Nyog
Nyog
About
- Username
- Nyog
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Comments
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@Dreigonix said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638411#Comment_3638411
Yeah. That's the point. If you can't be bothered to do the counterplay, you SHOULD be punished for it. Or do survivors just want free escapes?
Silly question. We all know they want free escapes.
Sorry BHVR disagrees
Now let's work on getting hook states and bleedout timer removed too. Consistency is important.
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@jasonq500 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638227#Comment_3638227
Horrible idea for survivors, being slugged for 30 minutes does not sound fun, just give sadako to hook survivors on the amount of locked condemn she gets
but then survivors would get punished for not playing around a killers power
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@jasonq500 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638016#Comment_3638016
I don’t agree with the hook being locked at two condemn, people are just gonna slug as sadako again
You're right I forgot about this
Should also make bleedout takes 30 minutes so killers don't focus on those with low timers.
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I agree with the reasoning that hooking shouldn't lock in any more than 2 condemned since that obviously encourages focusing on the survivor that didn't play around Sadako's power. The problem is that this change means you can hook someone three times and they still won't have full condemned lock. I have a solution that can kill 2 birds with one stone.
From what I gather from the Sadako dev notes, focusing on a survivor with condemned is bad gameplay, but focusing on a survivor with hook states is unpunished. To fix this make hooks only count for half a state, then we can then kill with condem their fourth hook (3.5/6 state) and it will discourage focusing on one person for hook states AND condemned. Win-Win.
Either that or just remove condemed lock cap. We need some consistency here.
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Can confirm.. Last two times I've tried to head on a Victor nothing happened.
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I'm also wondering if this is related to how gens have also been spawning really close to each other recently.
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The concern to me isn't balance.
They're removing one of the very few reason anyone still touches Billy these days and giving nothing in return.
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What interaction? Watching the billy waltz back and forth on the spot then saw 180 degrees around a tile he shouldn't be able to?
Sounds like you're upset with collision and you're taking it out on Engravings.
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Hey just thought I should let you all know that Behavior isn't even aware of what a "Billy Curve" is. You are all confusing them and I don't think you'll get them to understand anyways so I think we should all suggest adding a second overheat bar so the first one doesn't feel so lonely and pointless.
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Because it would be the third worst perk in the game.
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Double posted so I guess I'll use this to make my final point since I don't really wanna argue about it.
Wiggle regression was a change to go along with how the new beta wiggle mechanic work. I'd assume so that missing a skillcheck doesn't cause wiggle regression for the long time it takes to be able to hit another skillcheck. This all makes sense. What doesn't make sense to me is how a change meant to coincide with how wiggling works now effects something completely unrelated; being in the dying state. There's no reason for it to do this.
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/2971900#Comment_2971900
It's not an oversight. The community manager literally confirmed it to you it's working as intended.
If you don't like the written English in the patch notes, that's a different issue.
They told me the patch notes say this is an intended change, which they don't. I see nothing about changing wiggle regression across the board. They changed how the regression works for the skill checks, which has nothing to do with slugging, which makes me think this is some sort of oversight.
Imagine if they said they removed hemmorage regression while running, but then it's also removed while crouching. Doesn't make any sense.
Community Manager =/= Developer
And yeah bleeding survivors out is stupid so just let me hook like I used to be able to. How do I play around a sabo now? No matter what I lose the hook state, whereas before I could drop and MAYBE pressure long enough to pick back up. You can argue going for the 4k is cringe all you want but being a team game I've always considered exit gate escape to be a loss for me and a win for the survivors, but that's besides the point? I had a myers game once where I had 2 survivors I had to drop in end game, so I killed the other 2... Now I assume I should let the last 2 survivors go? Where does it stop...
(last post disappeared so I expect a double post soon...)
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@Crypto_Pneuma said:
Just let them wiggle free and knock them down again...? You're faster than them.
You didn't read my example. Also I don't play Nurse or Blight. The amount of time you can waste by holding W after wiggling out against most killers means I'll get more value with them being immobilized on the ground. At least then a survivor has to get off a gen to get them back up.
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@TeabaggingGhostface said:
Survivor on ground not wiggle therefore wiggle progress not regress
But why word it so specifically? Just say wiggle regression removed. It was only removed to work better with the wiggle update.
Either this is an oversight or BHVR wants me to bleed survivors out.
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As an example why this is an issue from a game 2 nights ago... All generators are done exit gates 99'd. I down survivor 1 at the exit gate, and pick them up. While carrying survivor 1, survivor 2 starts running towards the gate. I drop survivor 1 to down survivor 2 and hook them. Now I can't pick up Survivor 1 without them escaping. Before I could slug them for 30s and be fine. Now I have to slug them for 4 minutes or throw.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/2971885#Comment_2971885
True but technically you aren't wiggling so its not regressing from not wiggling kinda how like a regression gen can be blocked and still be "regressing" although it doesn't do any regressing it just keeps the status of a gen thats regressing.
It was written somewhere for a brief time (afaik) but its gone now
But the Entity isn't blocking wiggle progress. I'm not sure what that has to do with anything. It's like if BHVR removed gen regression altogether.
Also patch notes don't just disappear...
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double posted
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But you can't wiggle while in the dying state, implying the change ONLY effects carried survivors, no?
Otherwise why not just write that wiggle regression was removed all-together?
Just seems fishy to me they have to remove regression so that missing a wiggle skillcheck doesnt ######### you over, and now that effects slugging with NO documentation whatsoever.
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@bjorksnas said:
They changed it a bit ago, idk where it was mentioned tho
This is what I keep getting pointed to but it is NOT the issue I'm having. Was the regression universal and removing it while being carried affects it while also being slugged? Nothing about this makes any sense.
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I don't see this anywhere in the patch notes. I hate to believe something that can have a huge effect on how a game plays out wouldn't be documented anywhere.
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Which patch notes because I can't seem to find them? The last 4 patch notes say nothing about it.
Also what am I supposed to do now if I'm forced to drop the second to last player? Bleed them out?
