Feedback and Suggestions

Feedback and Suggestions

Undone is useless

Member Posts: 1,132
edited October 2024 in Feedback and Suggestions

In what world do you get survivors to miss enough skill checks to get decent value from this perk? Getting survivors to miss 5 skill checks is extremely unlikely and even if you do, you only get 15 percent/seconds of regression and gen block, which is nothing. Tthe perk is even anti-synergy with itself because it won't regress during the block. The extra regression from this perk counts as 2 regression events too for some reason, so your gens will get limited very fast since you only have 4 regression events.

BHVR already released stats showing only 7% of skill checks are missed. Running skill check perks doesn't change this much. Knowing how few skill checks are missed, surely BHVR should know how useless this perk is?

https://www.reddit.com/r/deadbydaylight/comments/1c29s2i/stats_march_2024/?rdt=37458

Post edited by adsads123123123123 on

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Comments

  • Member Posts: 4,874
    edited October 2024

    I think they should add completed healing actions and unhooks to the conditions that grant tokens. Maybe make that the only one, actually, since having it tied to missing skill checks just makes it better the worse the players are which is kind of bad design.

    Post edited by ReverseVelocity on
  • Member Posts: 9,513

    23% for great skill-checks. what. i hit these great like 95% of the time. the only thing i am missing great skill-checks is that hyperfocus perk. coulrophobia as well but you can hit normal vs that perk and be fine.

  • Member Posts: 1,707

    Hitting great skill checks with controller is rather difficult, because pressing the button isn’t instant. Therefore you have to press the button in advance, which does not really help.

  • Member Posts: 897

    you can't miss skillchecks if you sit the 90 seconds on a gen and if you're lucky you get 1 skillcheck...

  • Member Posts: 855
    edited October 2024

    IMO whole perks system need total overhaul and limit their numbers, every character should bring only one = good perk.

  • Member Posts: 867

    Someone already did, it's been "Under Review" since March.

    6 months and no mention of it in any patchnote afaik, I think we can forget this getting fixed (if it's even unintended).

    The funniest thing to me is that Unknown came with Unforeseen and Undone, two gen-kick perks, one of which counts as two kicks and will never be useful against anyone with a kernel of experience, just after putting an arbitrary limit on gen-regression. You can't make this up XD

    Even without the regression limit, the perk would be arguably one of the worst perks in the game, it's downright a throwing perk that was DOA because of the limit.

  • Member Posts: 7,224

    Failed skill checks is just a bad trigger condition. It makes the perk really good against newer survivors and near useless against good survivors which is awful. It needs to have a completely different way of gaining tokens.

    There's no chance that it's intended, it's completely inconsistent with how PGTW works (it only counts as 1 event).

  • Member Posts: 9,513

    i am pretty sure that each regression event is meant to be separate. it is hard to tell whether undone is bugged or pop goes weasel is bugged. either way, undone is not a good perk. it would be good perk if it just worked on every skill-check hit by the survivor.

    my impression of the perk is that it is meant to be powerful regression perk if survivors focus generators.

  • Member Posts: 3,936

    The fact this perk isn't even good with Doctor is pretty telling how bad it is...

    I remember a suggestion someone made to flip it round, where every great skill check gave it 3 tokens. Once survivors realise it's in play they can just start hitting goods instead, but then it'd be decent when combined with overcharge/oppression.

  • Member Posts: 133

    Was said when it was first introduced, the idea a perk can only get value if the otherside mess up and not only mess up, mess up one of the most basic interactions in the game that you aren't under any pressure to mess up is insane. Then not only do they need to mess up but they need to do it multiple times.

    It would be like giving the survivors a perk that only activated when the killer misses a basic attack within 3m of you. It's just obviously a terrible activation effect.

  • Member Posts: 855

    Perk affects new survivors who cant hit skillchecks, and this make those survs more frustrated and leave the game = great perk design!

  • Member Posts: 1,206

    They aren't frustrated because this perk is impossibly terrible and no one uses it.

  • Member Posts: 843

    Oh you beat me to it I was gonna day maybe doc with distressing,unnerved, merciless or huntress lullaby and the perk itself xd.

  • Member Posts: 3,936

    Yeah... granted it's better for him than anyone else... but it's still pretty bad 😅

  • Member Posts: 501

    I remember trying this with a doctor skill check build an i think the most i got was 1 failed skill check lol.

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