ad19970
ad19970
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It's a little big and open, which can be tough on a lot of killers. But otherwise I kind of like the map. Since the visual rework, some of it's pallet loops are actually fairly mindgameable.
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Lmao that second video is honestly just confusing. It goes so fast that he literally turns 180 degree within one single frame or so. It looks so weird.
That's indeed ridiculous. I hope the devs can do something about that.
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Both sides have their fair share of weirdos that are entitled in the most ridiculous ways, or get toxic over the dumbest #########. I do also think this is also caused by the fact that DBD, in it's current state, can just have too many frustrating elements happen in a match, which is it's biggest problem honestly. But yeah, some people in this community are just kind of insane.
And it's also not just one side. It still boggles my mind when people seem to think that one side is far worse than the other, like you could judge people's personality based on the side they main.
Personally I have been lucky though it seems. With how many toxicity problems I see being brought up on these forums, I can't say I share the same experience. Of course I run into the occasional toxic player, but whether I play survivor or killer, the vast majority of people are never toxic to me.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2977650#Comment_2977650
Why shouldn't 90% of loops be mind gameable? That leaves 10% god pallets. 90% means most loops are won by the better player, as they should be.
What are mindgameable pallet loops to you?
Mindgameable loops that I am thinking about are won by the better player if it's an M1 killer. Killers with a chase power will often have a greater chance than 50% of getting a hit at such pallet loops.
So if we are really talking about pallet loops where an M1 killer has a 50% chance to outmindgame a survivor and then get a hit, I probably don't agree. At least not currently.
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@ThiccBudhha said:
I bet I am having more fun than you are doing all those gens. So, who is really winning???
No one lol. That's what just makes it even sadder.
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I agree that he could be made a bit more interesting. His attack delay and shock wave speed could maybe be increased slightly. And the cooldown after that increased a bit. But I personally enjoy playing as and against him. It's definitely fun to try and dodge his shock waves.
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@Chocolate_Cosmos said:
Survivor gameplay be like:
- Get zoned to a pallet / window. Drop it, get hit. Don't drop, get hit. Leave loop, get hit.
- Get hooked.
- If you got Tormented status effect, get tunneled.
Fun!
I am not saying he is OP, I think he is mostly fine (his addons are joke lol) but he is unfun to VS and not much fun to play as for me. He is bit cluncky to play as.
It's all subjective.
The scenario you are describing also isn't always the only situation survivors can find themselves in. At some pallet loops, Pyramid Head has very similar counterplay to Huntress. Depending on different factors, he can still allow for mindgame potential as well.
It's just in general, Pyramid Head cuts down on survivors counterplay quite a bit.
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@Blueberry said:
"cant apply enough pressure on the entire TEAM so they have nothing else to do then gens obviously."
AKA map design. This issue is map design.
The reason why for most killers it's literally impossible to generate enough pressure to slow gens down is because most maps are way too big and loops are way too safe.
Like 90% of the games maps could use just a flat 25% reduction in size for starters.
The game should realistically have like 90% of loops mind gameable if the killer is good enough when the pallet is thrown. Currently like 80% of the games loops are just flat out safe once the pallets thrown and you're just forced to break unless the survivors plays really, really bad.
Map design is definitely a problem, though 90% of pallet loops being mindgameable seems way too much. Unless you are counting pallet loops like the ones unique to the Macmillan maps as mindgameable?
Even just 50% mindgameable pallet or other loops would be fantastic. It would definitely help M1 killers, without giving anti-loop killers much of a boost. But it is fine to still have some safe pallets as well. M1 killers having to simply tear through some pallets is fine if they are compensated enough with their other possibilities. Sadako is a good example, she could be much stronger if her TV cooldown wasn't as high, and Condemnation actually pressured survivors more into doing a second objective. Not having counterplay at some loops would be fine in that case.
I do agree that a lot of maps could really use a size reduction though. However, I do feel like design wise, it wouldn't be to desirable to restrict map sizes too much either. Having all maps the size of Dead Dawg Saloon for example. Which is why I am hoping that the devs will find some way to add some slowdown into the baseline game with their upcoming perk update, especially with slowdown perks most likely getting nerfed as well.
This would also mean the devs wouldn't have to change as many maps to be fairer towards killer. They would have a better basis on which they can then try to figure out what balance changes some maps might still need.
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I mean this "dynamic" you are talking about is kind of dependent on the things you've listed. Especially map design and gen speed.
