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Everyone loves the yellow rift skillchecks, Auto Didact rework anyone?
Ok Ive bounced the idea off a few popular dbd streamers and all think its a good idea.
Why not implement the new yellow rift skill check mechanic ( I'll call it skill check chains here on out ) in auto didact? makes the perk more unique and interesting, and heres how I think we could strike a more fair balance with a rework at the same time.
instead of random skillchecks, garunteed skillcheck chains after a defined amount of healing that act similar to a brand new part with free progress, more info below
Auto Didact now starts with 2 skill checks in the chain at zero tokens, and the amount of skill checks in the chain increases per token towards auto didact. For example, at stack 0/5 you have 2 skill checks in a chain that each reward 5% additional healing instantly and apon successfully hitting the full chain, you gain a token putting you at 1/5 tokens and your next auto didact heal would have a skill check chain of 3 skill checks, each worth 5%.
With those new rules in mind, here's a format a user replied in this thread Id like to add
AUTODIDACT
After Healing a Survivor for a total of 55%/44%/33% of a Health-state, Autodidact activates.
You're faced with a rapid sequence of skill-checks, each skill-check adds 5% to healing progress and there is no penalty for missing them.
You do not receive Normal skill-checks during this time, and Autodidact resets whenever you stop Healing a Survivor.
Autodidact does not work with Self-Healing or when using a Med-Kit.
( Id like to note that the auto didact perk should slowly darken like other perks with cooldown timers, so that when healing know how close you are to your 55%/44%/33% healing for the skill check chain to start)
Now before anyone freaks out about this being the new meta or too powerful, lets go over how niche this perks allready is and still would be.
- You may be the first to be chased and not get any heals for a while and never hit max stacks as a result.
- You may never get a chance to heal team mates more then a couple times, perks still a gamble
- you could get tunneled to the ground
- your teammates who do get injured could get tunneled and never given the chance to be healed.
- your team mates could heal themselves without you
- your teammates could also run auto and take the stacks before you
- you could be up against a killer who healing against is either impossible or a waist of time
- most items and healing perk combinations would be more efficient without it, since you cant heal with medkits and use auto.
{Additionally , original Auto didact at max stacks tier 3 would give a skill check heal of 75%, but since the skill checks now start at a certain percent it would be worth noting that 5% a skill check for 7 skill checks in a chain from max tokens is only a 35% heal total if you hit every skillcheck, a significant downgrade, but the skill checks are no longer inefficient when combined with other healing perks ( besides self care and medkits ), since they will help you reach your skill checks faster.}
Comments
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single thread bump in hopes to get a real discussion. Its such a quality of life change to an allready niche perk that I really hope this somehow gets dev attention.
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Yhea, im not to happy about any buffs to heal speed no matter how small. The game is already imbalanced as it is, no need to shave off even more seconds off the killers clock.
That is how it gets really bad too, one "small" change, and another "small" change and some time down the road the "small" changes start to really bite into average match time.
The idea sounds cool, I am just not sure its a good idea on paper.
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I appreciate the feedback, In my opinion its more of a quality of life for the perk as in terms of healing perks that crunch average match time , auto is still the only one that you could go all game in negative healing with. I think this is a good concern to voice with other healing perks tho!
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I apreciate the feedback here, but its more of a quality of life change for the perk in terms of effecting average match time as the perk itself still has the same healing values. not to mention it still remains the only perk that can keep you in negative healing. I think its a vaild concern for other healing perks tho!
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It is still a valid concern with this perk too. With what you propose, it will either go faster or slower. If I were to really dig in a bit, I don't think this is a good idea.
For one, lower tier players will want to die and quit using this perk all together, better players who want optimized builds will still ignore "fun" or "useless" perks all together. Only the niche will use this perk after the rework, the devs already have other things to focus on as well. So this could really be more wasted time that could of been used on the more important or at least greater (in size) ideas.
