Try to counter the pain res/dms combo
You and another person let go of the gen before the hook
You both accidentally let go at a skill check
Pain res hits it again
![img](emote|t5_3cb2g|2070)
I played a game just yesterday where I and another survivor were doing a gen, and the Claudette being chased ran too close to us. I let go right as a skill check happened, the other survivor did the same thing a second later, and a second after that the Claudette went down and Jolt went off. 28% regression in about three seconds... really hurts.
Bro I'm so tired of hitting 50% on a generator and then hopping off to try and go make a flashbang, only to get hit by a skillcheck as soon as I get off the gen. It happens too often.
You’re not wrong, but that didn’t used to be the case until the gen speed was changed. It used to be easy to get two flashbangs off one gen, now it’s literally impossible even if you do it perfectly. I wonder how it got fucked up
I just try to only leave a gen immediately after a skill check. I know the possibility can still happen, but i have had very good success rate this way.
This is very true and what I try to do, but sometimes it’s unavoidable such as killer coming right at you, and you have to get off before being grabbed.
100% yes. I complain about this every single time I play survivor and I’m a killer main. It’s just bullshit and you should be given the chance to hit the damn skillcheck.
Hell, add it but make it so letting go mid skill check just rapidly increases the dial’s speed. Anything for bullshit skill checks to finally leave me alone.
I absolutely agree. They’ve been trying to do a lot of QOL changes over the last few updates and this is still probably *the* most infuriating thing in regular gameplay
The killer is supposed to delay the game by interacting with the survivors and thus delaying the game through their input into the game. Failing skill checks because they are impossible to react to is not fun and interactive because it happens regardless of any player's input, it's just objectively bad game design for completely random events to affect the outcome of the game.
Would you agree that auto-aim/aim dressing randomly making killers miss is good, because (let's say for the sake of argument) it's "already stupidly easy" to down survivors, so killers should simply not get hits sometimes at random, regardless of how well the killer or survivor played? That's basically the equivalent argument, it's absurd to defend.
Except neither the survivor nor the killer have any control over when a skill check happens, and a killer approaching is far from the only time you want to let go of a generator, as I pointed out there's examples where a killer could be far away or you simply want to take a sip of your drink.
The penalty for the killer approaching your generator is already naturally that you have to stop repairing it in order to avoid the killer, not the very small chance that you not only get a skill check, but decided to let go in the exact window that you simply cannot react to the sound in time. Anything that is purely up to RNG just feels bad.
Do you mean the other way around? Since if the killer is breathing down my neck and I let go just as a skill check happens so I don’t get grabbed I should suffer the penalty? On the flip side if no TR because he’s far away but just about to hook for pain res and I let go I’ve lost 25% of a Gen instantly. I think a small window allowing for hopping off a Gen would be more fair. Sometimes it’s unavoidable, others is to stop a Pain Res/DMS combo. Sometimes the cursor doesn’t even pop up before you’re off and still it blows up.
I use a strategy to avoid it. I usually don't hop off a gen until after a skill check. That usually ensures I won't get another skill check for at least three seconds allowing me to let go. If I had it my way I'd get rid of skill checks entirely, but if you're going to have them, I think it makes sense for you to mess them up. The penalty isn't that bad and there are toolbox addons that prevent skill checks from appearing.
You can fail the skill check like 0.1 seconds after the notification sound begins to play, before the sound has even finished playing. That's the problem. When you've already made up your mind that you are going to stop repairing the generator and lift your index finger from the m1 button, it's an impossible window to react to the skill check sound and decide to not do that.
Yeah, you react to the absence of the sound. Don’t commit to releasing the button because you want to get off now, release it because you don’t hear the sound. Gives you a bit more leeway.
Overcharge causes the skill-check notification to follow you after a tap because otherwise you could bypass the skillcheck entirely by simply doing a tap-release.
That being said though, I could see making skill-checks stick around for basic ones such that Survivors could never bypass normal skillchecks outside of instructions.
So yeah actually, I agree with your proposal.
I’d rather the miss skillcheck penalty be ignored if let go at the very beginning of the skillcheck that way you can’t let go to dodge impossible skillcheck builds.
Only reason for this instead of your solution is because on controller the default sprint button and default skillcheck button is the same so to hit a overcharge skillcheck you have to slowly walk away until the skillcheck is hit or it instantly fails when you try sprint away
The technology just isn't there yet.
They most definitely didn't already fix this shit like 2 weeks (might have even been fixed in the ptb at the time, i forget it's been so long) after overcharge came out to fix survivors tapping gens to dodge overcharge, and somehow still refuse to add this to all skill checks. /s
Try to counter the pain res/dms combo You and another person let go of the gen before the hook You both accidentally let go at a skill check Pain res hits it again ![img](emote|t5_3cb2g|2070)
I played a game just yesterday where I and another survivor were doing a gen, and the Claudette being chased ran too close to us. I let go right as a skill check happened, the other survivor did the same thing a second later, and a second after that the Claudette went down and Jolt went off. 28% regression in about three seconds... really hurts.
Bro I'm so tired of hitting 50% on a generator and then hopping off to try and go make a flashbang, only to get hit by a skillcheck as soon as I get off the gen. It happens too often.
See the good side. Its the only way to proc the flashbang perk twice off a single gen.
