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Undone is useless

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adsads123123123123 Member Posts: 1,132
edited October 6 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

Comments

  • ReverseVelocity
    ReverseVelocity Member Posts: 4,606
    edited October 6

    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
  • Devil_hit11
    Devil_hit11 Member Posts: 9,112

    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.

  • Langweilg
    Langweilg Member Posts: 1,475

    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.

  • Chiky
    Chiky Member Posts: 810

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

  • Archael
    Archael Member Posts: 842
    edited October 6

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

  • Skillfulstone
    Skillfulstone Member Posts: 803

    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.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,019

    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).

  • Devil_hit11
    Devil_hit11 Member Posts: 9,112

    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.

  • UndeddJester
    UndeddJester Member Posts: 3,496

    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.

  • YayC
    YayC Member Posts: 123

    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.

  • Archael
    Archael Member Posts: 842

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

  • Ohyakno
    Ohyakno Member Posts: 1,206

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

  • buggybug
    buggybug Member Posts: 495

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

  • UndeddJester
    UndeddJester Member Posts: 3,496

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

  • TheTom20
    TheTom20 Member Posts: 491

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