Commands, this stupid slowdown makes her way clunkier then she needs to be and serves absolutely zero purpose, it doesn't even make sense logistically, why does lowering your arm make you suddenly move so much slower?
I want to play more of Houndmaster, however she's really, really weak, really jank, and really clunky, hopefully the hotfixes make her at least a bit less painful to play and any one of these being made a reality would make my day.
I agree with all of this. 💯
I wish there was “Protection Mode” too.
Not sure the details of it but it could be interesting -
@shizzy_Pooh said:
I love this perk, ever since skull merchants nerf, dissolution, bamboozle, rapid brutality and surge have been the perks I need to compensate her nerf. I strongly feel like dissolution would be a better perk if it lasted 25-30 seconds instead of just 20 seconds and also instead of 3 seconds after they loose a health state maybe 1.5 seconds after ? That would be nice a small buff is all I ask for.
I would love this personally. Sounds peachy heh
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@Chordyceps said:
Yeah, the amount of precision you need to have just to maybe get a hit makes for a killer that is both very weak and very frustrating to play. She feels like a killer who wants to be a sidegrade to Pinhead, but ends up being downgrade in every way. I was originally going to just get her to P1 to get her perks unlocked on the other killers, but I can't even bring myself to go that far with her. It's a miserable experience. This is the first killer in the game I actively regret spending my shards on, and I've been playing since 2017.
This killer's power does not even feel fixable. It just needs a fundamental change to how it works for it to be any level of viable or fun.
You don’t have to play her to get to P1. lol
Just put the blood points in for the perks.
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@jasonq500 said:
https://forums.bhvr.com/dead-by-daylight/discussion/433969/my-sadako-onryo-christmas-wishlist
Bringing sadako 1.0 would be a delight to have
3.0 tapes currently are her biggest issues for and feel like there's no danger in holding them every single match, so I wouldn't mind this being brought back in some way
Making old newspapers a combination of itself and reikos's watch is a much better way without needing the two every single match
For each projection tvs no longer turn off but has a cool down of 30 seconds for that specific tv, this definitely would make her chase much more interesting
For one thing I wish to see is bloody fingernails become more basekit, that add-on is a must run for being able to catch survivors from a far
Overall good changes, while I like 3.0, she still have flaws and can make smart survivors rather annoying to go against, sadako definitely need some more changes to feel more fun to play as
I would loveeeeeee this!
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Literally
@ghostlyveil said:
Houndmaster and Skull Merchant should have a tea party considered how weak they are + the bugs.
🤣🤣🤣🤣 A teaaa partyyyyy
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848302#Comment_3848302
This has nothing to do with entitled killers and actually has something to do with Houndy. I very much play both sides equally, slowly but surely reaching 7k hours. Id say she is definitely on the bottom of not just todays killer roster but DbD's history, which is saying something since On release Wraith, Doc, Hag, and PTB Ghost Face were a thing.
She needs something, as she has basically nothing going for her. Her power is unique which is good, but the amount of effort vs the payout is simply not worth it.
I agree 💯 - you said it perfectly.
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She needs help for sure 💯
I hope they give that to her soon.
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I’m a new hound master main. I let them pet my doggo 🥰🥰🥰
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@GeneralV said:
Hello, friends! I hope this thread finds you doing well.
So, over three years ago I made a post here on the Forums called "Just one bad day: aiming for The Pig.", which detailed my horrible experience trying to learn how to play Pig effectively, shortly before the Fifth Anniversary.
Needless to say, it was an absolutely miserable experience that I would have been happy to never repeat.
…However, a recent discussion made by @Valuetown ignited my interest towards Singularity, a killer that I bought with Iri Shards quite some time ago, but never played. So I asked my good friend @TheSingularity for some tips (thanks again, friend) and decided to give it a shot.
And now I can say I understand EXACTLY why most people claim this killer is hard to learn. I know from experience that learning a new killer in DBD means you'll have a bad time for a while, but I had not struggled this much since Piggy in 2021.
I see the appeal and I get why many Forum members here play Singularity. When my tactics worked they were really fun.
But that is the keyword. When.
This is really, really difficult. But I'll try my best to not give up, as I did Pig. If you out there happens to main Singularity, wish me luck!
And may the Entity help me. Again.
I wish you the best! I’m p35 with Singularity. He was very hard to learn. He takes a lot of skill but he’s so fun! I went through a lot of hell with him but it smoothed out!
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@UndeddJester said:
Pretty much agree, Houndmaster is growing on me, but after playimg a few games as and against her, a few things would be nice to fix: -
- Snapping on generators and gates should be easier. Often pointing at a gen is "good enough" for whatever you wanna do, but having to meander your aim around to get it to latch on is a constant pain.
- Tapping power again while Snug is off searching to cancel. In conjunction with the above, having a return command would be nice. I've had him run by survivors on route to a gen and reveal them, and I want him back to start grabbing people. Instead I have to wait for him to arrive, bark a few seconds, and wait for him to come back k before I have a power again...