If we had more maps with a fair share of mindgameable pallet loops and smaller sizes, the game's balance would be in a much better state. There is a reason why M1 killers are often among the weakest, as they don't really have ways to deal with the defenses that survivors have against them, and the rest of their kit doesn't make up for the lack of anti-loop. It's a real shame BHVR simply always failed to understand how map design impacts the game's balance for so long, a lot of maps that got a visual rework really would have needed some balance changes as well. It seems to be getting better though based on the newest map and the Haddonfield rework.
Of course gen speed is also a factor. If it took longer for survivors to complete their objective, then maps wouldn't need to be too small, and they could have more safe pallets, because now the killer also has more time to deal with survivors at safer loops, and they have more time to pressure gens.
Which is why I am hoping we get some form of slowdown built into the game's base kit with the perk update, especially since slowdown perks seem to be getting nerfed.
However, if the game did get more balanced, like having more balanced maps, or survivors not being able to complete their objectives as fast, tunneling and camping would have to be thrown out of the window at the same time, or going against killer would become unbearable at times. Probably also one of the problems with simply making all maps much more balanced, because somewhere during that process, tunneling and camping would have had to been nerfed a lot as well.
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@hatchetChugger said:
https://forum.deadbydaylight.com/en/discussion/comment/2973816#Comment_2973816
It is fair, once you learn how it works. But that is to hard, right? Any game mechanic that requires you to think to counter it is OP. lol
It definitely removes possible counterplay on the survivor side, because it allows Blight to get around corners and objects more effectively, hitting survivors in positions he couldn't normally do.
Blight is already very strong without that, having pretty good chase potential and incredibly good map pressure. It's not about a mechanic that requires survivors to think, it's about a mechanic that makes Blight even stronger than he already is at base without it.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/2973020#Comment_2973020
But only 2 dead hards so I would say killer outclassed survivor perks or at least tied bringing all the strongest perks from killer side. It all debends how well they are used and on luck as well. Killer can bait dh and then it does not extend chase or then dh can be 3rd health state if used right. Scourge hook and pop can make the gen go from 90 to 0. Or killer does not make it to scourge hook and gen gets done. Also ruin can be found at beginning or never.
That's true. Though Dead Hard can't be baited if it is used for distance, which is it's biggest strength. But yeah, it can always vary how much certain perks impact a match. But slowdown perks on average aren't more impactful than some of the perks survivors have, when considering that there are four survivors and only 1 killer.
Also, I just noticed that two survivors brought in good toolboxes, both equipped with two charge addons.
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Nope not really. I think these slowdown perks giving killers a fair chance to win is a better argument here. That's more accurate.
Gens can be repaired very fast, if the survivor team is good and coordinated. As simple as that. Slowdown perks give the killer more time to have a chance to complete their objective and win. It surely doesn't carry the killer, with maybe Blight and Nurse being the exception.
Gens going very fast is one of the reasons why some killers camp and tunnel, it's the easiest way to deal with the problem, it doesn't take nearly as much effort.
I am hopeful that we will see some real changes to the meta with the perk update. But I definitely hope very much that we'll see some form of slowdown added to the basekit. Killers need this because of how fast gens go. So I wouldn't expect that killers will have less slowdown when the patch drops, at least I hope so. Killers need time to have a chance to win as well. I hope it gets more consistent, so killers will always have a fair amount of time without games potentially going by at snails pace.
I also hope that we get baseline nerfs and counters to camping and tunneling, because those are the killer strategies that need to be discouraged far more, not the fair and skillful strategies. Incentivising the killers to play fairer and more skillful, and decentivising the killer to play with these unfun strategies is the way to go with DBD.
Edit: Not to mention you weren't outclassed by perks anyways, you are even running Dead Hard.
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Not sure about giving chapters away for free. BHVR needs to make money.
The problem here, and it's the one you seem to have, is that so many perks are locked behind the purchase of these chapters. But this problem is caused by the imbalance of the perks in this game, with certain perks being almost mandatory.
This problem would also be fixed by not having such meta perks anymore, making no perks seem like a requirement. Instead shifting some of the power these meta perks have into the baseline game. Another reason why I am hopeful for the big perk update, but the devs have not confirmed anything yet, so we'll have to wait and see.
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Why would people not break the totem? The idea here is that if you have such a problem with Boons, you can equip this perk to have the option to break boon totems.
