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With Pain Resonance and DMS becoming popular, it's time for Bhvr to fix the elephant in the room

brokedownpalace
brokedownpalace Member Posts: 8,804
edited February 2022 in Feedback and Suggestions

Once you realize the killer has Pain Resonance and DMS the counter is to let go of the gen right before they hook a survivor so you don't scream and get the gen locked for 45 seconds. However, there's no safe way to let go of a gen. If you receive a skill check AFTER you have already let go of the gen you are unable to complete that skill check, you automatically fail it, which adds to the 15% lost due to PR.

It's way past due for Bhvr to fix this "feature" and allow survivors to complete a skill check. This feature is ALREADY IN THE GAME because of Overcharge. Why is it not universal? Why can you auto fail a SKILL check because one pops up AFTER you stop repairing? It makes no ######### sense and it never has and Bhvr needs to fix it

Post edited by Mandy on
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Comments

  • AngyKiller
    AngyKiller Member Posts: 1,838

    It's a punishment for leaving the gen, there's no opportunity to even hit it.

    That's, literally, what I'm saying it is. I'm pretty sure it even has a higher chance of triggering if the Survivor holds shift while leaving a gen.


    Are you saying that Survivors should just hold M1 as you approach and shouldn't even bother getting off the gen?

    No. I'm saying it's a punishment for staying on the gen for too long, because now your HASTILY RUNNING AWAY (IE: Holding shift/sprint). Whereas it will happen less if a Survivor leaves 1. Right after a skillcheck or 2. While holding crouch (or NOT holding sprint)

    Another way of looking at it is that it's a Killer's REWARD for pressuring a Survivor off gens.


    But all Survivors see is 'Gen pops. This is bad for Survivors so it's CLEARLY unintended!' because the entire game should hold their hand and never work against them.

  • Brimp
    Brimp Member Posts: 3,001

    It's literally fine. Literally let go of the gen before the hook, doesnt matter if you fail a skill check. Even so you should let go of the gen the moment you lose the aura of the downed person.

  • AngyKiller
    AngyKiller Member Posts: 1,838

    I'm not sure if I've ever heard anyone say that Survivors should be punished for leaving the gen as a Killer approaches.

    Because Survivors think they should have everything work in their favor.

    If you think about it, instead of brushing me off, you'd understand what I mean; It's punishing Survivors who don't leave early. The ones who have to SPRINT AWAY because the Killer is 10 meters away.

    But, again, you think it's a 'QoL' thing because clearly nothing in this game should favor Killers in any way, shape, or form. Anything that does is CLEARLY an oversight and needs to be fixed.

  • fulltonon
    fulltonon Member Posts: 5,762

    This could be finally the time to rework SKILL CHECK!

  • Brimp
    Brimp Member Posts: 3,001

    Hmm yes nothing like my skill on repairing getting getting checked as I leave the broken generator and start running away :)

  • RaSavage42
    RaSavage42 Member Posts: 5,549

    It's base Gen Regression

    Having base Gen Regression low only equates to Killers having multiple Slowdown perks (regression perks)

    Also having said that I also think that Killer activated Gen Blocking Perks should regress gens at base Gen Regression now (.25)

    And Repressed Alliance wouldn't Regress Gens at all (like normal)

    And Ruin would have to be changed again (IDK what to but it certainly won't be upping Regression by 200%

    I know that will get some negative comments but just think of playing a match without Ruin and Pop or PR and Pop (I know that DMS will still be used but at a lesser Regression then Base)

  • ThiccBudhha
    ThiccBudhha Member Posts: 6,987
  • jesterkind
    jesterkind Member Posts: 7,854

    Wait, hold up a sec- how would leaving the gen early solve this problem? The issue is that if you let go when a skillcheck spawns, it fails, no matter whether the killer is ten metres away or on the other side of the map. You could do everything right and leave the gen early instead of greeding it with the killer in your face, and what's being discussed will still happen because the core issue is that there is no truly safe time to let go of a generator save for the millisecond after you hit a skillcheck, and that's not a reliably predictable event.

  • BirdSpirit
    BirdSpirit Member Posts: 186

    You don't. You cannot humanly react in time if the skill check spawns right as you let go.

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,284

    At the very least BHVR should look into it and decide whether it is intended or not. Had an Ace going to my Gen, basically just tapping it and letting go of it for an Unhook, and it got blocked with me on it.

    I think this is more of an oversight which never got noticed since nobody used DMS before. But if it is intended, BHVR should at least clarify it.


    @Topic:

    This is one of the things I just hate the most in this game. And they really should change it, auto-failed Skill Checks should not be a thing. And it does not make sense either, with Overcharge you are allowed to do the Skill Check while running away, regular Skill Checks might just pop up when you let go off a Gen and it auto-explodes. And those happen A LOT.

    Just yesterday, spawned on a Map, saw a Myers, wanted to let go of a Gen to hide, it blows up. Yeah, nice. So much I can do about that...

