The chances have actually been counted and it's as high as a 14% chance of it happening. Which when you consider how many times you let go of gens in a match it's A LOT
@seanberdo5380 It shouldn't make a difference. The skill check is triggered before leaving the generator (even if it's just a fraction of a second before), so the actions you take after leaving shouldn't affect it.
Really? Cause to me it feels like a huge difference if you leave the gen slow or fast, i cant recall a time when the gen exploded when i left it softly. But maybe im just making false connections
It's always been very irritating that you have to wait for a skillcheck just to get off a gen. Which sometimes never comes until you get off. It's a random punishment that has nothing to do with making a bad decision. The killer doesn't even need to be in the area.
Survivors have to wait for a skillcheck to get off gens now? Haven't played since survivors were all given 15 different ways to infinitely get endurance over a year ago. Personally I think its GOOD that survivors cant just abandon gens, it's dumb becuase it allows them to tap a gen and leave and still make progress. So having a random skill check that punishes them for being greedy is GOOD actually.
@@gubaguy It was implemented when old ruin was a thing. Survivors would keep letting go of gen and start repairing again. Just tapping the generator until completion. It was slow but better than landing good checks against OG ruin. Dunno why they still have not removed it.
amount of times this happens is beyond a joke, team mate gets hooked other side of map, oh i will hop off gen to go help them, BOOOOOOM, Killer be like oh hello there friend its otz
Interestingly during stranger things dlc pcb they were trying out a system which made skillcheck stick like when tapping overcharge when leaving gen making it possible to prevent minus ten
For some context: Hex: Ruin used to make good skill checks regress the gen by 5% and stop you from reparing the gen for a few seconds, and make great skill checks give no gen progress but lets you continue working on the gen. It was a super popular perk as it was really powerful slowdown but also volatile and frustrating to use due to it being cleansable (back then, Hex: Undying also didn't exist yet iirc). More info on the old Hex: Ruin from the DBD wiki at the bottom of this comment. A strategy was developed to get around the skill checks from Ruin: Gen Tapping. Basically, you'd start reparing the gen, and then very shortly afterwards stop repairing the gen, and then do that over and over until the gen is complete. Back then, this would dodge the skill checks from Ruin; you'd hear the sound of a skill check starting right as you leave the gen but you wouldn't actually have to do the skill check and the gen wouldn't blow up like it does now. It sounds ridiculous and like it'd be slower because it's slower than doing the gen normally, but you don't have to hit any skill checks and risk hitting a good skill check or missing, so it's a tradeoff. It's easier and more consistant, but a bit slower if you're able to hit every great skill check and/or get lucky. It was an annoying workaround, so the devs made it so if you get off a gen when a skill check appears, the skill check counts as an automatic miss. This pretty much killed Gen Tapping (however, for some reason people still did it anyway for a while, iirc). However, Ruin was reworked years ago, so Gen Tapping serves no purpose. All this change does now is make you randomly bow up gens when leaving them which feels awful. Either it's a low priority change for them, or it was changed a long time ago and is rooted in the code so they don't know how to get rid of it without breaking anything. Either way, the mechanic has to go. (It's been a long time since then, please forgive if I got some things wrong and feel free to correct me or add more context.) "The first iteration of Hex: Ruin replaced all Generator repair Skill Checks with Hex Skill Checks while it was active, which were unique to the Perk. Hex Skill Checks had a unique black and red colour scheme, as opposed to the regular black and white regular Skill Checks have. Hitting the Skill Check in the Good Skill Check zone would regress the Generator by 3/4/5 %, and pause all Progression for 3 seconds. This would not notify the Killer, but would cause the Generator to spark. Hitting the Skill Check in the Great Skill Check zone would provide no Progression bonus, but would allow Repairing to continue uninterrupted. Missing the Skill Check entirely would still incur a -10% Progression penalty and notify the Killer as usual."
Its basically just playing against dead hard. If you swing (get off gen) while the survivor dead hards (get a skill check) it will hurt your gameplay. Just learn to now get off the gen while you have a skillcheck
@@Username-vn1wx I love how killer mains still crap on dead hard even if now it's a dead perk , with DH you need to time it AND hope that the server will register it compared to this "skillchecks" that are 100% random AND don't even require the killer's presence , hell most of the time you don't even get a notification sound , it straight up blows in your face when you get up from the gen.
@@koresaliva you don't need to be a survivor main to be scared of random skills checks. Let's say you play 50/50 killer and surv, you'd still be scared of them. I'm just pointing out that stating you're a main of each side is irrelevant. Not doing this to be a shitty nitpicker, but just that it's tiring to have everyone always feel the need to assert they are on one side or the other while every one is really on the same side, DBD players
I think leaving a generator should immediately cancel a skillcheck if you currently have one, but it then gets remembered and next time you touch that same gen, you immediately get a skillcheck (so you can't cheese impossible skillcheck builds as easily) If it wasn't for impossible skillcheck builds tho, I wouldn't even be upset if skillchecks get cancelled if you get off, without penalty.
Honestly this is one of the few things that happens to survivors that resembles the overall killer experience but from a survivor POV, not counting tunneling/camping being the killer version of being efficient.