Back to the previous however, if you change the perk so drastically as to make it negative in heal time, and change its mechanic, it will either heal faster or slower. If it heals slower then this is just not a good idea as its less effective, if faster then the above statement applies.
I only really see this being really inconsistent or insanely consistent completely based on the player in question. Considering its not in the game you can't do the math to see how much more effective or less effective this will be then the former unchanged perk.
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the perk allready starts you in negative for healing time thats not changing the perk at all or drastically. there should never be an excuse to change a perk regarding wasted time, especially for something as small as this, its better to try and fail and realisticly the only thing that takes time with these reworks is the idea itself and the balancing, which is what this aims to cover. as to the point of this being really inconsistant or insanely consistant, the whole idea is to make it reliable. the perk should not be a gamble to begin with it should be able to consistantly get 5 stacks by the end of the game if you play it right. currently even if you play it right, there is NO GARUNTEE that you will even get a skillcheck. your perk that you have to bring on its own or its out valued anyways, isnt even garunteed to work. thats what this aims to fix, while making it more enjoyable and balanced. auto is no where near op, if you bring jills perk resurgance and get healed by well make it, your heal time is 4 seconds. at 5 stacks, with auto didact, after your 7 skill check chain which takes about 3 or 4 seconds, you only get 65% progress. you still have 4 more seconds of healing. the perk ties inner strength for speed, but you cant use it on yourself. its out classed by any 2 other healing perk combos, and when combod in a full healing build, it doesnt help at all as the skill checks wont even finish before your finish your healing boosted from oother perks anyways. this perk is a nice healing perk in that it gives value without requiring extra perks, its rewarding and incentivising throughout the match without being too immideate. its a fun perk, that needs more love. If anything , adding a cooldown to the perk that prevents 5 stacks withing the first minute of the game is going to help killers anyways, but any auto didact gamer would take a garunteed skillcheck, over having to wait a bit to get the next stack, that much im certain of.
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Firstly ouch, please format blocks of text. At least space your points, geesh.
the perk allready starts you in negative for healing time thats not changing the perk at all or drastically
.Unless you have calculated a specific value that would be the case, then no. Even assuming its not drastic, my former points still apply.
there should never be an excuse to change a perk regarding wasted time, especially for something as small as this, its better to try and fail and realisticly the only thing that takes time with these reworks is the idea itself and the balancing, which is what this aims to cover.
Its a eye sore to read all this, but I think I understand what you mean. I disagree however, this doesn't help with the balance of the game at all.
Either its faster, previous point applies. Slower, previous point applies. Or it doesn't change anything and its not something that should be focused on.
as to the point of this being really inconsistant or insanely consistant, the whole idea is to make it reliable. the perk should not be a gamble to begin with it should be able to consistantly get 5 stacks by the end of the game if you play it right.
I agree with this part then, it would be nice to make perks both feel better and constantly have a space to work in. With that being said, I don't think this should be a focus, as game balance is more important.
currently even if you play it right, there is NO GARUNTEE that you will even get a skillcheck. your perk that you have to bring on its own or its out valued anyways, isnt even garunteed to work.
Ok.
thats what this aims to fix, while making it more enjoyable and balanced. auto is no where near op, if you bring jills perk resurgance and get healed by well make it, your heal time is 4 seconds
.I know, and I don't claim its OP. Its just if X applies then Y issue occurs.
at 5 stacks, with auto didact, after your 7 skill check chain which takes about 3 or 4 seconds, you only get 65% progress. you still have 4 more seconds of healing. the perk ties inner strength for speed, but you cant use it on yourself. its out classed by any 2 other healing perk combos, and when combod in a full healing build, it doesnt help at all as the skill checks wont even finish before your finish your healing boosted from oother perks anyways.
If it is that pointless then it is equally pointless to change it?
this perk is a nice healing perk in that it gives value without requiring extra perks, its rewarding and incentivising throughout the match without being too immideate. its a fun perk, that needs more love. If anything , adding a cooldown to the perk that prevents 5 stacks withing the first minute of the game is going to help killers anyways, but any auto didact gamer would take a garunteed skillcheck, over having to wait a bit to get the next stack, that much im certain of.
