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radiantHero23

radiantHero23

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radiantHero23
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  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645723#Comment_3645723

    Play as the Knight, my friend.

    You don't need to reach a gen, just close enough. Send a guard, they will find someone for you.

    Great idea.

    Im just a little stressed out right now. Had a match against the "best" dbd player as Piggy. You cant make this stuff up in your wildest dreams.

  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645725#Comment_3645725

    How do you optimize condemned? I'd appreciate some tips.

    Also you put distortion but im guessing you meant to put either discordance or dissolution?

    I can record some games if you want to.

    Btw... I just had a match against dbd´s "best" player. If you know who im talking about. I beat them with Piggy. All recorded 🐽 Hope this is some proof that the people i go against are not bad.

  • @Hexling said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645723#Comment_3645723

    How are you losing gens this has been the easiest mode for me as killer ever I think the most gens I've lost is like 2 but usually only one.

    I play against people in swf as Myers. They coordinate. Im blind.

    Im glad you have fun though.

  • @Haddix said:

    yah, sadako's chase and stealth is painfully bad. her lethality is just nowhere to be found, even though these buffs were neat.

    Disagree.

    @Chocolate_Cosmos said:

    I don't think she is so bad anymore, the buffs were big and her chase is better and she feels better to play.

    However I still think 1s to remove stacks on TV is some wild ######### and its pretty unfair for Survivor that even mid chase next to you can undone condement kill. Like there are no stakes.

    Agree!

  • @MechWarrior3 said:

    Passive condemn on tape, definitely needs to return!

    She's actually pretty good now.

    The only thing I would add is the 2 second insertion. Nothing more.

  • @Th3Nightmare said:

    https://us.v-cdn.net/6030815/uploads/KN3YNR8SHK6Y/image.png

    I try to create different builds and put pressure on the killer to have a "decent" game but the changes that the devs have made in this patch are favorable but is not enought... I feel sadako is a killer who can't put pressure on the game and I think I made those hooks because of the perks I have from anti-gens, this killer needs a few more buffs.

    I have played several games with it but there is no way, even on a map that I consider very good for it and that I could have easily done 4k, but it has not been possible, I have been playing it for a long time and speaking of my abilities in this game, I consider myself a good killer main with 6.8K hours.

    In addition, I have made several tps to TVs to stack condemned the survivors and force them to go to the TVs but it has not helped.

    I hope the DEVS realize that this killer needs more help or she will return to the TRUNK where no one will play her

    • Survivors CANNOT see TV auras
    • Interaction of introducing the tapes from 1s to 2s
    • Survivors who carry the tape in their hand win passively condemned

    I don't know if creating this will serve any purpose.

    Wrong. She's actually pretty good now. If you know how to optimize condemned, she's really good.

    Try this build :

    Hex face the darkness

    Stbfl

    Surge

    Distortion.

    If you can hold up pressure, your the best slowdown. Not commit to chases you can't win. You have one of the best mobility powers in the game. You can chose the chase.

    She's good. Not perfect, but way better than some bourse ago.

  • Another reason for me to not play this gamemode. Is it just me or is it also super frustrating for you others to just walk around and lose gens?

    I like chases. Hide and seek isn't my thing.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645626#Comment_3645626

    I disagree. She's still going struggle/lose vs the better teams. As i said, Sadako is only good for pub-stomping now. her power is entirely controlled by survivor.

    Im not losing yet. And the teams I face are not bad at all.

  • @OrangeBear said:

    Yes i tried her out she's noticably better. The speed boost with finger nails is not as good as i thought actually but it's still a great add-on. It's more noticeable of a thing without the add-on now too. 4m/s when manifesting is very helpful, i actually demanifest in chase now. No condemned cooldown makes her feel much better.

    Time and experience may change my opinion but first impressions of the 7.5.1 iteration are good.

    Demanifesting in chase was always the go to for OG Sadako. I play 90% of my matches demanifested.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645503#Comment_3645503

    the patch made her better as m1. her televisions now make Dredge locker teleporting in nightfall look like an under powered mechanic. I assume they'll buff dredge at some point now.

