Make Great skill checks more risky

If you aim for a Great, you fail if you're early. But, if you are even the tiniest bit late, you're still safe; you land on Normal/Pass and you can try again without interruption from regression and noise notifications bringing the killer over to you.

What if the Great zone was moved away from the Normal/Pass zone, leaving a gap in between? Then the fail for missing it applies when too early and too late.

From this: ———[]====————

To this: ———[]—====———

Comments

  • With this change, why should survivors even try to go for Great skill checks?

    Well, maybe the Great success bonus could be buffed from 1% to 2%, or even back up to 3% again.

    Or, the devs could give survivors another incentive to aim for Greats, like the mini-fireworks from the Anniversary Toolbox.

    @Nos37 said:

    In the past, survivors working on the same gen could see a chunk added to the progress bar and know the other survivor succeeded a Great skill check. That went away when they reduced the progress bonus from Greats to 1%. When they briefly added the Anniversary Toolboxes to the game, mini-fireworks launched into the air when succeeding Greats, making it very obvious when it happened.

    What if we bring back audio/visual effects for succeeding Great skill checks, as customization option for our survivors? (The fireworks effect could remain exclusive to anniversaries, while other new effects could be added to the Store.)

    • This allows for further player customization
    • More money from players
    • And it incentivizes players to go for Great skill checks more often; especially when teaming up on gens

    That last point is a big bonus for certain killer perks and for killers in general.

    Currently, survivors who haven't mastered succeeding Greats will likely ignore them, play it safe, and aim for normal/passes. If a survivor wants to see (or show off) their Great skill check effect, they will play riskier and will have a chance to fail in the process. This gives the killer natural game slowdown, information, and makes skill check based perks and addons more useful.

  • I mean, it's not a bad way of making great skill checks harder. I just wonder, do they need to be harder?

    Going for a great skill check can still result in a failed skill check, so there's still risk there.

  • @TieBreaker said:

    I mean, it's not a bad way of making great skill checks harder. I just wonder, do they need to be harder?

    Going for a great skill check can still result in a failed skill check, so there's still risk there.

    Risk on the front end, sure, but there's a big safety net on the back end.

    Do Great skill checks need to be harder? No, but perks that punish the survivors for failing skill checks should not exclusivley punish newer players and almost never come into effect against veteran players.

  • @Nos37 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687775#Comment_3687775

    Risk on the front end, sure, but there's a big safety net on the back end.

    But would increasing the overall risk be better for the game? Are they not risky enough already?

  • This is a really good idea. They should grant a bigger boost in progress too.

    But also, you can no longer receive a great bonus when performing actions while injured.