Adding that option to the basekit would just wreck boon perks, even CoH. The perk could probably need another effect though.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2972906#Comment_2972906
"flashlight clicking is not toxic... these are things in the game"
Also BHVR:
https://us.v-cdn.net/6030815/uploads/UODOCK4RLZH3/image.png
This makes me way angrier than it should
Pretty sure it stopped the bleeding timer, so killers could actually hold the game hostage for the downed survivor. So not the same.
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There's only so much you can do against salty losers that dc, or afk. The game at least has a dc penalty, though there really should be some punishment for people that afk too often.
However, I think this does illustrate the biggest problems of DBD. I would argue an amazing game, for me, would make sure these very unfun and crappy strategies were not as rewarding. Tunneling, camping, and even mass slugging, should be weaker.
And for the other side, it would be nice if killer couldn't be so stressful, with how fast gens can be repaired.
If these issues were addressed, DBD could be an amazing game for me personally as well.
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From my time with the ptb it seemed fantastic.
It might be a tad big, but it didn't seem too big, and the loops mostly seemed fair and balanced. A few safe pallets, but that's fine, but also a fair amount mindgameable and even a few unsafe pallets. Unlike the last new map, Eeyrie of Crow, which is full of only safe pallets.
Though to be fair, I also thought Eyrie of Crow wouldn't be that bad, because I only played Artist, who is very strong. Dredge is also strong, so it might be a bit different for the general killer pool.
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I agree 100%. Only balancing around the highest mmr would cause some serious issues.
Generally they should try to improve balancing for all ranks. I am not sure how heavily killer is actually favored at low ranks. But I would highly guess the biggest reason for that is camping and tunneling.
This is why I am very hopeful that DBD will receive some baseline changes that nerf camping and tunneling, and then some baseline buffs to make the average match go a bit slower, so killer feels less stressful. I think that would definitely help the balance difference between low and high ranks, because you kind of just nerf the least skillful gameplay of killers, while buffing the more skillful gameplay.
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Should be Iridescent shards as well, since this isn't a licensed chapter.
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@anarchy753 said:
I really don't understand the thinking that goes into perks like Overzealous and Boon: Dark Theory. Like obviously they recognise that increasing repair and movement speed is very quickly going to be gamebreaking at any significant value, so they make them insignificant and they become awful perks that aren't worth the slot.
Just stay away from affecting stats like that and make a half-decent perk instead.
When it comes to Dark Theory, I really wish they would try something like 4%. Maybe there could be situations where it could get out of hand, but seeing as how it would be pretty situational, I think they could buff the effect without breaking it, to a degree where it could actually be kind of good, or decent at least.
Right now Dead Hard pretty much does the same as Dark Theory, but better, and without an area restriction. Of course that perk is most likely getting nerfed, but still.
Overzealous is arguably more dangerous to buff. One suggestion I saw is to have it also affect healing, totem cleansing, opening gates and all kinds of other action speeds. Would be at least seomthing. I also think 6/7/8 % would be fine.
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@Reshy said:
https://forum.deadbydaylight.com/en/discussion/325365/additional-anti-tunneling-methods
The killer needs more incentives to not tunnel, like some sort of bonus for getting everyone at hook stage 1. Killers need a carrot, not a stick.
Killers need both. It would be nice if killers had a bit more time on average, without stacking slowdown perks. However, even if you buff killer to incentivise better and fairer gameplay, as long as camping and tunneling remains as strong as it is right now, many people will still resort to those strategies, especially if they are losing.
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It's been hinted at that BT might be added to survivors basekit. I do think there would need to be more though. I would definitely like BHVR to increase the time survivors can stay on a hook a bit more for example.
One thing I would also really love is to have survivors that are unhooked to not leave any scratchmarks or bloodpools, and not make any sound for like 20 to 30 seconds or so.
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@Plsfix369 said:
https://forum.deadbydaylight.com/en/discussion/comment/2970887#Comment_2970887
It's not on the survivor if they can or cannot drop the pallet, its on Pyramid Head, once you go through that pallet or window you're already in a good position to get hit and if you try to circle around he'll just catch up. Pressing W and leaving the loop is the only good answer.
That's not quite true. As long as the loop isn't too big, not dropping the pallet and PH canceling his power resulting in a 1 second slowdown is enough for the survivor to get around the loop another time. Similar to Huntress, just generally more dangerous.
Or you can try and go for a stun by faking not dropping the pallet, but that's hard to pull off.