  • fulltonon
    fulltonon Member Posts: 5,762
  • Reshy
    Reshy Member Posts: 402

    I'm still of the opinion that the core gameplay of generators needs to be changed. Currently they're both easy and boring to do, and with them being so easy to do they can be completed very quickly which means killers run the aforementioned perks to have a chance.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,932
    edited February 2022

    The whole “overcharge to go” thing is something I still find stupid tbh. But if you’re going to change skill checks in general, just make it so you’re not allowed to let go of the gen until the skill check is resolved, unless the killer grabs you in which case you auto-miss it.

    I think a simpler fix to the PR/DMS thing is to just make screaming not count as letting go. As stated this already has a counter but it’s not something a lot of people are picking up on, at least from what I’ve seen. I don’t think the “one survivor letting go blocks it for everyone” thing is a problem tbh.

  • TAG
    TAG Member Posts: 12,871

    Yeah, I think letting Survivors do the Skill Check after letting go seems more than reasonable. It's pretty unfair to have RNG randomly line up with you letting go and punish you for it.

  • spodamayn
    spodamayn Member Posts: 220

    In the total time I've played killer I've never seen the failing skillchecks when getting off of a gen "feature" as a necessary thing. It's just bad game design, and if you have to rely on bad game design to be any good at killer.. you're probably not very good at playing killer.

    It needs to be changed, but I'm not sure the best way to go about it. Making it similar to overcharge skillchecks would fix it, but it'd look a bit silly.

  • BenZ0
    BenZ0 Member Posts: 4,125

    I get where you are coming from, however I believe this is a also a nice way to make letting go off a gen abit risky, I think it isnt that bad.

  • jesterkind
    jesterkind Member Posts: 7,854

    Honestly, would it be a bad thing if letting go of a generator during a regular skillcheck simply cancelled that skillcheck?

    Gut instinct may be to say that's abusable, but I don't really think it would be. Good skillchecks are not hard to hit, and if you're not doing any skillchecks at all you're missing out on the BP gain and potential extra progression from hitting the Great.

    Obviously special/harder skillchecks shouldn't have that quality, even the one in the game that currently does, but just regular ones it seems a bit unnecessary.

  • CrashMADDS13
    CrashMADDS13 Member Posts: 302

    Really? Because you're arguing that doing gens should be totally relieved of any risk whatsoever. That's boring and counterintuitive.

    There needs to be a risk of doing gens in the killers face, or doing them up until the last second of PR procing.

  • VikingDragonXii
    VikingDragonXii Member Posts: 2,885

    But normally that's not even possible....I let go of a Gen and use Sprint Burst and run off I'm a good distance away from the Gen when the skill check hits so how is it fair that I get to complete the skill check and not even close to the Gen....that would allow survivors to have more hand holding and allowing them to make more mistakes without consequences tied to them.

  • fulltonon
    fulltonon Member Posts: 5,762

    Yes it does, bad players gonna do extremely strange action like repeatedly spamming M1 to cancel all the skill checks.

  • El_Gingero
    El_Gingero Member Posts: 1,147

    I don’t really see this as a QoL change but more so intended mechanics.

    If you don’t hit a skill check, the gen will explode.

    If let go during a skill check, the gen will explode because you’re not hitting the skill check.

    So if you let go to counter DMS and happen to get a skill check at the same time, the gen will explode.

    Seems to me that’s how it’s designed to work.

    To change this design, we’d first have to redesign skill checks in general. Which is fine by me, but that would have to come first.

  • jesterkind
    jesterkind Member Posts: 7,854

    Right, but what would they actually gain from that? They'd be denying themselves BP, they'd be denying themselves the possible extra progression from Great skill checks, and they gain... the ability to avoid doing something that is trivially easy with a tiny amount of practice?

    They'd still be making things worse for themselves by doing that, and it would avoid the problem being discussed, so I don't see any reason not to do it.

  • dallasmedicbag
    dallasmedicbag Member Posts: 571

    a good trade off for a massive buff and synergy. but you'll still have people begging devs not to do this

  • FFirebrandd
    FFirebrandd Member Posts: 2,445

    No.

    Survivors do not and should not have telekinesis.

    Think about what exactly a skill check while repairing a gen is. Something's gone wrong and you need to fix it right now or it'll cause a lot more problems very quickly. If something goes wrong and then you take your hands off the gen... obviously you can't fix it anymore, so the more problems happen. This makes complete and total logical sense.

    Now, can this feature be annoying? Sure, but let's restructure this a bit. Something made you let go of the gen and that something is probably something the killer did. Don't think of it as a punishment for getting off a gen, think of it as a reward for the Killer for putting pressure on you.

    In fact, Survivors should 100% lose their telekinesis when dealing with Overcharge skill checks. Logically speaking, Overcharge should be the perk you turn to if you're sick and tired of Survivors being able to tap gens to instantly stop regression. Besides that, that perk needs a buff anyway... and that'd be a good one for it to get since it makes no logical sense that Survivors can take the skill check with them.