    She's really good now. Finally!

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645499#Comment_3645499

    Ive jumpscared a few people out of the tv with the new nails lol.

    I played a bunch of games now. She feels really good!

    Well done BHVR

  • @supersonic853 said:

    3-4 seconds of 6.9 m/s means a zoomy sadako after teleporting with no cooldown. She can actually cut off well with it. As well as her not slowing down with demanifesting. Anyone else been enjoying her after this patch?

    @radiantHero23 @MechWarrior3

    I didnt know that the patch was today.

    Not gonna lie, after the last patch, i was so discouraged to play, that Elden ring had my whole attention. Gonna try her out. Thanks for letting me know!

  • Something like that, yes. But with restrictions.

    The most important one being:

    • If the survivor that has the mechanic active AND another survivor is being chased, the killer loses collision with the survivor that has the mechanic active.

    Making the perk basekit is a better idea than making a healthy effect (if used healthy) locked behind money.

  • I don't think a perk behind a pay wall is the solution. It's a start, but not a good start. A base mechanic would be much better.

  • @AzshFayd said:

    This gamemode exposes that people tunnel just because they can, not because they have to

    Some do, some don't.

  • @Peanits said:

    This was done because Freddy's Dream World effects (when a Survivor is asleep, or all the time as the Killer) conflict with the darkness effect used in this modifier. We tried to keep as many Killers available as possible, but he is sadly not compatible with Lights Out.

    And there was not a possibility to include him?

    Maybe make him pallet Freddy only and make his power work while everyone is awake? Simple fix.

  • @Skitten56 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643567#Comment_3643567

    It appears the coming changes will be the following:

    • Condemn teleport cooldown will be removed
    • Increased the number of condemn stacks that can be locked to 3 (was 2)
    • Increased Projection movement speed duration to 2 seconds (was 1.5)
    • Increased movement speed while Manifesting to 4 m/s (was 3.68)

    I like the Manifest and Projection buffs. I think these will increase her chase power a bit and provide a nice QoL increase to those playing her. The condemn cooldown being removed is good if they don't plan to address her counterplay issues (which seems to be the case sadly). If BHVR did address these issues such as the TV auras and the 1s tape insert speeds, I would be okay with them keeping the cooldown.

    Condemn Lock

    I personally think they needed to make condemn lock in at 4 stacks to reward good condemn play. Especially given how much easier it is to remove and counter in this version.

    If they don't make it 4 stacks I fear many Onryo players will just slug since hooking may not be worth it. At 3 stacks Onryo basically has to play a 3 hooks game while also spending extra time to build condemn, this could make condemn worse than traditional hooking for some and result in it just being a slowdown mechanic. Why should an Onryo player who wants to focus on condemn hook if hooking doesn't result in any advantages?

    At 4 stacks however, there is an incentive to hook over slugging. A Onryo can lock in enough stacks to make the effort to build condemn and the effort to spend time picking up a survivor and hooking them worth it. This is critical if BHVR wants to avoid Onryo players slugging.

    If they address the issues with her strong counterplay like TV auras and tape insert speeds, 3 stacks is perfectly fine, but without these changes though it should really be 4.

    Agree and thx for clarifying. These are good changes. I do think however, that the 2 second insertion has to be reintroduced for the tapes to be a threat.

  • @Ekrizdis said:

    I still suspect she'll be boring to play as and against. Her power design is just fundamentally flawed.

    But who knows.....maybe this will make her great

    I have fun playing her. She a killer with a strategic rather than a mechanical skill cieleing. Thats not to everyones liking, but definitely my cup of tea.

  • @Peanits said:

    I can confirm that these are real!

    TV auras?

    1 second insertion - action?


    Dont get me wrong, im not ungrateful, these are good changes overall, but these two, especially the insertion animation are things that need to change.

    She will be better, but tapes are still a non threat. The simple change from 1 to 2 will fix that.