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This idea that only one role has problems and frustrations to deal with is ridiculous. Both roles can be very frustrating. Killer can be very stressful, and there are matches that are definitely unwinnable, though I do very much believe those are not as common as some people would want you to believe.
But solo survivors have to deal with matchmaking problems, and all survivors have to deal with camping and tunneling, which are insanely frustrating to go against.
My queue times have actually been fairly balanced on average. Killer can take a bit longer during the day and survivor a bit longer in the evening. I definitely need to take breaks from this game, but I won't not play killer just so they can get buffed.
Not to mention we seem to be getting small baseline changes in the big perk update patch as well.
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I pray they don't decrease his base movement speed. That would just nerf him way too hard.
His addons need some serious toning down, and his hug tech or whatever it's called needs to be fixed to not work anymore.
Only then should the devs consider actual basekit changes, but I am pretty positive that won't needed.
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@Viskod said:
Its an easy pick for Trickster and Huntress.
Does it activate when Dredge teleports to or leaves a locker?
Pretty sure it doesn't. You have to manually open a locker for it to reveal auras.
It would honestly be pretty op on Dredge if that was the case.
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@Eareland said:
https://forum.deadbydaylight.com/en/discussion/comment/2968304#Comment_2968304
I guess so, he or she didn't say anything after the match. I have a guess that it was player named "Don't chase me", the person who seemed a bit fast.
This wasn't on ptb, or? I think I went against a survivor called exactly that on the ptb, and they were actually really good at looping against Dredge, if it was them, but they didn't seem like they were cheating or anything at all.
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You know in general I definitely do agree with Sadako needing some buffs, but that remark of BHVR again making life easy enough for survivors is again just a bad joke. How on earth does that logic apply to Artist, for example?
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You really need to start playing killer more if you think killers like Dredge are op and will squash any survivor team with relative ease.
Most people actually seem to agree that this killer is really well designed, and pretty damn balanced and fair for both sides. You are not supposed to win on average if you go against a killer that is much better than you.
CoH is also still strong, but it just does'nt seem op anymore, which is great. The new anti-boon perk is fairly situational, I doubt it will be used a lot.
The other boon perks are admittedily not that great.
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@Sumnox said:
https://forum.deadbydaylight.com/en/discussion/comment/2952329#Comment_2952329
This has a very easy explanation. This forum -does- have a majority of entitled killer mains, and the reason is, the moment the match doesn't go their way, they immediately rush to the forums to complain about it. It doesn't matter the circumstances, the situation, the cause of it. They will find an excuse as to why they lost (it's never them) . Of course there's entitled survivors here complaining as well, but comparatively speaking you can just see the disproportionately higher number of killer players that do this.
I see a lot of survivors (myself included) complaining about the general state of solo queue for example. Not survivor in general. Even when there's valid reasons for it.
On the other hand, you see killers whining about everything. The maps, the perks, the skins, the colors, teabagging, bodyblocking, rainbow maps (yes, they complain even about rainbow maps), keys, medkits, toolboxes, gens speed, windows, tiles.
It's just an endless list of complaints one after another to avoid the number 1 reason you're not winning your games as often as you'd like: You.
The idea that you can judge people's personality based on which role they play is always just ridiculous. Both sides have whiny people that will complain about anything as soon as something doesn't go their way.
And both sides have people that complain about valid, understandable stuff. The fact is that this game is not in a particularly great state for both sides.
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Nemesis is one of my killer mains, probably my favorite killer. But I do think that this crouch to dodge is a good thing, as it gives him a bit more counterplay. He is already very strong in chase, I hope they never change that.
Also, I am pretty positive that crouching at pallets doesn't work. It's only vaults.
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Again I think it's important to note that fun, especially when it comes to going against killers in dbd, is very subjective.
Of course I doubt many people enjoy mending constantly, but I can see why some people aren't really bothered with it either. It's there to buy Legion time, meaning longer lasting matches, which as it's upside allows Legion to be weaker in chases, meaning more counterplay, at least when it comes to trying to prevent going down.
To me Legion has always been ok, not a killer I really look forward going against, but not one I hate going against either.
It seems that DBD is in that state where killers either need good slowdown and/or fantastic map pressure, which some don't like because it makes matches more drawn out, or very good chase potential, which some other people don't like because it limits the counterplay survivors have more.