THANK you for uploading a vid about this, it would be so easy to make normal skill checks work like overcharge ones in that you don’t instantly fail them for letting go
Random fun fact: Overcharge skill checks don’t go away if you hop of the gen (unless this was a bug) Learned this from a doctor game where I tapped mid chase since I had distance and he was a kicker Got checked and managed to hit the skill check just before (or after i don’t recall) 360ng the killer [I missed 4 snap out of it skill checks in succession that very same game]
If the Doc is a chill killer, one of the most fun things to do against one is sit in the exit gates after the match as a group all snapping out of it but all spamming space so you just have a group of huddled survivors screaming at three second intervals, lol.
The fact that overcharge has been out for ~6 years and give you the chance to succeed the skill check despite leaving the gen says a lot more about what the devs things of this randomness bs.
@@_under2world_ The only problem with healing skill checks would be healing someone after letting go by hitting a great skill check. Same thing with gens but that would probably be much rarer (I can already imagine the clip of a killer kicking a gen and it popping anyway). But it would still be better than losing 10% to RNG.
I can understand the healing part (not impactful at all) for the gen since excellent only give you 1% the gen would need to be at 99% and the time frame to hit the skillcheck is barely 1s. I don’t see how the killer could not see the survivor and just see the gen pop by magic. Wouldn’t be a surprise if devs think that way tho. Don’t doing a thing just because it might, in some extreme cases, make the 10h killer lost.
@@lunasagaming5801 then what's the point of givin the skill check if it's not gonna change the progress? I believe would be more doable if when you let it go it just cancels the skill check
Yesterday I missed a skillcheck after being automatically kicked off the gen because it was completed. It didn't do anything to the gen progress because the gen was done, but that was a funny occurence. I'm not sure if the killer got a loud noise notification from it, but I heard the completed gen explode lol
Single handedly one of the most frustrating parts of playing survivor. Like tunnel me, camp me i dont care but for some reason THAT still angers me to no end.
That´s because it is RNG. Losing because the other player was better or got the upperhand from a choice they made or the choice you made is perfectly fine, to randomly get punished for something outside of your control is such bs regarddless of where it is.
Ive had 3 people on a gen including myself, my buddy missed a skillcheck and I let go to look at him and shame him and missed the skill check, the random seeing 2 explosions let's go and misses a 3rd skill check to walk away. Killer didn't even come check because I assume he thinks we were trolling.
This happens to me as survivor atleast 2 times in a game, where I casually let go to make my way to hook rescue. But when I play killer, I dont see ANY notications on failed skill checks by survivors, the whole entire game. I believe that BHVR randomly cursed some accounts for this to happen.
@@plainbubble bro's name is literally "ZWallAbuser" how the fuck do you abuse a ZWall as a killer if anything the only way a killer can abuse a ZWall is if a survivor is dumb enough to go to one mans just assuming shit lmao
They should make a hex perk that makes this automatically happen whenever someone leaves a gen or they could add that exciting feature to hex plaything to really encourage cleansing, I’m sure everyone would appreciate this
To be fair is a bit realistic that the survivor mess something up when they see the killer approaching and they let go the gen. The problem is when you´re alone, decide to let go and this happens
I always thought it would be interesting if killers had basekit unnerving presence that just gives a higher skill check chance inside your terror radius
Maybe a 50ms to 90ms buffer after the sound plays where you can let go and the skillcheck cancels would help. Should be too fast for a person to cancel skillchecks intentionally unless they're cheating.
There's nothing more painful than two people being forced off a gen and having two simultaneous skill checks, making you lose 20% for no reason other than just horrible luck.
I think they should make if the killer have a clear vision or even like in 5 meters of u doing a gen, skill check will not popup. And if a skill check is currently triggered while let's say killer is around 6 meters failing it would negate damage to generator, but I bet it would be hard to implement.
What if It immediately gives you a skill check the next time you start working on a gen, and the gen progress doesn't start untill you hit/fail it. This would make it fair while still preventing "gen tapping" to completely bypass skillchecks.
The 2 problems with this are really: A) if you make it completely disappear, how long? If you make it within the bounds of human reaction time, then people could just ignore skill checks entirely, especially if it's something like oppression (which I don't think lingers). but if you B) make it linger, that would require the default skill check system to be update in total, and because it's seemingly shared across all the actions that use them, it will break in a couple ways. As much as I would like it to be changed, because it is *wild* how many times it has caused me to just lose 9s of progress, I think the solution is much harder to implement.
You are coping. Changing this wouldn’t be hard. Letting it linger and fixing the bugs would be easy. And making it disappear would be fine too. Remember: skill checks are a good thing for survivors.