- Switching command with secondary power. Less useful Chase to Search, but the movement buff could help with holdW. Being able to swap preemptively while Snug is doing his thing in either state would be nice.
- Remove his scent ring from Survivor view. I'm not sure why survivors can see Snugs scent radius... it makes it much easier to see him coming and prerun from the effect, and kinda ruins the illusion of his threat. It's not like he can injure them, and the passive effect of houndsense doesn't help without landing an m1, so making detecting survivors easier should be a big boon of her power.
- Greater scent range when Snug arrives and is barking, plus have him stay put while detecting a survivor. Similary Houndmaster can't see through Snug when he is searching, often when you turn up survivors have hidden. I started running NTH cause it was so common for survivors that I knew were there to have vanished in the time I took to arrive. Portia doesn't have the lethality to be afforded time to look around. In conjunction with the cancel ability, having Snug stay to attention with a larger scent ring would make it so you can detect people leaving and get into pursuit easier/stop hiding.
- Have Snug deep wound injured survivors when they stun him. With the combined effect of Snug getting stunned as easy as he does by camping under a pallet, and also getting completely messed up by pallet drops after the chase command is sent, it would at least be nice if a survivor is injured already to get deep wound on stunning Snug with a pallet. Won't come into play much, but as least If you are forced to leave th at survivor for whatever reason, at least the deep wound makes it not be a total loss.
- A passive detection around Snug while he is following Portia. This would be a nice change. Even if it's a Whsipers like growling to alert you someone is nearby within 20m. This would make her non gen search ability a lot more useful.
She is a lot of fun to play, I like her a lot more than I did, but these small QoL changes and minor buffs to her kit would make her feel a lot better.
I agree with this this and the OG post.
*Snug should be able to drag slugged bodies.*Snug should have “Protective Mode”
*You shouldn’t have to do Geometry 📐 and Trigonometry to get the dog to grab a survivor. High skill yes… but all that no..👎
*Bug fixes are a must obviously.
*Waiting for snug to come back and cooldown is wayyyyyy too long.
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All 3 of them need help. 🤣
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@Langweilig said:
Hello folks,
Here are some of my ideas for Sadako or the Onryo depending on how you want to call her. My goal is to make her more fun and scary again and to give her teleport/chase a good use again, which has been forgotten for such a long time (since her first rework). I loved playing her as an omnipresent killer back then, that could pop up everywhere on the map and constantly switch targets. It was like l was chasing multiple people at the same time, which was so much fun! My focus is on bringing every aspect of her kit in a good spot and not to focus only on condemned. The changes from the reworks, which force survivors to grab tapes, don’t allow her to chase very well, because the TVs are not available most of the time anymore. This leads to not having many ways to play her and her being less fun than she once was. This wasn’t the case in 1.0, where she was able to chase survivors effectively and play for the mori.
Chase/flicker buffs:
I think her flicker is a really cool ability, but not quite useful in many situations.
- The otherworld visible duration gets reduced to 1-1,2s (was 1,5s)
- The lullaby radius, terror radius, threshold of full invisibility in the otherworld is decreased to 18m (was 24m) and please 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 post manifest flicker get the same values, which means she is invisible for 1,2s (was 1s) and visible for 1-1,2s (was 1,5s) post manifesting.
- Her invisibility does not deactivate through breaking pallets and vaulting windows
The first change makes her invisibility happen a lot more often and together with the red stain being hidden while flickering post manifesting, it would be a lot smother and fun to use. All of the buffs open up a lot more opportunities to mindgame the survivors with your power and to confuse them, where you are. I believe the lullaby changes are all tied together, therefore changing it, also changes her terror radius and threshold for full invisibility. By reducing it survivors wouldn’t prerun so early, which would make her stealth ability better and by removing the directional part of it, survivors wouldn’t have wall hacks on her by the sound. The threshold for full invisibility would be a nice buff, but I can’t say, how impactful it would be.
Teleport/chase buff:
-Please remove TV auras!!!!!!
This aspect, which got added in the last rework, creates so many problems and makes her really frustrating to play. It was added to help survivors, who don’t understand her power, but they still don’t know what to do. On the other hand those, who understand her, have such a big advantage over Sadako. They disable all TVs around them for free, which removes her teleport as well as her condemned. At that point she got literally nothing left and is forced to walk over the whole map. It also ruins the atmosphere by always telling survivors where you come from, which makes her teleport chase gameplay, that I enjoyed when playing as and against her, very bad. Back then you could never be sure from where she will come from, which made her really scary. Now survivors see an aura, that tells them run the opposite direction from it and she won’t be able to catch you, which makes her teleport as chase tool useless.
- Tape insertion speed and the speed for turning off TVs is 1,5-2s (was 0,5s/1s)
It allows for more jump scares, which creates a super scary atmosphere and it helps to stop survivors cleansing condemned stacks in your face, which is too fast right now.