  • @aprilghost_yt said:

    @radiantHero23 @Skitten56 @MechWarrior3

    (and everyone here lol)

    I don't know if any of you saw Peanits' comment on the discord. I'm sure they'll announce it here soon as well. But I think many of us will be rejoicing :)

    What was posted???

    Please dont let me in the dark!

  • @MrDrMedicman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642832#Comment_3642832

    The forums are a small minority of players. The issue is 9/10 survivors not coordinating which gens to do

    Agree

  • @MrDrMedicman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640659#Comment_3640659

    3 gens usually aren't killer planned. 9/10 the 3 gens I get stuck in are because survivors didn't split gens well

    Well, that would go against most of what ive read here in the last months. People using certain characters and sit in their 3gen for 40-60min straight. Apparently this was an epidemic.

    So i think the mechanic dos its job. Same with face camping. These egregious cases are now hard punished.

    Thats good in my book.

  • @Skillfulstone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641739#Comment_3641739

    The saddest part is that, since Ambush no longer saves stacks and the perk's chase power is reduced, it reinforces the egregious tunnelling playstyle that some Pigs use.

    Down a Survivor, put a trap on them, hook them, crouch far away but keep the hook in sight, follow the Survivor when they get unhooked while in stealth, use STBFL to quickly hit bodyblockers before continuing following the trapped Survivor to interrupt any attempt to remove trap, rinse and repeat until either head pops or hook again then proxy camp with max STBFL stacks since it's the only thing the perk truly helps now.

    It was a bad nerf. They needed to tackle its camping and tunneling capabilities. Not its chase power.

  • @Skillfulstone said:

    When you think about it, the ill-thought-out STBFL nerf was also indirectly a nerf to Pig since she was one of the most common users of the perk.

    Somehow they managed to #NerfPig in a completely unrelated update again XD

    It just happens...

    Its not too bad though. Stbfl is still her best perk by far. Its just sad that this change, for many pig players, will incentivise them even less to use the ambush.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641500#Comment_3641500

    They could've added anti gen tapping at 2.5% and left dry kick at 2.5% as well. Or even completely separated them so taking was 2.5% and the kick was 5%. But they didn't.

    Gen tapping, by definition, is mid chase. So even if it took ~2 seconds to stop regression, that would've countered it just fine. The decision to require 4.5 seconds seems completely arbitrary here.

    You seem to be arguing for the initial nerf, but aren't addressing the 'compensation buff' of 2.5% -> 5% here.

    Im not saying that the mechanic they implemented was perfect by any means. Just that the idea is good. As far as i know, the 5% where implemented to compensate for 8 regression events.

  • @Xyvielia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641453#Comment_3641453

    For sure, Survivor’s free-for-all lasted a good while; The scripts certainly been flipped.

    Hard Buffs/ Hard Nerfs have been taken to extremes on both sides.

    Im not defending all nerfs or all buffs, but some where certianly necessary to increase overall enjoyment of the game.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641451#Comment_3641451

    I know some of survivors' thing were OP, and needed nerfs

    But my point is, the general buffs on killers affect on survivors all match. The general buffs on survivors dont, except the HUD.

    • In most game killers dont see survivors get to self unhook with AFC, but all survivors game would see the weapon cooldown buff and haste on hit nerf.
    • In most game killers dont reach to 8 kicks on the same Gen, but all survivors games have to play with the 50sec extra Gen.

    The "buffs" on survivors are mostly only to prevent killers to play at its extreme. Nothing more.

    But these are good buffs. Killer needed some of these buffs in order to make gameplay more healthy. Gen tapping in my opinion was not healthy gameplay at all.

  • @Xyvielia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641443#Comment_3641443

    A few matches. Trying not to DBD too much, anymore😌

    I play her basically the same way I did when I bought her. Sadako went from just fine, to easy mode, and back to fine again, imo. nbd, really

    I mained her back then. She was not in a good spot. The ptb version was great but for some reason, they saw fit to ignore the feedback and nerf her.

    Shes by no means the worst killer in the game. Shes very much playable. Shes just not what we envisioned her to be, which is very dissapointing.