Of course killers can also be in between, but even those killers I can see being disliked. In general, with the current objective for survivors, killer really need to be very strong, even oppressive maybe, to be fully viable even at the highest ranks. Which allows for a lot of frustration potential in killer designs.
I guess killers with great map pressure are probably generally liked more than killers with noticeable slowdowns like Legion though, because of more interaction. Though I would argue the last example of that, Sadako, isn't particularly strong despite her great map pressure, and could need something more.
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I still don't think that map offerings are a problem. Map design is the problem here, having still way too many maps that are simply too survivor sided.
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I fear that too many people would use this as soon as it's looking bad for them.
When winning as a survivor, you kind of want to still continue with the match as usual until it actually comes to an end. I don't want so many matches cancelled out early just because my survivor team was doing well and was winning. You still want to play out that match normally.
And to be fair, I've never been a fan of the suicide on hook option anyways, as it screws the rest of your team.
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@Matha said:
https://forum.deadbydaylight.com/en/discussion/comment/2885670#Comment_2885670
So self-care is fine but a 4-man self-care is too weak?
Self Care is often complained about on the survivor side. Of course, if you use it right, it's a decent perk, but nothing too great. I think it would be a shame if the only new survivor perk this entire year that entered the meta would fall out of the meta.
You also need to bless a totem for CoH. So for your first heal, you are spending 46 seconds doing nothing else. I'm positive barely anyone would still use CoH if it didn't increase healing speed at all.
Not to mention, with Self Care, you can heal anywhere. Meanwhile, with CoH, you would have to spend time running to the boon totem's radius, and if the killer is there, you probably won't be able to heal.
So yeah, I believe having CoH just be a Self Care for anyone would completely wreck the perk.
It needs at least a 33% bonus to healing speed in my opinion, the same as Botany Knowledge. Self Care would then take 24 seconds and two survivors healing would take 12. But I think for now we should wait and see how 50% healing speed is.
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Some of it no doubt bias, some of it is fair criticism. In general you can seperate those two by looking at how many people complain about a certain issue. CoH is the perfect example. So many people hate that perk, which means it's most likely more than just the bias of some people.
The nerf to 50% is great, but I do agree, I am scared that BHVR ends up nerfing that perk into the ground. But right now the perk is still too strong.
We'll see if 50% is fine now, but I do think anything below 33% healing speed boost would make the perk too weak.
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In my opinion, it's either map design, or survivors objective time, and not both. If map design was much more balanced and fair, far less people would complain about gen times.
Maps need to not be too big, and have a lot of pallets, with many of them being mindgameable however. But after the last new map we got, I am not very optimistic we'll see good improvements to existing maps.
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A second objective would need so many more balanced changes as well. Camping and tunneling would somehow have to be gutted. And certain killers would probably need some small nerfs as well, especially Nurse and Blight.
Also, your suggestion sounds pretty crazy to me. A second objective that both gives the killer more time and injures survivors sounds like too much of an opportunity for the killer to snowball at that point of the match.
I definitely wouldn't mind a second objective though, but for that to work, the game would need quite a few other changes as well.
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I think I would disagree here. A fair amount of people already find the zombies annoying.
I would love for BHVR to fix their bugs, but that's about it honestly. Zombies are pretty RNG based, so I don't think it's smart to shift more power towards them.
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@ElleGreen said:
https://forum.deadbydaylight.com/en/discussion/comment/2885673#Comment_2885673
An elevator mechanic would be fun on both sides. Killers could surprise survivors or cut them off in chase or get to an exit gate faster. Survivors would be able to get upstairs quickerextend a chase etc. It would be so fun it was fun In hsh survive most horror games have them killer mains just kinda hate fun you guys complain about literally everything. Also It an aesthetic and horror slasher movie thing It Is almost all chase scenes In horror dbd needs to feel more like a horror game.
I can see how this could be fun if implemented well. It's true this game can get pretty stale, since pallets and windows are the only main interactable gameplay elements for both sides.
But you lost me when turning this into a us vs them again. How many of you weirdos that act like all people that main one side think the exact same swarm this freaking forum? No, killer mains don't hate fun, but some of them will voice their concerns about an idea if they fear that it could be unfun or unfair. People want the game to be fair for both sides.
Even people with small brains should be able to understand this.
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@Marc_123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2885625#Comment_2885625
I didn´t care - i liked them. Ther were funny.
I am not as competitive. I played as surv and as killer. And i always let survs get their cosmetics.
