Skill-check reliant perks need to be changed
Their design is outdated and unreliable. Here's a list of them so far:
- This Is Not Happening
- Technician
- Autodidact
- Stake Out
- Gear Head
- Hex: Huntress Lullaby
- Unnerving Presence
- Overcharge
All of these perks either partly, or entirely reliant on the generation and the success/failure of skillchecks. This makes them wildly inconsistent on how effective they are.
The killer perks here are often completely useless since survivors often know how to hit skillchecks easily.
And the survivor perks are either rely on good skill check generation or are negated by learning how to hit skillchecks consistently.
All of these perks need to be changed to become more reliable and not as weak so they actually have a chance at getting picked over every other available perk in the game.
Comments
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DS is one of them as well. So many people forget it even has a "skill" check. Every time I pull someone out of a locker and they DC before I hook them, I know exactly what happened.
Also, the dev team actually NERFED Gearhead. That alone should tell you what they think of skillchecks.
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I keep trying to blot out the memory that GH was nerfed. But it keeps coming back to haunt me.
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Technician should be a token based system that rewards great skill checks with one token. Maybe you get one skill check and if you miss a skill check, it consumes one token and is considered as good skill check.
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I'd rather it be changed to not involve skillchecks at all. But do something while, or just after, repairing a gen.
Maybe you get X seconds without leaving scratch marks if you repaired X amount? It could be very useful when trying to hide between repairs.
Post edited by SirCracken on2 -
Gear Head is amazing! Its 100% uncounterable by the survivors nor perceptible. If its a base attack reliant killer, you get a lot of locations.
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Please be joking. I can't tell if you are due to how text doesn't convey emotion.
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That would make the perk even more useless since it’s aimed for new players.
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Not necessarily. You can now go for great skill checks without any worries about giving away your position. The current iteration is RNG based and unreliable.
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But new players aren't experienced in hitting skillchecks, specially Overcharge and Unnerving Presence.
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Its not like new players would have access to this perk even before they learn to hit skillchecks 😋
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Easy fix, just make perks that are skillcheck-based be under their own category like "exhaustion" perks, and make anybody with that type of perk automatically have a maximum time between skill checks (random number, lets just say, 15 seconds maximum duration before a skill check is forced to pop up.) That way you won't as often go through practically a whole generator or heal without getting single skill check for that Stake Out or Autodidact.
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Depends on which version they buy. If a new player has access to Min, then yes they have the perk.
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Well, if they didnt change Gear Head, just play with it a lot of matches with a base attack killer and you will see how it is way more useful than BBQ and Thrilling Tremors. I only use BBQ cause of BP. If not, i would use Gear Head.
Really your point to my point shows that you dont know the dynamic of Gear Head. That makes you topic a little less important, given the OP doesnt know well the given perks.
Remembering, Gear Head is skill check based perk wich skill check is done by survivor, but beneficts the killer. Hence, its different from all other skill check perks, wich affects the survivor directly if he hits or mistakes it.
But, really, Gear Head is atm one of the strongest localization perks. No counter by the survivors, but still balanced.
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What do you mean? Feng Min is literally free on console, and a great starting character.
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