  • @Xyvielia said:

    Not much hasn’t been a nerf to Survivor lately

    There are legitimately accurate Buff/Nerf Lists lingering about that tell the tragic tale of Survivor evisceration.

    The Devs dedication agenda to Killer empowerment greatly outweighs any positive attention Survivor has received, over the past 3 years.

    fwiw, Killer was much worse off in the beginning

    BHVR’s DBD narrative has become:

    ‘As Survivor~ Play SWF or join the SoloQ death rate tally machine and feed Killers easily their 3-4K’s… #’s, #’s, Numbers!’ It’s their approach to balance.

    The hud was smoke and mirrors.

    Dbd was a survivors playing ground for almost 3 years.

    While I agree, that in the last year or two, killer got some huge improvements, I think that most of them are justified.

    SoloQ improvements should be top of the agenda but sadly don't seem to be.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640659#Comment_3640659

    3 Gens killer is still not always happen before the change. For some reason I had 3 Gens Knight more than SM in 3 Gens era. And its likely to face a Knight once in 15 matches.

    Same to other survivors buff. Not all killer camp, or tunnel. Yes it happen quite frequently, but not 100% the case. And especially not happen at the same time.

    So in 10 matches, its likely you have the use to basekit BT in 7 of them, camping in 1 of them, and 3 Gens in 1 of them.

    But, as survivors, you will play that 50 extra Gen every match, no Gen tapping every match, Medkit nerf every match, self healing nerf every match, 33% Brutal strenght ; 25% STBFL ; 100% Shadownborne ; 40% PGTW.

    The last one makes less sense.

    Self healing was too strong and you know that.

    If every killer on your end uses brutal strength, I guess you can be lucky that they don't use Grim Embrace + dms.

    Stbfl got nerfed. (the wrong way)

    Why is increased fov a problem now?

    Pop is a game healthy perk.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641190#Comment_3641190

    I have a lot less sympathy for SoloQ players than most tbh, because the problem you've got is people don't bother to learn how to play the game, and you can't balance around these people either.

    I have less than 1000 hours in this game and been playing since May, so of everyone here, I have a pretty good idea of the "new player experience in modern DBD" than most... yes it is a monolith of a game to learn, but there is so much content available for it, anyone who wants to get decent at DBD can do so quite easily. I got to a capable level I'd say within 100 hours, maybe 2 months, which was easier than Counter Strike back in the day, which took me nearly half a year. Bear in mind, I also have been playing DBD with severe arthritis in my hands due to a genetic condition. SoloQ is not as bad as people say.

    The problem with a lot of players I see again and again is they don't check their egos at the door, and they don't bother to learn how to play against atypical killers.

    Pinhead absolutely crushes pub teams, to the point where for a while I didn't like playing him because everyone I played against had no idea how he works and made no attempt to deal with the box. However I liked and still like playing against Pinhead, because he's decently strong without being oppressive... I have that opinion because I actually bothered to learn how he works, and anyone who knows how he works knows Pinhead is not that strong, yet he absolutely crushes soloQ. Tbh, and not to be an elitist jerk... I've never understood why people struggle to learn facing Pinhead at all. His power is pretty simple and straight forward to understand to my mind, yeah it crushes you the first time, but after that you should be able to figure out and understand what the threat is and what you had to do... and I faced him a number of times in the throngs of noob central before I played him myself.

    Old Sadako was in the same boat. She only really scored well because your average pub player didn't bother to learn how she worked. Though a number of people love her old design, she objectively had a number of design problems. I probably wouldn't have buffed her the way BHVR did, but her original incarnation was certainly not perfect, and did need buffs.

    I'd cite her 100s cooldown on a TV after teleport vs. 70s from survivor disabling the TV as exhibit A. This is completely backwards and a baffling configuration, that I'd use as the obvious daft wrong answer in a multiple choice test for students studying game design. Requiring an iri add-on to turn those TVs back on as the main way of her becoming viable only highlights how daft that set up was.