Then there is a upside that helps it, and would conform to my previous point?
The thing is is doesn't matter if it is slower, faster, or the same, there is still a valid counter argument that is critical for this perk's justifications for being changed.
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dude this is a forum not a editors office, I dont have as much time as you to do what youve done to make it less an eye sore, infact, your the first ive seen do it just to be petty like this. and your not understanding. this doesnt at all change the speed of healing why do you keep bringing this back up, you could comment on how the Eiffel tower is in france, youd be right, but its pointless. you can allready if lucky enough get all 5 stacks in game currently in less then 30 seconds. all healing values remain the same in these changes. were literally adding a cooldown that should not effect the abilty to get value, but rather too much value too soon, not changing anything, but how reliable the perk feels on both killer and survivor.
really wish I could get a less petty view on this, because at this point its just horrible to read.
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Ok I actually really like this idea, it would give added benefit to comboing the perk and a satisfying use of the new skill chain mechanic.
do you think auto didact should stack? Or should it be deactivated aswell if someone started heals first while also using auto?
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I for one love this idea. it has a lot of balancing questions but would still keep it interesting and fun.
I would miss the tokens and over all perk progression, but maybe theres a way to implement it still, like after healing a health state of another survivor with auto didact active regardless of how much healing was done ( since in your version it takes 33% heal anyways minimum) then you gain a token. start with only an additional 1% bonus speed per skillcheck in the skill chain, and once you hit 5 stacks, then you get the max of 5% per skill check.
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To address your initial point...
Yhea, im not to happy about any buffs to heal speed no matter how small. The game is already imbalanced as it is, no need to shave off even more seconds off the killers clock.
Autodidact is the least of your worries here. My best guess is that currently, on average, it actually gives the killer a couple of extra seconds, since it takes a lot of skill checks before Autodidact compensates for its initial slow-down, requiring 5 skillchecks to break into a positive. And that positive ends up still underperforming compared to Botany Knowledge, as it only hits 25% compared to Botany's 33%. Keep in mind that Botany also improves med kit performance, and Desperate Measures also increases unhook speed, and both of those work with Self-care.
We'll Make It grants 100% heal speed increase for unhooking someone, lasting 90 seconds, and it doesn't disallow the usage of medkits, which neither of the other two do, either.
And the biggest bonus to balancing in regards to an Autodidact buff is that it, uniquely, gives diminishing returns when stacked with other heal-speed boosting perks. The more you increase your heal speed via other perks, the less value Autodidact's skill checks give.
So in regards to overall heal speed, Autodidact still has a VERY long way to go before it can make any kind of impact on maximum or even overall healing speed for survivors.
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dude this is a forum not a editors office, I dont have as much time as you to do what youve done to make it less an eye sore
Lmao, it takes less then a second to press enter after each idea
this doesnt at all change the speed of healing why do you keep bringing this back up, you could comment on how the Eiffel tower is in france, youd be right, but its pointless.
?
Then this is a pointless change then?
really wish I could get a less petty view on this, because at this point its just horrible to read.
That is confirmation bias. The whole, oh well I disagree so you're just petty,
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This man gets it. I just want a reliable perk that can be used on its own for healing, I think auto is fine where its at. You still get value as long as you still get skill checks. Its not gonna break the game as any number of combos of healing would be better as firellius has pointed out. So let it be the single healing perk for those who want 3 perks for other means. Just give it this quality of life update, and leave any other mager changes to new healing perks. Thanks for the input totally agree with this post
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Ive updated the main post to include your contribution of the perk description, as well as fixed some grammer mistakes and added a few balancing points in the main post for newcommers to this thread. Lets get some hype for this, if you like the sounds of new Auto Didact say something and maybe throw your two cents in I dont want to see this die and thanks again konrad for the help!
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