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Skill check change

Just an idea I had, but what if instead of a single skill check occasionally, we had 3 skill checks come at the survivor in rapid speed randomly. The idea behind this change as it means the survivors have to focus more. Put the "skill" back in skillcheck.

If anyone else has any other ideas for improving the skillcheck experience then please say. I think as a current mechanic skillchecks are really lackluster.

Comments

  • MysticAdvisor
    MysticAdvisor Member Posts: 453
    edited September 2019

    I originally in another discussion I revealed an idea for different types of generators and some had different skill checks.

    Example: Repairing A generator that needs a part would randomly trigger a special skill check that had a yellow bar before the white one.

    You had to hit A yellow and the normal white bar or else you fail the skill check and yes it doesn’t stop after you hit the yellow.

  • Peanits
    Peanits Dev Posts: 7,555

    The issue main issue I could see there is that skill checks always affect newer players more than experienced players. With some practice, you can hit skill checks of different speeds. Without practice, it'll be chaos. It's one thing to get the timing down on something that moves the same speed every time, it's another to try to nail the timing when it's different each time.

    I could maybe see this working as a perk, since the less frequently you have "fancy different" skill checks the better (less opportunities for people to practice with them, better odds it'll actually help), but as a baseline thing, I can't see it changing much.

    On a side note, I do think skill checks deserve some credit. I know it's probably second nature to most of us here, but there's a lot of new players who struggle with them. Landing those good skill checks every time is a skill- albeit, a pretty easy one. Moving up to greats (almost) every time is another layer of skill.

  • Th3Nightmare
    Th3Nightmare Member Posts: 1,266
    edited September 2019

    What I read is that .. you have the mentality of keeping new players and the players that we have been in this game for longer, not giving them new mechanics ...

    I don't know how the game will evolve, but I'm afraid it will evolve so that NEW players have it very easy.

    Edit: I know that generators are the main objective and players MUST have it easy for them to feel .. comfortable? But ... this influences that the games in ranks 1 last less, so, in ranks 20 they are infinite games because they don't know how to repair and in rank 1 with the same mechanics ... they are very fast games. I don't know how you are going to balance the game, but balancing by taking out perks is not the solution: D

  • Peanits
    Peanits Dev Posts: 7,555

    I would suggest taking a second look; the point I was making is that it won't take long for an experienced player to get used to them, completely negating the point of the change. It's why I think it would make a better perk than a mechanic. The less you see it, the less practice people would have playing against it, and the more effective it would be.

  • Th3Nightmare
    Th3Nightmare Member Posts: 1,266

    I insist, I think that creating perks to try to change those mechanics, I don't think it's the .. solution, my opinion.

    Thanks for answering :)

  • Peanits
    Peanits Dev Posts: 7,555

    Don't get me wrong, I do absolutely see where you're coming from. Fixing a global issue with a perk isn't ideal. Though I think there's a fine distinction here: People hitting skill checks is not making the game worse. Killer's aren't leaving the game in droves because survivors are hitting good (or great) skill checks.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 1,313

    Its far from ideal and is unhealthy for the game, just like how you should change how you partake in struggle on the hook, console users have to keep smashing the button and it just hurts your hand eventually, and isnt the most welcoming to people who have problems with wrist and hand


    furthermore, the more you do perk fixes, you better increase the perks we can equip, we can only “fix” 4 jank things at once if we are gonna go this archaic route to solving problems on dbd

  • Th3Nightmare
    Th3Nightmare Member Posts: 1,266

    Clearly, we can't fix a game with perks because there will be a time when there are more than 500 perks and ... only 4 spaces of perks to avoid the rush, etc. tech ... I guess you understand me. So it would be an idea for the devs to review their main game and make adjustments little by little, I think it is the solution for a healthy game and not based on small arrangements to their own game with perks.

    Thank you very much for continuing to debate peanits. Its a honor.

  • anarchy753
    anarchy753 Member Posts: 4,212

    What if more complex skill checks (quick succession, maybe going counter-clockwise) were added, but only had a chance to appear after X amount of successful skill checks in a row.

    That way new players won't see them until they get competent with basic skill checks, but they'll be much more common for vets.

  • blackx2
    blackx2 Member Posts: 56

    Indeed, but.. what about skill checks for killers abilities? :D

  • MAV
    MAV Member Posts: 52

    Hmm, what would be interesting would be instead of making piping harder as you rank up, why not make the game harder, such as harder skill checks, etc... Not sure how to make it work but would be cool