@@carsonsmith2831 And missing skill checks is a good thing for killers, but that's just too much to ask for isn't it? A survivor should be punished for rushing without thinking All of these moments when Otz pushed the survivors off the gen, you have to point out the fact that a survivor was sitting next to a killer with starstruck just so they could get more progress on a gen, this is a stupid decision that should be punished Survivor mains are so fuckin spoiled that they even want skill checks to be even more in their favor, jesus christ
@@lurky5003 It isn't luck or anything. There is no 'rushing without thinking'. In each of these clips the skillcheck could've been triggered on gen release regardless of whether or not they were making correct decisions, which is the main problem as otz rightfully points out. There is a system in place that causes skillchecks to pop up more often the moment the survivor lets go of the gen. It punishes survivors with a -10% just for leaving or getting pressured and it feels completely terrible. Games have been lost just because of bad skillcheck rng. I main killer too and even I think it's totally bogus and doesn't reflect skill at all. It's just a system that doesn't feel good for any players involved. When I get a 4k because a survivor gets a bs skillcheck like this I didn't outplay them. I didn't do anything skillful. It's just a negative experience that could do with a rightful rework into something that doesn't feel as bad. It doesn't even have to be a survivor-sided solution. Just anything that doesn't give a -10% just because the game decided to fuck them over.
Ive had times when ive let go and the gen blows up but there was never even a skillcheck alert sound. Its happening more and more and is a complete joke at this point
Better question would be: How could they change it? Lowering the penalty would hurt killers and depending on the amount will have between unnoticeable and missing skill checks = not very punishing I'm very curious on what you all think would be a proper change.
the change is obvious either it works like overcharge where you still get to hit the skill check after leaving the gen or the skill check gets disabled until you get back on the gen again.
Overcharge skill checks that you can hit from a distance exist since a few years. So the mechanics are already there. Why can‘t BHVR implement that for just normal skill checks?
Yeah, I get the frustration behind this, but like everything else in DBD, it's all about RNG. Maps have jank generation that can lead to frankly absurd setups that require the killer to brute force or give up chase, just like it's impossible to know exactly how a Killers power will react under certain situations. Missing skill checks sucks, but a 5% penalty isn't so serious. Infuriating, sure, but if you're winning it'll be a minor inconvenience, and if you're already losing it doesn't matter.
Wait, when I was learning killer in dbd I thought this happened so much and so consinstenly because it was a mechanic, is it not the case? I really thought that if the killer comes near you a skillcheck appears
IMO this is a perfectly fine mechanic. The survivors are greading every second of gen progress (instead of leaving early) and the risk for that is getting a skill check when pushed off. It's not unfair in the slightest.
Leaving early? This happens no matter if the killer is there or not. If I get off my gen in the corner of the map to get an unhook there is a chance that I just lose 10s of progress on my gen for doing absolutely nothing wrong. That is in no way a perfectly fine mechanic.
Here's what I understand In every single one of these clips, Otz has Starstruck, and is carrying a survivor In every single one of these clips, Otz has every single survivor in his terror radius Exposed And in every single one of these clips, the survivors CHOSE to sit on a generator in close enough proximity to Otz to get hit by him, and expected zero punishment for it This should be a mechanic to punish cocky survivors Overcharge skillcheck is like that because it's not random, it's a forced skillcheck, and a very punishing one to not hit They "SOLVED" this problem on the perk meant to surprise an unaware player into missing a skillcheck
Not only is it not fixed, but it's practically treated like part of the normal gameplay because for SOME REASON if you get a random skillcheck when getting off a generator, you lose all of your Potential Energy! WHY?! WHO TF KNOWS!
Why are we complaining about missed skillchecks when gens are too fast? Like I get it's unfun, but it balances out considering gen speeds are problematic. This is literally a needed gen regression buff for killers, should be kept in the game by all means.
This seems to happen when you let go of a gen while holding the "run" button. It might be extreme coincidence, but I haven't had this happen since I started letting go of the gen before trying to run.
This has nothing to do with killer interacting with survivor. The chance for a skll check to randomly trigger when a survivor gets off the gen is the same if they were across the map completely unpressured. If this was a Killer Perk that had this effect 100% of the time on a cooldown or something, then whatever, its a Perk that encourages the killer to pressure generator survivors more. if it was some kind of passive baseline thing where it could only happen if the killer was nearby, then sure whatever, still annoying but at least its the survivor knowingly taking a risk at that point. This is neither of those, this is just a random RNG Thing that can happen at any moment the second you try to get off a generator.
@@cpthaxray3524 so, if it can happen anytime, then it's basekit, as i said. And it does encourage to interact more, like in the video, because no leaving - no missed skillcheck.
Everyone's talking about ways to fix this in the comments but I don't see the problem in the first place. What's the issue with their being a potential (uncommon) penalty for letting go of a gen? I mean, an actual issue and not "I don't like it when it happens".
*Get off of gen to go heal a survivor* "10% progress lost*. *get Off gen to go save someone from a hook* *10% progress lost*. Its because its purely RNG based. Its not fun to lose a chunk of generator progress over something completely out of all players control. This isn't something the killer did to create pressure, it just happened. But since that'll fall under "dont like it when it happens" to you, heres another one. This penalty existing means it encourages survivors to glue to a generator instead of helping teammates.Why go help a teammate if you can be randomly punished for doing so? This effectively encourages "Gen Rushing" as it is called, as the survivor is actively punished for doing something other than repairing a generator the second they touch it.
