http://dbd.game/killswitch
Can you finally fix "failed skillcheck" when leaving a gen?
DBD is now out since 2016, and we still have this nonsense in the game. I dont even care asking why that is... just, fix it.
If you dont know what i am talking about: When the survivor is repairing a generator and during that process leaves the generator, it blows up if a skillcheck appeares.
The solutions to this are extremly easy and obvious:
- If you leave the generator and you would face a skillcheck, it eather wont count as a miss or hit.
- If you leave the generator during a skillcheck, it stays on the screen, just like overcharge.
And yes, i have just straight up lost a game because of that. Its the most annoying thing ever.
Comments
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There is a 7% chance it would happen when you randomly leave the generator.
In fact it should never happen and should be fixed since years.
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The failed skill check % should increase every time a survivor leaves an unfinished generator, to discourage them from excessively pre-leaving generators to hide.
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This is just such a horrible idea in so many ways.
I genuinely cannot take this seriously.
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I think it should swap with Overcharge.
Overcharge's skill check will still continue and give you a chance to hit it whilst running. I think that should be a base effect and that Overcharge should instantly fail if you let go.
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I would accept that.
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There is no reason for a survivor to stay in plain sight if they know the killer is coming their way.
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There's no reason for people to be repeatedly demanding a 3 gen solution, but expect for the solution to be a 100% nerf on killers. If killers should be punished or discouraging for not committing to chases with survivors, then there should also be something to punish or discouraging survivors for not committing to generators.
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My man is really relying on free 10% Regression because of this stupid mechanic.
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^ this.
It is really strange that Overcharge actually makes the situation better, because you get a chance of doing the Skill Check.
But honestly, the Devs have ignored this topic since forever.
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I would love to hear from the DEVS what the problem is.
Its a bit embarrassing that this is still in the game. This is acceptable for a beta, not for an 8 year old game.
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The topic of discussion isn't the 3-gen solution, but those skill checks that pop up as you leave the gen.
Those are already a problem, except Overcharge which actually gives you the chance to hit the skill check, and the idea of increasing the chance of skill checks appearing every time someone leaves an unfinished generator would increase the amount of times this problem happens, punishing people who are doing nothing wrong.
And you can't commit to a generator while the killer is coming your way unless that generator is extremely close to being completed. That is just an unnecessary risk.
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When starting a skillcheck the game cant know you'd be letting go 0.1 seconds later. Technically you let go during a skillcheck and obviously fail it.
OP's first suggestion may invalidate skillchecks as a threat if implemented badly, being able to just skip that mechanic. How much of a timeframe to let go after a skillcheck is spawned do survivors need as leeway? Should survivors be able to let go of a gen during the warning sound? One second later? When the needle is reaching the great skillcheck part?
As far i know no killer likes the telekinetic overcharge skillcheck and i refuse to elaborate on the concept of that becoming the default mechanic. It lessens the threat of skillchecks by a huge margin.
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- If you leave the generator during a skillcheck, it stays on the screen, just like overcharge.
This is clearly the better option, but i would be fine with both.
As far i know no killer likes the telekinetic overcharge skillcheck and i refuse to elaborate on the concept of that becoming the default mechanic. It lessens the threat of skillchecks by a huge margin.
The threat of a skillcheck by just randomly stop repairing should not be a thing.
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The overall discussion involves the reason WHY the failed skillchecks exist... and the reason they exist is to help discourage survivors from excessively leaving generators. So yes, the topic of survivors excessively leaving generators is very relevant.
That's a terrible idea, because many survivors can reliably hit those skill checks, which means they get to bypass the missed skillcheck mechanic.
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How should that be a bypass, i am confused. If survivors run off the gen and get the random skillcheck in that second, they still have to face the skillcheck during running away, like with Overcharge.
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