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Upcoming technician change
The new technician will give 100% chances to prevent the gen from exploding, but it makes the penalty for missing a skillcheck bigger.
It's a perk directed to new players - and now my question is.. why does it have the penalty?
Perks shouldn't have downsides at all. You're taking one of four perk slots. That's why autodidact is so bad. In my opinion, the new technician should do the opposite - it should not give any penalties for missing skill checks at all. Then it would be a perk at least worth considering.
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I just thought they went the complete wrong direction.
They should've emphasized the silent gen progress part of the perk, not the explosion prevention. Making it completely silence the gen you're working on would've made for some fun builds.
Now it's just still a perk we'll never see.
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Why does it have the penalty?
So perks like overcharge and underwhelming presence don't become completely useless.
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This is exactly what they should have done.
No one cares about the skill-check crutch part of Technician.
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Even though they're both already useless? lol
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I don't see why there's a penalty. The people who will be using this perk are people who miss skill checks a lot. This perk will have a negative impact on the entire team. Normal regression is already applied so I don't see why they feel the need to add the penalty. I thought they learned their lesson on being too cautious from Trails of Torment.
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Wouldn't make it meta or anything but we would have at least seen it run for some "fun" stealth builds. Viable is all I'm asking for, not even good. We would at least have seen it every now and then. This new version won't be ran still.
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There is an add on that does this, not sure if it's as strong as Technician though.
I've played against some Doctors who run both of these and I couldn't hit a skill check to save my life :(
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That only works at low ranks, against better survivors they're literally doing nothing.
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I use technician on my "I'm too drunk" build. So these changes are great for me.
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I disagree. Technician just received a Massive buff in that it always prevents gens from exploding because of a missed skillcheck. This screws over Killer Builds that mess with skillchecks by employing perks Overcharge, and Unnerving Presence, but more than that it also prevents the killers from knowing which gen a survivor is screwing up. If they didn't add in an extra penalty to progress for screwing up a skillcheck, lets face it, everyone, new and veteran, would abuse the hell out of Technician because you no longer have to fear alerting the killer via failed skillchecks. I'm only hoping that the penalty it adds is 10% more, because if its anything less than that's no skin off anyone's teeth, and they can feel free to fail away without ever alerting the killer.
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"lets face it, everyone, new and veteran, would abuse the hell out of Technician because you no longer have to fear alerting the killer via failed skillchecks."
No, because no one even semi competent is missing skill checks in the first place. Skill check builds are memes, they aren't actually good against good players. Overcharge and Unnerving are bad perks.
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Well to be honest I like both aspects of the perk. I'd be cool if it primarily was based on silent repairs however it had the missed skillcheck thing as a bonus. However if you miss a skillcheck it puts the entire perk on a short cooldown disabling it until it's back up. Would make more sense and be a bit more fun for survivors.
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Are you serious? Why should a perk have downsides?
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I miss skill checks all the time. I always try for the great checks and often come up just a little short. Also this really is a direct counter to overcharge.
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The reason there's a downside is so it's not incentivized to completely and utterly ignore skill checks with it on.
Imagine an entire team that NEVER makes a single generator noise. It wouldn't be game breaking but it would completely and utterly negate one of the tools killers have, without any downside other than you can't run another meta perk alongside it.
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I agree.
Make it completely silence the gen sounds entirely but go on cooldown if it prevents a failed skill check. That would be solid.
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Me too! It's a welcome change. This is my Friday Night build. I highly recommend it:
- Brightest clothing to encourage chases (and not have to worry about gens too much)
- Technician (skillchecks)
- Lithe (easiest exhaustion perk)
- Bond (you can't miss healing skill checks if you run away from injured survivors)
- Windows of Opportunity (I won’t know where the pallets are)
Worryingly, drunk me plays better than normal me.
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There's already the normal regression penalty, though; this perk just gets rid of the explosion. This adds an additional regression penalty on top of the normal regression penalty from missing the skillcheck. For this reason, I agree the additional penalty should be removed. This perk is only useful for brand new people anyway. If they're missing lots of skillchecks they'll be punished enough by the normal 10% regression penalty imo. I still think this is a clear buff, but I would support removing the penalty.
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Basically this. Just let people use this perk until they are experienced enough, but don't give em a penalty.