@@cpthaxray3524 But it's not out of players' control. They can stay on the gens if they don't want to risk it, just like you say. In all three of these clips in the video he was directly pressuring the people on gens so I don't understand what you mean about how "it just happened" and was "purely RNG based." Why go help teammates instead of staying glued on the gen? Good question. The benefits of leaving the gen would have to outweigh staying on it. That's still a question even if you remove -10% skillcheck failures as people doing anything else aren't accruing the progress, but it's a much easier question. I quite like that there's an extra thing to consider when making the choice, but I guess that's just me.
It really adds to jumpscares and is a great feature for an immersive horror experience, but it is also an absolutely dogshit mechanic for a tightly balanced competitive multiplayer game. It's a realk shame that DBD is constantly compromising either vision to placate the other
I don't think it is a miss skill check. I think there is a x% chance the GEN will explode if you let go. I say that because when you actually get a skill check when you are leaving, the challenge wheel just follow you. *As BHVR always say:* It's not a bug, it's a feature.
There are two really easy solutions to this: - Make the skill check appear after releasing the gen, like with Overcharge. - Make skill checks just cancel if you let go. This would in theory make it easier to avoid missing skill checks if you can react fast enough and let go instead of trying to hit it, but you would lose time everytime you did it and can't hit greats, so it wouldn't be a very good strategy.
It truly is annoying you leave the gen get skill check miss it while running away and loose 10% or not let go of the gen and hit the skill check in exchange for a health state its a loose loose either way Fun fact if you are not getting any skill check just remove your finger of the screen you garenteed to get a hard skill check everytime
Let me ask you this, "Otz". If getting a skill check when leaving a gen is due to "random chance", how would BHVR address this issue? How do you address RNG and complete chance events? More accurately, how would they reduce the random chance of getting a skill-check when leaving a gen without reducing the chances of getting skill-checks in general (which could result in skill-checks never appearing)?
"let me ask you this" ☝️🤓 just make every skill check like an overcharge skill check, it's literally that simple 💀 bro is trying to sound so smart rn but you just end up looking like a dumb ass it's actually hilarious. bro rlly thought he did something 🤓🤓🤓🤓
Sometimes it feels like there is a 80% chance this happens when letting go
The chances have actually been counted and it's as high as a 14% chance of it happening. Which when you consider how many times you let go of gens in a match it's A LOT
Doesnt it make a difference if you leave the gen slowly, or if you leave the gen and instantly run ??
@seanberdo5380 It shouldn't make a difference. The skill check is triggered before leaving the generator (even if it's just a fraction of a second before), so the actions you take after leaving shouldn't affect it.
Dude. It feels more like 90% recently. I can't even tell you how often it happens or maybe it's just my luck. It really sucks.
Really? Cause to me it feels like a huge difference if you leave the gen slow or fast, i cant recall a time when the gen exploded when i left it softly. But maybe im just making false connections
It's always been very irritating that you have to wait for a skillcheck just to get off a gen. Which sometimes never comes until you get off. It's a random punishment that has nothing to do with making a bad decision. The killer doesn't even need to be in the area.
Wah
Plague of Grapes plays DbD!?!?
Survivors have to wait for a skillcheck to get off gens now? Haven't played since survivors were all given 15 different ways to infinitely get endurance over a year ago. Personally I think its GOOD that survivors cant just abandon gens, it's dumb becuase it allows them to tap a gen and leave and still make progress. So having a random skill check that punishes them for being greedy is GOOD actually.
@@gubaguy It was implemented when old ruin was a thing. Survivors would keep letting go of gen and start repairing again. Just tapping the generator until completion. It was slow but better than landing good checks against OG ruin.
Dunno why they still have not removed it.
@@gubaguy did you read the part where the killer doesnt have to be in the area?
They should make it like overcharge: the skillcheck still appears on your screen after leaving the gen
Actually, that's a cool idea. Pitch it to Otz!
@@hanswurst9120 Otz also said that
@@hanswurst9120
This is what basically everyone already wishes for. Including Otz.
A cool perk would be that you always receive a skillcheck after leaving the generator like the overcharge one.
@@Thy_Guardian I think anyone noticing this issue thought of that tbh!
amount of times this happens is beyond a joke, team mate gets hooked other side of map, oh i will hop off gen to go help them, BOOOOOOM, Killer be like oh hello there friend its otz
the thought of a killer making his way towards me with an Otz intro playing has me wheezing
@@masterweapon334 Terror radius is just “hello friend this is Otz” repeating over and over again
Who needs eruption when you have random chance on your side!
Who needs Eruption when you can have Interruption?
great rhyme
Interestingly during stranger things dlc pcb they were trying out a system which made skillcheck stick like when tapping overcharge when leaving gen making it possible to prevent minus ten
Bro this is INCREDIBLY annoying when you know pain res is coming.. try to avoid Pain Res and a skill check just slips in there
For some context: Hex: Ruin used to make good skill checks regress the gen by 5% and stop you from reparing the gen for a few seconds, and make great skill checks give no gen progress but lets you continue working on the gen. It was a super popular perk as it was really powerful slowdown but also volatile and frustrating to use due to it being cleansable (back then, Hex: Undying also didn't exist yet iirc). More info on the old Hex: Ruin from the DBD wiki at the bottom of this comment.