  • AsherFrost
    AsherFrost Member Posts: 2,340
    edited February 2022

    I've read this conversation twice now.

    It's my opinion that AK's not saying that survivors should be punished for leaving gens. He's saying they should be for rushing away. The same way survivors are currently "punished" for fast vaulting, jumping into a closet while sprinting, etc.

    The game has always made a distinction between slow and considered moves (like waiting for and hitting a skill check before moving off the gen for the rescue) over rushed, unplanned actions (sprinting away from the gen because you just saw the killer). Why should that change now? And how would such a change honestly be a "QOL change" and not a flat out buff?

    Then too, there is the mechanic of the "gen tap" where survivors will progress bit by bit, instead of actually committing to the repair, in order to avoid the skill checks. Used to happen a ton, until the changes to skill checks made that no longer viable. It seems you want to go back to those days, why?

  • N8dog
    N8dog Member Posts: 541

    I think ruin shouldn't regress a blocked generator. That's the REAL problem in my opinion. DMS shouldn't give you a full gen regression.

  • AsherFrost
    AsherFrost Member Posts: 2,340

    They may or may not be. Just like afk pig isn't really putting themselves in a position to win, just like running to the top of the map to keep from being hooked wasn't getting gens done. I could list more examples, but my point is we are far from a place where players only try to win.

    Also yes, the gen tapping to get around skill checks was something that used to occur, so I don't doubt it would return.

  • jesterkind
    jesterkind Member Posts: 7,854

    My point is more that it gives no advantage and doesn't really have any downsides, so why not? Leaving a generator and having the skill check spawn at the same time just feels bad, and the hypothetical of people avoiding skill checks only counts as a flaw if we aren't accepting the reality that getting a skill check is a good thing once you've played more than a handful of games. You want to hit skill checks, there are a ton of mechanics and incentives surrounding it.

    Gen tapping to avoid skill checks would return, but... who cares? What would the benefit for that survivor be, and what would the downside for the killer/other survivors be?

  • AsherFrost
    AsherFrost Member Posts: 2,340

    1. It makes it so that my survivor matches are just visually more annoying watching my teammates t bag gens.

    2. It makes them longer as it takes longer to repair.

    3. It screws over killers who rely on the information based gen perks.

    4. It is the literal definition of exploit, so why should the fix to it be removed?

  • jesterkind
    jesterkind Member Posts: 7,854

    1: Yeah, fair enough.

    2: ...Is that a bad thing? Gens fly past very quickly right now, and anyone who actually cares about gen speed isn't going to do it since they want skill checks so I'm not convinced it actually would end up that way.

    3: This one is a fair point and I agree, but it still assumes that a majority of survivors will gen tap when it does nothing for them. It used to because it circumvented old Ruin, but that isn't the case anymore.

    4: Maybe this is me being pedantic but I'm pretty sure the literal definition of exploit requires that it give some kind of advantage, not just be an unintended effect. To borrow from another game, in Borderlands 2 you can do an amusing camera trick with certain shotguns where it visually spins around if you aim while looking straight up- it's unintended and it's even a bug, but because it does literally nothing for you and is just amusing to look at, I don't see anyone calling it an exploit.

  • Pulsar
    Pulsar Member Posts: 20,788

    Except it doesn't actually distinguish between "rushed" leaving a gen and slow leaving a gen.

    It's totally random.

    If you defend that, then why not just make for every second a Survivor does a gen in a Killer's TR, they have an X percentage chance of having the gen explode for 10% regression? That's literally the situation we are in.

    If it was somehow guaranteed that if you leave the gen too quickly (how would that even work) it would blow up, then that's one thing. You have prior knowledge and are able to prepare to counter it, but that's NOT how it works.

  • Pulsar
    Pulsar Member Posts: 20,788

    Alternatively, why should a completely random interaction punish you for something that isn't your fault?

    Also, not sure if the realism argument is one you want to pursue.

  • AsherFrost
    AsherFrost Member Posts: 2,340

    Sure if the gen is slowed by the game itself that's one thing. If it's slowed because my teammates are asses, that's a different Matter entirely.

    How is "denying a chance at the killer getting a notification on which gen I'm on" not an advantage?

  • Pulsar
    Pulsar Member Posts: 20,788

    There's not any risk anyways. That's an issue with game design.

    Skill checks auto-failing because the Survivor made an objectively smart play is bad. It's totally random and cannot be relied upon nor predicted.

  • jesterkind
    jesterkind Member Posts: 7,854

    But the only way the killer would get a notification for which gen you're on is if you miss a skill check, and who is actually missing skill checks so regularly that gen tapping is a viable strategy? You lose so much more than that miniscule potential advantage that it really seems kind of silly to bring it up in this context.

    Skill checks aren't hard, I thought pretty much everyone agreed with that. Unless I'm missing something regarding your argument here?