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It's because the perk doesn't notify the killer of your mistake, but since it's going to be giving you freebies 100% of the time now, there has to be some consequence to missing a skill check along with the plus side that the killer isn't notified of it. Though even though it's only been announced I am a bit afraid of it being somewhat a new meta if it manages to stay the way it was announced (most likely not) but if a whole team running is running a perk that grants 100% no notification to the killer is sort of scary to think of
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I'm not sure you understand what I'm getting at. Technician's upcoming change will keep everyone from alerting the killer 100% of the time they fail a skillcheck... That's a HUGE buff as it literally takes away HALF of the risk of doing gens. Anything that makes the game easier for survivors is something they can and will abuse/flaunt, and you know it! Taking away that risk, for new and veteran players, would be heavily abused if they didn't make the penalty for failing skillchecks bigger. Ask yourself how many times have you been on a gen, and either you or a teammate has failed a skillcheck, which summoned the killer right to you? Now ask yourself if that scenario could be completely avoided with the addition of a single perk, would you equip it/want others to? We both know that even semi competent players occasionally still miss skillchecks, but with this new change to Technician, they will have a safety net that ensures the killer won't immediately come after them for their mistakes, and to me, that's the definition of making the game easier.
With a change this strong, the devs had to increase the time it takes to repair a gen if someone fails a skillcheck, otherwise it'd be broken as hell.
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"Technician's upcoming change will keep everyone from alerting the killer 100% of the time they fail a skillcheck... That's a HUGE buff as it literally takes away HALF of the risk of doing gens."
You're missing my point. They don't fail skill checks and skill checks are not a risk to doing a gen.
"Anything that makes the game easier for survivors is something they can and will abuse/flaunt, and you know it!"
You act like skill checks are hard in the first place or like they actually take skill at all. They don't. Making something easier that was already so easy it was to the point of irrelevance is just that, irrelevant.
"Taking away that risk, for new and veteran players, would be heavily abused if they didn't make the penalty for failing skillchecks bigger."
I don't mean this in a rude way but I feel like you're trolling me. You are honestly telling me you are worried about veterans wasting a perk slot to "abuse" being able to avoid skill checks? You're serious?
"Ask yourself how many times have you been on a gen, and either you or a teammate has failed a skillcheck, which summoned the killer right to you?"
Almost never. Much less do I care if the killer gets a notification.
"Now ask yourself if that scenario could be completely avoided with the addition of a single perk, would you equip it/want others to?"
I feel like this has to be a joke. You seriously think people would waste a perk slot to avoid failed skill checks? No, no I don't. That would be a really, really bad decision.
I feel like you're messing with me, you have to be. You can't seriously believe that avoiding skill check failures is game changing and that veteran players would waste a perk slot on that....lol
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Not alerting the killer when you fail a skill check isn't strong enough to warrant a drawback. There's no situation where you would want to intentionally miss a skill check.
The only real use the perk might have it preventing alerting the killer when you let go of a gen as you get a skill check, but often those are because the killer was headed your way anyways.
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Thats my dream perk rework.
Keeping gen current sound until you let go. So if you started repairing from 0%, then killer won't hear it at all, till you stop working on it or finish it. And you can do many sneaky gens in closed maps
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And I suppose you also believe Dead Hard shouldn't exhaust survivors, DS should be permanently active until used after being unhooked, or all the Totems should be removed from the game and all hex perks shouldn't have survivor controlled counters? Perks need downsides for the sake of balance, and technician is now going to be stupidly strong since it allows survivors to ######### up without ever alerting the killer. If they didn't add a penalty that increases the time it takes to repair a failed skillcheck, then it would be OP. Hell, Unless the penalty doubles the current skillcheck failure penalty, it'll be OP anyway.
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I remember they said they gonna rework perks to be viable, but upcoming changes to technician are kinda underwhelming.
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Just like the change you completely forget the main reason why people don't use technician to begin with.
I've explained this more in a post I made but I'll give you the explanation.
A new player is usually advised to go for specific perks that would help them out further and the game.
Iron Will - to help with stealth if you can't heal - lvl 30 - Jake
We're gonna live forever- to help with the Grind- Lvl 30 David
Self care- just to get a grasp of healing - lvl 40 Claudette
Sprint burst and adrenaline - survivability and chases - lvl 35 and 40 - Meg
Now the problem is is by the time new player is ready to tackle technician because of all the grinding they did they probably already know how to hit skill checks so they don't need technician.