A strategy was developed to get around the skill checks from Ruin: Gen Tapping. Basically, you'd start reparing the gen, and then very shortly afterwards stop repairing the gen, and then do that over and over until the gen is complete. Back then, this would dodge the skill checks from Ruin; you'd hear the sound of a skill check starting right as you leave the gen but you wouldn't actually have to do the skill check and the gen wouldn't blow up like it does now.
It sounds ridiculous and like it'd be slower because it's slower than doing the gen normally, but you don't have to hit any skill checks and risk hitting a good skill check or missing, so it's a tradeoff. It's easier and more consistant, but a bit slower if you're able to hit every great skill check and/or get lucky. It was an annoying workaround, so the devs made it so if you get off a gen when a skill check appears, the skill check counts as an automatic miss. This pretty much killed Gen Tapping (however, for some reason people still did it anyway for a while, iirc).
However, Ruin was reworked years ago, so Gen Tapping serves no purpose. All this change does now is make you randomly bow up gens when leaving them which feels awful. Either it's a low priority change for them, or it was changed a long time ago and is rooted in the code so they don't know how to get rid of it without breaking anything. Either way, the mechanic has to go.
(It's been a long time since then, please forgive if I got some things wrong and feel free to correct me or add more context.)
"The first iteration of Hex: Ruin replaced all Generator repair Skill Checks with Hex Skill Checks while it was active, which were unique to the Perk. Hex Skill Checks had a unique black and red colour scheme, as opposed to the regular black and white regular Skill Checks have.
Hitting the Skill Check in the Good Skill Check zone would regress the Generator by 3/4/5 %, and pause all Progression for 3 seconds. This would not notify the Killer, but would cause the Generator to spark.
Hitting the Skill Check in the Great Skill Check zone would provide no Progression bonus, but would allow Repairing to continue uninterrupted.
Missing the Skill Check entirely would still incur a -10% Progression penalty and notify the Killer as usual."
i havent played a day of survivor and i still feel bad when this happens
As a survivor main im always scared of letting go of the gen at any second
You need to be "survivor main" to be scared of that?
Its basically just playing against dead hard. If you swing (get off gen) while the survivor dead hards (get a skill check) it will hurt your gameplay. Just learn to now get off the gen while you have a skillcheck
@@Username-vn1wx I love how killer mains still crap on dead hard even if now it's a dead perk , with DH you need to time it AND hope that the server will register it compared to this "skillchecks" that are 100% random AND don't even require the killer's presence , hell most of the time you don't even get a notification sound , it straight up blows in your face when you get up from the gen.
@@undertaker2766 since when do killers have skillchecks to worry about?
@@koresaliva you don't need to be a survivor main to be scared of random skills checks. Let's say you play 50/50 killer and surv, you'd still be scared of them. I'm just pointing out that stating you're a main of each side is irrelevant. Not doing this to be a shitty nitpicker, but just that it's tiring to have everyone always feel the need to assert they are on one side or the other while every one is really on the same side, DBD players
I just consider it a risk of working on a gen in the killers face. I usually just bail the gen if a teammate goes down near one I'm working on.
THIS HAPPENS ALL THE TIME I HATE IT SO MUCH
Nothing to change.
Asking nicely/politely works more often than you'd expect.
If that fails, M1 and if it gets real, M2
I think leaving a generator should immediately cancel a skillcheck if you currently have one, but it then gets remembered and next time you touch that same gen, you immediately get a skillcheck (so you can't cheese impossible skillcheck builds as easily)
If it wasn't for impossible skillcheck builds tho, I wouldn't even be upset if skillchecks get cancelled if you get off, without penalty.
This.
Or have it just stick after leaving (this would probably break merciless somehow)
Imagine a perk that causes survivors to blow up gens if they are within 10 meters of you while you hold a survivor for 10% of the gen
Honestly this is one of the few things that happens to survivors that resembles the overall killer experience but from a survivor POV, not counting tunneling/camping being the killer version of being efficient.
I always wait till i get one just for this reason, and i still get one when i get off anyway
THANK you for uploading a vid about this, it would be so easy to make normal skill checks work like overcharge ones in that you don’t instantly fail them for letting go
Random fun fact: Overcharge skill checks don’t go away if you hop of the gen (unless this was a bug)
Learned this from a doctor game where I tapped mid chase since I had distance and he was a kicker
Got checked and managed to hit the skill check just before (or after i don’t recall) 360ng the killer
[I missed 4 snap out of it skill checks in succession that very same game]
If the Doc is a chill killer, one of the most fun things to do against one is sit in the exit gates after the match as a group all snapping out of it but all spamming space so you just have a group of huddled survivors screaming at three second intervals, lol.
Tell me you hire bad coders without telling me you hire bad coders
The fact that overcharge has been out for ~6 years and give you the chance to succeed the skill check despite leaving the gen says a lot more about what the devs things of this randomness bs.
It would cost them nothing to apply that to every skillchecks (even healing maybe)
@@_under2world_ The only problem with healing skill checks would be healing someone after letting go by hitting a great skill check. Same thing with gens but that would probably be much rarer (I can already imagine the clip of a killer kicking a gen and it popping anyway). But it would still be better than losing 10% to RNG.