- 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)
- On second hook all condemned stacks get locked in (was 3)
- {Every 60-80s survivors without a tape receive a stack of condemned, when survivors are in chase or take a tape this timer is paused}
I want sadako’s condemned to be less about spamming the teleport button every time you can, because it is not a fun playstile for either side and I want to encourage to actually chase someone. This killer was so scary and chasing with her was so much fun back then. Therefore I want to make condemned a bit more passive, but you can still influence it by precisely teleporting to survivors / predicting where they are and hooking someone would finally be worth it by being a meaningful for condemned. I would only add the global passive condemned (every 60-80s every survivor gets one stack) if it is needed and not too much.
Her current condemned mechanics lead to having a terrible chase, because survivors have to turn off TVs in order to be immune of condemned, which also takes away sadako’s teleport points and it leaves her with nothing left to use. The teleport is the most fun part of Sadako and not being able to use it well, is sad :(
Addon changes
- 🔴 Iri videotape: Hitting a Survivor within 8 seconds after Manifesting turns on the last TV turned off (partially reverted). Sadako can teleport to a turned off TV, which activates it afterwards again. She does not spread condemned, when teleporting to a turned off TV 📺 (new)
Iri tape would become the ultimate mobility addon, while also having some advantages for condemned and I miss the sound it made back then, when turning TVs back on.
- 🟣 Telephone: Survivors suffer from a -8% (was -3%) hindered Status Effect for 3 seconds when Manifesting within 7 metres of them. Reduces the required time to manifest and demanifest by 0,2 seconds (new).
3% isn’t quite useful (bad), especially not for only 3 seconds. It is equivalent to 0,36 meters, which is nothing. 8% hindered for 3s would be equivalent for 0,96 meters and together with the reduced time to manifest/demanifest it could become a good addon.
- 🟣 Tape editing deck: Causes all Survivors start the Trial with a VHS Tape. All survivors must bring their VHS-Tapes to the TV that is farthest from their current location. Survivors who are in a 3-5 meter radius to an active TV get twice as many stacks of condemned and are revealed by killer instinct (new).
It would change her playstile into jumpscaring survivors, that are near TVs and reward Sadako with more condemned stacks for successfully doing so.
- 🟢 Ring drawing: Condemned Survivors spread their Condemnation to other Survivors, who complete a Healing action on an injured Survivor (revert)
It was a very cool, useful and unique addon, which shouldn’t have been removed.
- 🟢 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).
Rickety pinwheel and Sea soaked cloth both suffer from 3.0s design, which forces survivors to turn TVs off. Even when this wouldn’t be the case, the range is too small and often doesn’t even reach gens. Oblivious on a killer with a lullaby isn’t really a great effect either and going out of the power to benefit from this effect is weird. That’s why it should hide her lullaby or apply the lullaby to all survivors in range.
- 🟡 Well stone: At the start of a match she crawls out of a TV next to a survivor (new), the TVs are not on a 30s long cooldown (new) and reduces the time it takes for TVs to turn back on by -9 seconds (was -7s)
7 seconds less cooldown on its own isn’t useful enough, but with the other changes it could become and nice early game addon.
- 🟡 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 (new, merged with reikos watch) by +33 %.
There shouldn’t be two addons, that do the exact same thing, only in one half of her power.
- 🟡 Clumb of hair: Reduces the threshold for full Invisibility while Demanifasted by 6m/12m (was 6m) and this effect lingers for 1s (new)
This addon is really cool in concept, but does literally nothing in practice. It is far too weak in its current state. With the basekit buff to the threshold for full invisibility and this addon she would become invisible outside of a 12m range and without the basekit buff, this addon should be 12m to archive the same effect.
Addons with new effects:
- 🟢 Well water: Every time a generator gets completed every survivor receives a stack of condemned
- 🟡 Reikos watch: 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
The victims wouldn’t be able to move like in the movies, while Sadako comes slowly closer to them.
- ⚪️ Cabin sign: Hitting a survivor breaks their tape
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 60s again (was can only trigger once).
Hopefully she gets changes, that make her more fun to play as and against soon.
Thanks for reading!
What do you think and what other things do you want to see?
@MechWarrior3 @Skitten56 @Devil_hit11 @OnryosTapeRentals @NickMilian @jasonq500 @ChaosWam @UndeddJester @Blueberry @radiantHero23 @ChaosWamI like the merciless storm change! (My favorite perk in the entire game) heh
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@chronicdreamz23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848655#Comment_3848655
is stunning the dog with a pallet the reason why the killer isnt overpowered?
Again your're not saying why she is OP…
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@chronicdreamz23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848639#Comment_3848639
is that supposed to mean the killer should be overpowered? try again little guy.
Your response are immature. Shes an M1 killer that has multiple counters. Not sure why you think she is OP. You also haven't given any valid reasons..
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@Unequalmitten86 said:
I agree. By herself without the dog she's weak. The dog needs to be put down. There is no actual counter aside from a teammate stopping the dog. Devs don't play soloq that much because it's literally the Hunger Games.
You can literally stun the dog yourself with a pallet….
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Not even close. Shes C tier at best, but then again I am not really taking this post seriously.