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Random skillchecks while leaving a gen need to go

It's a stupid mechanic. Make them like overcharge. Why can you leave gens with those overcharge skill checks and be able to finish them but this is not possible for normal skill checks? To lose 10% without anything you can do about when you are forced to leave the gen is so damn frustrating. We just lost a game against a 3gen Skullmerchant because we needed to do some adrenaline take a hit and get healed at the gen stuff to get out but no, the skill check messed up everything after the game lasted for an eternity

Comments

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,343

    It is actually on their radar, according to the latest AMA:

    But who knows how long it will take them to actually make a change, given that this is happening for years now that Survivors get a auto-failed Skill Check when leaving a Gen.

    The worst thing that happened once was that another Survivor and myself got an auto-failed Skill Check when a Wraith was approaching. 20% Progress lost, completely for free.

    And I dont really understand why it takes them so long, because Overcharge is in the game and allows Survivors to hit Skill Checks while running away, same should be done with regular Skill Checks. There is 0 reason why it should be auto-failed.

  • Rulebreaker
    Rulebreaker Member Posts: 2,098

    We're getting depressed that people want to remove all the RNG from the game...

  • KateMain86
    KateMain86 Member Posts: 2,374

    Simple answer to the problem is don't treat it like a failed skill check. Why? Because you didn't fail the skill check. You wanted to leave the gen. If a skill check procs when you leave a gen, just have it cancel out. I'm surprised this has been in the game as long as it has been.

  • WitchWalpurga
    WitchWalpurga Member Posts: 127

    That is not intended RNG. RNG can work for or against you for example maps. Bad spawn for Killer = good for surviviors but survivors can adept by greeding pallets or whatever if from their perspective the RNG is bad. These skill checks however only benefit the killer side and are impossible to play around. Let's implement a random stun mechanic. With a chance of 1/16 for every use of the M2 power, the killer gets stunned for 1.5 seconds. I guess you would like that because it's totally fun RNG.

  • Rulebreaker
    Rulebreaker Member Posts: 2,098

    Intended or not, it's still RNG. You don't play around RNG, you make the best of it. To put it in terms of maps (especially since we don't know what you mean by "Bad spawn"), a Billy randomly getting Lerys. Billy got a bad map for, what's he to do but play it to the best of his ability.

    We'd like to know how the singular killer having a stun when using their power every so often equates to the 4 survivors having a chance of a skill check when leaving (which as far as we're aware, is actually random and not set to something like 1/16 times you touch a gen). In your original post, you also took a risk by trying to rely on adrenaline didn't you (it sounds like it but we're not completely sure)? You and your team chose to keep going on and off the gen, and injured at that, instead of playing it safe. You took a risk and RNG decided it wanted a laugh.

    We get that they can be frustrating, but since it's actually RNG we find it fair play.