Add more variation to skill checks
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For anyone who's been playing the game for a while, holding down M1 and waiting for the skill check sound to hit the check 98% of the time is kind of boring!
I'd like to propose some more variation in the difficulty of skill checks like how we have with the Doctor's Madness and Huntress Lullaby. I'm not sure how these would be implemented, whether through a perk/ability or being a part of the base game.
- Reverse the direction of the arrow. Instead of the skill check line going clockwise switch it up and make it go counter-clockwise.
- Change the side of the good zone that the great zone appears on.
If anyone has any more suggestions on how to add some more variety let me know.
Comments
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Why though?
What's the point of this? How does this make it less boring?
If anything It's gonna make it frustrating and even harder to hit.
Not saying they're already hard, but combine that with ruin, huntress lullaby, Doctor and you're in for a fun ride!
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I support this change and your suggestions!
As for more suggestions, I have some ideas.
- Multiple hit zones in a single skill check - Basically instead of one good and great skillcheck bar, you get two or three and you have to try and hit all of them to avoid regression.
- Multiple hit zones, but they appear as you hit a skill check and your line reverses direction - After hitting one skillcheck, your little tick suddenly goes counter-clockwise towards a new skillcheck that you have to hit. The process could repeat itself if desired.
- Separate great and good skillchecks areas - Essentially, just put some space between the great skillcheck section and the good skillcheck section so that the player has a little more pressure on them to actually hit the great skillcheck if they try to go for it. The order of the two areas doesn't really matter IMO, and could be kept randomized to make it interesting.
- Press the skillcheck button/trigger (depending on your device) instead of hitting it - So instead of just hitting a button and letting the tick hit the skillcheck area, you have to hold down the button while it moves over a skillcheck area. The longer you hold it down, the better the skillcheck; with great skillchecks being awarded only if you get the entire (or very nearly the entire) skillcheck area.
- The above modification could be complicated by having multiple skillcheck areas - So, instead of just holding a button down, you need to hold down while you're on a skillcheck area, release as you leave it, and hold down when you enter a new skillcheck area. This allows for an easy increase in difficulty by adding more skillcheck areas and/or reducing their size.
- Instead of a skillcheck wheel, replace it with a curve - Your skillcheck tick will start at one end and move from right to left, or left to right, along a twisting path. As the tick moves up or down a bend in it's path it slows down and speeds up. It would force the player to pay attention and have a good understanding of their timing in order to hit skillchecks on or adjacent to bends.
What do y'all think of my suggestions?
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Variety! Personally, I'm a little burned out after 2,000 hours of M1 and hitting space bar to succeed in a "skill" check that anyone who has played the game a couple of rounds can hit 90% of the time.
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These are all very good! +1
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Delete hex ruin then with your ideas lol
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LOL not sure how well received that would be!
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WAIT! Are you asking for Skill Checks that ACTUALLY REQUIRE SKILL!?!!??!@ Can't be having that now. That'd make games too hard for survivors in a game already heavily weighted in the killers favor.
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