As for more experienced players they also already know how to hit skill checks so they don't need it and even if they were planning on using it for the 100% fail progression the extra regression they get from the perk makes it not worth using.
If you wanted to make technician a better perk impacting the way it affects sound is the way to go not failed skill checks.
Even if they didn't focus on sound there has been so many better suggestions for technician.
*Adding bonus progression or action speed upon hitting a great.
* Completely silencing the gen as long as people with technician are working on it. ( once technician uses stop working on the gen or someone without technician start working on it the sounds come back)
* you don't trigger any generator affected perks whilst using it ( for example overcharge or surveillance)
That the fact they went with skill checks which was something nobody was really asking for a baffles me
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This is pretty cute for me, it was the first perk i ever used for feng who was also my first survivor, and now it seems like i’ll be using it a lot more for the memes. :,)
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I Apologize Oh God of DBD who fears no killer, and bestows upon thine teammates the gift of never making mistakes whilst thou reparith unruly generators. I hast not encountered the likes of thou evenst at the reddest of ranks, and know not of what I speak. As a lowly rank 1 killer dwelling upon thy own PC, I have sullied the names of all killer kind by relying too greedily upon the mistakes of errant survivor kind, and prey upon them with merciless intent. How dare I assume that plebians such as them represented thou's average gaming experience, as thou hast pointed out, they do not exist in conjunction with thou's level of ascension. Have mercy oh great one!
That's "messing with you"... everything else I've said has been out of genuine concern regarding the upcoming change, especially when it comes to new killer players, of whom will lose a vital tool against players when they no longer receive gen explosion alerts.
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Well at least you understand now, even if it is in an old english state of mind.
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I believe new players go after Self-Care or Iron Will first. Then, likely, they go after WGLF. By that time Technician becomes meaningless. I find it meaningless for new players... Is Overcharge overperforming right now? :D
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I feel this will be what its supposed to be... a newbie perk (training perk) so yes there should be a punishment for missing so the player doesn't believe that they can just not do skillchecks... but its less punishing because the killer is not alerted..
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With how broken sounds are in this game, changing technician to silence gens would probably end up in a bug making Ace sounding like Jane.
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Yeah, the penalty is not necessary I agree ):
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I agree about Technician, but some perks should totally have downsides, particularly the Obsession-based ones for survivor. They should not just buff the survivor; they should change how the game is played for survivor without giving overt buffs or nerf. OoO on a stealthy survivor who can't last long in chases is a great example. So is Sole Survivor except that it needs its positive increased to compensate for the requirements. DS would be a great example if it worked like it did before (activated at the start of the match) but made it so that the survivor was instantly put into the second stage when hooked for the first time (make Off the Record the anti-tunnel perk, not DS!)
Perks in that kind of game-changing category should have both upsides and downsides. Technician is not in that category and should not.
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Honestly... what they should probably do is split the anti Gen explosions thing and the quieter gens into two separate perks. Make Feng's Technician be the quieter gens and put the anti gen explosions into a new perk in the Survivor base set. Put the training perks where new Survivors can actually get to them.
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Why are you strawmanning @Blueberry 's legitimate criticism toward the Technician perk is and will still be 99% worthless and should not be run even with the changes? The survivor perks having conditions to activate aren't direct downsides to those perks - it's just to curb their power. The Totems being breakable "is" a downside but also on the killer side and another issue completely to talk about.
Using the perk is going into the match assuming that YOU (personally) will be planning on missing skill checks and planning to regress that generator MORE in exchange for lack of a noise explosion... which could even be misconstrued by a killer to be the Red Herring Perk going off anyway. They basically changed the RNG nature of technician saving a bad skill check notification to - HA you get a bigger penalty ontop of the 3 second stop and 10% regression for being bad all from a perk you CHOSE to run into the match.
I'm far more surprised that you think this is an issue as a R1 killer yourself that people are missing skillchecks left and right - I almost never have gens explode in my games whether I'm on survivor OR killer unless it's intentional to troll the killer or to wake up from Freddy's dream state.
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Do you even understand what a downside is?
Being exhausted does not punish you in any way - it is a cooldown mechanic, you don't lose anything after you use your exhaustion perk.
DS having a timer is not a downside. You don't lose anything by running the perk.
And now technician - it has an unnecessary downside - you risk losing more progress on a gen just because you run a perk. Do you get it?