@@motivated6482 could always just remove the bonus progress from the skill check
I can understand the healing part (not impactful at all) for the gen since excellent only give you 1% the gen would need to be at 99% and the time frame to hit the skillcheck is barely 1s. I don’t see how the killer could not see the survivor and just see the gen pop by magic. Wouldn’t be a surprise if devs think that way tho. Don’t doing a thing just because it might, in some extreme cases, make the 10h killer lost.
@@lunasagaming5801 then what's the point of givin the skill check if it's not gonna change the progress? I believe would be more doable if when you let it go it just cancels the skill check
Yesterday I missed a skillcheck after being automatically kicked off the gen because it was completed. It didn't do anything to the gen progress because the gen was done, but that was a funny occurence. I'm not sure if the killer got a loud noise notification from it, but I heard the completed gen explode lol
Every skill check should just work like overcharge skillchecks
Single handedly one of the most frustrating parts of playing survivor. Like tunnel me, camp me i dont care but for some reason THAT still angers me to no end.
That´s because it is RNG. Losing because the other player was better or got the upperhand from a choice they made or the choice you made is perfectly fine, to randomly get punished for something outside of your control is such bs regarddless of where it is.
I'd rather miss that skill check every single game if there's no camping and tunneling anymore...
The only thing Bhvr has kept consistent over the years.
Ive had 3 people on a gen including myself, my buddy missed a skillcheck and I let go to look at him and shame him and missed the skill check, the random seeing 2 explosions let's go and misses a 3rd skill check to walk away. Killer didn't even come check because I assume he thinks we were trolling.
This happening twice consecutively was the only reason I won a game yesterday
This happens to me as survivor atleast 2 times in a game, where I casually let go to make my way to hook rescue. But when I play killer, I dont see ANY notications on failed skill checks by survivors, the whole entire game. I believe that BHVR randomly cursed some accounts for this to happen.
Doesnt even let you do the weird running skill check thing. Just insta "HAHA YOU FAILED"
Or even when the killer isn't near me even if I get off randomly making sure that it doesn't happen it still seems to do it
I still remember when they fixed it ONLY TO BRING IT RIGHT BACK.
I am a survivor main and I love this being in the game tbh it’s funny like a reverse 4%
Funny? Sure, the first couple of times, then it just gets irritating knowing you’re gonna lose some progress on a gen for no reason
"I am a survivor main and j love being in the game tbh its funny like a reverse 4%" - A killer main
@@plainbubble bro's name is literally "ZWallAbuser"
how the fuck do you abuse a ZWall as a killer
if anything the only way a killer can abuse a ZWall is if a survivor is dumb enough to go to one
mans just assuming shit lmao
They should make a hex perk that makes this automatically happen whenever someone leaves a gen or they could add that exciting feature to hex plaything to really encourage cleansing, I’m sure everyone would appreciate this
To be fair is a bit realistic that the survivor mess something up when they see the killer approaching and they let go the gen. The problem is when you´re alone, decide to let go and this happens
7 %, btw.
Just 3 % more than having the chance to kobe. I don't see people regularly kobe, but getting these skillchecks? 50-50 chance. No joke.
You're touching gens more than trying to unhook yourself
I always thought it would be interesting if killers had basekit unnerving presence that just gives a higher skill check chance inside your terror radius
It probably wouldn’t do much but it makes sense
That would just be a buff for survivors. Unless they have to let go of the gen it would just give them more chances to hit great skill checks.
Maybe a 50ms to 90ms buffer after the sound plays where you can let go and the skillcheck cancels would help. Should be too fast for a person to cancel skillchecks intentionally unless they're cheating.
There's nothing more painful than two people being forced off a gen and having two simultaneous skill checks, making you lose 20% for no reason other than just horrible luck.
That's just the secret 5th killer perk. It's so strong it affects generators even if the killer is nowhere nearby
I think they should make if the killer have a clear vision or even like in 5 meters of u doing a gen, skill check will not popup. And if a skill check is currently triggered while let's say killer is around 6 meters failing it would negate damage to generator, but I bet it would be hard to implement.
What if It immediately gives you a skill check the next time you start working on a gen, and the gen progress doesn't start untill you hit/fail it. This would make it fair while still preventing "gen tapping" to completely bypass skillchecks.
missing a skill check because a killer pressures = good
missing a skill check because it doesn't even appear = bad
What gets me is that they already fixed this for overcharge (you can still hit the skillcheck after you leave)…so the answer is really obvious
Good morning everyone! :D
The 2 problems with this are really: A) if you make it completely disappear, how long? If you make it within the bounds of human reaction time, then people could just ignore skill checks entirely, especially if it's something like oppression (which I don't think lingers). but if you B) make it linger, that would require the default skill check system to be update in total, and because it's seemingly shared across all the actions that use them, it will break in a couple ways.
As much as I would like it to be changed, because it is *wild* how many times it has caused me to just lose 9s of progress, I think the solution is much harder to implement.
You are coping. Changing this wouldn’t be hard. Letting it linger and fixing the bugs would be easy. And making it disappear would be fine too. Remember: skill checks are a good thing for survivors.
@@carsonsmith2831 And missing skill checks is a good thing for killers, but that's just too much to ask for isn't it?
