With Pain Resonance and DMS becoming popular, it's time for Bhvr to fix the elephant in the room
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This happens if you walk away from a gen. This happens if you run away from a gen. This happens if you walk or run away from a gen and the killer is nowhere near you. It's not a punishment or reward for anything, it's just bad game design. If you like that the bad game design benefits you, feel free to. Plenty of people on here do. But come on, you sound ridiculous.
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If overcharge has this mechanic i don't see no reason for it not to be base kit; i agree. Especially when you consistently have skillchekcs when leaving a gen. Whether you take that functioning away from overcharge, or you make it base kit... i'm fine either way (but i do want more coherence overall).
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Enough for it to still be a thing? I don't exactly have access to that kind of information for other survivors. Also, I main doc, so my killer matches really won't help, as madness is a factor. I just know that the number of people failing skill checks is more than zero.
I'm all for fixing it so that If you leave a gen slowly after working on it for a set amount of time (even if it's just 5 seconds) it doesn't explode. However I do feel if you rush off the gen it should (just like fast vaulting and closet hopping while sprinting does) and I don't think we should be doing anything that brings back annoying bullshit we got rid of before (like gen tapping).
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Yea, I’m not a fan of this at all. Punishes knowledgeable players who are doing gens with super casuals. Lost a few hard games because someone pulled off the last gen right at 90%. 😫
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I'm still not convinced it would bring back gen tapping when, to my knowledge, that tactic was a thing specifically because of old Ruin.
Also, if you want the generator to explode if you sprint off it that would be a change, because that isn't how it works now. It might happen because it could happen any time you let go of a generator, but it's not a guarantee. Right now there is no safe time to let go of a generator, it could happen at any moment.
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Ruin does not regress a generator that's been blocked for any reason. Ruin + DMS is not a good combo. (It will still appear to spark, but it's not losing any progress.)
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What's so wrong about Killers occasionally getting rewarded for doing something that makes a Survivor leave a gen exactly?
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Here's some tips to improve your gameplay if you're really having that much of an issue with DMS.
- If it feels like you're doing the same gen for an eternity, go and do another generator. Up the pressure on the killer, you aren't limited to doing one generator at a time for a reason.
- If you get annoyed from the fact that Pain Res forces DMS to activate, try letting go of the gen before you see someone get hooked, that guarantees that DMS doesn't activate. Pain Resonance will still apply the penalty, but you'll be able to continue working on the gen after it pops the gen.
- If you really don't want to let go of the gen before people are hooked, for some reason, then do note that when Pain Res procs and forces DMS to activate, the generator does not begin to regress when DMS expires, so it retains the same progression it had at the start of the DMS timer until the killer kicks it again. And the killer can't combine this with something like Pop Goes The Weasel either, because PGTW lasts for 45 seconds MAX after hooking a survivor, the same duration that DMS lasts. The only way the killer could get PGTW to work with DMS is if they have DMS at Tier 1 or something and are sitting on the gen when it expires. And even if the killer DOES try doing this, repeat what I said in #2. Chances are, when they get to you, it would have been about 10 seconds or more, yes? That means when you eventually do let go of the generator, that blocks the generator for 35 seconds, and denies them of their PGTW value. Even if they somehow make it to the gen and pressure you off it in less than 10 seconds, PGTW also applies at the END of the kicking animation, if the killer begins the kick animation and PGTW expires mid animation, it does not apply the regression penalty.
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So you enjoy RNG deciding whether or not you lose games?
Either make it a feature or fix it.
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I mean... seeing as DbD is not a competitive game by any stretch of the imagination and RNG already does that in the form of tile generation... I really don't have that much of a problem with it. Making it a feature might be cool though.
Overcharge skillchecks should auto explode if the Survivor leaves though. I feel very strongly about that.
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Even as a killer main who uses the combo, this is a change I would support. No reason for a gen to get blocked when ONE survivor lets go of the generator, and punish any other survivor who is still working on it.
However, I do not agree at all with that OP said. There's no reason a survivor should be able to complete a skill check as they are running away from a generator, Overcharge is not excluded from this either. Do you know how ######### it would feel to be playing killer, pressure a survivor off a generator and chase them, only for them to land a great skill check, or a good one with Stake Out, and complete the gen when they could be MILES away from it? This sort of thing could also lead to de-sync issues I'm betting, where a survivor could land a great skill check while the killer is kicking the gen, and pop it, and then perhaps lock the killer in place somehow because of a glitch. I honestly do not think survivors should have the possibility of being rewarded while running away from a generator, and as I read from some other comments here, making skill checks cancel entirely if you leave a generator wouldn't be a good idea either, it would render perks like Overcharge, Oppression, and Unnerving Presence practically useless, because a survivor can just avoid the penalty for missing the skill check by letting go of the generator.
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Yeah, the uncertainty seems to be the issue people have, so I proposed a simple way to not only make it a sure thing for both sides, but also fit in with the other, similar game mechanics. It seems clear the devs want there to be at least a chance of it exploding when you leave, because this has been a thing for quite some time, but with my change, survivors aren't caught off guard by it, which helps them while still giving killers a reason to try and scare survivors away from gens.
We're both proposing a change, I just think that mine is keeping in the spirit of the game more, and less open to possible exploit.
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I agree.
I would rather see the skill checks be given to you by default while running away and have Overcharge remove that ability.
That makes more sense.
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The way it functions now isn't acceptable either.
It's RNG as to whether or not you get to keep your progress on the gen or not.
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I mean... just from a flavor perspective I still think it's weird that Survivors can do skill checks when they aren't on the gen anymore.
I would prefer it being flip flopped to how it is now though. So Overcharge checks blow up if let go but standard ones follow you.
Side note, what would you think of making it so any in progress skill checks just disappear when a Survivor lets go, but if a Survivor lets go of a gen in a situation that would start a chase (minus the survivor running), then the gen explodes? Though... that might be too strong for a baseline mechanic... it'd be a neat perk though.
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Honestly; just make it so a Survivor holding crouch when they release the gen avoids an explosion via skillcheck.
But they they release as normal; surprise skillchecks might happen. Maybe a 10 or 15% chance.
If they hold sprint while leaving; it should explode. This would reward Killers pressuring gens with gen regression & punish Survivors who repair until the last possible second.
And holding crouch while releasing to dodge skillchecks should have a sort of invisible cooldown, so Survivors can't literally dodge every skillcheck. I don't know why they would WANT too, but a mechanic should be in place to avoid it.
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Good point. Can you lock a gen with others still on it while using Repressed Alliance?
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Skill checks occuring are entirely rng. Just because you popped one doesn't mean another won't immediately appear.
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Yea not the best example I just got off work when I posted and was tired so brain was fried a bit..........
But why should survivors be allowed to finish a skill check like that, there would be no fear of loosing progress if the Killer surprises them, they can just keep repairing jump off when a skill checks happening and still do it while running away. So this isn't about punishing them for random interaction, this would keep it more balanced.
This would also keep Killers from losing anymore places to apply Gen pressure.
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