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As a rank 1 killer, games where no one fails a skillcheck are extremely rare in my experience, and getting a notification of said failure can be crucial information for applying pressure. Perhaps you and others are correct, and that I'm just overblowing the potential of this perks change as no one good at skillchecks will use it, and only new players will in order to get good at nailing skillchecks. However, I still see it as something that can be abused if it didn't also have an extra penalty added, as never alerting the killer when you make a mistake while doing the primary objective just seems awfully strong, especially against killers that use builds with Huntress Lullaby, Unnerving Presence, and Overcharge... so basically the "Impossible skillchecks" Doctor build, which admittedly is rare for survivors to encounter.
I'm just in disagreement that the perk doesn't need the added penalty. Since it's designed to train survivors to hit their skillchecks, taking away the alert to the killer is a hefty benefit, while increasing the penalty for failure is a great motivator to get better. This however comes with another great concern when it comes to new killer players, that being since survivors will have this training tool, the new killers won't get any alerts from survivors making mistakes while working gens. Perhaps that too is good training for the new killer players as they shouldn't expect to be alerted by gen explosions as much while gaining rank, but still, as I've previously stated, it's rare to be in a game regardless of rank wherein nobody fails a skillcheck. This is the foundation of my disagreement with @Blueberry , of whom seems to believe much as you do, that failed skillchecks NEVER happen in the higher ranks, which is just not true.
Having the new technician at the high ranks may seem like a wasted perk slot, but I'm betting that you've been pissed off at a teammate who failed a skillcheck on your gen and summoned the killer right to you (I think we've all been there). Now that technician is a straight up answer to that scenario however, would you be relived if your teammate brought it in? Especially if the killer used an anti skillcheck perk? Regardless, I guess I'm actually happy that no one cares about how strong this change is, because having a safety net that takes away one of the killers tools for discovering survivors whereabouts obviously mustn't be that big of a deal after all. I guess I'm just overestimating its value.
Post edited by TWiXT on0 -
We're talking about a perk that removes 1 penalty from failing skillchecks (alerting the killer), is it so wrong to think that adding another penalty to compensate seems only fair?
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I mean, isn't that the point of a perk? lol. There are only 4 perk slots, so the perks should have no downsides.
Iron will removes the "sound making while injured" penalty compelety. Without any downsides. And guess what? It's a thousand times more valuable than technician will ever be, even if it had no downsides.
And yes, technician would counter skillcheck killer builds. Is that wrong, though? You have perks like spine chill, which counter stealth killers, you have plague who counters ALL healing perks, or you have doctor who counters more stealthy builds. It's all part of the game.
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I'll concede that Lullaby, Unnerving and Overcharge together is a very niche build and a single perk could "reduce" it's effectiveness in detecting survivors but it's overblown to say those additional regressions aren't still going to be stacking up to more time to patrol and make use of that build effectively.
For a training wheels perk (which I hate the idea of anyway) the additional regression would probably just extend a new player's time on generator learning how to time skill checks...yay... party kazoo noises for slightly less frustrations in the R11~20 range I guess. Skill checks are a fundamental part that seems to and should quick and naturally develop across all survivors as opposed to looping or dealing with how to approach tilesets and countering mind games (direct multiplayer interactions).
In that scenario where a teammate fails a skillcheck on the gen in an R1 game - I would still be rolling my eyes and not relieved at all even if they brought the perk given that gen progress would be paused for 3 seconds, and at minimum regression of 10% probably going to be like 15% with this perk will still come into play. An actually "challenging" close match could be loss off a single gen explosion like that whether the killer gets a notification or not just because of the existence of Pop.
My (and I think maybe other people in this thread) would be that the gen explosion being hidden should just be on a cooldown (like 60s?) so it isn't a direct downside but a condition to curb the power of the perk like most others. Auto-didact and No Mither are other such perks that directly nerf the survivor in some way to "justify" it's upsides... but in this case the upside is just not worth it that the buff is going to be blown off as mostly unnecessary
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Okay then, I agree, Perks shouldn't have downsides, so lets remove all of the downsides from the killer perks that have them as well just to be fair.
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I fully agree to that as well. Dying light comes to mind, for example...
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Best perk against doc now or someone with unnerving pressence.
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Agreed. I used to think it was pretty mediocre but that was before gens were jet engines. Now that they are it could have been useful for stealth or new players.
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