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SkillChecks
Maj33y
Member Posts: 236
Hello
I think Skill-Checks trigger points needs to be re-worked .. it eliminates options for the player and forces a certain play style ..
Like when Healing with a medkit and charges run out a skillcheck pops at the end of the charges and it automatically fails healing cause charges ran out .. giving away survivor location .. I think it is unfair and isn't supposed to happen unless Survivor had an add-on that Increase skillcheck triggering odds it can remain as a penalty but without the add-on why should it happen ? If charges run they run out nothing you can do about it.
Second thing
Gens and Hooks Skillchecks
Remove the Skillcheck triggering at the very end of a generator and Hook
Sometimes I'd keep a Generator or a Hook at 99 %
And only trigger it when needed but if a skill check pops at the very end
Leaves me with two options which both have the same effect and consequence putting me at a great disadvantage ..
1 - hit the skillcheck and Completely Fix the gen/Drop the hook
which both would give a notification to the killer .
In gen case it'd minimize Killer Generator patrol zone . Giving him better chances and higher advantage instead of Going back and forth kicking Gens
And if a hook then I consider it a failed sabotage if it drops and renders it completely useless for me because it is gonna spawn after 2 minutes and killer wasn't about to hook anyone on it when it dropped again it's working as an advantage to killer side .
2 - if i choose the second option to purposely fail the skillcheck to avoid dropping hook / completely fixing Gen
In gen case it'd regress plus gives a notification to killer which he would even come and further regress it by kicking it that even if he doesn't end up catching me .. even if he doesn't it works as an advantage to killer side big time again .
In hook case if i fail it ... it'd give a notification to killer giving away my spot unfairly .. and next time a survivor gets picked up next to this hook it'd take more than just touching it to drop it so i can save them or if i was injured... I'd run next to this hook but it'd take more than just touching it to drop it because it is no longer at 99 % and if i choose to hide and come back again to complete the sabotage to 99 % then it'd give an advantage to killer again... Cause now he is up against 3 ppl only I'm too slow and busy doing something completely useless now
So in short words either hitting the skillcheck or failing it ... it leaves you at a great disadvantage and if this was in real I'd have the option when and when not to drop hook / completely fix a Generator
And I think only that Skillcheck at the very end should be removed not all ... only the one at the very end Cause it forces a certain playstyle .
Thanks
I think Skill-Checks trigger points needs to be re-worked .. it eliminates options for the player and forces a certain play style ..
Like when Healing with a medkit and charges run out a skillcheck pops at the end of the charges and it automatically fails healing cause charges ran out .. giving away survivor location .. I think it is unfair and isn't supposed to happen unless Survivor had an add-on that Increase skillcheck triggering odds it can remain as a penalty but without the add-on why should it happen ? If charges run they run out nothing you can do about it.
Second thing
Gens and Hooks Skillchecks
Remove the Skillcheck triggering at the very end of a generator and Hook
Sometimes I'd keep a Generator or a Hook at 99 %
And only trigger it when needed but if a skill check pops at the very end
Leaves me with two options which both have the same effect and consequence putting me at a great disadvantage ..
1 - hit the skillcheck and Completely Fix the gen/Drop the hook
which both would give a notification to the killer .
In gen case it'd minimize Killer Generator patrol zone . Giving him better chances and higher advantage instead of Going back and forth kicking Gens
And if a hook then I consider it a failed sabotage if it drops and renders it completely useless for me because it is gonna spawn after 2 minutes and killer wasn't about to hook anyone on it when it dropped again it's working as an advantage to killer side .
2 - if i choose the second option to purposely fail the skillcheck to avoid dropping hook / completely fixing Gen
In gen case it'd regress plus gives a notification to killer which he would even come and further regress it by kicking it that even if he doesn't end up catching me .. even if he doesn't it works as an advantage to killer side big time again .
In hook case if i fail it ... it'd give a notification to killer giving away my spot unfairly .. and next time a survivor gets picked up next to this hook it'd take more than just touching it to drop it so i can save them or if i was injured... I'd run next to this hook but it'd take more than just touching it to drop it because it is no longer at 99 % and if i choose to hide and come back again to complete the sabotage to 99 % then it'd give an advantage to killer again... Cause now he is up against 3 ppl only I'm too slow and busy doing something completely useless now
So in short words either hitting the skillcheck or failing it ... it leaves you at a great disadvantage and if this was in real I'd have the option when and when not to drop hook / completely fix a Generator
And I think only that Skillcheck at the very end should be removed not all ... only the one at the very end Cause it forces a certain playstyle .
Thanks
1
Comments
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TLDR: Skillchecks are not easy enough, please devs make it easier for me because I cant git gud
And I totally dont get how skillechecks at the very end focus a certain playstyle. Literally every survivor would pop a gen at 99% if he sees one
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All them reading is I don't want to be punished for taking the risk of cancelling out my repair or sabotage early.
The only thing I even someone agree with you on this is med kits that run out of charge shouldn't act as a failed skill check.0 -
@master I'm not asking for it to be made easier .. I think the last Skillcheck trigger spot needs to be adjusted a bit .. I'm not that bad xD
But Fixing Several Generators up to 99 % and then poping them all together at the same time .. worked many times for me esp against myers or clown ..
It's also a mind-play as killer sees that 5 gens remaining he plays with ease and then gets surprised that Generators are actually fixed and if he does find out .. he'd have to go back n forth damaging them .. unlike when you fix'em .. his patrol zone becomes smaller and that means he has higher chances of catching survivors .. with that skillcheck right at the end it either blows up the gen if you fail it or fully fix it and both are a bad thing IMO cause it eliminates Stealth playstyle.
I feel like Skillchecks needs to be re-adjusted esp with Charges.0