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The phenomenon where the generator explodes even though the skill check sound is not heard.
It's very unpleasant when everyone is playing a game and the generator explodes due to a skill check appearing at the right timing, isn't it?
This time, it exploded perfectly even though no sound was heard. And that too, twice in a row within a short span. I think this is a problematic issue.
Comments
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Are you hitting the sprint button? The same button that's used to hit skill checks?
You seem to be jumping off the gen at sprint speed each time this happens. Seems like you're 'hitting' the skill check at the precise moment it starts, which is too early, so you fail the skill check and cause an explosion, at the same time as the audio cue for said skill check.
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You can hear the skillcheck notification clearly before you got off both times.
Just real unlucky timing. It happens all the time - If you get off a gen while a skillcheck is going, it counts as failed.
It does happen so often though I can't help but wonder if skillchecks are programmed to happen more frequently when you're holding shift/the killer is near... Either way, not a problem imo.
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Getting a auto-failed Skill Check when getting up from a Gen is in the game for years. And the Devs refuse to fix it.
Which is funny, because when the Killer uses Overcharge, you get the chance to hit the Skill Check even when running away from the Gen. But if Overcharge is not involved, you just dont get the chance to hit it. And since the Devs dont want to fix it, we have to live with 10% progress lost randomly because you decide to stand up from a Gen.
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I've noticed this a lot recently. Idk if it's a desync issue or what, but it's usually similar to yours where the sound is the same instance or sometimes after you get off the gen. It's happened a lot when i switch from repair to toolbox repair too for whatever reason.
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This happens to me a lot too, as soon as I decide to leave a generator. It could be a bug but who knows.
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10% progress lost, and letting the killer know where you are, where the gen you had been working on is, and that you are leaving it. This can be game-deciding and is a completely happenstance "mechanic" that has no real counterplay (you can wait until you get a skill check and leave the gen right after completing said check, because there appears to be something in place guaranteeing that you cannot get a skill check within a short period of a prior one ... but that is of course not always possible, not least because you never know when you will get a skill check next, or whether you will at all), and a completely obvious and easy solution that is already in the game (Overcharge), as you also point out. Baffling that they are not changing it, but also not so baffling, it's far from the first time simple and obvious solutions to real issues are not being implemented, and far from the only such issue left in the game, of course.
That said, if BHVR has actually ever thought about this, I can imagine that they may have come to the conclusion (presumably without much deliberation, however) that they actually want some of these RNG elements in the game that can randomly screw you over. This is the type of "horror" and "chaos" and "excitement" or "terror" or "tension" they may want to have in their game to some extent, the randomness may be intended to create a more visceral playing experience. And there are arguments for this, I could see such a point being made. Even if these random skill check failures can cause frustrations, frustration can get people emotionally invested, and not only that, the tension of "will I get a skill check if I let go now? what if I do?!" as well as the relief of "nice, I didn't get a skill check" can be conducive to emotional investment too, just as much as the "great, of course I got a skill check in just this moment!". Not to mention that this is also a source of amusement for many, joking about getting skill checks at just those times.
Doesn't mean I think it shouldn't be fixed, it's completely stupid to have in the game from a gameplay design perspective (and even from a game experience design perspective I'm sure there would be much better mechanics to promote this emotional investment), but I suppose it at least isn't impossible that this isn't one of those things the devs are simply too "lazy" or oblivious to look into.
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