I can´t get that some people are so extremely competitve that they were angry for these few days the snowmen were in the game. As they don´t have anything than being a grade 1 master in this game.
So then what does that have to do with the topic of this thread, which is about a permenant addition to the game, and could make killer very frustrating?
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@Marc_123 said:
It would still be good without any speed boost.
So just self care for everyone? I seriously doubt that would be good, survivors running to the boon totem to spend 32 seconds healing.
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@MonsterInMyMind said:
That shouldn't be a Hex Totem not worthy of it should just be a base thing. I as a Killer am not gonna waste a slot for a movement speed totem that has the chance of being gone in 3 seconds wasted perk slot.
A 7% movement speed bonus can make such a difference at loops, and can shut down potential mindgames and counterplay of survivors in certain situations completely down.
Something like that would have to be a Hex, and even then it would probably feel too oppressive on the survivors side.
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@Pulsar said:
On most Killers? Maybe not? It depends.
On 110% Killers? Almost certainly. Pretty sure that turns any pallet into an unsafe one versus Huntress.
I don't think it would be that bad actually with Huntress. Nemesis has 115% movement speed, less of a punishing cooldown, and can still be mindgamed at a fair amount of pallets, though it depends on the pallet loops size and shape.
Though I still agree that a Hex like this would be too much. The biggest problems in my eyes however would probably be Pyramid Head, Artist and Nemesis, which would become way too oppressive in chase until the hex is cleansed.
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@RakimSockem said:
No gens done, 2 people completely dead, 1 person on death hooks:
Still finds something to complain about XD
That's not really the point here though. The point is to point out a bad totem spot, at least what OP sees as a bad totem spot. The outcome of the match doesn't really have anything to do with that.
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Being bored of killers that camp and tunnel is definitely not the same as being bored of losing. Not even close.
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I'm immediately liking this list because you also enjoy going against Pyramid Head and Nemesis.
Granted, they have less counterplay in chases than many of the other killers, but still enough in my opinion, and it's a lot of fun.
Or I simply haven't gone against Pyramid Heads and Nemesis that were good enough, but I am pretty sure that's not the case. Their counterplay might be a bit more limited, but the counterplay they have is a lot of fun.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/314324/dead-hard-for-distance
Both things ARE a problem. As someone who loves killers like blight or billy. Too many times in coming around the corner at a loop (let's say shack) and I called what they're doing correctly. Here I come for a hit...Only to be "outplayed" I frames are every bit as big of a problem as the distance.
Then how would you rework Dead Hard? I frames and the small distance leap is all the perk has.
The I frames themself I do not see as a problem. It's already very unlikely to time a Dead Hard against a killer who knows you have Dead Hard.
If they only removed the distance part of Dead Hard, I doubt many people would still use that perk anyways. Dead Hard just for I-frames won't be very viable.
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There are multiple reasons as to why killers tunnel. Sadly, it is one of the strongest strategies killers have, maybe even the strongest. And despite all the years of this being a problem, the devs have still found no way to nerf tunneling or camping.
The other problem is that it can sometimes be the only viable strategy killers have. Sadly, bad maps, or fast gen speeds, can make the more fun strategies unviable. Especially a map like the newly released one, which is pretty big, has gens spread far out from each other, and has an insane amount of safe pallets. Camping and tunneling are the far easier and better strategies there.
Not to mention Circle of Healing, which just hurts the hit and run tactic too much at the moment, and exhaustion perks, especially Dead Hard, which can hard punish a killer for commiting to a chase, both strategies that are much more fun to go against.
It's just a screwed up balance that has the more unfun strategies be the most effective ones.
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I can't agree, but maybe the survivors I am going against aren't that good yet. No idea, but at the moment she seems pretty fine.
Circle of Healing is the exception there of course, with it still being op.
But I personally think she is at the very least decently strong. Her Condemnation most likely won't get you any kills, but it will slow down the match, because survivors waste time while getting rid of the tape. And while survivors will barely ever be in danger of getting fully condemned when they do not take any tapes at all, that in return will allow Sadako to have a lot of map pressure. I personally find her TV teleportation to be better than Freddys teleport. Especially since it's the TV's that have a cooldown, not her power itself.
Her demanifested form also works good for me. Survivors will sometimes know I am approaching, but I have gotten enough surprise hits as well with her. Her phasing can also help in chase, though those are rather rare occurances. Her chase is definitely pretty weak.