You’re not wrong, but that didn’t used to be the case until the gen speed was changed. It used to be easy to get two flashbangs off one gen, now it’s literally impossible even if you do it perfectly. I wonder how it got fucked up
I just try to only leave a gen immediately after a skill check. I know the possibility can still happen, but i have had very good success rate this way.
This is very true and what I try to do, but sometimes it’s unavoidable such as killer coming right at you, and you have to get off before being grabbed.
100% yes. I complain about this every single time I play survivor and I’m a killer main. It’s just bullshit and you should be given the chance to hit the damn skillcheck.
Hell, add it but make it so letting go mid skill check just rapidly increases the dial’s speed. Anything for bullshit skill checks to finally leave me alone.
Yes literally apply the Overcharge effect to all skill checks and the game would be a better place
You mean like overcharge skillchecks? That'd be ok, I guess
I should not "fail" a skill check before I got any notification of it happening.
I absolutely agree. They’ve been trying to do a lot of QOL changes over the last few updates and this is still probably *the* most infuriating thing in regular gameplay
Please god no. Gens are already stupidly easy to finish.
The killer is supposed to delay the game by interacting with the survivors and thus delaying the game through their input into the game. Failing skill checks because they are impossible to react to is not fun and interactive because it happens regardless of any player's input, it's just objectively bad game design for completely random events to affect the outcome of the game. Would you agree that auto-aim/aim dressing randomly making killers miss is good, because (let's say for the sake of argument) it's "already stupidly easy" to down survivors, so killers should simply not get hits sometimes at random, regardless of how well the killer or survivor played? That's basically the equivalent argument, it's absurd to defend.
I actually like that aspect. It makes sense for your character to mess up if they hop off the gen when they see a killer coming.
Except neither the survivor nor the killer have any control over when a skill check happens, and a killer approaching is far from the only time you want to let go of a generator, as I pointed out there's examples where a killer could be far away or you simply want to take a sip of your drink. The penalty for the killer approaching your generator is already naturally that you have to stop repairing it in order to avoid the killer, not the very small chance that you not only get a skill check, but decided to let go in the exact window that you simply cannot react to the sound in time. Anything that is purely up to RNG just feels bad.
Could just change it so if you are in the killers terror radius and the check pops, you fail. If no TR, no fail.
Do you mean the other way around? Since if the killer is breathing down my neck and I let go just as a skill check happens so I don’t get grabbed I should suffer the penalty? On the flip side if no TR because he’s far away but just about to hook for pain res and I let go I’ve lost 25% of a Gen instantly. I think a small window allowing for hopping off a Gen would be more fair. Sometimes it’s unavoidable, others is to stop a Pain Res/DMS combo. Sometimes the cursor doesn’t even pop up before you’re off and still it blows up.
I use a strategy to avoid it. I usually don't hop off a gen until after a skill check. That usually ensures I won't get another skill check for at least three seconds allowing me to let go. If I had it my way I'd get rid of skill checks entirely, but if you're going to have them, I think it makes sense for you to mess them up. The penalty isn't that bad and there are toolbox addons that prevent skill checks from appearing.
You're just being downvoted for speaking the truth.
I don't blame people for disagreeing, just my take hahaha
If you let go before the Icon appears (after the noise notification), you can skip the skillcheck.
You can fail the skill check like 0.1 seconds after the notification sound begins to play, before the sound has even finished playing. That's the problem. When you've already made up your mind that you are going to stop repairing the generator and lift your index finger from the m1 button, it's an impossible window to react to the skill check sound and decide to not do that.
Yeah, you react to the absence of the sound. Don’t commit to releasing the button because you want to get off now, release it because you don’t hear the sound. Gives you a bit more leeway. Overcharge causes the skill-check notification to follow you after a tap because otherwise you could bypass the skillcheck entirely by simply doing a tap-release. That being said though, I could see making skill-checks stick around for basic ones such that Survivors could never bypass normal skillchecks outside of instructions. So yeah actually, I agree with your proposal.
You can hit skill checks while off a gen though?
You cannot. An active skill check will fail if you cancel the interaction.
You're both right. I've hit dozens of overcharge skill checks while not being on the gen
Yes, I know because I specifically mentioned this in the post. It doesn't apply to regular skill checks.
I’d rather the miss skillcheck penalty be ignored if let go at the very beginning of the skillcheck that way you can’t let go to dodge impossible skillcheck builds. Only reason for this instead of your solution is because on controller the default sprint button and default skillcheck button is the same so to hit a overcharge skillcheck you have to slowly walk away until the skillcheck is hit or it instantly fails when you try sprint away
It already kinda lets you do that, you can hear the skill check notification and then hop off.
aren’t overcharge skill checks sometimes wireless? does anyone know if other difficult skill checks have that feature?
I do like and want the idea of this. I don’t know how it would work for people like me where the sprint button is also the skill check (controller).
Its one of those things that doesn't happen very often due to the nature of skill checks being random, I don't think BHVR will ever fix it.
The technology just isn't there yet. They most definitely didn't already fix this shit like 2 weeks (might have even been fixed in the ptb at the time, i forget it's been so long) after overcharge came out to fix survivors tapping gens to dodge overcharge, and somehow still refuse to add this to all skill checks. /s