A survivor should be punished for rushing without thinking
All of these moments when Otz pushed the survivors off the gen, you have to point out the fact that a survivor was sitting next to a killer with starstruck just so they could get more progress on a gen, this is a stupid decision that should be punished
Survivor mains are so fuckin spoiled that they even want skill checks to be even more in their favor, jesus christ
@@lurky5003 It isn't luck or anything. There is no 'rushing without thinking'. In each of these clips the skillcheck could've been triggered on gen release regardless of whether or not they were making correct decisions, which is the main problem as otz rightfully points out. There is a system in place that causes skillchecks to pop up more often the moment the survivor lets go of the gen. It punishes survivors with a -10% just for leaving or getting pressured and it feels completely terrible. Games have been lost just because of bad skillcheck rng. I main killer too and even I think it's totally bogus and doesn't reflect skill at all. It's just a system that doesn't feel good for any players involved.
When I get a 4k because a survivor gets a bs skillcheck like this I didn't outplay them. I didn't do anything skillful. It's just a negative experience that could do with a rightful rework into something that doesn't feel as bad. It doesn't even have to be a survivor-sided solution. Just anything that doesn't give a -10% just because the game decided to fuck them over.
Dude I recently came back to this game and that has happened ONCE, but could it be made like overcharge for the love of the entity
This must have something to do with a chase starting. It has to. No way this happens this consistently like this if its random.
All you have to do is threaten the survivor and you'll get a free eruption 10% 🤣
Still waiting for an onyro buff
Ive had times when ive let go and the gen blows up but there was never even a skillcheck alert sound. Its happening more and more and is a complete joke at this point
Better question would be: How could they change it?
Lowering the penalty would hurt killers and depending on the amount will have between unnoticeable and missing skill checks = not very punishing
I'm very curious on what you all think would be a proper change.
the change is obvious either it works like overcharge where you still get to hit the skill check after leaving the gen
or the skill check gets disabled until you get back on the gen again.
best toolbox counter imo
This might as well just be a perk atp
I'm sure that developers coded it like this intentionally.
Overcharge skill checks that you can hit from a distance exist since a few years. So the mechanics are already there. Why can‘t BHVR implement that for just normal skill checks?
The overcharge thing was a bug. Likely, whatever bug leads to overcharge thing working is not easy to replicate in the other skill checks.
Yeah, I get the frustration behind this, but like everything else in DBD, it's all about RNG. Maps have jank generation that can lead to frankly absurd setups that require the killer to brute force or give up chase, just like it's impossible to know exactly how a Killers power will react under certain situations. Missing skill checks sucks, but a 5% penalty isn't so serious. Infuriating, sure, but if you're winning it'll be a minor inconvenience, and if you're already losing it doesn't matter.
Wait, when I was learning killer in dbd I thought this happened so much and so consinstenly because it was a mechanic, is it not the case? I really thought that if the killer comes near you a skillcheck appears
If they really want it in the game, they could also make it happen 100% and lower the effects.
IMO this is a perfectly fine mechanic.
The survivors are greading every second of gen progress (instead of leaving early) and the risk for that is getting a skill check when pushed off.
It's not unfair in the slightest.
Leaving early? This happens no matter if the killer is there or not. If I get off my gen in the corner of the map to get an unhook there is a chance that I just lose 10s of progress on my gen for doing absolutely nothing wrong. That is in no way a perfectly fine mechanic.
Change the randomness of the check or change the 10"% damage dealt? I hope you meant the former
Instructions is now an S tier addon?
So this is why BHVR nerfed gen regression.
they could just keep the skill check on screen like they do with overcharge ...
What I dont understand is... They SOLVED this problem with the overcharge skillcheck.
Here's what I understand
In every single one of these clips, Otz has Starstruck, and is carrying a survivor
In every single one of these clips, Otz has every single survivor in his terror radius Exposed
And in every single one of these clips, the survivors CHOSE to sit on a generator in close enough proximity to Otz to get hit by him, and expected zero punishment for it
This should be a mechanic to punish cocky survivors
Overcharge skillcheck is like that because it's not random, it's a forced skillcheck, and a very punishing one to not hit
They "SOLVED" this problem on the perk meant to surprise an unaware player into missing a skillcheck
What a story, mark.
Built in Unnerving Presence. Makes that perk even more useless.
Not only is it not fixed, but it's practically treated like part of the normal gameplay because for SOME REASON if you get a random skillcheck when getting off a generator, you lose all of your Potential Energy! WHY?! WHO TF KNOWS!
they shouldn't change it. the tighter dbd's balance becomes, the less fun it is. some random elements and rng keep it exciting.
It's not a thing that "Killers can do" really, it's the survivors choosing to let go and I swear it happens like 90% of the time to me when I let go.
And they shouldn't lol, this is a good feature
7% Chance of it happening 100% of the time
Why are we complaining about missed skillchecks when gens are too fast? Like I get it's unfun, but it balances out considering gen speeds are problematic. This is literally a needed gen regression buff for killers, should be kept in the game by all means.
There is zero reason for this to change.
Otz, just leave bhvr alone! They took 12 months to design skull merchant. They’re trying their best!