    Sadako just like Pig and Pinhead was actually quite weak, she only scored well on kill rate because all of these killers have the same thing in common... they are not intense mechanics killers, they are killers you actually have to think around and engage with their slow down mechanics. People say its hard to learn all these different killer powers, but for anyone even remotely interested in genuinely learning DBD, it is not hard, it just takes a little passion and effort. I am proof of it.

    PTB Sadako was the nearest to perfect incarnation that Sadako needed, and I was hyped to play both as and against her... and I'm quietly hoping they just revert her back to PTB, preferably with @radiantHero23s fixes.

    Thank you my friend! Well said!

  • @ChuckingWong said:

    They have just moved on from one broken killer to another. Its sad that ... a majority of killer players enjoy doing this. I tend to be pretty forgiving in this game when I play killer but some people are.... taking their frustrations out in a video game and will do anything to win, including using horrible tactics (camping, tunneling, broken add-ons) to using broken killers ie: Nurse, Billy, Blight.

    Sadako was never in need of buffs and certainly did NOT need what she had last patch. Maybe an update to her addons and the manifest no pallet stun. But the rest was a complete joke, I suspect defenders of this 100% only play killer side in this game. There is no way anyone who plays both roles thought this playstyle was fair or intended to face.

    No data ever released by the company ever suggested she needed a significant buff. This is purely on the players that were struggling with her that had issues. Many wished for her to be brought back to what she was before the update. She is now back to what she was with little bonuses here and there. Which is fine.

    However,

    Billy is now in this unfair and broken category. He was buffed so much that its put him above blight (without broken blight tag of course) in power. His turn radius, his collision reduction, 0 overheat, 0 cooldown, movement speed, map traversal... ALL rewarded with overdrive which empowers all of these... All with a one hit down mechanic and can cancel/fake his power at any time. This is not where we should be putting killers in terms of their power, its too much. I dont blame survivors from inting themselves against him.

    Similarly no data suggested he was struggling to such a low degree. I am guessing most of these changes are on the heels of people getting, a minority of their matches I might add, competitive SWF opponents that make the killer feel powerless. SWF is a complete broken version of playing this game we shouldnt be balancing anything killer side to match that level of play. Every killer out there already can stomp solo pubs just fine currently(this is excluding broken grim embrace and its combos).

    To the developers:

    Stop making changes to killers because people are upset in competitive SWF matches. Solo's are stomped, in the majority of matches, no matter what killer you use. I would also guess most SWF's (party friends, joking around) are stomped as well. The high end of grouped survivors are not what we should balance killer power around.

    Thank you!

    We, the Sadako mains wanted to get rid of the original rework. That means a nerf overall.

    The nerfs from the Ptb are just overkill.

  • @CorvusCorax86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640813#Comment_3640813

    Nice match, but I would have loved to see the builds the survivors had. I turn off the recording after that usually.

    Also, remember that OP talks about Sadako in general - it is, of course, possible to win with her (just like winning with everybody else), the experience is just not the same.

    It was almost the same build on everyone. Ds, dh, adren and the rest differed a bit. One had otr, one had had FTP + buckle up.

    I'm gonna try to record that from now on, thanks.

    These matches are mostly to showcase how bad she is right now, not how good she is. I'm using a bugged addon, that is way stronger than it should be, playing entirely around condemn and the survivors are not extremely aware. It still takes way too long for my power to do something. It's plain undertuned.

  • @Bramb10 said:

    1. I believe while working on a box your headtrap timer should not count down and when completed it should give you an extra 5 or 10 seconds to slightly mitigate the luck. If these changes were implemented the whole timer on the headtrap by default should be reduced by 10 seconds. I agree with your other changes in this category except I think the regression is unnecessary.
    2. Pig crouching is fine as is
    3. I think the ambush attack should be able to be held down for a varying amount of time with left click cancelling before you finish. This way it benefits you for getting closer undetected by giving the survivors less time to run away. The maximum of this ability should also be increased by about 20%.

    Nah. The timer should go down. The traps should be able to kill the survivors.

    Crouch movement speed is awfully slow. With bug maps, most pigs that don't run medical file will never use their stealth.

