jeremy993
jeremy993
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566338#Comment_3566338
Did ya not read up? Im pretty sure pain res no longer causes blocked gens to explode. (I can test again)
TEST IF YOU WANT. the developer even said it was an intended design, even though theyre the one who deeloped it to protect gens.
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welp, still no changes here.
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then i guess its a shadow nerf then.
next time, include the nerf on your patch notes.
dont suprise repressed alliance users that youre planning to nerf it to the ground.
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looks like the developers are not planning to fix this bug yet.
yikes. and this moderator seems not to be playing this game.
double yikes.
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any updates on this devs and @Mandy ? the gens are still popping even with repressed alliance
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@Mandy said:
Blocked gens have always been able to regress with perks such as Pain Res but they do not regress with passive regression - killers can't kick them, Hex Ruin doesn't work on them. It's the instant regression that works, that's by design and has always supposed to work in that way.
well someone from BHVR doesnt play their game ๐โโ๏ธ
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542466#Comment_3542466
I can tell you haven't played xenomorph if you think control rooms always spawn right next to every gen.
Midwich, Chemistry room gen spawns in library do you have to walk quite a bit and the turret warning means survivors will be long gone before you get to that gen.
The swamp map, the guaranteed chest spawns on the main building push the control room away from the main building.
If anything spawns in the closest spot to the gen, the control panel can spawn quite a bit away.
If you survivor mains took the time to actually play the killer you would realize there's a lot more going on them you think.
all you said are 3 maps with bad RNG. with the vast majority of maps, the control panels spawns nearby a gen, same as with sadakos mechanic. even sadakos TV goes off when teleported.
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@Crowman said:
People need to stop comparing Slinger and Xeno.
Slinger does not have turrets that can be placed around the map that alert you of the killer in a 41m radius bypassing undetectable. Nor does Slinger have to deal with turrets that can prevent you from using your special attack. Also slinger's range is 18m compared to Xenomorph's 4.8m
Also while Xenomorph is mobile, he can't just travel whenever he wants to and to whereever he wants to. He has to go to a control room and travel to other control rooms. Sometimes you get bad spawns.
I do think it's unfair that slinger had both his TR nerfed and his quickscope nerfed, but the existence of xenomorph does not mean that slinger needs to be reverted.
i agree with the unfairness of power. but no need to revert back the slinger.
slingers 18m range is not even useful in a lot of situations. i havent seen any slinger mains use 18m shot as a normal kill.
get bad spawns? you mean its bad because its beside generator? ow thanks for that. i dont think survivors need to finish generators to escape. sarcasm
deal with turrets? you mean with 3 turrets not affecting him, and destroyed, just to teleport and regenerate his tail attack in 15 secs. wow, thats nice to hear.
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@Shroompy said:
I'm pretty sure its never prevented the gen from exploding from like Surge, Pain Res etc as other gen block perks don't prevent the gen from doing so. All it does it prevent it from passively regressing
it used to protect the gen from scourge hook, and regression (even its protected from ruin), now, its not working anymore.
they shadow nerfed it. because the DEVS didnt put it in the patch.
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theres a "rework" for this perks. you have to let go of the gen first, and activate while standing beside it.
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"ultimate weapon" from alien. killers should not be given this kind of free information without cooldown and consequence.
30 seconds is too much, + giving blindness effect, the perk is OP alone.
even "nowhere to hide" is short for same effect.