Counter able with not doing gens
It has a certain charm to it. Hope it doesnt get patched
@dreczycieljednostek4089 iykyk
90% of the time I always only get a skill check when the killer is coming right at me 🙄 how is that balanced
Good? Over extending on a gen should be punished.
Overextending on a gen should be punishable, yes.
Having it tied to RNG, not so much.
How do they even fix something like this?
Camping, tunneling, and slugging is one thing
This is just bad luck
Everyone who tells me that the game is survivor sided when killers can LITERALLY ASK FOR GEN PROGRESS TO BE LOST is just bad at the game smh
Honestly, I say keep it. Gens go by way too fast anyways, and the chances of a skill check happening like these clips are pretty low anyways.
as long as i can randomly get maps like Borgo, the skill check RNG is fine
this made me mad af, I hate this bug
This seems to happen when you let go of a gen while holding the "run" button. It might be extreme coincidence, but I haven't had this happen since I started letting go of the gen before trying to run.
Why doesn't this skill check just appear on your screen as you run anyway? Does this break immersion a bit? Sure. Do we care? FUCK NO.
Oh brother what is up with your eyes in the Thumbnail? Are you alright :D?
Why are you mad? Gen regression basekit. Encourages you to interact with survs more.
This has nothing to do with killer interacting with survivor. The chance for a skll check to randomly trigger when a survivor gets off the gen is the same if they were across the map completely unpressured.
If this was a Killer Perk that had this effect 100% of the time on a cooldown or something, then whatever, its a Perk that encourages the killer to pressure generator survivors more.
if it was some kind of passive baseline thing where it could only happen if the killer was nearby, then sure whatever, still annoying but at least its the survivor knowingly taking a risk at that point.
This is neither of those, this is just a random RNG Thing that can happen at any moment the second you try to get off a generator.
@@cpthaxray3524 so, if it can happen anytime, then it's basekit, as i said.
And it does encourage to interact more, like in the video, because no leaving - no missed skillcheck.
Jolt local
Literally takes 5 seconds to do 10%
Context?
I think this should remain like this as the Entity's help to killers😂
yeah no
Everyone's talking about ways to fix this in the comments but I don't see the problem in the first place. What's the issue with their being a potential (uncommon) penalty for letting go of a gen? I mean, an actual issue and not "I don't like it when it happens".
*Get off of gen to go heal a survivor*
"10% progress lost*.
*get Off gen to go save someone from a hook*
*10% progress lost*.
Its because its purely RNG based. Its not fun to lose a chunk of generator progress over something completely out of all players control. This isn't something the killer did to create pressure, it just happened.
But since that'll fall under "dont like it when it happens" to you, heres another one. This penalty existing means it encourages survivors to glue to a generator instead of helping teammates.Why go help a teammate if you can be randomly punished for doing so? This effectively encourages "Gen Rushing" as it is called, as the survivor is actively punished for doing something other than repairing a generator the second they touch it.
@@cpthaxray3524 But it's not out of players' control. They can stay on the gens if they don't want to risk it, just like you say. In all three of these clips in the video he was directly pressuring the people on gens so I don't understand what you mean about how "it just happened" and was "purely RNG based."
Why go help teammates instead of staying glued on the gen? Good question. The benefits of leaving the gen would have to outweigh staying on it. That's still a question even if you remove -10% skillcheck failures as people doing anything else aren't accruing the progress, but it's a much easier question. I quite like that there's an extra thing to consider when making the choice, but I guess that's just me.
it's a feature
It really adds to jumpscares and is a great feature for an immersive horror experience, but it is also an absolutely dogshit mechanic for a tightly balanced competitive multiplayer game. It's a realk shame that DBD is constantly compromising either vision to placate the other
I don't think it is a miss skill check. I think there is a x% chance the GEN will explode if you let go.
I say that because when you actually get a skill check when you are leaving, the challenge wheel just follow you.
*As BHVR always say:* It's not a bug, it's a feature.
Only Overchage skill checks follow you, regular ones do not.
There are two really easy solutions to this:
- Make the skill check appear after releasing the gen, like with Overcharge.
- Make skill checks just cancel if you let go. This would in theory make it easier to avoid missing skill checks if you can react fast enough and let go instead of trying to hit it, but you would lose time everytime you did it and can't hit greats, so it wouldn't be a very good strategy.
It truly is annoying you leave the gen get skill check miss it while running away and loose 10% or not let go of the gen and hit the skill check in exchange for a health state its a loose loose either way
Fun fact if you are not getting any skill check just remove your finger of the screen you garenteed to get a hard skill check everytime
But Otz what do you mean? It's clearly a skill issue :P
Let me ask you this, "Otz". If getting a skill check when leaving a gen is due to "random chance", how would BHVR address this issue? How do you address RNG and complete chance events? More accurately, how would they reduce the random chance of getting a skill-check when leaving a gen without reducing the chances of getting skill-checks in general (which could result in skill-checks never appearing)?
they can resolve this the same as overcharge skillcheck works.
"let me ask you this" ☝️🤓
just make every skill check like an overcharge skill check, it's literally that simple 💀 bro is trying to sound so smart rn but you just end up looking like a dumb ass it's actually hilarious. bro rlly thought he did something 🤓🤓🤓🤓
Why even waste slot for jolt or eruption when u can just do this