  • @MechWarrior3 said:

    This is all you my friend @radiantHero23

    I WAS SUMMONED 🐽

    @WiseTraveler said:

    The Pig has been known to receive a multitude of changes to the point where the joke is if any change is happening to The Pig it will be a nerf. Today I propose a few quality of life changes for The Pig.

    Before I start making changes I want to identify some of the issues with The Pig first. (I will offer the solution to these issues after I address them all.)

    1. Box Progress - One of the most frustrating aspects of The Pig is trying to get your head trap off. I think that survivors are given the time to get out of the traps, but also are given the time to consider and strategize what boxes they are heading to. The issue lies in some of the methods pigs use to get the head trap to kill the survivor. The main method you will run into is pushing survivors off of boxes for one second and making them lose all their progress. The second method is using screams to force survivors off the box instantly making the survivor lose all their progress. These methods are purely used to waste your time by instantly removing all progress of searching just for you to be ignored by the pig making little to no interaction.
    2. Stealth - The Pig is most known as a stealth killer yet she isn't that good at being one. For the pig to gain any sort of stealth base kit she must crouch to lose her terror radius. This would be all fine and good but there are a few issues with it. The crouch is too slow The Pig has a crouch speed of 3.6m/s which is .2m/s slower than what ghost face can crouch at. This makes crouching a big-time investment that sometimes doesn't even pay off.
    3. Ambush Dash - This is arguably one of the coolest and fun parts of playing the pig and yet it is so underused. The Ambush doesn't feel like an ambush instead, the ambush gives a huge warning that gives survivors plenty of time to get into a position that makes it very difficult to reach the survivor. The ambush also feels lacking in distance or speed. When it comes to counter play most survivors just hold W away from the dash because the survivors understand that the dash isn't strong enough to reach survivors at far ranges. This leads to boring gameplay of mind games rather than trying to avoid a chase power that never gets used.

    What are my ideal solutions?

    Starting with the Box Progress - As mentioned it isn't fun nor engaging to be pushed off a box instead it's just a timer waster that pushes the progress of the timer towards killing you. My suggested change is that progress saves for 1.5 seconds and then starts to slowly regress at 1 second of box searching and regresses every second. This will force the pig to engage with you for you to lose searching progress. Keep in mind that while being chased your timer will be stopped. This would also stop screams from instantly removing progress and once again force the pig to interact with you which also pauses the timer.

    Stealth -This is quite simple make the pig crouch speed the same as the ghost face if not a tiny bit faster at 4.0m/s. This would make crouching not waste as much time when transversing that map and maybe make more pigs choose to use stealth more frequently.

    Ambush Dash - The Roar indicates that Dash is in the game for a good reason but I believe the survivors are given way too much time to react to what is meant to be an ambush. I suggest that the roar doesn't start until 35% of the bar is full. In addition, I would also like the dash to be slightly longer and slightly faster so that it is harder to avoid and makes most survivors choose to engage with the chasing power rather than just running away from it.

    Overall this will make pigs consider using their stealth and chase power more frequently in addition it will also require The Pig to engage with trapped survivors in order to get head pops.

    As a certified member of the curch of Pig and a 2200h pig main, i agree with a lot of your suggestions.

    Box interaction : my suggestion is different but similarly effective: a survivor searching a box cannot die if their timer runs out while searching. This would be a small but impactful nerf to the strength of the traps while not deleting the strategic aspect of the pig that many people enjoy so much.

    Stealth : simple solution: make medical file completely basekit. Pig should be 100% movement speed while crouched.

    Ambush: combat straps entirely basekit to make the charge up not take so long that survivors can just outrun it. Faster ambush charge up and longer duration to make the attack worth using around many loops. One could put the roar entirely on the ambush itself, but this would destroy a lot of meme potential the pig has (bad). Therefore your suggestion with letting the roar start at ~35% charge up is a great idea.

    Simple as that, the Pig is in a great spot.

    She's an alright killer with a lackluster chasing power but the strongest secondary objective in the game right now.

  • @Xyvielia said:

    People are overreacting to everything

    Different day, same ‘Killer is underwhelming’ gripes and moans soundtrack on repeat

    Have you played her?

  • @ChuckingWong said:

    Oh no it was completely broken as a play style.

    Its legit in the notes what they were doing. The people saying "just take a tape" as if survivors were blatantly ignoring the mechanic are just straight lying.

    Glad they made this change as it was a silly strategy to just teleport around, deny TV's, and not interact with the hook mechanic at all.

    Globally by the way. Total cope to defend this, you have to really just enjoy basic cheating to think it was fun.

    First: something that is put in the game by the devs is not cheating by any means.

    Second: we are talking about the changes from Ptb to live. Not from pre 7.5.0 to post 7.5.0. On the Ptb was a hook mechanic that encouraged hooking rather than slugging. Now that it's nerfed, slugging is again more effective. If you can't see how backwards this is, I don't know what to say.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641121#Comment_3641121

    I don’t have much of a say on it one way or the other…I don’t play trickster, so I am not really sure of everything that goes on with him. I leave that to the trickster mains.

    However, there are a few trickster mains that are trying to get behavior to fix some of the animations that are broken, voice lines and UI issues for a survivors because that is broken as well apparently. I haven’t tested it myself, but again, according to some of the trickster mains that have I am gonna take their word on it. (These are the said “feedback” that is being provided in addition to rework you mentioned”)

    Sadakos first rework per the developers intentions was to make condemn more threatening, they succeeded. It was probably a little too much.

    With another rework later, after getting it correct on the PTB now it’s barely a threat at all, and now she is extremely under-tuned. @radiantHero23 If I have stated this correctly my friend. Sometimes I miss details.

    Condemned is way to weak due to the nerfs from the PTB. Playing Sadako right now leads to a lot of unhealthy gameplay, because her strenght is too low. Slower tape insertion, no lock on max for hooking and no cooldown on projection, she would be in a much better spot.

  • @ChaosWam said:

    I've been getting a lot of 4ks either because I'm forced to tunnel a tad for pressure since tapes are easy, or bully squads assume all Sadakos are bad now and apply no gen pressure.

    Shes in serious need for buffs in order to make gameplay more healthy.

  • @th3syst3m said:

    Did they nerf anything other than her condemned playstyle? I don't feel like reading patch notes...

    They hard nerfed condemned, yeah.

  • @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640884#Comment_3640884

    I hope they don‘t remove the healing part of ring drawing.

    I hope they do. Its not a healthy effect. The addon is strong enough already. She needs changes. Not the addon.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640851#Comment_3640851

    Sure, it's just that's not really the topic. There were a lot of killers, and some survivors, who acted like this was going to be a big nerf to the killer side.

    I think its both. Its a nerf for both survivor and killer as well as a buff for both roles.

  • @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640871#Comment_3640871

    Ring drawing is terrible now. When they don‘t have a tape it doesn‘t do anything and for lock in it isn‘t even worth to hook, but at the same time you have to hook, because condemn is terrible.

    The old effect should return, it was far better!

    Its bugged.

    It still spreads condemned via healing. Its her best addon by far.

  • @Krazzik said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640871#Comment_3640871

    True, but it's a shame that it requires an addon to be worthwhile and the basekit mechanic they added to try and encourage hooking is just so weak.

    Im not saying shes good. Im playing her a lot right now. I said, that i would make her work and i think i did. It it healthy gameplay? Is it balanced gameplay? No. Im trying my best and the results are not that great. Survivors are still relatively oblivious to her new mechanics so it will only gp downhill from here.

    She desperatly needs buffs.

  • @Krazzik said:

    I mean they pretty much killed the whole 'hooks lock in condemned' mechanic by limiting it to 2. That's just too little and no one is double-hooking as Sadako to get upto 4 because by that point the condemned kill barely does anything.

    You still basically just gotta slug like always.

    With ring drawing, you should hook.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640659#Comment_3640659

    Whether it is overall a better game is different than the question of did it buff or nerf a side.

    True, but sometimes it needs both buffs and nerfs to increase healthy gameplay.

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